This longread analyzes the role of the Promethean Quest and military optimism in the Metroid franchise. This includes Metroid Dread, which Nintendo just announced. Apart from an introduction and conclusion, there are three main sections:
Metroid is the Promethean Quest told through military conquest, specifically those of one-woman-army Samus Aran. Her victories are hard-fought, but triumphant. Channeling the military optimism of James Cameron’s Aliens (1986), any sinister omens that come to light are subsequently blown up and forgotten.
Note, 1/7/2025: Though I don't say the word "monomyth" specifically in "Military Optimism," that's what this piece effectively discusses; i.e., the monomyth as something to beware/approach cautiously during a Promethean quest at home (during fascism, where Imperialism [and alienation] come home to empire)—from Beowulf (c. 700) to Frankenstein (1818) to At the Mountains of Madness (1936) to Lord of the Rings (1954) to Starship Troopers (1959) to Aliens (1986) to Super Metroid (1994) and beyond. For a good summary of this idea, consider "A Note About Canonical Essentialism" (2024). For a total compendium on the subject, refer to my latest Metroidvania collection, Persephone's 2025 Metroidvania Corpus.
We'll get to that. For now, let's examine Metroid Dread.
To be completely honest, I never thought Nintendo would make Metroid 5. The feeling is not dissimilar to Van Halen; I never expected Dave and Eddie to make another record. When they released Another Kind of Truth (2012) and it turned out to be pretty good, I felt pleasantly surprised more than anything. My feelings for Dread are the same: "A new Metroid game? Oh, neat!"
To be clear, I love Metroid. I grew up on Super Metroid (1994), a game that continues to shape my life moving forward. I stood in line to buy Fusion and Metroid Prime (2002); I played hooky to beat Zero Mission and watch Zack Snyder's Dead of the Dead (2004). These days, though, I dissect media much more than I consume it (a consequence of my academic pursuits). I haven't bought a new console since the PlayStation Vita (2013), and I don't see myself getting a Switch just to play Dread. But even if I don't, I'll still be keeping tabs.
Samus' power suit has a pale body and red helmet. Compared to her default armor from Fusion, only the shoulders and boots are blue; the body is primarily bone-white, bridged by wiry blue strands. While there isn't always an explanation for why Samus' suit looks different, her transformation in Fusion was one of the best parts of that game. It sounds like we'll be getting something like that here, too.
As usual, the levels are a cross between sci-fi ruins and primordial caves, with a good amount of activity in the backgrounds themselves. Made by the same team that developed Samus Returns, Mercury Stream, Dread appears to have opted for a darker makeover. Gone are the brown, rocky caverns and strong, colorful accents—replaced with desaturated pastels and perpetual greys (with slightly varying tints of red or blue). Everything looks to be made of steel, with plenty of room for shadows, steam, and smoke.
I love the game's use of color (when it appears). Intelligent use of primary colors makes it easy to tell what's what: icy blues for the magnet walls and glass windows; bloody reds for lasers and alarm lights; and various softer yellows for many doors, enemy attacks, and signposts. Samus stands out from the backgrounds (which are primarily greyscale values). Visually it feels gentle and cohesive, while flashes of brilliance control the flow.
Save for Samus' suit, there's a distinct lack of the color green—no starter area overgrown with vegetation. Instead, the game starts deep underground, inside the mechanical stronghold. Honestly, I like this change of pace and can't help but wonder if the final areas of the game will be more natural-looking as you make for the surface—kind of like The Descent (2009), when the heroine finally sees daylight again.
The morph ball is conspicuously absent*, meaning you can't curl up into a ball and hide. By that same token, the enemies you face hunt you, not the other way around. Defeating them is a question of patience as you wait to turn the odds in your favor. I only hope some challenge remains once you begin to grow stronger (unlike Fusion's endgame, which turned the SA-X into a total joke).
*Apparently, the morph ball is actually in the game, but its usage will be quite limited.
I like this combination of stealth and survival horror. It reminds me of Mark of the Ninja (2012) and Alien: Isolation (2014). The Hunter-type E.M.M.I. are persistent, but relegated to specific areas. And being captured by one isn't instant death, as skilled players can counter the E.M.M.I. with pixel-perfect timing. The idea is, if Samus can survive long enough, eventually she can discover the E.M.M.I.'s weakness and exploit it (again, this channels Cameron's "military optimism,” which we'll explore in a moment).
The game's director says Dread is about confronting fear, and the footage seems to support that. The one thing I'm not sure about is level design, and how historically essential components like mid-game sequence breaks, non-linearity, and backtracking will fare without morph ball. Instead, Samus plays more like Mega Man, sliding under giant rocks. For this to work, the tunnels must be straight. Can we expect a lack of narrow, winding tunnels for her to worm through? A part of me will miss that, if so.
