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Super Metroid is an SNES action-adventure platformer in which the player plays as Samus Aran, a bounty hunter exploring the planet Zebes to find and rescue an alien creature called a Metroid from pirates who have taken it. The game’s rich worldbuilding, atmosphere, and gameplay process of acquiring abilities to progress through new areas made it widely popular on release, and contributed to the establishment of the Metroidvania genre – however, this classic adventure has more serious implications when considered in the context of colonialism, xenophobia, and cycles of human destruction under the guise of progress and heroism. The relationship between the hostile environment and conquering player reflects, and even seems to glorify, historical narratives of conquest and environmental destruction; however, by portraying the beauty and diversity of the alien environment, the game gives hope for an alternative route of coexistence and growth.

Super Metroid presents the environment of Zebes as alien and hostile. When the player lands on Zebes, they are greeted by darkness, rain, and a map that is blank except for a small square of the known starting screen area amidst an expanse of unknown surrounding darkness. The player proceeds into exclusively subterranean environments, accompanied by dissonant themes of occasional notes disturbing the general silence, and their unease is justified by the hostility of the world. Not only is the planet itself dangerous, with spikes, lava, and various other environmental hazards and obstacles, but the creatures of Zebes are also hostile: most native species attack or damage the player, and the main antagonists – the pirates – are also highly integrated into the environment visually and mechanically, making the player the only foreign element in an antagonistic and unfamiliar world. 

This story of a technologically advanced, humanoid hero attacked by a dangerous and savage environment is very similar to historic narratives of colonialism written to favor the colonial power. In these narratives, groups who colonized other cultures would present the oppressed as “uncivilized” and violent. For instance, European colonization of the Americas was frequently justified by the argument that indigenous people in the Americas were lesser because they did not follow Christianity, and European portrayals of them made them appear violent and savage. These narratives justified violence against native groups as defense against hostility or even as a service of spreading Western “gifts” such as Christianity or steel and guns through the regrettably necessary vehicle of violence. Super Metroid presents a similar narrative, in which the alien planet Zebes is a hostile world that the virtuous hero has no choice but to greet with violence. It encourages destruction through a variety of advanced weapons, even rewarding the killing of passive creatures by giving the player health and ammunition. Even though Samus has come to a world that is not her own, in pursuit of similarly non-Zebean pirates, the wanton destruction that she brings is regarded as heroism accompanied by triumphant themes, while the environment is presented as a violent enemy that must be conquered rather than a diverse world that Samus is intruding upon.

The game even features the trope of the conqueror as a savior: the reason that Samus travels to Zebes is to rescue the Metroid creature that the pirates kidnapped. The Metroid is a small infant with a round, non-threatening appearance, and in one of the first scenes of the game it is taken by a draconic, spiky purple creature with glowing orange eyes that fills up a large portion of the screen with its immense size. Samus is immediately presented as a hero by virtue of her opposition to the terrifying, evidently evil pirate creature; thus, every obstacle or creature that stands in Samus’s way of her righteous goal is villainous, and Samus’s actions are justified. This rhetoric appears often in historic narratives of conquest, in which the oppressor claims to be working for the greater good in order to justify their actions. These arguments imply that the group in power knows better than the oppressed how to improve their situation and has a responsibility to enact this themselves, portraying the subjugated group as powerless and in need of the superior group’s rescue.

While Super Metroid presents a narrative that is reflective of historic arguments which have been used to justify colonization, oppression, and destruction, it does not do so entirely without nuance or criticism. For instance, while the world that the game portrays is dangerous, it is also beautiful – diverse animals and plants, exciting musical themes, and unique regions with their own ecosystems encourage an experience of exploration of a rich and diverse world. This sense of exploration is bolstered by the central loop of gaining abilities which the player then uses to reach new areas. While this sense of exploration emphasizes the alienness of the landscape, it also celebrates the vividness and beauty of the alien world rather than solely presenting it as dangerous. There are also several creatures which are not hostile on Zebes, and some of them even help the player – the Metroid which Samus is attempting to rescue saves her at the end of the game, at the cost of its own life. One family of friendly creatures can be saved in the self-destruct sequence of Zebes at the end of the game if the player takes a secret path. While this deviation from the entirely hostile representation of the environment is an exception rather than the rule, it lends some complexity to an otherwise one-sided portrayal, and the example of the Metroid’s sacrifice begins to suggest that the otherwise helpless alien creatures might have some agency and power. Furthermore, the choice of saving or abandoning the friendly species in the escape sequence hints at a notion of responsibility for the player’s actions, although only in a very limited sense and in the context of the savior trope.

The game also somewhat conveys through symbolism that the origin of the destruction on Zebes is from Samus and the pirates invading it. The centrality of violence in the player’s actions is acknowledged by the importance of the blaster itself – the attachment stands out on Samus’s character sprite, a large green attachment on the right arm of her otherwise warm-tone suit that she points far in front of her when firing. It is central to every mechanic in the game, from shooting enemies and blasting open doors to grappling across rooms and even accessing the save-file interfaces. Thus, the game recognizes that the player is a vehicle of destruction in the world. In addition, while many of the pirate bosses are integrated into the environment, the final boss is presented as a perversion of the environment. Mother Brain, leader of the space pirates, is kept alive by metal structures in contrast to the otherwise organic planet, and its final form is a gruesome and unnatural brain with a robotic body. This enemy is the most human-reminiscent of all the creatures, and can be seen to serve as a reminder that great destruction comes from human overambition and lust for power.

