Connect with us


‘Metroid Prime 2: Echoes’ is Still the Series’ Most Enigmatic Entry



Metroid Prime 2: Echoes is nothing like its predecessor.  By defying Metroid tradition and eschewing in the verdant overworld and heated magma chambers of Metroid Prime in favor light and dark versions of Planet Aether, Echoes creates its own identity early within its adventure. In doing so, it succeeds in crafting an experience that makes the player feel helpless in spite of their ever-increasing power, something that, outside of Metroid Fusion, the series had never done previously.

Much of this success came from developer Retro Studios’ decision to craft Echoes with techniques pulled right out of survival-horror games. From limited beam ammo, to battles against collections of undead Galactic Federation troopers resurrected by the demon-like Ing, the game’s main antagonists, to the very atmosphere of Dark Aether, which damages Samus whenever she ventures out from beneath the safety of light crystals scattered around, every aspect of Metroid Prime 2: Echoes feels designed to make the player dread journeying into Dark Aether. Echoes succeeds at crafting a world that feels like its own malicious entity, an antagonist that, though Samus never fights it, still haunts her whenever she steps into its domain.

Some of the upgrades in ‘Echoes,’ like the Dark Visor felt a bit uninspired.

Much the same could be said for the character of Dark Samus. Introduced in the 100% completion ending of Metroid Prime, Dark Samus haunts the planet Aether, both Dark and Light, and makes the hunter feel hunted. Echoing–pun fully intended–the SA-X in Metroid Fusion, the presence of this ominous doppelganger makes the world of Aether all that more oppressive and removes the sense of control and power that players normally feel in Metroid games. In Echoes, Samus feels like she is in perpetual danger, as if the worst has yet to come and may lurk just behind the next portal to Dark Aether. It creates in the player a sense of intense dread, a feeling only rivaled by the Wrecked Ship in Super Metroid and encounters with the SA-X in Fusion.

This sense of helplessness is further enhanced by the game’s comparatively high difficulty. While its difficulty in the Wii collection, Metroid Prime Trilogy, is toned down significantly, the original release remains quite challenging for a Metroid game, requiring that the player consider ammunition and account for the atmosphere’s intense damage. Sometimes, this difficulty merely sets it apart from other Metroid games. However, at other times, it can make the game supremely frustrating. 

Bosses like the Chykka and Spider Ball Guardian were among some of the most difficult in the ‘Metroid’ series. 

The difficulty, however, is the least of Echoes’ major three flaws. The game also suffers from drab level design. Outside of the Sanctuary Fortress and the Ing Hive, there are few locations that truly stand out. Most of the game’s world is covered with an endemic blandness that permeates both the dark and light variants of each area, sapping the player’s motivation to explore or to stop and gaze at the scenery. In an interview with Shinesparkers, Retro Studios developer Jack Matthews pinned this down to a design mistake that left the team without enough time to make each area “look visually distinct and amazing.” However, no matter the reasoning, it’s an unfortunate blemish after Metroid Prime’s beautiful, visceral, and visually distinct areas.

However, the biggest flaw that Metroid Prime 2: Echoes faces is its inability to properly pace itself. After the search for the Chozo Artifacts in Metroid Prime served as a last-second attempt by Retro to pad out the length of the adventure, Retro, unfortunately, tried the same trick again in Echoes. Its introduction of temple keys amplified the frustrations that players felt with the Chozo Artifacts significantly. Having to collect keys not only for each temple, but also for the last dungeon is boring, uninspired, and immersion-breaking, an oddity for a series which principally concerns itself with exploration and immersion. Whereas the Chozo artifacts were, in some way, at least tangentially related to the plot involved, the keys feel significantly less integrated and, as a result, make the search for them feel less meaningful than the quest for the Artifacts in Prime.  

The Ing haunted every corner of Dark Aether in ‘Echoes.’

Despite high critical praise and an impressive pedigree, Echoes–like most sequels–can’t escape the shadow of its predecessor. Nevertheless, given that Retro Studios faced an uphill battle delivering a sequel to one of the greatest games of all time, the results are impressive. Fourteen years later, Echoes remains a good game, and a classic, but it is still the most enigmatic entry in the series, a black sheep whose cracks have become more apparent with the passing of time.

