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Review Metroid Prime
- By Neal Gittens
[Contributing Editor]
Over the years, Nintendo has given many incredible franchises to the video game public. Mario, Zelda, Starfox, Mother (Earthbound), etc. One of the other greats, and one with perhaps the most rabidly loyal fans, has been Metroid. The original Metroid, the Gameboy follow-up, and Super Metroid on the SNES are now truly classic games. When Nintendo announced a Gamecube version of the game, it immediately jumped to the top of many, many wish lists. When they later showed the shift to the first person perspective, it turned a lot of heads and left many question marks in many minds. However, when it was made playable to the public at E3 2002, most doubts were erased.
Metroid Prime makes the jump into 3D and onto a new system with an incredible style and an incredible atmosphere. Despite moving away from the perspective found in the previous games, and into a medium generally associated with fast, frantic, occasionally mindless action, it maintains the feeling of the Metroid series perfectly. The balance of exploration within the action of the game keeps it feeling like the Metroid games of old. It truly is a masterpiece, and could be argued as the best Gamecube game to date.
Aesthetics:
Holy crap. Those are the only words that can describe how breathtaking this game is. Retro Studios, a company making their FIRST GAME EVER, have done an unbelievable job with the visuals in Prime. Everything from the environments, to the enemies, to the model of Samus herself, is done with extreme detail and polish.
The main display, which is set up the way Samus would see through her visor, is a very intuitive way of keeping all relevant information on the screen at any given time. You will always have a display of your energy, missiles, and other important data at any time. This includes a 3D map in the corner of the screen, which shows your relative position within the area you currently are running through. It is all set up beautifully, and adds to the true immersion of being Samus. With a standard FPS type display, you may have all the information there, but the set up of the visor definitely makes you feel like an intergalactic ass-kicking woman. (Something that we all aspire to be, I believe.) There are also tons of environmental effects that occur on the visor. If you run through a vent emitting steam, your visor will steam up. If you run through a group of small enemies which explode as you hit them, you’ll get large globs of green slime running down your visor. You will get water streaming down your visor if you come out of an underwater area, and rain on it if you are in a rainy outdoor area. It will even rain on the visor more if you look up towards the sky in a rainy area. You can even get a quick glimpse of Samus in the visor if you are close by a blinding flash. It’s highly cool from the first time it happens to the 1000th time it happens.
But perhaps the most impressive feat in the graphics department, is the world itself. It is broken up into a few separate areas, but each of the individual sections is absolutely HUGE. To top it all off, there are NO load times. The only time that there resembles a load time is when an elevator is taken between the areas. Aside from that, you will run throughout the areas without so much as a hitch at any point. It’s by far the most impressive accomplishment I have seen on the Gamecube in the year or so of its existence. Retro have definitely made their first impression in the industry a very good one. The whole package is easily the best seen on the Gamecube, or perhaps any console, to date.
Sound:
Again, Metroid’s sound is yet another strong point. The background music is kind of techno-ish, but isn’t grating like a lot of techno I tend to hear at certain clubs. It fits into the game very well, and, truth be told, you probably won’t even hear the music most of the time, you’ll be so focused on the action at hand. When you do happen to listen to it, the music is actually pretty decent.
The sound effects are definitely where Metroid jumps back into true greatness. Each enemy sounds unique, and the environmental noises are well done. Some of the bosses will absolutely blow you out of your seat as they roar around after you. As you mosey on through the boards, you’ll definitely feel as if you are deep within a volcanic area of an alien planet as you listen to the sounds going on around you. It definitely maintains the atmosphere, and is another strong point in a game of many, many strong points.
Gameplay:
To those who have played a Metroid game before, you know the drill. You are a lone warrior set against a hostile world and enemies, while you attempt to figure out and stop a nefarious scheme. In this case, it is the Space Pirates plan to abuse the Phazon element found on the planet of Tallon IV.
After a short opening intro board, you’ll be set down on the planet with little besides your trusty blaster arm to help you. Throughout the course of the game, you’ll find power-ups which will enhance you abilities, and allow you to access new areas, where you will likely gain more power-ups, which will let you get to that place you saw before, but couldn’t get to, etc, etc… The main focus of the game is definitely exploration. You will end up scouring all the areas from top to bottom in an effort to find every last item and power up. It is definitely the same premise as the previous Metroid games, and despite an entirely new look, it feels exactly like the previous games. The jumping in particular is very well done, and that is a huge key in maintaining the feel of the series, which is very reliant on jumping.
