Video Game / Metroid Prime 2: Echoes

http://static.tvtropes.org/pmwiki/pub/images/683eaed64ef01f4b388ddb715008b3ff.jpg
A War Between Light and Darkness.

"Step behind the visor once more. Stalked by a mysterious entity and a warring race called the Ing, Samus Aran must explore the dark and light worlds of a doomed planet as time grows ever shorter..."
Boxart Tagline

Metroid Prime 2: Echoes (Dark Echoes in Japan) is a First-Person Shooter released in 2004 on the Nintendo GameCube. It is the sequel to Metroid Prime, the second game in the Metroid Prime Trilogy and the seventh game in the Metroid series.

A year after her foray on Tallon IV, Aran is sent to investigate the disapearance of the GFS Tyr and its crew compliment, the Galactic Federation Marine Corps Task Force Herakles. They had been undergoing a routine patrol in the untamed Dasha Region of the cosmos when they were drawn into a chase with a Space Pirate frigate that ended on the rogue planet Aether. The Hunter makes a flightpath for the beautiful paradise world, its only foreboding aspect? The atmosphere is wreathed in purple lightning storms resonating from a Dark Dimension...


Metroid Prime 2: Echoes provides examples of:

  • Actionized Sequel: Echoes ups the difficulty and frequency of combat sequences, and adds more boss fights, as opposed to just one major boss per area in the first game.
  • Always Chaotic Evil: The Ing, which have no technology of their own, only want conquest, and make any animals they possess substantially more aggressive. The sequel Corruption hints they may be little more than animals themselves.
  • Another Dimension: Dark Aether and Aether exist on very close but alternate planes.
  • Anti-Frustration Features: Enemies will drop light and dark ammo regardless of the weapon used to kill them if you're very low on ammo. The tentacles of the final boss's first phase will also frequently drop light/dark ammo when destroyed.
  • Anti Matter: The Annihilator beam fires both light and dark energy in an antimatter combo.
  • Apocalypse How: The Luminoth are bordering on Species Extinction when Samus arrives, and the planet would have undergone Metaphysical Annihilation if she hadn't intervened. The Ing themselves suffer both Total Extinction and Metaphysical Annihilation when Samus recovers the last Light of Aether, causing the entire Dark Aether dimension to completely collapse, taking all of the Ing down with it.
  • Apocalyptic Log: Like Metroid Prime before it there is plenty of lore to scan, this time detailing the Luminoth's battle with the Ing and how they slowly began losing the war, to the point where all but one of the survivors is hidden in cryogenic sleep waiting for the day when the war is over.
  • Artifact Title: Subverted. Dark Samus turns out to be the Metroid Prime, as implied by the eye on its hand as seen at the end of the final boss fight and in the previous game's stinger.
  • Awesome, but Impractical: The optional Beam Combos. The Darkburst and Sunburst aren't as powerful as they seem, firing painfully slow projectiles that explode with a rather small blast radius and deal rather poor damage unless you hit an enemy with the type of weapon it is weak against and when the enemy is vulnerable, in which case you can deal maximum damage. They also cost 30 ammo and 5 missiles apiece, which is more than 10% of the maximum ammo capacity for the corresponding Beam. The slow speed makes these weapons useless against most bosses except the Alpha Blogg, where its charging attack where it fails to attempt to dodge and its opening of its mouth (which is the weak point) makes it vulnerable to the Darkburst, which could be your only hope against this boss. These are also useful against Ingsmashers and Dark Ingsmashers because they are large, slow, and take massive amounts of damage to destroy. The Sonic Boom hits instantly and deals massive damage to all enemies, but it also costs 30 of both ammo types.
  • Back from the Brink: The Ing had stolen the Energy Transfer Module and were two rooms away from the last Energy Generator before Samus showed up. Had she not beaten the Ing that possessed the Alpha Splinter and stole the Module back, the Ing would have won.
  • Bag of Spilling: Samus starts with several modules on her power suit, but is ambushed by the Ing shortly after finding some dead Federation Marines. They steal most of her modules, leaving her with only the Varia Suit and forcing her to rearm with found supplies or take back the stolen modules.
  • Barrier Change Boss:
    • Quad CMs, Ingsmashers, and Dark Insmashers put up shields of light or dark energy that can be dispelled by firing shots of the opposite beam or charge combo.
    • Emperor Ing, in his third form, has his mouth glow white or purple. To damage him, he needs to be shot with beams of the opposite type or the Annihilator Beam.
