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[3] [4] [5] He also directed Super Metroid, Metroid Fusion, Metroid: Zero Mission, Metroid: Other M, and was the producer for Metroid: Samus Returns and Metroid Dread. [6] [7] Sakamoto's design work is also found in Nintendo games including Balloon Kid (1990), Game & Watch Gallery (1997), Wario Land 4 (2001), and the WarioWare series.
The Metroid producer, Yoshio Sakamoto, conceived Metroid Dread as a Nintendo DS sequel to Metroid Fusion (2002). [7] It came from the concept of having Samus followed by "dread" on an unfamiliar planet. [8] Sakamoto wanted to expand on the stealth sequences in Fusion and combine them with traditional Metroid gameplay. [7]
The Metroid Prime series is set between Metroid and Metroid II: Return of Samus, and chronicles Samus' conflicts with a malignant, radioactive substance named Phazon. [14] In Metroid Prime, Samus travels to Tallon IV to stop the Space Pirates from exploiting a Phazon-infused meteor that has poisoned the local ecosystem. [13]
The video game Metroid Dread features robots called EMMI that hunt down Samus. The concept comes from SA-X, with Sakamoto wanting to recreate the tension SA-X produced in another game. [ 5 ] They specifically wanted to feature the chase style of gameplay in a Metroid game with more traditional gameplay than Fusion .
In Metroid Zero Mission, Samus is able to enter the Chozo Ruins. In Metroid Dread, the social structure of the Chozo is explored, revealing they are split into two tribes: the peaceful Thoha, who left their warrior traditions behind to become scientists, and the Mawkin, who retained a warrior culture. The Thoha initially colonized SR388 and ...
Samus Aran (Japanese: サムス・アラン, Hepburn: Samusu Aran) is the protagonist of the video game series Metroid by Nintendo.She was created by the Japanese video game designer Makoto Kano and introduced in the first Metroid (1986) for the Nintendo Entertainment System.
Metroidvania [a] is a sub-genre of action-adventure games and/or platformers focused on guided non-linearity and utility-gated exploration and progression. The term is a partial blend of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II (1987), Super Metroid (1994), and Castlevania: Symphony of the Night (1997).
In Metroid, however, items are permanent fixtures that lasted until the end. In particular, missiles and the ice beam are required to finish the game. [7] After defeating Mother Brain, the game presents one of five ending screens based on the time to completion. Metroid is one of the first games to contain multiple endings. In the third, fourth ...