We need more etecoons and dachoras in games

The following post originally appear on Geek Force Network, May 24, 2013. Media substitutions have been made in accordance with UWG’s guidelines.

Well, not literally. But bear with me here…

(And keep reading if that title makes no sense. I swear it will.)

I’ve been on something of a Metroid kick lately. Between writing about Metroid Fusion and Metroid Zero Mission on my own blog and watching the At the Buzzer’s Super Metroid Let’s Plays, I’ve been thinking about Samus and her adventures quite a bit. So much so that I just revived an old Super Metroid playthrough that I had started awhile back on the Wii, where I’ve just found the etecoons. Without spoiling too much for those new to Metroid, not everything in that universe wants to kill Samus. In addition to the “kind” Chozo statues (and Samus’s history with that race), the monkey-like etecoons and large birds called dachoras, exist in a couple Metroid games to help Samus.

In Super Metroid, these helpful animals are a little hard to find, and you don’t really interact with them; rather, they show you what to do. When I first played Super Metroid years ago, without assistance from the “Internet” or game guides, it wasn’t until several playthroughs in that I found both the etecoons and the dachora. I had no idea what they were, so of course, I tried to shoot them – because everything in else needed to be shot, so why not these guys? But they remained unharmed by my beams, didn’t try to hurt me, and instead moved about in their…um…demonstrations. Honestly, I didn’t catch on at first and thought I had gotten stuck. But no. Slowly, very slowly, my brain processed what was going on and things eventually made sense. I figured out what to do and went on my merry way.

One of the best things about Metroid games (with the possible exception of the misstep Other M, or so I’m told) is their ability to tell stories and introduce gameplay without ramming either down player’s throats. In Zero Mission, Super Metroid, and Fusion, the stories are given in small chunks at various points throughout the games. The stories aren’t hard to follow and they manage to build drama without being melodramatic. And because these stories aren’t overly imposing, it’s easy for players to “become” Samus and experience her trials and tribulations. It’s what truly makes her one of the best video game characters of this and previous generations (and maybe the next…??).

But what’s even better than the story is the gameplay. Like many traditional side-scrolling, platformers, you don’t get much direction. You’re never told to push “A” to shoot and “B” to jump. In Super Metroid and Zero Mission you’re never given any clear directions to you next goal. (In Fusion however, there is something of a set path that you have to follow up to a point.) The 2D Metroid games kinda feel like open-world games, but they aren’t.  Sometimes you only get a brief opportunity to explore an area before it’s closed forever. But the games do allow for plenty of cavern-combing for secrets, of which there are plenty.

And this brings me back round to the etecoons and dachoras. In the vast majority of today’s video games, it’s rare that you come across something utterly surprising. I’m of course speaking only from my own experience, but I can’t recall a moment in recent memory where, upon being well planted in the midst of a game, I interacted with something that was completely new and unfamiliar; that I didn’t know how to mingle with the things around me and thereby had to learn something new. And this is beyond simply getting stuck. Since everything in Super Metroid was trying to kill me, I had no reference point concerning non-harmful creatures. I had to take a moment to stop and understand the situation. I had to stop with the knee-jerk reaction of shoot-run-shoot and take a moment to learn what was going on. Introducing the etecoons and dachoras was a brilliant move on Nintendo’s part. It created scenes of respite and realism and the true unknown amidst all the shooting and killing.

I hardly have any beef with modern games, and many of them have certainly captured my gaming heart. But it wouldn’t be a bad thing to see more things like the etecoons and dachoras in today’s virtual amusements. More surprises, more opportunities to learn, more chances to take a step back from the routine, and more chances to get it wrong before getting it right.


For an interesting discussion on open exploration in games, check out The Age of Exploration on Find the Blue Key.



  1. Matt says:

    “One of the best things about Metroid games (with the possible exception of the misstep Other M, or so I’m told) is their ability to tell stories and introduce gameplay without ramming either down player’s throats.”

    The same can be said about the Prime trilogy. In fact, on those games, the story does not come to you; you are the one who has to go after it by scanning everything in sight. I adore that storytelling mechanic and I hope to see it return in future Metroid titles.

    And great comments on the etecoons and dachoras! I had never thought about them that way.

    Liked by 1 person

    1. Hatm0nster says:

      I agree with Matt here. Scanning is something that could easily have wound up being an annoying and tedious task, but oddly enough it isn’t. Getting to scan and find out more about the areas, and structures lends an air of unraveling a mystery and helps the worlds feel alive!

      Liked by 1 person

      1. cary says:

        At the time I wrote this post, I hadn’t yet returned to playing Metroid Prime, but both you and Matt are totally right! At first I was little reluctant to scan e-v-e-r-y-t-h-i-n-g because I thought it would bog down the gameplay. Instead, I couldn’t wait to get to a new area to discover another piece in the puzzle of Tallon IV, the space pirates, and phazon. But it was also great that all the scanning was optional. Like, if you just wanted to make your way quickly through the game, you could. And if you wanted to delve deep into Samus’s story, you could do that too. Choice in games is (usually)always a good thing. 🙂


  2. Matt says:

    Amen to that! Choice is always a great thing.

    Metroid Prime can be a lot like Super Metroid if one feels like it: there is some plot development when the game begins, and then is all about gameplay. But it can also be a different, and deeper storytelling experience if you feel like scanning!

    Liked by 1 person

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