The MDb reviews Metroid Prime.
MDb Review: Metroid Prime: by TJ
A couple years ago, when it was announced that Metroid Prime would be a first-person shooter (before they caught the backlash and started calling it a "first-person adventure"), I said some rather nasty, immature things about it here on the site. I do not like FPS games. I've played enough of them to know that they simply don't appeal to me. It seemed to me that making Metroid into a first-person game would be against everything that made Metroid great in the first place, not to mention the simple annoyance that they were taking my favorite game series and turning it into my least favorite game format. Not only that, but Nintendo was farming the title out to a new American development company that nobody had ever heard of. Sounded like disaster from the word go, and I got pretty hot about the whole situation. Remember that?
However, you may also remember me saying that I would gladly apologize and eat crow if everything turned out alright.
Well...I apologize, and can I get some barbecue sauce with that?
Retro Studios, for all their alleged troubles that the gaming press reported on during the development of Prime, has pulled an awesome game out of the fire. Nintendo Co., Ltd. got their claws into it as well, with Satoru Iwata serving as Executive Producer, Kenji Yamamoto reprising his role from Super Metroid as music composer, and Shigeru Miyamoto also serving as a producer, among other NCL staff. Though not entirely without its share of problems, the game is polished, well-done, and most importantly, Metroid. So let's get to it.
Graphics
Visually, the game is quite stunning. Much has been said about Retro's talented artists,
and now we know why. Textures are very realistic, the enemies look great, and
there are tons of cool special effects. You can see the bones in Samus' hands when
you use the X-Ray Visor; her gun-arm smokes after firing a long, rapid blast from the
Power Beam. I like the shaky-cam effect
when Samus takes an elevator to another area of Tallon IV. The Chozos have
a sleeker, more regal look to them (but where are the sitting Chozo statues holding
the powerups?). The backgrounds of the title and menu screens show
the rendered innards of a Metroid, complete with icky cysts and pulses of energy, playing
in sort of a stuck video loop to give it a creepy little touch. In short, they definitely paid
attention to detail, and for a game like Metroid where one may spend hours just running
around and checking stuff out, I appreciate it when the developers let us know they gave a damn.
Sound & Music
I enjoyed Prime's audio throughout. In the introductory area, the music is minimal and really
shows off the sound effects of Samus' footsteps and weaponry as well as those of the
environment. Later on, the sound effects become important clues as the enemies' noises
surround you. Tentacles slice through the air with a whipping sound, cannons fire their
beams as the sound rushes past Samus' head, and the Space Pirates "speak" in
scary death-metal growls. When I first started playing, I kept noticing an ominous, low humming in
some areas -- it didn't dawn on me until a little later that this signaled the presence of
an item or weapon upgrade, and it became an important part of gameplay.
The sound is integrated well into the experience.
As for the music, it's a mixture of old and new. Familiar themes such as Samus' theme and the Lower Norfair theme from Super Metroid, and the good old "item grab" and "Samus appears" jingles make their return. And when Samus first landed on Tallon's overworld and I heard an atmospheric new version of the Brinstar theme from the original Metroid swelling up in the background, it almost brought a tear of joy to my eye. Along with these tunes are plenty of new compositions, and most of it is done in classic Metroid fashion, with moody, throbbing electronica and simple melodies. Boss battle music is appropriately frantic, some of it sporting a more industrial feel. Nintendo would do well to release a soundtrack CD for Prime.
Gameplay
The big question is, of course, does it play like a Metroid game should? Well, yes and no. Structurally,
Prime is set up much like previous Metroid games, with a handful of large "worlds" interlinked by
elevator systems. Some obstacles and goals in early areas cannot be reached without powerups
gained from later areas, which means backtracking plays a part in the Prime experience. Samus
may travel anywhere you wish at any time, provided she's got the tools to do so. So far so good.
