Return of Samus
This is better than I remembered. Everything is right in its place. Disregarding the obvious inherited aspects of the original (lack of a map, black backgrounds, floating jump mechanics, only having one type of weapon at a time) that work just as well here, the changes reshape the meaning of the experience. The close camera to represent a dark cavern where watching ahead is difficult, the repeated tiles to simulate the feeling of getting lost the more one enters into labyrinthine places, and the black-and-white coloration that strengthens the limited vision. In a sense, you can interpret these elements as the developer's way to put the player in Samus's perspective, and they help as well to give thrill to the anticipation of an encounter. Even if the game is linear, it's easy to stop having track on where to go if you don't pay attention, and even if the game has some modern conventions such as save points and healing spots, it's not nearly as bad as modern works because they're hidden, more dispersed across the world, and require effort to get there. So even if the game isn't as radical as its predecessor, the modern conventions it applies aren't nearly as disruptive to the experience as later games.
The only real major drawback however are the Metroids themselves. They are fittingly aggressive and non-deterministic in their behavior, which contributes to close, even personal and face-to-face brawls, but their lack of solid damage output in combination to the game's floating physics allowing maneuvering over them made them non-threatening, and the fear of facing them diminishes once the player realizes that merely staying healthy for the fight suffices to engage them. It's an exploit in the design, but one that doesn't make the experience of facing them ring false.
The most beautiful aspect of the game for me however is in the little spaces that Samus can enter. Paths in the ground that lead nowhere, but exist as an extension of the landscape. These places, which have no purpose, are representative of the developer's intent to create a wild planet, a place not built for the player but to be an habitat to its fauna. Or edifications in ruins, abandoned long ago that tell the history of the planet with just their existence. And the feeling you get by navigating through them is to be in virgin soil, untouched by human hands, even sacred, through mere abstraction. And this feeling, unique in any game of its generation I have seen, is why Return of Samus is one of the vital games of 1991.
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