

Game players talk of 'fear, anxiety and frustration' when playing the game - dark mise-en-scene įirst person, POV with Samus plus gun (like a standard shooter) with puzzle solving aspects and multiplayer possible in split screen for the first time in Metroid. Mission/quest - common convention of science fictionĭiegesis (plot) - hostile world (isolation/danger), fast paced narrative in an open ended world Rescue narrative - Samus is searching for federation marines subverting stereotypical male rescue narrative Temple Grounds - epic music has connotations of 'hallowed ground' as camera panning precedes violence as a Todorovian disruption is evident (see narratology) Samus is a catalyst (limited appearances legitimise single stranded narrative). Mythical creatures add fantasy/horror hybridisation 'Scanning' feature is linked with parallel 'SF sounds' In binary opposition, low angle shot reveals industrial SF world (crane lifting cargo) Mise-en-scene and setting: hostile world begins to open up (barren, desolate). He previously worked for Retro Studios as game director of the critically acclaimed Metroid Prime series.

Movement and journey have connotations of a quest - officially a First Person AA game (adventure = quest/journey) in September 2008, works for Armature Studio. Shots behind Samus - stereotypically gendered female representation (curvy body lines) but using Stuart Hall there are dominant and oppositional readings on this) Metallic sounds - SF conventions, POV shot, FPS connotations Camera tilts up revealing dominance of Samus as USP and central protagonist Haunting non-diegetic music - enigma (Todorovian equilibrium)ĭark, low ley lighting - SF conventions.