However, I felt that some of the backtracking and running around was done just for the sake of making you do it, without a logical or efficient path being cut through the game. Hidden items and weapon expansions seem scattered a bit haphazardly throughout the worlds with little regard for the natural flow of the game or the strategic thinking that past Metroid games required to find them -- something I like to refer to as the "Metroid instinct" which Metroid veterans have developed by now (which I also talk about in my Fusion review). Maybe it's just that I'm not used to having to study in-game maps for a Metroid game again; it's entirely possible that this feeling will fade with subsequent plays as I absorb the game further and develop a better route through it. Prime definitely has the potential to get better with age and experience.
I have mixed feelings about the weapon system. On one hand, I think the weapons are very cool, with the classic Power, Ice, Wave, and Plasma Beams returning. They've given each weapon different characteristics, which is fine, but that Ice Beam is way too slow, both in its movement and rate. The beam upgrades/combos are powerful, though it would have been cooler if they made them more unique, like the hidden charge combos in Super Metroid, instead of just another massive blast attack from each. Finally, although I can see how switching among the weapons to find the right one for the job at hand offers certain gameplay opportunities, this system seems more akin to Mega Man than Metroid; I prefer the earlier Metroids' options of combining any or all of the Beams at one time.
The best thing, though, is that Prime is long -- longer than any other Metroid game to date. Long as in, there won't be any 51-minute records on finishing Prime like there is on Super. My first play through Prime took me almost twice as long as my very first play through Super Metroid did back in April '94. Of course, you can still probably blow through Prime in say, 4-6 hours, but that's if you rush, don't grab 100% of the items, and you don't bother scanning things. Scanning can prove tiresome at first, but when you begin uncovering interesting (and sometimes even threatening) scraps of information on the Space Pirates' computer systems, that's when Prime ceases to be just an action game and becomes an immersive, escapist experience. (Besides, unlike the other Metroid games, Prime's multiple endings are not based on speed, but rather strictly on item collection rate. So take your time!)
Control
As far as the game's control is concerned, let me begin by saying I realize that many FPS fans
have complained about Prime's controls not being set up like a typical FPS. Well, that doesn't make
a lick of difference to me. I don't play FPSes, therefore I'm not that familiar with how FPSes control,
the standard FPS dual-stick move/look combination is not entrenched into my gaming psyche,
and furthermore, I don't care if it doesn't control like an FPS. It controls like Metroid Prime. Deal with it.
I've always had trouble with first-person combat; it's one of the reasons I don't like the genre. Prime changes things up a bit by adding a lock-on feature, similar to Zelda: Ocarina. I like this better than free-aiming, but I still always seem to have a problem with getting ganged-up on by multiple enemies. I would kill for a way to do a quick 180 turnaround. And while we're at it, a way to run (ala Super Metroid) would have been handy in some spots. Of course, none of that matters when a Space Pirate gets right up in your grill and starts punching you in the head. First-person close combat is the worst, but that's just me grumbling.
As for jumping, it's not as bad as I expected it to be, which is good, because there's plenty of it. (It's not as good as the old PlayStation game Jumping Flash!, which had the ideal first-person jumping system, but that wouldn't have worked here anyway.) In fact, by using a combination of the R button (free look) and L button (lock-on), the player can tilt and hold Samus' view down a bit, making it much easier to determine where she'll land. However, the first-person format made it necessary to do away with both the wall-jump and, more importantly, one of the Metroid series' most powerful weapons, the Screw Attack, in effect making Samus somewhat less versatile -- indeed, less powerful -- than in other games in the series. Furthermore, Prime's "Space Jump" is really just a double-jump, rather than the ability which allows Samus to stay in mid-air indefinitely. Miyamoto once said they don't like it if you call Metroid a jumping game, but with all due respect, come on -- when four major Metroid powerups include the High-Jump Boots, the Space Jump, the Spring Ball, and the almighty Screw Attack, not to mention techniques like wall-jumping and the Shinespark, I'm sorry, but it's a jumping game. I wish I could ignore the nagging feeling that some things are missing, but I can't. Metroid without a Screw Attack is like Zelda without a Master Sword -- it just ain't right.
But is it FUN?