Overall, the demo seems more interested in showcasing the platforming and combat than any sense of level interconnectivity. That said, Samus effectively starts inside a prison. How she got there isn't clear—something I expect the player to be told, or has to discover along the way as they try to escape. I only hope the individual levels can be accessed through different, hidden routes once the player learns how, and not simply through the elevator system.
In other words, I don't want the game to have a set, singular route they complete through a "time attack-style" sprint; I want exploration to allow for different routes that players can make for themselves.
2D once more, Samus is exploring the wreckage of the past. What does she uncover this time?
This section explores the Promethean Quest—from Frankenstein (1818) to Lovecraft, from Forbidden Planet (1956) to Alien (1979), and finally to Metroid 1 and beyond.
In Gothic circles, "Promethean" means "self-destructive," generally in pursuing power, wisdom, or technology.
The idea stems from Frankenstein, also called The Modern Prometheus by Mary Shelley. In her story, the "natural philosopher" Victor Frankenstein discovers ancient forbidden wisdom and uses it to create unnatural life, which leads to issues; Victor is a shit parent who views his creation, the Creature, as a demon. The novel ends with him discouraging education for fear of uncovering forbidden, self-destructive knowledge. According to him, this knowledge outwardly reflects our innermost demons, which destroy us through mutual dislike (re: Skynet, Metal Sonic, the xenomorph, etc).
Although written as a unflattering parody of the Byronic hero, Victor was nevertheless a man of privilege (so was Byron); and having access to tremendous opportunities and wealth, he misused these resources to stupefying effect. As we'll see in a moment, this kind of pampered, short-sighted hubris is on full display in neoliberal critiques: The evil companies of the 20th century's sci-fi future (re: Alien) are just as blind and prone to blaming others as Victor was. However, they've become an institution whose capacity for harm far exceeds Victor's parental failings. They lie, cheat and steal, all under the guise of scientific virtue.
Though Shelley wrote what is widely considered the first horror-themed science fiction novel, she drew inspiration from the Ancient Greek myth. In it, the titan Prometheus steals the fire of the gods (a symbol of forbidden knowledge) and gives it to mankind. In the myth, the gods exact revenge on Prometheus, cursing him with eternal torment; stories like Frankenstein place this suffering on humanity for their impudent curiosity, idiocy and hubris: the Promethean Quest.
Although the Promethean Quest has evolved over the centuries, the basic blueprint remains fairly unchanged:
As new civilizations grow more and more advanced, they push outward and encounter fallen "gods." Not actual gods posed by the Greeks, but those whose technology is so advanced as to be virtually indistinguishable from magic (see: Clarke's third law).
The makers of this technology are not gods; they are sapient mortals who destroyed themselves with powerful knowledge they failed to control. Their creations survive them, attracting future explorers. Those who arrive want more power, the whole ordeal reliably ending in disaster. This cycle repeats, leaving a field of ancient wreckage in its wake.
The scope of this wreckage has only increased in future stories, from the forsaken chill of Antarctica to the depths of outer space. The Promethean Quest is thus recursive, the continuous pursuit of forbidden knowledge across multiple races over time. As the next race advances, it invariably encounters the wreckage of those who came before. Like a moth to a flame, to behold them is to look upon humanity's extinction by similar embarrassing means.
Swap "race" with "story." Further along in human development, newer Promethean stories confront older Promethean stories, handling the quest uniquely.
The folly of the Promethean Quest is a Metroid staple—one its parent text, Alien, raided from earlier works (re: Forbidden Planet; At the Mountains of Madness, 1937). In those older works, the heroes were explorers—generally men with military roots (or science backgrounds, which tend to lead back to the military). Their bosses weren't presented in a strictly negative light; they were motivated by curiosity, even altruism. The places they explored retained their Promethean components, but these components stayed put; they didn't chase the explorers back into their ships.
In Alien, the explorers are male and female. Their bosses repeatedly lie to them, presenting them as breaking new ground while sending them blindly into danger. The Nostromo touches down on LV-426 and discovers a crashed ship. Seemingly derelict, the occupancy of this fatal home is anyone's guess, making our would-be explorers unwitting trespassers. They trigger a sleeping threat that traps the explorers inside their own ship before releasing the monster upon them.
Metroid focuses on a lone female explorer. Though originally a civilian, Samus' employers are patently military (re: the Federation police). Rather than lie to her at all, they send her on missions with an express target or objective. This objective is Promethean, but Samus' bosses are repeatedly framed as neutral. This is true despite their eventual conclusion—one that mirrors the extinct Chozo—being tacitly foregone. Samus does her job, and brings them what they want.
Not always. Fusion portrays the Federation as bent on capturing the X, which they tragically underestimate. It's less of a planned disaster on the B.S.L. Research Station, and more of an opportunistic reaction to the station's unforeseen infection. Nevertheless, Samus is unimpressed, and promptly chastises her bosses by scuttling the craft.
Personally, I thought Samus sounded pretty naïve at the end of Fusion:
The phrase "We are all bound by our experiences. They are the limits of our consciousness" doesn't even make sense here; "the beings of the universe" can't hope to understand her point of view because her experience was unprecedented. Worse, Samus' gaff overlooks humanity's tendency to self-destruct by pointedly refusing to understand what's in front of them.
Shelley's indestructible creature, Lovecraft's shoggoth, the Krell's Monster from the Id—these are Promethean technologies realized through military-grade potential. Likewise, the evil company from Alien sends an unwitting crew of miners, then an entire colony, to rob a derelict "bomber." They don't care, so long as they have its contents for their weapons division. This is basically the ending to Metroid Fusion.
In either case, the hubris from those in power lies in how they fail to realize just how destructive this military technology is, sacrificing countless lives in the process. The civilization that preceded them fell victim to the same vices. The company ignores the warning; they only see the prize of the technology itself, not the universe as a giant, recursive graveyard. This all but guarantees the addition of future plots.
Alien was critical of this kind of short-sighted overreach; Aliens turned the message into a spectacle—a shooting gallery that dominated future outings.
It's worth noting that while Metroid 1 came out the same year as Aliens, it somewhat retained the isolated feel of the original Alien. Nevertheless, Samus has always explored the Promethean past through military means—less something to fear and more something to shoot, defeat, and assimilate. Over the years, though, she's become closer to her employers, thus closer to humanity's military presence in outer space.
Samus has always been a lone wolf, but the tableau feels increasingly crowded by Federation soldiers. And the Promethean message—about true peace as futile—is overpowered by the firing of guns to try and solve the problem. Though loud and impressive, these are temporary solutions and miss the point of the modern myth—that technology, especially military technology, is unavoidable and leads to self-destruction.
In Alien, Ripley was resourceful and lucky. Trapped with the monster inside an expendable ship, she triggers the self-destruct mechanism just to survive. Stories like Aliens and Metroid focus more on the dismantling of technological misuse through military strength. Rather than present it strictly as an insurmountable issue—that civilization is built to self-destruct—they present it as a monster to kill, or building to demolish. If that happens, simply try again.
Often, the structure is primed to explode (re: the Krell's Great Machine in Forbidden Planet; the company's Nostromo or atmospheric processor from Alien and Aliens). This instability is a feature of Promethean technology, not a bug. Unsolvable through violence, it can only be postponed in a constant struggle to survive. As younger, more violent civilizations confront the past, they fight it tooth and nail. This militarized response isn't going anywhere, but nor are the problems it tries to solve.
Pacifism doesn't guarantee survival, either. Because technology is always required, there will always be a threat; whether through monsters or societal collapse, one cannot escape the past. The Krell and the Chozo certainly tried. They evolved beyond their violent beginnings, only to destroy themselves later. Like them, the Federation will also self-destruct, all while thinking their military victories amount to anything in the larger scheme.
When faced with a drooling monster, a desire to survive is natural. Default weapons invariably fail before a mad scramble happens for something better. Luckily the ruin is littered with future weaponry. This does the trick, dispatching the space bug or killer robot with ease. While this looks impressive and seems to empower the survivors, it only prolongs the inevitable: The ruins, guarded for so long, can now be assimilated; or, if destroyed by the hero, there's always a souvenir (re: Robby the Robot) to help the newer civilization advance. Their stolen technology—the fire of the gods—will eventually spiral out of control, resulting in a new graveyard for someone else to find.
Ridley Scott isolated Ripley against a futile struggle; James Cameron's Ripley was more social and triumphant; and Metroid opted for the second approach. Samus' role effectively argues the war as hopeless lest it be waged by the right soldier—an invincible heroine to not only rally the troops, but win battles all by herself. With a little help from the past, Samus survives, and the Federation profits (from the technology she brings back); her endless victories are theirs, if only because she cleans up their messes, or looks after them one way or another. Survival becomes a means of adapting on the battlefield, and striking down the demons of the universe with whatever arms are in reach.
The problem is, universal supremacy is a myth. The endless graveyards should hopefully convey that much. Equally mythical is Samus' warrior persona, the unstoppable juggernaut that always survives. Ripley had one outing as queen bee; Samus, the ol' workhorse, just keeps at it. Her ongoing trials pit her against primordial cannon fodder and technological fossils. To treat the past as animal presents the doomsday as hypothetical. The technological failures seem to dare: "Go ahead. Pick up that blaster. See how far it gets you."
And leave it to Samus to keep trying. Alas, her constant attempts to survive aren't a matter of personal struggles against a larger problem; they ignore history as Promethean by optimistically framing it as something to defeat, fostering an increasingly neutral military worldview adopted by a larger group.
This military optimism in Metroid stems from James Cameron’s Aliens. I'll explore their relationship more in the next section.
Just as Alien evolved into Aliens, the Metroid franchise has become increasingly triumphant over time. Abjuring the Promethean myth, it instead offers military optimism—the idea that seemingly unstoppable enemies can be defeated with patience and, more importantly, military resources; the more victories, the more resources there are to use (even if these are little more than looted plunder in the grand scheme).
Samus repeatedly embarks on the Promethean Quest. Over time, this quest has become less cautionary and more professional. The Promethean past isn't something to fear or avoid; it's something to shoot. This attitude removes the quest's cautionary elements, especially where the military is concerned. This creates a franchise much more fixated on Samus as a neutral figure with military ties. Rather than fight them, she does their bidding and is celebrated for it.
Most shooters are sci-fi, but even fantasy outliers like Heretic (1995) were inspired by Doom. Shooters generally give the player guns to use against "alien" enemies—either from outer space, hell, or underground (aliens, demons, zombies). Strategy games are a bit more niche, and don't focus on tactical reflexes, but the sentiment—of shooting bugs with guns—remains the same: "Die, monster! You don't belong in this world!"
All of this stems from Aliens, including Metroid. And in many ways, Metroid the franchise continues to embody much of what Aliens introduced, in 1986. We'll explore exactly how in the following nine sub-sections:
While Promethean technology and corporate overreach are popular Gothic tropes, their emphasis—on being more than entertainment—is complicated by popular trends, namely the selling of war as a neutralizing factor. This is where things get tricky. Gothic media is historically entertainment; entertainment is historically a business, backed by those with money for the express purpose of profit. This means that Gothic media (and the messages they contain) are packaged by the wealthy to recuperate antithetical elements.
In the Gothic mode, two popular methods for this recuperation are displacement and forced neutralization.
Aliens, and by extension Metroid, are guilty on both accounts. However, for the rest of this section we'll primarily be examining Metroid. We'll return to Aliens in the next section, "Starting Point."
Let's start with displacement.
Displacement is also a way of shifting blame. One such way is locational. Despite being metaphors for their author's homeland, Gothic stories have historically projected their problems onto faraway places: France, Italy, or other non-English places—imagined by British authors as a site for banditry, mad science, and other unspeakable events. To this, outer space is the perfect candidate. Though operating under the veneer of science fiction, Metroid is firmly rooted in dated depictions of the past (similar to Alien and its retro-future, Gothic space castle). Zebes is a kingdom, Samus is a knight, and the space pirates are the highwaymen of the stars.
Another way to shift blame is by framing one party as good and the other bad despite functionally being the same. Samus is a militarized bounty hunter working for the Galactic Federation. Unlike Boba Fett working for the Empire, Samus’ employers are not framed as the villain; Mother Brain and the space pirates are. Yet their instruments of war, and goals to acquire new and better instruments, overlap. Illustrated by Samus' unrivaled capacity for savagery and theft, the fall of the Chozo (and the pirates) foreshadows the Federation's inevitable decline, spurred by various souvenirs.
The separate aims of these parties matter far less than their destructive potential. However, this connection to violence is intentionally distanced or overlooked by Metroid. We're merely invited to compare them, often with little if any ceremony. Samus arrives on location, arms herself, and lays waste to everything in sight. All the while, Metroid refuses to level criticism at the Federation. Instead, the Chozos' folly serves as a cautionary tale dislocated from Samus and her current employers. They don't steal the Metroid larva and weaponize it; Ridley and the space pirates do.
In following the Federation's orders, Samus becomes the most destructive living force in the universe. She regularly destroys planets, so much so that it's become a recurring joke. Regardless of why a planet explodes, it's still a colossal demonstration of force. Samus is thus functionally identical to the Empire from Star Wars (1977). I would argue that cataclysms are not Samus' explicit intent; they're simply her victims as she finds them (re: the eggshell skull rule). The issue is Samus' lack of introspection. Planets keep exploding whenever she attacks them, and yet she never stops. Nor does the Federation ask her to.
"Haha, planet go boom" might seem funny in the moment. Yet, despite how hyperbolic planetary destruction appears, Metroid was inspired by older works tied to real-world consequences. In short, the destruction of the colonies, planets, or space stations in Aliens, Stars Wars, and Starship Troopers (1959) were metaphors for real-world events that had already occurred, or could happen again.
My issue isn't violence in entertainment, but rather how its allegories (re: real-world atrocities) are routinely ignored by forced neutralization.
Forced neutralization is an attempt to whitewash media and celebrate the result. This process is gradual. Depictions of war and violence are slowly neutralized as "pure entertainment," with no connection to the real world. For fun to occur, violence must be included, but never criticized. Good luck watching Aliens, otherwise.
Aliens inspired many violent videogames, including Metroid. Such violence is generally pitted against an imagined foe, often a demon or political caricature. Attempts at neutrality foster several common arguments:
These factors are problematic for several reasons:
At first glance, displacement and forced neutralization would seem to describe a game like Doom more than Metroid. After all, Doom was a shameless reskin of Aliens, whose innumerable demons functioned identically to Cameron's xenomorphs: a bug to squash, liable for a doomed colony and subject to a military group's obsession with kill counts. In either case, these factors served as increasingly diminishing allegories for the Vietnam War, with Doom being one generation further removed from the historical event than Aliens was.
As to the event itself, the Vietcong existed only to die, their deaths ruthlessly tallied by American forces (who often confused the Vietcong with Vietnam citizens due to a lack of uniforms). These kill counts had one purpose: not accuracy in any meaningful sense, but cold, numerical evidence that aimed to quantify America's imaginary victory. Ripley and Doomguy also generate kill counts, but their righteous violence is treated as fun, or central to the character's development. Cameron argues that Ripley must be violent to overcome her previous trauma; the violence she commits is protective, motherly, and cathartic, cementing her status as queen bee.
Aliens militarized the role of the demon, not Metroid. Metroid 1 cared less about swarms of demons, and more about single, valuable targets. Six years later, Metroid II: The Return of Samus (1991) would mark the first attempts at a franchise, thus adopting the exterminator's bloodlust that Aliens fostered: "This time, it's war!" Many American franchises involve a defeated military seeking revenge, their return to strength proliferating endless war as something to sell. Capitalism drives military expansion (what Second Thought calls "infinite growth"); the demand for war as a product is manipulated by those at the top through the continual generation of propaganda.
Samus and Ripley would seem to have much in common: competency and power suits, borrowed from older militarized works.
For this third conclusion, the missiles and bombs are not explicitly blamed for their demise, nor is the Chozo's curious tendency to colonize multiple worlds (not unlike the parasitic Goa'uld from Stargate). Instead, the scapegoat for their swift and sudden destruction is Mother Brain, a female monster they created through the awesome powers of science. This tendency to scapegoat only increases as newer Metroid titles become more and more vocal. Nevertheless, they cannot hide the fact that self-destruction is inherently built into Chozo civilization—something Samus triggers in her constant attempts to survive.
Samus' suit is a Swiss army knife. It can let her do anything she needs to do, but accepts upgrades supplied by other species—not just the Federation or the Chozo, but also the Luminoth. This grants universal civilization a homogenous quality. Past a certain point, these various species fortify their military potential through common technologies, of which Samus, specifically her suit, is the arming hub.
These prejudices, and the frameworks that prop them up, are reinforced by effusive fan attitudes being informed less by popular stories told by movies and videogames, and more by videogames and movies becoming things to imitate by virtue of their popularity. Fans and popular war narratives interact back and forth over time, forming a tangible bond. As the bond strengthens, delighted fans will romance imperialist, often fascist ideas, expressing them in much the same manner as they were acquired: through advertisement inside a neutral sphere.
Though mentioned in Samus' emergency order from Metroid 1, the Federation had no in-game presence until Fusion. Introduced during the Bush Administration’s War on Terror, the Federation’s expanded appearance was Nintendo pandering to civilian xenophobia and war-time anxieties—just like Cameron had under Reagan.
Before Fusion, Metroid's central conflict felt somewhat isolated, murky and Promethean. After, it not only became visible; Nintendo’s military language made it easier and easier to grasp: Relative to Samus, the pirates are bad, and the Federation is entirely neutral. Moving forward, Federation soldiers are constantly defeated, their failures increasingly framed as tragic (re: Echoes, 2004). They need a hero who can help advertise the Federation's hollow victories: Samus.
Under her power suit, Samus' personality and appearance have always been in flux. This flux occurs relative to her role in the larger story that Nintendo wants to sell: Samus' experiences as a killer-for-hire. As Metroid evolved—from an isolated adventure in outer space to episodic war propaganda—so too did Samus: from mysterious protagonist to shameless poster girl.
Just as Star Wars was rebranded as Episode 4, Metroid 1 was originally just Metroid. The instruction booklet famously misdirects the player by describing Samus as cybernetic and male. Though neither claim was true, her description—as a “space hunter” who routinely does impossible things—was beyond rebuke. She was still a space hunter, albeit a female one. Since "female" in the 1980s generally meant “sexy” (re: Cheetara, Roll, Tyris Flare, etc), Metroid and its sequels kept Samus armored until the very end in order to focus on gameplay.
Openly known as a woman, Samus’ first few adventures followed the same formula: Play well, see some skin. Even with Metroid 1, the entire game was structured around this hidden reward system. Her status as a woman didn’t factor into the plot, though, and her military role was non-existent. She was essentially a pirate, but a useful one. Incredibly destructive, she had a voracious tendency for looting that scared her enemies (she could absorb their abilities): She was better at pirating than they were.
Though it took years for Nintendo to release Fusion and Other M, this deviation—from civilian to soldier—felt sudden and sharp because it departed from the Ripley blueprint in one go. Granted, characters who never seem to die constantly evolve and change. Ripley deviated from her own past when she went from worker to queen. Samus is doing what Ripley did; the difference between them is to what degree and where they wind up.
Take sexualization, for example. Ripley resisted her sexualization through a masculine appearance and motherly persona. She was hard around the edges and full of grit. She had feelings for men, but this was never the focus; her motherhood was. Though Samus' looks have changed wildly over the years—from shapely gymnast, to Amazon, to pin-up girl—she was never a mother (in the sense of a chaste caregiver); her sexualization was more overt, and has only continued to oscillate outside of the suit. Super Metroid featured the most Ripley-esque Samus, both in her tall, imposing body and in her broad-shoulder suit. Since then, she's regressed to an infantilized bikini babe, empowered more through enforced sexuality than sheer, impeccable brawn.
Beautified, Samus is the Federation's poster girl, the sexy soldier better at her job than the guys: Think Dizzy from Starship Troopers (1997), or Arlene Sanders from the Doom paperbacks (1995-96). To this, she's a gender-swap for Heinlein's Competent Man—not just in terms of skills, but also an idealized form of what Heinlein (and others like him from that time) viewed as attractive. Instead of a square-jawed man with a broad chin and deep-set eyes of steel, we have a doe-eyed, moon-faced cutie.
This idealized image isn't just a recruitment tactic (re: "Be all you can be."). It often clashes with traditional views on what soldiers are, often to comedic effect: Girls don't fight; they're cute, and like puppies and stuff. And yet granting them the ability to kick ass often butts heads with the idealized woman as inherently sexualized—usually to ridiculous, heterosexual-male-pleasing extremes: "Equivalent" female soldiers must sport bodies that look "powerful." So, just as Superman and Wonder Woman illustrate various traditional gender norms through physical perfection, Samus' sexy body is a dated showcase of what female strength is supposed to look like.
More than this, Samus is the military's promise of sex to men, but sex of a particular kind: white, blonde, and perfect. It's not just strength, but sexuality as idealized to a particular "type." If Samus' power suit does most of the work, shouldn't her body be allowed a bit of leeway? Apparently, there's no room for chubbiness inside a metal corset and bikini.
To be fair, male suits of armor have historically demonstrated outward extensions of sexuality as "strength" (re: the codpiece). Nevertheless, Samus' sexualized power suit represents a traditionally male approach to displaying power, especially considering her suit was not designed by her, but by male artists for other men. Her feats of strength are endorsed through a sexual perfection that her audience can demand or emulate. Either way, the warrior princess is a poster child for neutral military action. Normalized.
The normalization of Metroid was part of its becoming a franchise. Metroid 1 felt closer to Alien, its veiled heroine trapped inside a dark, claustrophobic world. Its own past was eclipsed by sequels that were increasingly clean and colorful, streamlined for easy consumption. Nintendo even revised its own past with Zero Mission, remaking Metroid 1 into something more accessible. The base imagery—the derelict spacecraft, ancient castles, and ruinous stewards—remained, but were tidied up, robbed of their somber ambiguity and heavy atmosphere.
This has had an effect on the game’s nostalgia. When I think of Metroid 1, I specifically recall its dark foreboding atmosphere. You could hear this in 2000s cover bands like the NESkimoes and the Minibosses. This dark recollection has been erased by Nintendo’s reimagining of Metroid's past. The threat of war is no longer a shadow that darkens the mood; it’s like riding a bike, only waiting to be picked up. To this, I can’t imagine future generations producing anything as dark as “Norfair Tenement Blues” (2004) or “Kraid” (2000). The caution is gone, replaced with bravado.
Earlier, I described Gothic media as "tricky" for being historically encamped in the business of entertainment. If war is a business, then so are Gothic stories where war is a factor. And war, either through overt concentrations of military power, or their parallel domestic effects, has lurked in Gothic stories since Horace Walpole (re: The Castle of Otranto, 1746). Often the critical elements are generally hidden in plain sight, waiting to trouble the viewer through sheer, complicated presence. In other words, they invite criticism by virtue of what they are, or patently represent.
However, when authors empty this representation to prosecute a "neutral" war, it becomes something else to examine. In America, war has been sold by large corporations who stand to gain a profit, but only if the author presents their product a particular way. To this, the lack of explicit intent is two-fold—often a survival strategy conducted by authors with troubling messages, and a money-making tool for companies capitalizing off that message as transformed. As franchises appear and expand, they adapt to a market that treats war as a product, not a problem. Metroid stems from Aliens, which stemmed from Star Wars, which stemmed from Starship Troopers. And somewhere along the way, allegories have come and gone.
For example, George Lucas objected to authoritarianism, but knew that war sells. To communicate this message through Star Wars, he sanitized the message for the studio by packaging it into a space opera on par with Flash Gordon (1940). This smash-hit spawned an entire franchise, one that vastly exceeded Lucas' original postcolonial message (re: "Imperialism sucks"). The message is still arguably there, but has continually evolved alongside the franchise itself due to its numerous changes in ownership.
For the entirety of its existence, fans have defended Star Wars as "entertainment." Obviously, Star Wars was made to entertain, largely through clunky, operatic means. Star Wars also invited criticism, wherein allegory could be broached and extended. Lucas wasn't making a dumb product to cow the masses with; he was commenting on anti-authoritarianism, in part through his use of Nazi-esque pageantry wasn't a strict allusion to the Nazis themselves; it was an allegory for the United States* acting similar to Nazi Germany.
Having been at war for the majority of its existence, the United States has historically destabilized foreign governments to increase its own power and influence through an exclusive capitalist model. Shadow governments and puppet regimes are common, but so is the abuse of mythology and the brute display of force and dropping of bombs alluded to by the evil Empire in Star Wars.
George hit pay dirt, but his Nazis allegory flew over most American's heads (many of whom were children). Instead, his catchy parade of splendid militarism increased the demand for militarized media, which the media industry exploited to the fullest. Opps.
Music was pivotal in either respect. Being a space opera, John Williams unsurprisingly borrowed from Wagner (and other Romantic composers). He also quoted Holst's "Bringer of War." As a result, several tracks have a distinctly military feel to them—war and emotions, combined as a kind of spectacle to hear and see. This concept resonated with Cameron, who responded to Star Wars with his own violent spectacle. The score for Aliens, written by James Horner, is awash with military pomp. Like a parade, this drives the action forward with gusto.
Star Wars was an allegory on historical war more so than Aliens, which largely capitalizing on "neutral" war (re: entertainment) as tremendously lucrative. More than Star Wars, Aliens inspired countless videogames with equally exciting music (re: Contra, 1987; Metroid and Doom). In them, conflict was not only normal, but expected; and portrayed by an idealized, but imaginary hero combating idealized, imaginary demons: Contra and Doom featured alien invasions, while Metroid took the fight to a dormant, hidden foe.
Lucas and Cameron were products of their times. Lucas' success in 1977 directly followed the United State's exit from Vietnam; Cameron emerged in 1986, amid the Reagan Administration. Cameron examined Vietnam, not Reagan, and moving forward, his neutral militarism exploded. Nowadays, it dominates both the Alien franchise and media at large, far outpacing Cameron's skeptical predecessors. His indelible mark spawned Contra, Metroid, and Doom, all of which survive through the same magnetic formula.
The problem is, while the original Star Wars was a fairly productive allegorical critique of imperialism, Cameron had much less to say. The colonized turn into demons with no history or place. The fireworks remain, but without a human critique. In that regard, the best Cameron can do is scapegoat individuals:
Cameron is very specific (and repetitive) on this last point. His dialog—especially for Ripley—repeatedly stresses the aliens' lack of humanity and their threat to galactic civilization. He calls them "xenomorph" and takes away their human skulls; he has them constantly attack human children; and he frames every xenomorph kill as gratuitous, and every human casualty as horrifyingly brutal.
This increasingly neutral stance on the military accounts for Metroid's continued appeal in broader circles. "Everyone" can like Metroid because it allows for the military to exist without explicitly moralizing the violence. There are no real-world caricatures, and the allegories of specific historical events are replaced with generalized adventures in outer space between interchangeable planets. This means the demons (the Metroids, dragons, and pirates) are a dislocated "other" whose status feels "not real," thus not a slur. The bug is just a bug. It's all very neutral and safe.
This kind of military pastiche lies at the heart of American culture and cannot be escaped. So I'm not entirely surprised by Metroid's expanded military presence. I am bothered by Samus' growing connection to this presence; starting from mute outsider to outright trainee, she feels assimilated. Excluding Other M, Samus doesn't love them, but she doesn't hate them either. In fact, she would appear to have a regular job thanks to them. She arrives as a one-woman clean-up crew, investigating hazards others can't; the relief, distanced from the larger group; the exterminator.
The cliché is that something always goes terribly wrong for Samus. It forces her to use her particular set of skills just to survive. This bid for survival is always isolated from larger politics, even if those politics put her there. A neutral story can't take sides, limiting its ability to investigate war as a problem, something Metroid isn't terribly good at.
Then again, neither was Aliens. But both could sell war as a consumer good relatively guilt-free. Ignoring Ripley's emotional trauma for a moment, she returned to LV-426 in Aliens to renew a contract with the company. She reluctantly puts in the time, serving them (through her motivations) as the perfect killing machine fighting the perfect target. The closing fantasy is a clean break with the military altogether, with Ripley free to live a new life with Hicks and Newt.
Conversely, Samus has no family. She always returns and goes back to work. Her motivations for this work have changed over the years, but survival is part of the job, one with little room for feelings about bugs. But the real world isn't filled solely with bugs; the military depicts them as such. So does Metroid, whose violence amounts to a continued struggle for survival against beings that need to be crushed.
"It's about survival," Archer says, quoting Deliverance (1972). Though clearly a joke in that case, the point remains: Violent behavior is not only tolerated but expected in Metroid. Under a particular worldview where survival is the point, Samus lacks finesse. Those finer distinctions—about what a bug is and why—are stamped out in favor of promoting the means to survive as vital to the product. Here Samus leads by example, the poster girl for a franchise whose streamlined military pastiche sells better than overt politique. She's the Great Destroyer, returning to strength from a position of weakness to eventually conquer everything.
The tradition of selling war, especially in recent years, has fueled the sale of violent videogames. I enjoy a bit of violence provided I have some room to perform with the floating signifiers. Even so, I feel my interests would be better served by a product that wasn't so clean and neat, so bent on providing adventures where neutral war is everywhere. In Metroid, Samus' suit has become less Promethean and more vital to her survival over time.
These concepts are directly at odds.
There was a point to the Promethean element in stories like Frankenstein or Alien, and its growing lack in Metroid is troubling to me. Early on, the franchise could afford to do more than just give the pragmatic heroine something to blast. As time goes on, blasting has become its sole focus. "Kill for the Federation!" is not shouted on loudspeaker, but that's exactly what Samus does. She's a comforting barrier between the alien and ourselves. Meanwhile, the Federation's real-world counterpart is expanding with equal ferocity.
My name's Persephone van der Waard; I have my MA in Gothic English literature and independent PhD in Gothic poetics and ludo-Gothic BDSM (focusing partially on Metroidvania), and I am the author of the multi-volume, non-profit book series, Sex Positivity vs Sex Coercion, or Gothic Communism—its art director, sole invigilator, illustrator and primary editor (the other co-writer/co-editor being Bay Ryan). A rape survivor/granddaughter of a Holocaust survivor and Dutch Resistance member—and someone anti-war (as a business), anti-Zionist and anti-racist/anti-white-supremacist who specializes in tokenism (e.g., TERFs, SWERFs, and fascist feminism)—I'm a MtF trans woman, Tolkien and Amazon enthusiast, former YouTuber, anti-fascist, loud critic of Marxist-Leninism/state vampirism, atheist and Satanist, poly/pan kinkster with multiple partners, erotic artist/pornographer and anarcho-Communist; i.e., under my brand of Gothic (gay-anarcho) Communism as a holistic, intersectional discipline: one devised in 2022-2023, and which my friends and I currently achieve together. / Originally this blog explored my love of movies when I was cis-het; now I use it to write about the Gothic—horror, but also sex, heavy metal, and videogames in a queer way (especially Metroidvania).
I take donations for my work (which goes towards helping sex workers, trans people and other minorities). I currently take payment on PayPal, Patreon, and CashApp, etc; all links are available on my Linktr.ee. Every bit helps!
Regarding Formatting Issues for Blogposts (Older than October 2025): Recently Josey Howarth helped transfer my old blog from Blogger to WordPress, which—while vital for security reasons—altered their formatting. On a phone screen, the posts are mostly readable, but look slightly "jank" on computer screens. Many also contain outdated "About the Author" sections—meaning inside the posts-in-question, alongside the blog website "footer" (as added by Josey after the transfer). Such things are temporary. Eventually we plan to overhaul their visual design, remodeling my blog and website (thus fixing the issues in the question)!