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Metroid Prime Review
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Developer |
Retro Studios
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| Publisher |
Nintendo
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| Genre |
Action
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Nintendo has built its reputation on its famous franchises: Mario, Luigi, Donkey Kong, Yoshi, and most recently, Pokémon. All of them have starred in renowned, million-selling games, and all are innocent, non-offending characters. It makes sense, really. Stay away from violence and sex, and you’ll acquire a wider audience for your product. Nintendo has lived on that mantra for years. But there’s a skeleton in the closet. Over 15 years ago, the big ‘N’ unleashed a new franchise on an unsuspecting gaming world- Metroid. After much hoopla and a couple sequels later, the surprisingly dark series was locked away in some undisclosed location, presumably never to be heard from again. After Super Metroid left gamers salivating for more, Nintendo shut down the proverbial kitchen. Gamers were outraged. For years the cry was heard: “Where is Metroid?” Nintendo, finally, has consummated these dreams of gaming lore. Samus is back and better than ever.
When I mention Samus, of course, I mean the legendary sci-fi bounty hunter, Samus Aran. It’s no longer a surprise that she’s a girl, and if you didn’t know that, um, Colonel Mustard just called. He said to get a clue. In all seriousness now, Samus is back to what she does best. She’s been called to check out some suspicious activities on Tallon IV, and naturally will need to eradicate some serious evil.
Gameplay - Many people were angry when they heard that the new Metroid game would be done as a first-person shooter. Good news for those people- it’s not an FPS. Sure, it looks like one, but trust me. Those Texans at Retro Studios sure as hell know what they’re doing; they’ve managed to loyally recreate the “Metroid feel” of the other games in the series, despite the new look. It’s hard to say how they did it exactly. It could be the jumping, which is the best ever seen in a first-person game, period. Remember those old Mario games where you have to get a running start and jump at the end of the platform? That element is recycled for Metroid Prime, with outstanding results. Additionally, the way the shooting is carried out helps to define the game as something other than your average FPS. Rather than aiming like a conventional shooter, the game uses a simple targeting system, a la Ocarina of Time. This may seem at first to be “cheating”, but it merely takes the focus off of the shooting element and on other parts of the game- exploring, searching, etc. Those who approach the game with stubborn thoughts that they are playing a first-person shooter will be disappointed.
The game unfolds leisurely, with a deliberately drawn out pace. Not to say that it is a “slow” game, by any means. Every area is chock full of enemies to discover and puzzles to figure out. Speaking of the puzzles, the game has button-hunting-and-pressing quests, sure, and there are plenty of times you will be returning to areas you’ve been through, but it’s done so creatively and with such great attention to detail that none of it seems contrived. All of the action, in turn, tells the story; no cut scenes or dialogue is needed. The story is explained gradually, mostly through reading various records left by Tallon IV’s ill-fated former inhabitants; reading about their trials and tribulations is kinda’ spooky, like reading journals in the Resident Evil games. Still, there really isn’t any true narrative in the game to speak of.
Keeping in with the ways of its forefathers, the game doesn’t give you everything from the beginning. Instead, you must encounter all of the upgrades to Samus’ suit on your own. These upgrades include different blasters and visors, the ability to morph into a ball, and increased energy (energy being Samus’ version of the video game cliché “health”). Samus starts with the combat and scan visors. The combat one is used the most and it’s obviously the visor Samus needs when she wants to take out some nasty alien infestation. The scan visor is needed often, because looking at certain objects and holding L while in this mode gives a description of the object. These descriptions range from the unimportant - a scan of a pillar might tell you that it has weakened with age - to the practical - a scan of a boss will inform you of its weaknesses. Later on in the game, Samus receives the thermal visor, which detects “heat signatures” of nearby beings, as well as an X-ray visor. The visors are all accessed easily; they are each assigned to one direction on the D Pad. The entire catalog of classic Metroid weapons can be found in the game. Samus’ initial weapon is the semiautomatic power beam, which fires off spheres of scorching energy. Her wave beam, which is basically an electric charge, is needed against energy-based enemies and opening certain doors, among other things. Then there’s the ice beam, which freezes enemies, just like it used to, and leaves them vulnerable to be shattered with another blast.
Naturally, she also comes across a plasma beam, which shoots magma-like rays that really burns them mothers down, I tell you what. For all four, Samus will earn the ability to charge up the attack for a concentrated, extra-powerful blast. Also, like the visor, it’s easy for Samus to change her blaster. Just push a direction on the C (right analog) stick. The only real difference (and it’s a good one) from the weapons in the old Metroid games is that upgrades don’t replace each other; instead, they build until Samus has her complete arsenal.
The great thing about Metroid Prime is how incredibly atmospheric it is. It’s the little things. At one point you’re in a hallway filled with floating objects. The gravity is turned on and the objects all plunk to the metal floor - it’s genius. The depth of information obtained through the scan visor is awe-inspiring. The control system, even, adds to the atmosphere and believability of the game. Naturally, the left analog stick moves Samus around, but - and this is the part that takes some getting used to - you must hold down R to look around, and hold L to lock onto foes. It’s awkward and slow, but it should be, considering Samus’ burdensome metal suit. Besides, the control scheme becomes second nature early in the game.