  • Bait-and-Switch Boss: Done twice. You fight two boss-versions of two enemies, called the Alpha Splinter and Alpha Sandigger. However, they become possessed by the Ing a few minutes into the battle, becoming the Dark Alpha Splinter and Bomb Guardian respectively.
  • Big Creepy-Crawlies: Chykka. It starts off as a larva the size of a whale before maturing into a ginormous War Wasp.
  • Bonus Boss: After restoring the planetary energy to the Agon Wastes' temple, you can encounter a Dark Missile Trooper at the Temple Grounds (it's in Hive Chamber A near Samus' ship). Beating it grants you a Missile Expansion.
  • Broad Strokes: While Dark Samus is Metroid Prime in a new form thanks to fusing with Samus' old Phazon Suit and part of her DNA, the game never says this in order to prevent confusing new players, only hinting at it through visual clues (e.g. It's heavy addiction to Phazon and a glimpse of an eye on its hand just before the final battle, which alludes to the secret ending of the first Metroid Prime). Players who didn't beat the first game 100% and aren't aware of the backstory from online sources would probably assume Dark Samus was just an inhabitant of Dark Aether (even though just before you fight it in Sanctuary Fortress, you clearly see it attacked Ing-possessed Space Pirates, making it clear it is not on their side.
  • Broken Bridge: One of the Sky Temple Keys is hidden deep in an area filled with Ingstorm. You won't survive long enough to reach the Flying Ing Cache if you don't have the Light Suit.
  • Broken Faceplate: When Samus comes across the leader of the Federation Marines this trope is used to convey that he's dead.
  • Bubblegloop Swamp: Torvus Bog is a big swamp.
  • Bullfight Boss: Bloggs and the Alpha Blogg charge at you, and you have to shoot their weak mouths as they come close instead of jumping away.
  • Call Forward: The underground sections of Torvus Bog feature a remix of Red Brinstar, a track of music from Super Metroid.
  • Continuity Nod:
    • When you fight Dark Samus during the escape from Dark Aether, a close-up on "her" reveals a eye is on its hand. Players who completed Metroid Prime 100% and saw its secret ending will know this is a clue that Dark Samus is Metroid Prime in a new form. And like the first game, you defeat it by once again overloading it with a Phazon-charged attack.
    • In the Wii port of the game, going to the Dark Aether version of the GF Troop landing site (and a few other rooms heavy on Phazon) will play the music of the Impact Crater caverns from the first game.
  • Darker and Edgier: Echoes takes place on a ruined planet on the brink of destruction, where three groups on the planet (Luminoth, Space Pirate, and Galactic Federation) have been slaughtered by horrific extradimensional monstrosities with demonic traits. Quite a change from the previous game, which took place on a bright, exotic paradise where the enemy, the mostly-inept Space Pirates, didn't show up after the prologue until halfway through the adventure.
  • Darkest Hour: Aether was literally two rooms away from being completely destroyed by the Ing by the time Samus arrived on the planet, with the planet already in ruins thanks to the war and made even worse by all but one of the Light of Aether, the planets substitute for a sun and source of energy, being stolen, and the Luminoth nearly driven to extinction by them. Fortunately, her timely arrival makes things go uphill from there.
  • Dark World: Dark Aether is a dark alternate version of Aether, and holds the bases of the major Ing guardians.
  • Death-or-Glory Attack: All of the charge combos except for the Super Missile are this. The Darkburst consumes 5 missiles (no big deal) and 30 dark ammo (a very big deal). The Sunburst consumes 5 missiles and 30 light ammo (another very big deal). The Sonic Boom consumes 5 missiles, 30 dark ammo, and 30 light ammo, making it the most expensive attack in the game. These attacks are really expensive especially if you have not found any beam ammo expansions because you initially can only hold 50 beam ammo of each type. However, the results if you hit enemies with attacks they are weak against speak for themselves.
  • Death World: In Dark Aether, the air is dangerous, the environment filled with nasty traps and pitfalls, and the native monsters attack on sight. Aether isn't a nice place either. The once-fertile Agon plains are arid desert, the Torvus region is a swamp filled with vicious wildlife, and Sanctuary Fortress is overrun with hostile mechanoids.
  • Early Game Hell: The early parts of Echoes are some of the hardest in the series: enemies are way more aggressive and durable than those in other Metroid games, and you're stuck with the Charge Beam and missiles until halfway through Agon Wastes. And that's before you venture into Dark Aether, which ramps up the difficulty even further with a damaging atmosphere and even more aggressive enemies. After obtaining more beams, the Dark Suit, and Super Missiles, things slowly start to become easier.
