Metroid Prime

Nintendo GameCube

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  • Overall

    Eight years is a long time to wait for a sequel, but Nintendo has not traditionally been a company who bows to the will of the masses unless they feel the timing is right. Of course, as Bob Dylan once wrote, the times they are a-changin', and Nintendo is now in the position where they have to rely on other companies to deliver the franchises players demand. Metroid Prime follows in the brave but cautious footsteps of Mario and Link in its transition from 2D to 3D and, despite being the first game by an outside development studio, it has lost nothing in the translation. Everything players expect from the franchise is intact, from the emphasis on exploration to the mysterious worlds, familiar aliens, and the use of acquired gadgets to solve puzzles. The advance in technology has only made the game more encompassing, more palpable, such that players will actually feel they are on a one-man (ahem, woman) expedition into the unknown.

    Metroid purists need not fear their beloved franchise has been sullied, as developer Retro Studios has done an outstanding job in re-creating the sense of mystery and wonder in the familiar trappings of the first-person shooter. Yet Metroid is not and has never been a blast-a-thon along the lines of Contra or Doom. The enemies are plentiful and formidable, but they don't fill the halls or blanket a planet's surface waiting to be killed. Like the indigenous life that they are, many only emerge after being disturbed. Whether the creatures burst forth from the ground, crawl from walls, or spew from hives -- the game's tagline of "evil must be exterminated, but first it must be found" is entirely appropriate. Many times this evil seems to find you, creating a sense of uneasiness as you venture forth across the differently themed areas of Tallon IV.

    Environments are familiar yet foreign at the same time. The opening sequence aboard a derelict ship immediately calls forth images of the Nostromo in Alien. Though you have never set foot on this vessel, this is how a spaceship is supposed to look, with exposed circuit wires emitting sparks, shattered cooling vents spewing forth thick clouds of white gas, passageways collapsing, computer terminals showing static, and the bodies of aliens ripped apart and strewn about the ground as if tossed aside like unwanted rag dolls. Of course, this is only the opening sequence, which offers players a taste of what to expect with Samus Aran's acquired power-ups and armor. Those who remember Super Metroid on the Super NES will smile as they learn they have five minutes to escape the collapsing vessel after fighting an enormous boss. Like Planet Zebes, environments on Tallon IV include volcanic regions, dense jungles, ancient ruins, frozen wastelands, and more.

    Continuing the exploration element of its predecessors, Metroid Prime lets players find and acquire new modifications to their space suits, arm cannon, and computerized helmet visor. After landing on Tallon IV, Samus is stripped to the classic red and yellow suit found in previous games, with only one type of cannon attack. Later she will be able to outfit herself with missiles, a wave beam, ice beam, grappling beam, and more. Samus also comes quipped with combat and scan visors, the latter being used to download information from various scan points on aliens, objects, and scenery. A horizontal progress bar appears on the screen as players zoom-in on a scan point, which gives the process a realistic feel and also adds some tension to the proceedings, since Samus is vulnerable to attacks while acquiring data.

    Information gathered by scanning can be background information about the bird-like Chozo race, who adopted Samus when she was a girl, as well as the dreaded Space Pirates who took away her family. Scanning can also be used to activate elevators or blocked doors, find the weaknesses of an enemy, actually find the enemy, and reveal hidden passageways or tunnels. Alien information, history, and other pertinent data are automatically recorded into Samus' log book for later viewing. The combat visor is the default viewpoint, as it offers radar of enemy targets, a danger or environmental threat meter, energy reserves, and an overhead map to help navigate the surroundings. Fighting is made easier by the ability to lock onto targets, similar to the system used in the 3D Legend of Zelda games.

    A detailed map screen using 3D wire-frame models bolsters the exploration element as players try to figure out where to go next. Players can rotate and zoom around the entire region, with color-coded areas designating where they have been and where they haven't. This is essential, as there are numerous crawlspaces, tunnels, doorways, and other potential routes that are not always obvious even when players are looking for them. Adding to the fun is being able to use the morph ball technique while exploring, which feels like a cross between Sonic the Hedgehog and Super Monkey Ball in terms of speed and control.

    Once this ability is found, Samus can immediately tuck and roll at the press of a button to solve puzzles, escape dangers, or roll through small crevices. The grappling beam also makes its return, using an icon-based latching system as players swing through the air. Again, these abilities open up further opportunities for exploration that are all linked together by the visor system -- think of Spock's tricorder if it were fitted onto a helmet. In fact, the scan visor makes the game feel like an episode of Star Trek where players are trying to piece together the mysteries of the world around them.

    Players are given the freedom to explore the planet however they desire, but they will be unable to fully complete each region unless they acquire all of Samus' equipment, which means not only locating an item, but often finding a way to reach it. Thus, Metroid Prime isn't like most traditional first-person shooters. There's no dialogue, lengthy cinematic cut-scenes, mission objectives, switch pulling, key collecting, level statistics, high scores, or (unfortunately) multiplayer deathmatches. It's almost like Myst in the way you are dropped onto a planet with little to no information about where to go or what to do. Of course, this isn't a game of static pictures, but one featuring a living, breathing world. You create the story by finding its tattered pieces, you create the arsenal by collecting technology upgrades, and you create the objectives while exploring the surroundings. The one thing you don't have to create is the fun. Metroid Prime is Grade A material from start to finish. ~ Scott Alan Marriott, All Game Guide

  • Graphics

    The worlds come alive with a variety of environmental effects, and each of the alien creatures is well animated. Nice touches include water, steam, frost, and alien splatter appearing on the visor when Samus is in close contact with these elements. ~ Scott Alan Marriott, All Game Guide

  • Sound

    Players can usually determine where a group of aliens is located based on sound alone, but there is not much in the way of vocals. Aliens and weapon sound effects seem realistic, and the music sets the mood for each stage. ~ Scott Alan Marriott, All Game Guide

  • Enjoyment

    The emphasis on exploration is what immediately draws players into Metroid Prime, and the control, graphics, and action will keep them glued to the screen. ~ Scott Alan Marriott, All Game Guide

  • Replayability

    Metroid Prime features a number of unlockable secrets when linked to the Game Boy Advance version of Metroid Fusion, including the original NES game. It's a shame there isn't a multiplayer option, though. ~ Scott Alan Marriott, All Game Guide

  • Documentation

    The color manual offers a detailed account of the Chozo and Space Pirates as well as an informative listing of the power-ups, armor, visors, and weapons found in the game. ~ Scott Alan Marriott, All Game Guide

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