Still, Samus isn’t cumbersome when it comes to moving, by any means. She can hop with the best of ‘em, which comes in handy during battle (she can leap to the side while locked on to an enemy, firing away the whole time) and in exploring (there are so many places where jumping is needed that it almost seems like a platformer at times). Then there’s the morph ball, a bizarre aspect of the original games that logically is included in this incarnation. Like in the other games, Samus earns the ability to simply curl up into a little metal ball, which makes it easier to fit into certain areas. When this is done, the view switches to third-person, seamlessly. Retro didn’t just leave it at a helpful exploring tool; in ball form, Samus can (after it’s earned of course) drop energy bombs, and even propel herself into the air with some properly timed blasts. Also, while in morph ball mode, Samus can roll around on the ceiling and walls to reach remote areas and passages.
No loading screens are needed in Prime. Allow me to stress this: there are no loading times in the entire game. This is even more impressive when you realize how expansive the game is; all of it is connected, from massive clearings filled with poisoned, creeping plant life to narrow, metallic corridors bathed in flickering light. It all takes place in one “level”. Helping you navigate this world is a 3D map, located in the upper right corner of Samus’ visor, that is very detailed and tells you which areas you’ve actually been in and which ones you haven’t. It’s very accommodating, though a bit off-putting at first (like many maps initially are).
The game is fairly lengthy, and it should take most gamers at least 20 hours to complete it the first time through. Unlocked upon beating it is a considerably tougher mode of difficulty, which surprisingly adds to the experience. Unlike in most games, I actually wanted to play it again. In addition, those who own a Game Boy Advance, a GameCube/GBA link cable, and Metroid Fusion (the brand new GBA-counterpart to Prime, done in the traditional Metroid style) can unlock both the original Metroid NES game (which still kicks as much ass as it used to) and the ability to play through Prime wearing a yellow/ fuchsia suit, like the one Samus touts in Metroid Fusion. The criticisms are few and far between, but there are a few. Firstly, some players may not appreciate all of the backtracking done in the game. However, it’s all done smartly, and it’s satisfying to obliterate the enemies from early in the game with newfound firepower that you lacked the first time through. Also, enemies respawn every time you leave an area, which can be somewhat disconcerting. Nonetheless, this keeps up the action; if they didn’t respawn (since the whole game is connected and you must backtrack often), the second half of the game would lack any foes, and that would be even worse. Plus, though this may not be of any value to some gamers, the backtracking and quick respawns are both loyal to the Metroid series. Lastly, there is no multiplayer to be found, though I’m not complaining.
Graphics - Visually, the game is one of the best on the GameCube. Though it’s not immediately obvious that this is true, it never looks bad by any means. At first, the game looks “nice”, but the greatness doesn’t show itself until you really get into it. That’s when you begin to discover all of the small details; dead alien astronauts littered across a space ship that’s been attacked by other aliens, Samus’ face being reflected in her visor during a bright flash of light, the lag of the HUD visor screen as Samus turns her head sharply, right down to the remarkable lighting effects (most notably how a blast of energy zooming across a room illuminates its surroundings).
The textures, when viewed up close, lose their clarity a bit, but that’s just nit-picking, as I don’t know of many games where this doesn’t occur. The graphics are sharp, lovely, and damn near shocking in their detail. The game takes place in science fiction-style interiors and abandoned, foreign planets, and the graphics convey these settings beautifully. Not only do they create a superbly sci-fi ambience, but they also play a major part in completing possibly the most believable and convincing atmosphere in a game to date. If that wasn’t enough, Nintendo decided to support progressive-scan displays this time around.
Sound - Possibly the least impressive aspect of Metroid Prime is the audio, though that’s not saying much. The auditory effects do manage to add, like the graphics, much to the impressive atmosphere of the game. The chilling shrieking of ominous creatures, the clanking footsteps on metal floors, the realistic buzzing of (alien) wasps, the whirring blasts from Samus’ blaster, and even the noises emitted from upgrades when Samus nears them all add to the experience.
The music, while not as successful as the graphics, doesn’t disappoint. It’s largely synthesized, though obviously quite a bit more advanced than the tunes from Super Metroid. Actually, many of those old ones were remixed and generally incorporated into the soundtrack for Prime. Overall, the audio at the very least is never annoying; at times it is inspired. Just for good measure, the game supports Dolby Pro Logic II.
Overall Value -
For some games, the “overall value” is tough to decide. Sometimes part of a game will be excellent, but in other areas it will suffer. Not so with Metroid Prime. I knew after the first hour of play that it was one of the best games on the GameCube; now I know that it is the best, bar none. Not only that, but it’s the best in the Metroid series, and definitely one of the greatest games of this year, for any console. Its superbly crafted atmosphere, genius level layout, stunning graphics, and overall euphoric game play all add up to one terrific title. Don’t miss it.
Review by Eric Braden
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