  • Elevator Action Sequence: The beginning of the second fight with Dark Samus takes place in a moving elevator.
  • Eternal Engine: Sanctuary Fortress and the Ing Hive are full of machinery and technologically-based enemies like the Quads and Ingsmashers. The lower sections of Torvus Bog also have this, albeit a lot more run down, and Agon Wastes features the Space Pirate base.
  • Eye Open: After saving, there's a brief closeup of Samus opening her eyes.
  • Feed It a Bomb: Two examples:
    • Amorbis is damaged when Samus lays a bomb inside it.
    • Feeding the Alpha Blogg a Darkburst when it is charging at you with its mouth open will cause it to lose 50% of its health.
  • From a Single Cell: The second scan of Dark Samus says that she cannot be destroyed bar "total atomic disruption".
  • From Bad to Worse:
    • You start the game finding out the Galactic Federation team you were sent to rescue was completely massacred by the local wildlife. Then you get nearly all your gear stolen thanks to a bunch of demonic creatures and an evil doppelganger. Then find out the local wildlife was possessed by an army of those evil creatures, and that they've nearly driven the planets race, the Luminoth, to extinction, having already laid waste to the once lush world, and are nearly close to completely destroying the entire planet altogether.
    • The Luminoth lore gives its own perspective on this; first, their attempt to try and stop the "stellar object" (a Leviathan Seed) from landing on the planet failing miserably. The "object" inexplicably vanished, but still decimated the planet. The plains of Agon was reduced to a desert wasteland, and the forest of Torvus was flooded into a bog, and the land and sky alike was scorched and darkened. Then they found out half of their planetary energy was gone, leaving the planet unstable. And then the Ing started traveling into their dimension, and everything went to hell in a handbag from there. The Luminoth quickly discovered they were completely outnumbered and outmatched by the Ing hordes, and that the Ing had in fact stolen the lost half of their planetary energy, and were not content until they had the rest. Despite efforts to make weapons to fight them and venture through Dark Aether to recover the stolen planetary energy, in addition to making shielding to protect them from Ing Possession and the Dark worlds toxic atmosphere, their efforts failed miserably, and they were eventually overwhelmed and nearly driven to extinction. And then they found out the technology they planned to use to recover their lost planetary energy, the Energy Transfer Module, was stolen and being used against them, with all but one of their sources of power being taken by the Ing. By the time Samus arrived, the surviving Luminoth had gone into stasis, with only U-Mos awake and ready to go down fighting preventing the last bit of Planetary Energy from being stolen.
  • Game-Breaking Bug: Some areas require you to shoot several sonic locks. Shooting a lock, leaving the room, and returning will reset the counter but not the switches. In one case, this ends the game right there.
  • Gameplay and Story Segregation: In the beginning of the game, most of Samus' gear is stolen by the Ing. Among the gear stolen are the Grapple Beam and Power Bombs, but the game does not let you use them like the rest before the game takes them from use and they don't show up in the inventory menu.
  • Going to Give It More Energy:
    • The Dark Beam was conceived to be effective against Ing by overloading them with dark energy. It didn't work.
    • It does work on Dark Samus, however. By the final encounter her body is already starting to deteriorate due to Phazon oversaturation, and a makeshift Phazon charged shot destroys her body temporarily.
  • Hard Mode Perks: In Hard Mode, safe zones heal damage twice as quickly to counteract the increased damage you'll be taking.
  • Hub World: Temple Grounds grants access to the other temples via elevators.
  • Humongous Mecha: Quadraxis, an enormous Quad and possibly the largest foe Samus has ever faced.
  • The Immune: As soon as Samus gets the Energy Transfer Module, she becomes immune to Ing possession. Fortunately, the Ing don't consider her to be worth possessing until after she has the module, when she begins actively hunting them down and destroying them.
  • Interface Screw: Rezbits in the Sanctuary Fortress can hack Samus' power suit, causing a massive loss of frame rate, code errors on the HUD, and inability to fire the arm cannon. A special button sequence reboots the power suit, which takes a second but otherwise has no long term effects.
  • King Mook: Almost every boss is a powered-up version of a regular enemy. Only the Caretaker Class Drone and Dark Samus are the exceptions.
  • Last Disc Magic:
    • Defeating Quadraxis grants you the final beam weapon, the Annihilator Beam. It homes in on targets without requiring lock-on, is equally effective against both Light and Dark enemies (but not as powerful against them as the Dark Beam or Light Beam), fires as fast as the Power Beam, will super-charge Light Crystals in Dark Aether so that Ing and Ing-possessed creatures will become attracted to them and kill themselves entering the safe area, and allows you to interact with the the Echo Key Beam systems.
