Honestly? I would redirect this to anybody who wants to capture the early Metroidvania flavour outside of the context of encompassing games history instead of Super Metroid. That doesn't necessarily mean that it's better, although it is better, and it definitely doesn't mean it is more original, because there is no world in which ESα exists without it cribbing almost everything from Zebes, but it does, to me, mean that we can articulate a purity of mechanical intercedence into the proceduralistic fashion in which we cohere artistic merit of a game's play with its thematic and visual explicity. In shortest terms, the hostility in ESα comes from a world which feels ruined and hostile, nearly unnavigable, because of the strangeness of the player's relationship with it at the time of introduction; the hubris undertaken to sow weird estrangement from the station to the world outside it is critical and unimpeded by the interfacing, yet eloquent from the delicate situating. In Super Metroid, it's hostile because Samus cannot jump, cannot shoot, and cannot avoid damage due to world design intermediating not at all with the mechanical affordances of play.

Reviewed on Oct 03, 2022


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