Although a gamer since before I can remember, there is not a better definition of me than these three words: Christian, moderate, and learner. I am steadfast in my Faith, my Beliefs, and in my Opinions, but I am always willing to hear the other side of the discussion. I love Nintendo, History, and the NBA. Currently a PhD Student at Liberty University.



  1. Thatguy

    November 18, 2018 at 9:47 pm

    This title made trying to figure out what this article was going to be about enigmatic.

    But imagine that, actually reading it lifted the veil of mustery. I pretty much agree with everything here. Which was a VERY unpopular opinion when thebgane first came out.

    • Izsak Barnette

      November 19, 2018 at 2:26 pm

      Haha. Thanks for taking the time to comment. Like others, my opinions on ‘Echoes’ have changed pretty significantly since I first played the game.

  2. Ricardo

    July 21, 2019 at 4:31 am

    I love echoes and it’s my favorite entry in the prime saga, but I feel it was rushed in certain aspects, maybe one more extra year in development and it could have being even superior than it’s predecessor, but I still love it, Quadraxis and Chykka are wonderful bosses, my only complaint was dark samus last battle, really dull and easy, oh and the multiplayer was completely unnecesary and a waste of time

Leave a Reply

Your email address will not be published. Required fields are marked *



Most Important Games of the Decade: ‘Dark Souls’

Despite the difficulty and learning curve, gamers are still flocking to the Dark Souls series, and the genre it spawned, in massive numbers.



Dark Souls Remastered Review Nintendo Switch

Over the course of the last decade a lot of games have made large and influential impacts on the medium of gaming but few have done so as significantly or triumphantly as Dark Souls

The pseudo-sequel to Demon’s Souls, Dark Souls took the framework of the original title and altered it considerably. Gone were the many individual stages and hub area, replaced by a massive open world that continuously unfolded, via shortcuts and environmental changes, like a massive metroidvania style map. 

Dark Souls also doubled down on nearly every aspect of the original. The lore and world-building were elaborated on considerably, making the land of Lordran feel more lived in and expansive. An entire backstory for the game, one that went back thousands of years, was created and unfolded through small environmental details and item descriptions. 


The bosses were bigger, meaner and more challenging, with some of them ranking right up there with the best of all time. Even standard enemies seemed to grow more deadly as the game went on, with many of them actually being bosses you’d faced at an earlier time in the game. Tiny details like this didn’t just make the player feel more powerful, they added to the outright scale of the entire game.

Still, if we’re here to talk about the biggest influence Dark Souls had on the gaming world, we have to talk about the online system. While the abilities to write messages and summon help were available in Demon’s Souls, Dark Souls improved on and enhanced these features to the point where they changed the game considerably. 

The wider player base made the online components work more consistently as well. Rarely were players left standing around for 15-20 minutes waiting to summon or be summoned for a boss fight. There were more messages on the ground to lead (or mislead) players, and the animated spirits of dead players warned of the hundreds of ways you might die while playing through the game. 

Dark Souls

The addictive nature of the game and its rewarding gameplay loop would lead to the establishment of the Souls-like genre. Like with metroidvania, there are few compliments a game can receive that are as rewarding as having an entire genre named for them.

Since 2011, the year of Dark Souls’ release, dozens of Souls-likes have emerged from the ether, each with their own little tweaks on the formula. Salt and Sanctuary went 2D,The Surge added a sci-fi angle, and Nioh went for a feudal Japanese aesthetic, to name just a few. 

Either way, Dark Souls’ influence has been long felt in the gaming industry ever since. Despite the hardcore difficulty and intense learning curve, gamers are still flocking to the series, and the genre it spawned, in massive numbers. For this reason alone, Dark Souls will live on forever in the annals of gaming history. 