    • Returning the Light of Aether from the three temples grants you the Light Suit, which makes you immune to the damaging effect of Dark Aether's atmosphere, dark water, and Ingstorm, and allows you to teleport between the four temples via the Light Shafts in the Energy Controller rooms.
  • Last Lousy Point:
    • The Ing Webtrap scan is very easy to miss, as it's a special door lock that only appears during a single battle sequence in Dark Agon Wastes. Once the battle is over, the Webtrap vanishes and never appears again.
    • The Webling obstacles only appear in one hallway and do not respawn, ever. It's doubly bad because they're very similar-looking to a web-like obstacle found earlier that doesn't count for the logbook, so if you scanned one you might think you don't need to scan the other and will miss it.
    • The Caretaker Drone in Sanctuary Fortress looks just like all of the other background scenery in the area. Only one exists in the game, and it can only be scanned before the battle as it is fought entirely in morph ball form, and explodes after being defeated.
  • Lead the Target:
    • The Alpha Splinter is actually more difficult before he gets possessed by the Ing, due to employing this tactic. It makes dodging his lunges tricky unless you get more creative in your dodging.
    • The fight with the Power Bomb Guardian involves navigating along Spider Ball tracks to activate multiple Bomb Slots. It tries to throw its Power Bombs ahead of Samus to better its chances of dislodging her from the tracks.
  • Literally Shattered Lives: Shooting an enemy with an Entangler shot (charged Dark Beam) and then a missile will instantly kill it, just like most ice-based weapons in the series.
  • Load-Bearing Boss: Defeating the Emperor Ing and retrieving the last of Dark Aether's energy causes Dark Aether to collapse, prompting a self-destruct sequence.
  • Lone Wolf Boss: Dark Samus appears three times during the game and, despite initial impressions, it isn't affiliated with the Ing at all (though when they take Samus's upgrades at the start Dark Samus certainly isn't in a rush to stop them—however, she even attacks a group of Ing-possessed Space Pirates just before you fight it in Sanctuary Fortress). An even better example is the Caretaker Class Drone, a random machine that just attacks Samus, and isn't possessed by the Ing either.
  • Lost Forever: Besides all boss scans, some scans have a limited time available:
    • A-Kul's Clues cannot be scanned after returning all the Sky Temple Keys.
    • Dark Quads only appear twice: on the first visit to Sanctuary Temple and the battle against Quadraxis.
    • The Ing Webtrap appears during a single battle sequence as a door lock.
    • Lightbringers disappear once the Dark Beam is acquired.
    • Samus's Gunship goes into repairs after restoring energy to Agon Controller. All following scans do not count for the logbook.
    • Shredders stop appearing after restoring energy to Torvus Controller. Dark Shredders only appear in the first phase of the Chkka boss battle.
    • Vigilance Class Turrets only count as a logbook scan when Space Pirates man them. This only occurs on the first visit to Central Mining Station.
    • There are a limited number of Ingsmasher and Dark Ingsmasher enemies to scan in the Sanctuary Fortress and Ing Hive, as they start out as set props that do not respawn after being defeated.
  • Made of Iron: Dark Samus is incredibly resilient, appearing three times intact throughout the game, each time stronger than the last, and survives all three of them. The scan of it during the second fight reveals that nothing short of total atomic disruption could destroy it.
  • Matrix Raining Code: If you looked closely while standing outside in Sanctuary Fortress, you would notice that it's raining like this upwards instead of downwards.
  • Mle Trois: There are numerous factions battling on Aether at at the time the game takes place. Samus, the Federation Marines and the Luminoth are essentially on friendly terms, but the Ing, Dark Samus and the space pirates all have their own agenda.
  • Misbegotten Multiplayer Mode: The split-screen deathmatch mode (not found in either Prime or Corruption) is very much an afterthought, only notable for pioneering the gameplay expanded on in Metroid Prime: Hunters' online multiplayer.
  • Mission-Pack Sequel: The core gameplay is virtually unchanged from the first game, aside from making game progression more linear and having a little more emphasis on story. The only significant gameplay changes are the addition of the Light World/Dark World concept, and having to use ammo for your other beam weapons.
  • Multiplayer-Only Item: Death ball is a temporary powerup that gives the Morph Ball an instant death radius similar to the Hyper Ball from Metroid Prime Pinball. The classic Super Missiles are also available, allowing super missiles to be rapidly fired.
  • Nintendo Hard: Between more emphasis being placed on combat and boss fights, and the latter being much more frequent and difficult than the first game, having to use an ammo system for your other beam weapons, and a huge chunk of the game being spent in another dimension where you constantly take damage when you step out the safe zones, the game really raised the stakes in difficulty.
  • Not Completely Useless: Like in the previous game, the Missile combos in this game are generally useless... except that the Sonic Boom is the fastest way to kill the swarms of flying creatures the Emperor Ing generates in its final form and obtain a truckload of pickups. In fact, one of the Retro programmers outright said this was the sole purpose they designed the Sonic Boom for.
  • Parasite Zombie: Samus' first encounter with the Ing is through the Dark Troopers, which are deceased GF Marines possessed by Ing. They're slow, jerky, and poor shots.
  • Puppeteer Parasite: The Ing are able to possess other creatures, even if they are deceased or artificial. Possessed creatures become much stronger and allow the Ing to interact with Light Aether, but the Ing will die if their vessel is destroyed.
  • Purple Is the New Black: The Ing, dark energy, and many things on Dark Aether are typically colored a sinister dark purple.
  • Recurring Boss: Dark Samus shows up for a battle three times over the course of the game.
  • Red Sky, Take Warning: After draining the planetary energy from a region of Dark Aether, the sky turns bright red instead of the normal purple hue. This is just to show that the region has been drained of energy, not that a threat looms, though.
  • Sand Worm: The Sandiggers, as well as the MUCH larger Amorbis.
  • Self-Imposed Challenge: Using Sequence Breaking, it's possible to skip the battle with Amorbis and thus never acquire the Dark Suit. Hope you know how to manage taking 5 damage per second in Dark Aether's air and have weaker defenses for a long time until you obtain the Light Suit.
  • Sequel Difficulty Spike: Stronger enemies are more common, the ammo system forces you to rely on the weak Power Beam more instead of your stronger weapons, the environments are nastier, and Dark Aether provides some tough challenges due to it slowly killing you.
  • Series Continuity Error: One of the GF Trooper logs talks about how Samus has blown up a planet before. The incident in question refers to Zebes in Super Metroid, which takes place after the Prime games in the series' timeline.
  • Shifting Sand Land: The Agon Wastes are just desert with some ruins and a Space Pirate stronghold.
  • Shout-Out: According to notes on the production storyboards, the first confrontation between Samus and Dark Samus is based off the scene in Aliens where Ripley threatens the Xenomorph Queen with the flamethrower.
  • Skippable Boss: The Alpha Blogg in the Trilogy version. The door at the top of its room isn't locked, so using a jumping exploit will allow you to leave the battle.
  • Timed Mission: Defeating the Emperor Ing starts a seven-minute time limit to escape Dark Aether and defeat Dark Samus for the last time.
  • Tomorrowland: Sanctuary Fortress shows off the greatest of Luminoth technology with its hordes of robots, Matrix Raining Code, complex machines, and technology everywhere.
  • Unwinnable by Mistake: During the battle with Chykka, standing in dark water while beginning a cutscene will cause Samus to be able to jump like she's still in water, even when not. The door leading to the Energy Controller is not sealed, and can easily be reached with this glitch. Entering it and coming back will reveal that Chykka has vanished, which prevents you from obtaining the Dark Visor and thus beating the game.
  • The Very Definitely Final Dungeon: See that twisted glowing structure floating high in the sky above the Sky Temple Grounds? That's where the final showdown's going to take place.
  • Video Game Cruelty Potential: Try shooting an infant Metroid with the light beam. Then wince as it spasms and cries for about three seconds of being lit on fire before burning away. Quickly changing beams and firing the dark beam will actually put out the fire, and it will fall to the ground and die silently.
  • Wake-Up Call Boss:
    • Alpha Splinter has some nasty charge attacks which he can lead to try and strike where you're going. You also have about ten missiles and an extra Energy Tank at the time. He gets easier once he's possessed, though, since his charge is no longer leaded.
    • Despite being the first Temple Guardian, Amorbis is not only much harder than previous bosses, but also the first of many Marathon Bosses present in the game. The player won't be able to win the battle unless they've mastered the trick of recovering energy in Dark Aether with the Safe Zones.
  • Where It All Began: The battle against the final Ing-based boss (Emperor Ing) takes place in the Dark Aether equivalent of the area the first Ing-based boss (Dark Alpha Splinter) took place in.
  • Yin-Yang Bomb: The Annihilator Beam fires combined blasts of dark and light energy.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MetroidPrime2Echoes