The actual play itself is rock solid. Samus glides around Tallon IV, blasting enemies, locating power-ups, and solving the occasional puzzle. As you progress, you’ll gain new items, from the space jump, to super bombs, to various new visors. You’ll gain a thermal visor and an X-ray visor, to go with your regular combat visor and scan visor that you start with. As with the Metroid games of old, you’ll get a sense of accomplishment with each new item you obtain, and the knowledge that you can now reach previously unattainable areas with your newfound power. It keeps the focus squarely on exploration, where it should be in a Metroid game.
The other main change from typical FPS gameplay is the morph ball. This is another holdover feature from the rest of the Metroid games, and is implemented perfectly. By hitting X, Samus rolls into her ball form, and you get a 3rd person perspective of the ball’s movement. You can lay bombs or super bombs (when you acquire each) and even use the spider ball (also, when acquired). This was a big key feature that fans of the series wanted to see carried over well, and I can safely say, as a huge fan of the series, that it is brought through beautifully.
The great gameplay is what has made Metroid a premiere series over the last 15 years. Prime takes it, adds a third dimension to it, and pulls it off flawlessly. The feel of the games is held tight, while adding incredible graphics to the mix. From the jumping aspects, to the morph ball, to the variety of weapons and gadgets, Metroid Prime takes the strongest points of all the previous Metroid games, rolls them all into one game, and puts forward the best Metroid game to date.
Control:
Prime is a different kind of animal in the control department from most recent FPS games. Rather than a 2 stick move/look system, Prime uses a lock on feature as its primary targeting feature. So, here’s a brief run-down on the buttons. The control stick is to move forward, backward, and turn left or right. The C stick switches among the different beam weapons. L is the lock-on targeting button, is used to scan objects when using the scan visor, and is the Grappling Beam button when that is obtained. R is held down to look around and manually aim. Z brings up the map screen, and X switches Samus into and out of her morph ball mode. B is the jump button and performs a sideways dash when locked on to an enemy. Y is used to fire missiles, and A is the primary fire button.
FPS veterans may complain about the control scheme, but it really is the only way I could see it being done. The one-stick movement scheme works perfectly for the style of game, which involves a ton of jumping. If you needed to adjust your position with two sticks while in mid-jump, and then attempt to recover for perhaps a second Space Jump, it would be an incredible headache, and quite frustrating. The game isn’t focused on fast twitch style shooting, which is what the two-stick scheme is more fitted to. The lock on button allows for enough flexibility in targeting for you to get by without having to be incredibly precise in your aiming at all times. The lock on also makes sense in the sense that Samus has a highly technologically advance suit of armor, and it seems appropriate that she would have an enhanced targeting system built into it.
To sum up, the control scheme is different, but completely fitting to the style of game. The scheme may seem a little different after playing a game like Timesplitters 2, but it definitely grows on you after a short amount of time, and fits the game perfectly.
Multiplayer:
Sadly, Samus is a one-woman gang.
OVERALL:
Best Gamecube game of 2002. That is easily the title bestowed on Metroid Prime in my book. That is definitely something that becomes even more impressive when you consider that 2002 featured a brand new Mario game and a new Starfox game as well. Despite the greatness of both of those games, Metroid jumps out in front and never looks back. Every aspect of the game just radiates of polish, and is a true masterpiece. Retro Studios jumps into the pool of talent, and immediately lands in the deep end without a hitch. Nintendo has again used its eye for talent to dig up, and in this case, pretty much create, a great team of developers. If this game is any indicator, (and it is indeed the ONLY indicator) then Nintendo has another ace up their sleeve in Retro Studios. Metroid Prime is a truly revolutionary game in a field of games which has seemed a bit stagnant of late. Simply a great game.
The Lowdown on Metroid Prime
| Aesthetics: Awesome |
Control: Very Good |
| Gameplay: Awesome |
Multiplayer: |
| Sound: Awesome |
Innovation: 6/6 |
| Lasting Appeal: 5/6 |
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Overall: Awesome!
"Top of the Genre"
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This game is:
Awesome
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INFO |
Developer: Retro Studios
Publisher: Nintendo
Number of Players: TBA
Release Date:
11.18.2002
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IN A
NUTSHELL: |
| Metroid Prime is an amalgam of the best of the old Metroid games rolled into one. An instant classic. |
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