You Don’t Know Samus—and Neither Do I
I played the Metroid games in the “wrong” order. I began with Metroid Prime before working my way back to the 2D Metroid titles. I also played them relatively late in life—in my twenties, in fits and starts, after a bad break-up. I played them in the midst of a dark depressive storm, unable to separate the misery of my own inner life from the desperate stakes of Samus Aran’s tragic beginnings and occupational hazards.
Even without the benefit of childlike wonder or nostalgic lenses, I found myself developing an unbidden fannish fixation with the game’s leading lady, in part due to my own insecurities at that time. I could see through my adult eyes that the Metroid games had flaws: needlessly difficult platforming sequences, pacing problems, narrative gaps. Even Super Metroid, which I often cite as one of the franchise’s strongest and most accessible entries, features confusing sections (e.g. wall-jumping). Do the games hold up? Would I recommend them to a modern player? Only if that person had a whole lot of free time, and needed to distract themselves from an intense bout of depression. In that specific circumstance, Metroid games not only hold up, but excel beyond expectation.
What flusters me about Metroid fandom is the constant disagreement about what makes the games “good.” Usually this disagreement results in harmless, boring arguments about what order the games should be played in, and which games are the “best.” Fans of the 2D Metroid games in particular seem most willing to settle for rote copycats; personally, I can’t stand copcats. I will only accept the real deal. Why? Because it’s not that I like Metroid games, per se—I like Samus. Or, I like the character that I’ve decided Samus must be.
I’ve written before about my own emotional attachment to Samus, some of which I’ve also detailed above. But I’m not the only one who’s imposed her own narrative onto Samus Aran. When I talk to other fans of the series about how they picture Samus, what they think she’s like, everybody seems to have their own conflicting idea—and who could blame them? The Metroid games themselves have had several different creators and writers, and the extended universe runs the gamut from goofy one-off storylines to a hyper-serious manga series detailing Samus Aran’s dark childhood and teen years. That manga is actually considered canon, and its story was used for the most controversial Metroid game: Metroid: Other M.
I can’t help but smirk when I hear someone surprised at the events in Other M. I’d be the first to agree that the game makes a lot of mistakes—but they’re mistakes that the manga made first, and that other Metroid games foreshadowed, if only we had been looking hard enough. The manga came out many years before Other M, and its version of Samus is a much more feminine and emotional version than the one that many fans picture. She starts the story as a three-year-old child, and within a few pages, she’s aged to 14 years old and is living with the Chozo, learning their alien-bird ways and training to be a galactic warrior. She coos at cute aliens she meets, including a race of butterfly-like creatures who turn out to be evil; she displays pacifism early on by attempting to avoid killing even the most deadly of creatures, always holding out hope that they can change. In the manga’s climactic moment, she exhibits the symptoms of a full-blown panic attack, and the Chozo seem ill-equipped to help her. This version of Samus has its inconsistencies and faults, and the story is just as confusing and bizarre as most Metroid games; how many times must Samus fight the same handful of antagonists over and over, revisiting the same old ground to collect the same old set of items? How many evil clones of clones, how many resurrections, how many DNA makeovers must Samus endure? It’s no wonder she’s a bit of a cry-baby, right?
Yet, this emotional depiction of Samus never made it in to the early Metroid games. Players interpreted Samus as a stoic, voiceless character; she navigated pathways in isolation, with no ally in sight other than the occasional wall-jumping benefactor. Even in Fusion, her diary entries always struck me as jarring. Why is Samus talking?, I wondered, irritated. Why does she have to keep a diary? Never mind that in the reaches of space, while combating cabin fever and intense loneliness, I can see the benefit of keeping one.
In almost every Metroid game, Samus manages to refrain from speaking almost entirely, with rare exceptions; the Fusion diary entries are about as long-winded as she gets, up until Other M. Many fans of the franchise that I have spoken to (especially male fans, in my very anecdotal experience) seem to view her as a sort of gender-swapped Master Chief-meets-Batman character. She’s got dead parents, plus a cool power suit, and bonus boobs—but the boobs part isn’t that overstated, or so the die-hard fans will assure you. Samus strikes all the “strong female character” check-boxes. She’s a conventionally hot Amazonian blonde, but she’s never “sexualized” (debatable) and she doesn’t throw her gender in your face (because wouldn’t that be annoying).
Samus also happens to embody what I see as a particular type of “gamer girlfriend” fantasy. She works in a male-dominated field, and dresses in traditional masculine attire, and she doesn’t ever draw attention to her own gender—up until she’s finally off the clock, at the very end of the game. In the very first Metroid game, the length of time that the player took to beat the game would determine how much clothing Samus would be wearing at the end. If you look up images from the final screens, you’ll see that she might be wearing her suit without a helmet, or a long-sleeved practical red leotard, or … if you beat it super-fast … a miniature red bikini. In other words, Samus’s body has been presented as a reward for the player since day one. People get very angry when I bring this up, let alone the fact that this practice continued in several Metroid games.
All of this contributes to why Other M shouldn’t have come as such a huge surprise to the gaming community. The game felt like a disappointment because it included moments where the camera slow-panned over Samus’s long, lean body, or hovered over her glistening backside. It felt like a disappointment because Samus had not only learned how to talk, she had also begun to audibly cry and complain, particularly to the men in her life. She had not only begun to pose for the camera in a sexy way (which, need I remind you, she had already been doing for decades)—now, she also had feelings. About the Metroid that saved her, a Metroid that she determinedly refers to as a “baby” throughout the game.
My anger about Other M isn’t just about that one game. It’s about how Samus has been presented across the board; Other M is just one more example in a long string of them. The disappointment that I hear most people share about the game is that Samus didn’t continue to be a stoic Batman character who never shared her feelings at all. I’ve seen anger and resentment that Samus bows down to her former male colleagues at the Galactic Federation, particularly in the squicky “father figure” relationship she has with CO Adam Malkovich. In the flashback sequences in-game, she’s depicted as a headstrong, impulsive jerk. As an adult in-game, Samus is presented as … headstrong, impulsive, and also, emotional to the point of complete unprofessionalism. She hasn’t grown up—she’s only gotten worse, and it’s a depiction of Samus that I have to admit I can’t stand.
On the other hand, I’m not sure that the rest of the Metroid games are good enough that it’s entirely fair to rest all of the blame on Other M alone, and definitely not on Team Ninja, the development team behind the game. Team Ninja may well want the “blame” for the camera’s obsession with Samus’s thighs, but who do we blame for the script? The bizarre directorial choice to tell Samus’s voice actress to deliver all of her lines in a robotic monotone, which presents a confusing contrast to the highly emotional dialogue provided?