Yes. And that's what matters. Despite my own personal difficulties in adjusting to a first-person
format, and ignoring the times I've missed platform jumps and sent Samus head-first into
pools of lava which nearly killed her, and ignoring certain Metroidy things which
are missing from this game due to the format change, Prime still turned out to be a blast.
It's creepy and cool and you get to explore strange new worlds, solve puzzles, and slowly gain strength
and new abilities for new ways to wreak intergalactic havoc, and that's what we all love
about Metroid. 'Nuff said.
Overall
Aesthetically, Metroid Prime is definitely a Metroid game. They did a fine job taking the classic
Metroid elements and putting them into a three-dimensional format, as well as
in the creation of new enemies and environments. Good show on that count. As a gaming experience,
Prime is pretty darn good for a first-person adventure. I can't help but to be reminded of the astoundingly
not-very-good Resident Evil Survivor, which I played through just because I felt an obligation
as a Resident Evil fan to do so. Luckily, Prime is a far, far more enjoyable experience,
and you shouldn't feel obligated to play it just because you like the other Metroids -- you should look
forward to playing it because it's a unique addition to the Metroid series.
Am I let down by Prime? Nah. Please understand -- anything negative I've said about the game is not me trying to be a "Metroid snob," or a stubborn old-schooler, or a rebel against just about every other review that has had nothing but good things to say about the game. Admittedly, I may have quite a ways to go in acquiring a taste for the first-person games. But one thing I'm loving about Nintendo right now is that they're taking lots of risks and trying new things -- making a first-person Metroid game, giving Zelda a funky new look -- and I have to commend them for having the cajones to do so in an industry where too many companies play it safe and crank out more of the same. But do I think Metroid should stay first-person from now on? Definitely not. I think of Prime as an experiment that succeeds on many levels and doesn't do so hot on others.They gave it a shot, and it turned out pretty well.
Heck, I'll even say that I wouldn't mind seeing Retro Studios take a stab at another Metroid title. They done good. But next time, I want to wall jump and screw attack in 3D and not fall off platforms because I can't tell where I am. So when Samus says "See you next mission," I hope we can actually see her on the next mission, too.
MDb Review: Metroid Prime: by Asaic
It has been nearly nine years! The galaxy has been at peace for too long. But as of November of 2002, that has finally changed. The Metroid menace has once again been unleashed, and we couldn't be happier.
As a game all to itself, Metroid Prime is excellent. It has the polish and appeal that many high-status games tend to boast. But as a sequel to the Metroid games, I can't give it nearly as much praise. It is missing a lot of the things I've come to expect from the Metroid series. Fortunately, it seems to make up for that in other ways.
For the record, Metroid Prime is not a typical first-person shooter. Nintendo has labeled it as a "first-person adventure", and that couldn't be more accurate. You do far more exploring and examining than shooting, so labeling it as a first-person shooter is simply misleading. It is an adventure, after all.
Control
While I'm glad that Retro didn't give Prime the typical dual-analogue first-person-shooter control setup, I
still don't think that the controls were laid out as well as they could have been. On the plus side, the control
layout that you're forced to use isn't horrible. If it were my design, I would have made a couple of changes,
namely swapping X and Z and swapping A and B. Nothing that a custom control setup wouldn't solve. But
what we're given still works, and while never feeling completely natural, it's intuitive enough that you're not
going to make a lot of mistakes.
I would have added a couple of features, however. First of all, this game could seriously use a quick-turn button. The nature of the combat just screams for this. The turning is too slow and your field of vision is extremely limited. Second, there needs to be some way to lunge. And not just to the side like the dodging, but forward and backward as well. When locked onto an enemy, you can tap B while pressing left or right on the analogue stick to dodge. The problem is that you have to barely tap B to dodge, otherwise you do a full jump. This became rather troublesome. I would rather have it as a double-tap of the analogue stick.
But those are just dreams. As they are, the controls work well enough.
Gameplay
The gameplay has its ups and downs. Some of the better aspects are the lock-on system, the AI, the
visors and the jumping. They really lend to making the game a fun experience.
