Hmm. Interesting.
I mean, I get that Metroid II: Return of Samus (not to be confused with Metroid: Samus Returns) had an intentionally oppressive feel to it and all that, but I think the death animation for Samus was probably more a hardware limitation than a stylistic choice. In any case, playing the game didn't fill me with existential dread.
I will say that the music created most of that oppressive feel. Outside of the surface theme and the end credits theme and such, the vast majority of the soundtrack was more like ambient noise than it was music. Even the first game had more actual music, as opposed to just semi-random noise, than the second game did.
As I've mentioned before, Metroid II: Return of Samus was the first Metroid game I ever owned and finished (without a guide or walkthrough or whatever, unlike the original Metroid, which I didn't seriously try to play until several years later).
I mean, I get that Metroid II: Return of Samus (not to be confused with Metroid: Samus Returns) had an intentionally oppressive feel to it and all that, but I think the death animation for Samus was probably more a hardware limitation than a stylistic choice. In any case, playing the game didn't fill me with existential dread.
I will say that the music created most of that oppressive feel. Outside of the surface theme and the end credits theme and such, the vast majority of the soundtrack was more like ambient noise than it was music. Even the first game had more actual music, as opposed to just semi-random noise, than the second game did.
As I've mentioned before, Metroid II: Return of Samus was the first Metroid game I ever owned and finished (without a guide or walkthrough or whatever, unlike the original Metroid, which I didn't seriously try to play until several years later).