Hello. My name’s Plip and I’m a Squidlit. I’m no magic Squizard, but I can jump, shoot ink downwards, and move my little squidlit body left and right. That’s all you need to get through life really. Oh, and a healthy supply of muffins.
Thanks Cheflit, now I’m all set. A catapult shoots dozens of muffins into the distance, as they scatter across the upcoming levels. It’s nice to finally see some valid lore for health pickups.
Continue reading “Squidlit – Squishy Platforming”
Welcome to SR388, home planet of the Metroids. My desire to learn more about these creatures has thrust me into the dark depths of Metroid II on the Game Boy. It’s an ancient screen the Chozo used to replay historic moments over and over. On SR388, Metroids thrive in a monochrome habitat and keep themselves hidden in a dot matrix maze of grayscale caves. They are aggressive creatures when threatened but enjoy their privacy. This game stars Samus in her most faithful role as a Bounty Hunter, with the goal of hunting down 39 Metroids to eradicate the entire species. Set after Metroid 1 / Zero Mission and Metroid Prime 3, the Galactic Federation just randomly held a conference and decided the only way to stop further chaos is to drive Metroids to extinction. It might be the only way, or perhaps this is a classic overreaction to a threat they don’t understand. A sensation that might be familiar to Metroid fans. Could it be a cover up, a conspiracy, a trap, or just plain stupidity? What is going on behind the scenes? A bunch of Federation Troopers mysteriously disappear while “investigating” the Metroids here. Samus is sent to terminate the Metroids because “she can handle it” based on previous experience. This must be how Next Level Games feel right now. Metroid II is a hostile environment, with convoluted passageways forming a structure that takes advantage of the Game Boy’s limitations to provide a great sense of scale. Isn’t that contradictory? I would say it’s ambitious and necessary. Metroid II shoves an entire planet under the Game Boy screen and lets the player deal with the repercussions.
Continue reading “Metroid II: Return of Samus – Exploring the 8-bit Abyss”