Unfortunately, there are also some problems. The first-person view itself is bothersome. This isn't a first-person-shooter, nor does it control like one. So why is it from a first-person view? Exploration could have been handled just as well from a third-person perspective, leaving the first-person view as a visor-only deal. Look at games like MegaMan Legends. With Nintendo's famous precision controls, Metroid could have been amazing in that format. A third-person view would have allowed for true space jumping and the use of Screw Attack. It also would have allowed for faster and easier exploration due to the expanded range of sight.
Another big gameplay complaint is about the laggy weapons. Shots like the ice beam travel too slowly through the air and force you to fight up close, which is the opposite of what you want in a first-person perspective. With the enemy right in your face, you can't tell what else is going on in that room, including the movement of the other enemies. Missiles have a terrible firing rate. They don't need to be rapid-fire, but a two-second wait between shots is excruciating in the heat of combat. And the biggest problem is the time it takes to switch between beams or from missiles back to your beam. With the necessity of constantly switching beams during combat later in the game, this really puts a damper on the pacing.
However, the game still manages to be fun to play. Retro did a great job despite having so many unnecessary limitations. I can only imagine how amazing this game would have been had it been third-person with a customizable button configuration and a couple more moves!
Graphics
The graphics are very impressive. From reflections to lighting to water effects, there is certainly a lot of
eye candy here. The textures tend to be a little repetitive, but not overly so. The models appear well detailed
from afar, but up close they tend to be lacking the finer touches. The framerate is also a solid 60
frames-per-second from start to finish. My only real qualm with the graphics is that some areas of the game
are just too dark, causing a lot of the jumping to become guesswork. While not without its flaws, Metroid
Prime's overall visual appeal is matched by few, and surpassed by even fewer.
Sound
Retro did a great job on the sound effects. They are crisp and clear and very distinctive. Though I have a
Dolby Surround Pro-Logic system, I didn't notice much of a surround effect. Sounds that were supposed to be
behind me just didn't sound like there were actually behind me. Switching to Dolby sound in the options
menu does improve the sound quality, but it just doesn't give the full surround experience I enjoy from other
games and movies.
Music
The music was ultimately disappointing from a sequel standpoint. It wasn't very nostalgic or memorable.
Not a single tune from Prime sticks in my head, while all the other Metroid games (including Metroid Fusion)
have many memorable tunes that I love listening to over and over. As a game by itself, the music in Prime is
pretty good, though rather forgettable. As a Metroid title I found it especially lacking.
Lasting Appeal
Your first time through the game will take you anywhere from 8-20 hours, and that doesn't
include time spent reading logs and scan data. Subsequent plays will offer several hours each.
Throw in two sets of 100% completion objectives, three endings and Hard Mode and you've got
some decent replay potential. The downside is that it is not as much fun as the other Metroid
games. I find that I have less desire to go back for additional trips through Tallon IV than Zebes,
SR388 or the BSL research station.
Despite the lack of replayability, it is still a great game. Depending on how much you enjoy it, you may be compelled to replay it many times. Unfortunately, it didn't offer much appeal for replayability to me compared to the other Metroid games. As a stand-alone game, it's replay factor is better than average, but not up to Metroid standards.
Overall
As a game on its own, Metroid Prime is definitely an 'A' title. From its presentation to its
lengthy quest, it has much to offer. It is far from perfect, but it still offers a better overall
experience than most other games do. If you don't yet own a Nintendo GameCube, this game
may be all the reason you need to go out and get one.
However, if you're looking for a great Metroid sequel, I'd recommend you try Metroid Fusion first. Prime felt the least "Metroid" of all the games, while Fusion was exactly what the doctor ordered. While it was nice to see a Metroid game from a first-person perspective, I wouldn't want them to do it again. At the same time, Metroid Prime is a pretty good game in its own right. It's definitely a title to consider picking up. But don't buy it because it's a Metroid game, buy it because it's a good game, period.
Final Rating:
As a Metroid sequel: 6/10
As a stand-alone game: 8.5/10