However, overall, Super Metroid heavily reflects historic narratives of oppression, destruction, and xenophobic misrepresentations of the unfamiliar in order to justify this. The player, through Samus, is encouraged to wreak destruction across an alien planet and to view it as hostile to provide a justification for this invasion. However, the game also constructs Zebes as a diverse and beautiful world that the player is encouraged to explore, thus creating a hope of a new perspective and new narratives in the future. As a game designer, I am excited about the potential of Metroidvania games to contradict this traditional tale, all too common in video games, of the powerful savior who comes to save and destroy a savage and inferior world. I think there is a great potential for new games to convey messages of exploration and wonder, of beauty and diversity, and to broaden the worldviews of players.

2 Comments

  • I never thought of Super Metroid as a colonialist piece before. I think there is merit in viewing it that way. As you noted, there are plenty of similarities between it and the ‘heroic’ colonialist stories of old. The importance of violence in the game and the raiding of a beautiful and exotic world are recurring tropes throughout media. This be seen in the popularity of the movie ‘Avatar’ which is the highest grossing movie of all time. Avatar is a movie about the evils of colonialism that also features a stunningly beautiful alien world. Addressing these topics in video game form, therefore, seems relevant.
    However, I do think there is a bit of difference between the stories that you gloss over. Samus isn’t a glorified caricature. Samus is in fact a woman which makes her at best a critique of the ‘heroes’ from colonialist stories. Furthermore, her enemies, the space pirates, stole a living bioweapon which they have tried stealing before. They are not presented as ignorant beasts, but willingly dangerous criminals. Furthermore, this re-contextualizes her pursuit. Though she may kill innocent creatures in the way, the alternative would be to do nothing and wait as the Space Pirates kill innocent beings which would be worse for the planet Zebes. There are many problems within the narrative from its hyper-focus on action to showing scientists experimenting on alien larvae as the good guys, but its clear that the Space Pirates cause nothing but problems. The extra facts paint a new life on Samus’ journey.

  • yileib yileib says:

    Similar to what HunterGatherer said, I had never considered seeing the colonialist elements of Super Metroid before, and your points helped me view this classic game in a new light. But I also do agree with HunterGatherer when they talk about how the goal of the game is primarily for Samus to stop the Space Pirates from cloning the Metroid and weaponizing them, which can be argued to change the overall perspective on the game’s invasion narrative, or at least offer an alternate one. I’d like to also add that the Metroid franchise also offers critiques on the colonialist idea of entering alien worlds, extracting and exploiting the natives, and causing meaningless destruction. Other games in the franchise also show how anyone – whether it’s Space Pirates, Samus, or the Galactic Federation – attempting to invade and/or exploit alien planets for various reasons results in tragedy. This is especially true in Metroid II and Metroid Fusion. Time and time again, attempts to exploit or destroy alien species backfire.

    (POTENTIAL SPOILERS FOR BOTH GAMES)

    The Metroid baby in Super Metroid is the single surviving Metroid Samus spares from the genocide she committed on the species in Metroid II, the game directly preceding Super Metroid. Even after death, its DNA saves her from a lethal parasite infection in Metroid Fusion, the direct sequel to Super Metroid. So, it naturally raises the question of how much good could have resulted from leaving the Metroid species and their planet alone. Super Metroid shows the Metroids have some degree of agency, and Metroid Fusion shows they could have medicinal benefits as well. And in this way, the plot indirectly questions and critiques Samus’ own destructive actions in Metroid II and Super Metroid. How many more self-aware and potentially benevolent alien species did Samus destroy?

    Also, it turns out, the Metroids were actually creations of ANOTHER alien species made with the intention of keeping the parasites in check by acting as predators for them. And, in Fusion, the seemingly well-meaning Galactic Federation that employs Samus takes an interest in these dangerous parasites, and it’s strongly implied they want to weaponize them, just as the Space Pirates wanted to weaponize Metroids. Samus of course ignores these orders and destroys the entire home planet of the parasites to end their threat once and for all, at the cost of, well, an entire planet. And this time, it’s not portrayed as triumphant at all. The destruction of the planet was a tragic necessity that didn’t have to happen, had both the Federation and Space Pirates not repeatedly interfered with the natural state of the planet and its species and tried to exploit them.

    The overarching narrative of the main series involves an alien race messing with the natural balance of alien planet by introducing an artificially created life form, which are then chased after by Space Pirates attempting to weaponize them. This doesn’t make your analysis invalid, though. I think it’s true that the games still do relish in the colonialist violence committed in the name of action to a degree. But they do make plenty of effort to show the negative consequences of such actions as well.