Super Metroid makes players feel through playing. Because of this, it is one of the best examples of how games can tell stories unlike any other.
I believe that's a form of what's known as "conveyance". Egoraptor, over on Youtube, actually did a pretty good Sequelitis episode about Megaman X regarding this, talking about how the game successfully teaches you how to play, in the very first level, without ever feeling like it's forcefully telling you anything. It just comes and happens naturally. Of course, that's for gameplay, so this would be the "story" equivalent, of which I can't think of the right term for at the moment...^^;;
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