Video Game: Metroid Prime 2: Echoes

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 the events on Tallon IV, Samus is sent to investigate a distress call coming from the rogue planet Aether. A battalion of Galactic Federation troopers were sent there hunting down Space Pirates, but soon were overwhelmed by the unusually ferocious wildlife there. Exploring further, Samus discovers that Aether is in the midst of a massive war between two races for control of the planet. Aether is home for a peaceful race called the Luminoth who thrive on a power source known as the Light of Aether, but a meteor not unlike the one that struck Tallon IV corrupted the planet, brought a hostile species called the Ing, and split the planet into two dimensions called Light Aether and Dark Aether. Samus agrees to aid the Luminoth in reclaiming their planet, but along the way is attacked by an evil doppleganger, Dark Samus, who may have old ties to the Hunter before...


Metroid Prime 2: Echoes provides examples of:

  • Actionized Sequel: Echoes upped the difficulty and frequency of combat sequences, and added 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 Matter: The Annihilator gun fires both light and dark energy in an antimatter combo.
  • 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. They also cost 30 ammo and 5 missiles apiece, which is more than 10% of the maximum ammo capacity for the corresponding Beam. The Sonic Boom hits instantly and deals massive damage, 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 and Ingsmashers put up shields of light or dark energy that can be dispelled by firing shots of the opposite beam.
    • 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.
  • Book Ends: The room that the last major Ing-based boss (Emperor Ing) is fought in is the Dark Aether equivalent of the room the first major Ing-based boss (Dark Alpha Splinter) is fought in.
  • 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.
  • 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.
  • 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.
  • Dark World: Dark Aether is a dark alternate version of Aether.
  • 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.
  • Demonic Possession: 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.
  • 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.
  • Eye Open: After saving, there's a brief closeup of Samus opening her eyes.
  • From a Single Cell: The second scan of Dark Samus says that she cannot be destroyed bar "total atomic disruption".
  • 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.
  • 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.
  • 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.
  • 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 Suit 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.
    • 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.
  • 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.
  • 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.
  • 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.
  • 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: Combat is tougher, 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.
  • 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.
  • Yin-Yang Bomb: The Annihilator Beam fires combined blasts of dark and light energy.