Continue Reading

Game Reviews

‘Riverbond’ Review: Colorful Hack’n’Slash Chaos



Sometimes a little bit of mindless smashing is just what people play video games for, and if some light sword-swinging, spear-stabbing, laser-shooting giant hand-slapping action that crumbles a destructible world into tiny blocks sounds like a pleasant way to spend a few hours, then Riverbond might just satisfy that urge. Though its short campaign can get a little repetitive by the end, colorful voxel levels and quirky characters generally make this rampaging romp a button-mashing good time, especially if you bring along a few friends.

Riverbond grass

There really isn’t much of a story here outside something about some mystical leaders being imprisoned by a knight, and Riverbond lets players choose from its eight levels in Mega Man fashion, so don’t go in expecting some sort of narrative thread. Instead, each land has its own mini-situation going on, whether that involves eradicating some hostile pig warriors or reading library books or freeing numerous rabbit villagers scattered about, the narrative motivation is pretty light here. That doesn’t mean that these stages don’t each have their various charms, however, as several punnily named NPCs will blurt out humorous bits of dialogue that work well as breezy pit stops between all the cubic carnage.

Developer Cococucumber has also wisely created plenty of visual variety for their fantastical world, as players will find their polygonal hero traversing the lush greenery of grassy plains, the wooden piers of a ship’s dockyard, the surrounding battlements of a medieval castle, and the craggy outcroppings of a snowy mountain, among other locations, each with a distinct theme. Many of the trees or bridges or crates or whatever else happens to be lying around are completely destructible, able to be razed to the ground with enough brute force. Occasionally the physics involved in these crumbling structures helps gain access to jewels or other loot, but this mechanic mostly just their for the visual appeal one gets from cascading blocks; Riverbond isn’t exactly deep in its design.

Riverbond boss

That shallowness also applies to the basic gameplay, which pretty much involves hacking or shooting enemies and environments to pieces, activating whatever task happens to be the main goal for each sub-stage, then moving on or scouring around a bit for treasure before finally arriving at a boss. Though there are plenty of different weapons to find, they generally fall into only a few categories: small swinging implements that allow for quick slashes, large swinging implements that are slow but deal heavier damage, spears that offer quick jabs, or guns that…shoot stuff. There are some variations among these in speed, power, and possible side effects (a gun that fired electricity is somewhat weak, but sticks to opponents and gives off an extra, devastating burst), but once an agreeable weapon is found, there is little reason to give it up outside experimentation.

Still, there is a rhythmic pleasure to be found in games like this when they are done right, and Riverbond mostly comes through with tight controls, hummable tunes, and twisting levels that do a good job of mixing in some verticality to mask the repetitiveness. It’s easy for up to four players to get in on the dungeon-crawling-like pixelated slaughter, and the amount of blocks exploding onscreen can make for some fun and frenzied fireworks, especially when whomping on one of the game’s giant bosses. A plethora of skins for the hero are also discoverable, with at least one or two tucked away in locations both obvious and less so around each sub-stage. These goofy characters exist purely for aesthetic reasons, but those who prefer wiping out legions of enemies dressed as Shovel Knight or a sentient watermelon slice will be able to fulfill that fantasy.

Riverbond bears

By the end, the repetitive fights and quests can make Rivebond feel a little same-y, but the experience wraps up quickly without dragging things out. This may disappoint players looking for a more involved adventure, but those who sometimes find relaxation by going on autopilot — especially with some buddies on the couch — will appreciate how well the block-smashing basics are done here.

Continue Reading

Game Reviews

‘Earthnight’ Review: Hit the Dragon Running

Between its lush visuals and its constantly evolving gameplay, Earthnight never gets old, from the first dragon you slay to the hundredth.




In Earthnight, you do one thing: run. There’s not much more to do in this roguelike auto-runner but to dash across the backs of massive dragons to reach their heads and strike them down. This may be an extremely simple gameplay loop, but Earthnight pulls it off with such elegance and style. Between its lush comic book visuals and its constantly evolving gameplay, it creates an experience that never gets old, from the first dragon you slay to the hundredth.

