Introduced in the 100% completion ending of Metroid Prime, Dark Samus haunts the planet Aether, both Dark and Light, and makes the hunter feel hunted. Much the same could be said for the character of Dark Samus. Some of the upgrades in Echoes, like the Dark Visor, felt a bit uninspired. Echoes succeeds at crafting a world that feels like its own malicious entity, an antagonist that, though Samus never fights it, still haunts her whenever she steps into its domain. From limited beam ammo, to battles against collections of undead Galactic Federation troopers resurrected by the demon-like Ing, the game’s main antagonists, to the very atmosphere of Dark Aether, which damages Samus whenever she ventures out from beneath the safety of light crystals scattered around, every aspect of Metroid Prime 2: Echoes feels designed to make the player dread journeying into Dark Aether. Much of this success came from developer Retro Studios’ decision to craft Echoes with techniques pulled right out of survival-horror games. In doing so, it succeeds in crafting an experience that makes the player feel helpless in spite of their ever-increasing power, something that, outside of Metroid Fusion, the series had never done previously. By defying Metroid tradition and eschewing the verdant overworld and heated magma chambers of Metroid Prime in favor of light and dark versions of Planet Aether, Echoes creates its own identity early within its adventure. Metroid Prime 2: Echoesis nothing like its predecessor. Why Metroid Prime 2: Echoes Remains A Classic!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |