What is it about?
"Mapping Metroid" explains why the 2010 video game "Metroid: Other M" was controversial. The article argues that "Other M" did not consistently balance gameplay constraints with the narrative agency of the player-character, Samus Aran. It focuses especially on the history of the "Metroid" series and its groundbreaking use of in-game maps.
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Why is it important?
Studying how "Other M" creates meaning in virtual spaces, with its map-making and traditional narrative techniques from film and literature, helps design better games and understand how they fit in with aesthetic theories like postmodernism. Post-GamerGate, how female video game heroines are interpreted and how they relate to consumer reception remains important.
Perspectives
Read the Original
This page is a summary of: Mapping Metroid: Narrative, Space, and Other M, Games and Culture, April 2015, SAGE Publications,
DOI: 10.1177/1555412015580016.
You can read the full text:
Resources
Mapping Metroid: Narrative, Space, and Other M
Pre-publication version of Mapping Metroid, with illustrations.
Metroid: Other M Flashback Cutscene
Cutscene from "Metroid: Other M" that is analyzed in "Mapping Metroid."
Metroid: Other M
Wikipedia page for "Metroid: Other M."
Unraveling Braid: Puzzle Games and Storytelling in the Imperative Mood
The article that precedes "Mapping Metroid" and introduces the concept of imperative storytelling.
Contributors
The following have contributed to this page