Dragons have descended from space and are wreaking havoc upon humanity. No one is powerful enough to take them down – except for the two-player characters, Sydney and Stanley, of course. As the chosen ones to save the human race, they must board a spaceship and drop from the heavens while slaying as many dragons on your way down as they can. For every defeated creature, they’ll be rewarded with water – an extremely precious resource in the wake of the dragon apocalypse. This resource can be exchanged for upgrades that make the next run that much better.

This simple story forms the basis for a similarly basic, yet engaging gameplay loop. Each time you dive from your spaceship, you’ll see an assortment of dragons to land on. Once you make a landing, you’ll dash across its back and avoid the obstacles it throws at you before reaching its head, where you’ll strike the final blow. Earthnight is procedurally generated, so every time you leap down from your home base, there’s a different set of dragons to face, making each run feel unique. There are often special rewards for hunting specific breeds of dragon, so it’s always exciting to see the new set of creatures before you and hunt for the one you need at any given moment.

“[Earthnight is] an acrobatic, dragon-hunting ballet that only becomes more beautifully extravagant with every run.”


Landing on the dragons is only the first step to slaying them. Entire hordes of monsters live on their backs, and in true auto-runner fashion, they’ll rush at you with reckless abandon from the very start. During the game’s first few runs, the onrush of enemies can feel overwhelming. Massive crowds of them will burst forth at once, and it can feel impossible to survive their onslaughts. However, this is where Earthnight begins to truly shine. The more dragons you slay, the more upgrade items become available, which are either given as rewards for slaying specific dragons or can be purchased with the water you’ve gained in each run. Many of these feel essentially vital for progression – some allow you to kill certain enemies just by touching them, whereas others can grant you an additional jump, both of which are much appreciated in the utter chaos of obstacles found on each dragon.

Procedural generation can often result in bland or repetitive level design, but it’s this item progression system that keeps Earthnight from ever feeling dry. It creates a constant sense of improvement: with more items in your arsenal after each new defeated dragon, you’ll be able to descend even further in the next run. This makes every level that much more exciting: with more power under your belt, there are greater possibilities for defeating enemies, stacking up combos, or climbing high above the dragons. It becomes an acrobatic, dragon-hunting ballet that only becomes more beautifully extravagant with every run.


At its very best, Earthnight feels like a rhythm game. With the perfect upgrades for each level, it becomes only natural to bounce off of enemies’ heads and soar through the heavens with an almost musical flow. The vibrant chiptune soundtrack certainly helps with this. Packed full of driving beats and memorable melodies with a mixture of chiptune and modern instrumentation, the music makes it easy to charge forward through whatever each level will throw your way.

That is not to say that Earthnight never feels too chaotic for its own good – rather, there are some points where its flood of enemies and obstacles can feel too random or overwhelming, to the point where it can be hard to keep track of your character or feel as if it’s impossible to avoid enemies. Sometimes the game can’t even keep up with itself, with the performance beginning to chug once enemies crowd the screen too much, at least in the Switch version. However, this is the exception, rather than the rule, and for the most part, simply making good use of its upgrades and reacting quickly to the challenges before you will serve you well in your dragon-slaying quest.


Earthnight is a race that’s worth running time and time again.”

It certainly helps that Earthnight is a visual treat as well. It adopts a striking comic book style, in which nearly every frame of animation is lovingly hand-drawn and loaded with detail. Sometimes these details feel a bit excessive – some characters are almost grotesquely detailed, with the faces of the bobble-headed protagonists sometimes seeming too elaborate for comfort. However, in general, it’s a gorgeous game, with its luscious backdrops of deep space and high sky, along with creative monsters and dragon designs that only get more outlandish and spectacular the farther down you soar.

Earthnight is a competent auto-runner that might not revolutionize its genre, but it makes up for this simplicity by elegantly executing its core gameplay loop so that it constantly changes yet remains endlessly addictive. Its excellent visual and audio presentation helps to make it all the more engrossing, while it strikes the perfect balance between randomized level design and permanent progression thanks to its items and upgrades system. At times it may get too chaotic for its own good, but all told, Earthnight is a race that’s worth running time and time again.

Continue Reading