The Metroid series was the brainchild of the late Gunpei Yokoi. Mostly known for the GameBoy and the disastrous VirtualBoy, he bares the distinction of being the only designer of one of Nintendo’s “big 3” who isn’t Shigeru Miyamoto. Even so, Mr. Yokoi owed a lot to Miyamoto’s previous designs. The first three Metroid games played a bit like Zelda 2, in space, with more platforming. One thing the Metroid series doesn’t owe to Zelda is the story. Unlike the early Zelda games, “kill the evil guy and save the kingdom,” Metroid always had a more overarching story.
It seems appropriate that when the Nintendo handed over the Metroid reigns to Retro Studios they made a game not unlike Zelda: OoT. Obviously, there were more guns and platforming, and the games were in space. Both series had inventive puzzles that require the use of new tools, hidden treasures, and diverse environments. Both OoT and Metroid Prime were met with trepidation, and yet both managed the move to 3D with success. Metroid Prime put Retro Studios on the map, and may have put much of Nintendo’s other teams on notice.
In the interest of full disclosure I should point out that I never completed Metroid Prime or Echoes. In both games I got stuck looking for some tool, and put it down in frustration. Whenever I would try to go back I would have long since forgotten where I was. The entire process just made me not want to play those games anymore. So, the fact I beat Metroid Prime 3: Corruption should say something right away: it is really good. Corruption is astoundingly good. Corruption is better, in every regard, than Prime or Echoes.
The biggest change in Corruption is, appropriately for the Wii, the controls. The game has you aim with the pointer and control the world with motion controls. Unlike previous Wii FPS games, this feels much more natural. In the center of the screen there is an invisible box, as long as you stay in that box you do not begin to scroll. However, as you move out of that box you begin to turn and the further you get from it the faster you turn. This made the whole thing feel much less disorienting than say Red Steel. The Metroid series isn’t known for wave after wave of firefights, but when I needed it this system always gave me the dexterity to feel as if I were the universe’s greatest bounty hunter.
Other control changes include integration of the motion controls to flip switches, break hatches, rip the shields off your enemies, grapple, and a handful of other interesting uses. These generally work, but some feel a bit tacked on. Even so, there was always something a bit satisfying in whipping the nunchuck forward and then yanking it back, in order to rip the shield from a foe. Things like trying to press buttons, using the pointer, are sometimes less satisfying. When in Samus’ ship, yes you get to actually use her ship this time, it felt like indicating the button I wanted was sometimes imprecise.
The second largest change was in the gameflow. Gone is the painfully long, and confusing, backtracking of Prime and Echoes. It was backtracking that killed those games for me, but in Corruption it isn’t an issue. In fact, the first set of objectives are very linear. Samus in on the bridge of a Federation ship that falls under attack, and she has to work her way through narrow corridors that offer no real way to get lost. Not only does this give the game an opportunity for exposition, but it gives the player a chance to get familiar with the controls. The game does open up quite a bit, but it never feels so disorienting as to become frustrating.
There isn’t any need to worry; there are still plenty of puzzles that will leave you scratching your head. There are still things you just don’t know how to use; things that make you say “well I guess I’ll have to come back with the right equipment.” And yes, there are still plenty of inventive puzzles and hidden treasures lying about. The game still rewards backtracking, but it is much less mandatory. I found myself more willing to backtrack because even when it was required they do offer some hint in the form of a map indicator and small cutscene and communication from your friendly neighborhood giant brain.
The graphics aren’t “next-gen” in the conventional terms, but they are still quite beautiful. The worlds are rendered in creative details that set not only each world apart, but each chamber. The creatures are all distinct, and inspire their own appropriate amount of dread on sight. Despite not looking “next-gen” there are still notable additions to the graphics. With the addition of new characters, in the form of fellow hunters, Retro got to try their hand at another round of character design. Each of the hunters looks distinct and is animated with a flair all their own. The game runs in 16:9, which is nice, and 480p.
The story received a big upgrade over Prime and Echoes. The addition of other hunters, and the more active role played by the Federation, gave more opportunities for Samus to interact with others. The story feels more alive, with a heavier influence of scripted events, and a more substantial back story than any previous Prime game. Visor scans give the player the chance to see historical entries of each planet’s native species, as well as the motivation of every faction that has become embroiled in the current war between the Federation and the Space Pirates.
This game is clearly the best game in the Prime series. As a huge fan of Super Metroid I was always worried about the FPS move in Prime. The new control scheme finally made me fully happy with the move to 3D. The better use of backtracking and puzzles kept me hypnotized, giving me no reason to stop playing. The inventive worlds made me stop and gaze in wonder; I wanted to scan everything. The story was so well crafted that I wanted to know what was next, and it kept me up way past bed time. At the moment, this is the definitive game for the Wii.
Graphics: 8.5
The graphics aren’t “next-gen” and I’m still not sure they’re all you can get from the Wii. However, the inventive design more than makes up for it. If you don’t find yourself just looking around at all the scenery and random creatures then you have no soul. Many times just the architecture, the damaged terrain, or the debris from some random wreckage tells their own story.
Sound: 9.5
The music is still very moody and atmospheric. From the menu theme to the credits nothing is left to be desired here. The ambient sounds provide not only atmosphere, but often kept me wondering where the next attack was going to come from. It was all intertwined so well with the world, the gameplay, and the story.
Control: 10
This is the biggest improvement in console FPS games ever. I am not being overly dramatic; this game is a “revolution.” No console FPS has ever played so smoothly, or given me such simple pleasure in ease of execution. Analog sticks always felt disconnected from the action. The point and shoot mentality behind Wii design always offered the promise of fantastic FPS play, but until now it was still only promise. Red Steel made me feel like I would have almost preferred it be controlled conventionally. Corruption, however, has made it impossible for me to ever enjoy a traditional console FPS the same way. Beyond just the shooting, much of he gesture controls are executed in such a way as to further the feeling of BEING Samus. The Wii remote isn’t just for mini-games anymore.
Gameplay: 9.5
What can I say? The game is a blast. The backtracking is much better. The puzzles are inventive and solving them is its own reward. It isn’t “easy” but it’s never too hard. It’s not frustrating; its fun. The plot moves much more smoothly than any Prime game before it. The game is just awesome to play.
Lastability: 9.0
I finished the game in 14 hours. If I had spent time looking for everything it could have gone easily into the 20s. It may not seem long, but there isn’t a lot of filler time from Prime and Echoes. It is pure, great, gameplay. As good as it is complaining about its length would be petty, and it never overstays its welcome with needless backtracking.
Final Score: 9.5
This game is amazing. It single-handedly may have redefined the FPS genre on consoles. For now, it will be the yardstick against which all games on the Wii will be judged. The story, the controls, the characters, the art design, all of it is brilliant. This game is a masterpiece, and would be a 10 if not for the odd annoyance (doors not opening, some irritating motion controls). There are two things I know. One, Retro needs to get to work on their next project fast. Two, Nintendo should have them put on a clinic in Wii design. With this game Retro may have established themselves as Nintendo’s best design team.