To the Stars and Back: A Metroid Series Ranking

Strap in for my tiered ranking of every Metroid game — from the ones I struggled to make it through to the ones I wish I could experience for the first time over and over again.

Screw Attacks, Third Impacts, and Other Interstellar Horrors

As a medium, video games are defined by different forms of touch. Both the interface between player and game and the action of most games itself relies upon a set of simple rules — what kinds of responses a particular touch will engender, and what groups of pixels can and cannot be safely touched. Games have their own language for these interactions: collision detection defines the act of in-game touch, and hitboxes measure where and when that touch brings pain. In most games, this becomes a kind of broad and neutral framework: a foundation on which mechanical and narrative structures can be built. But in Metroid, touch becomes its own singular kind of horror.

Bastion: Thermodynamics, Entropy, and the Physics of Fantasy

Now, where Bastion really comes in is in the second half of that law: the isolated system. If a process is kept in a vacuum, entirely alone, its entropy will only ever increase. However, we can decrease entropy locally by various methods—mainly by bringing in other sources from outside that system (like eating food, which our bodies then convert into other forms of energy).

If you've played Bastion, you might now realize where I'm going.