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Metroid Prime

by David Trammell - May 22, 2002, 11:46 am EDT

Metroid Prime is simply amazing. Believe the hype; the game is honestly not a full-blooded first person shooter.

I played Metroid for fifteen minutes and spent most of my time gawking at the beautiful surroundings and exploring a bit. I also killed a boss and botched the following escape.

The first major shock was the controls. I knew before hand (from intuition) that Nintendo would not give the game my favorite FPS control scheme, the "Turok" scheme. However, I was completely unprepared for just how intuitive the new scheme would be. The game is so far removed from the standard FPS that I had no problem adjusting to the new controls. The controls are as follows: The analog stick moves Samus forward and turns her left and right. There are currently no strafing buttons (and I would like to see button/c-stick strafing added in somehow), however, this game works very well without them because it has auto-targeting. The L Button is used to activate auto-targeting (as it is in the new Zelda game), and while targeting is activated, you can use the analog stick to strafe left and right (even if you aren’t locked on to something). The A button is used for firing at any time. If you hold the A button, the arm cannon will begin charging a shot. Missiles are fired with the Y button. Pressing Y once opens the cannon while subsequent presses fire missiles. Pressing A at any time closes the arm cannon for normal shots. The C-stick is used for switching between beams. The graphical effects of the Ice Beam are simply stunning. B is used for jumping in normal mode, and while targeting B can be used with the analog stick for doing quick jump/strafes to the side (just like Zelda). Finally, R is used for free look, and you can press L at any time to target something while looking.

The lock-on targeting system is one of many things that separates Metroid Prime from typical first person shooters. It allows the game to retain a feel that is very reminiscent of the original Metroid games because it’s not difficult to acquire a target and begin shooting at it. Another thing that makes the game stand out is the exploration aspect. By touching the control pad, you can switch between different visors (the combat and scan visors were available in the E3 demo). The scan visor is used to take detailed looks at objects and enemies, the combat visor's function should be obvious. Pressing the L button with the scan visor activates the examination of objects and the using of switches if that’s what you’re examining. Pressing the A button to fire while in the scan mode automatically switches it back to combat.

The demo began with a cut-scene of Samus’s ship flying towards a space station of sorts that was in orbit around the planet of Tallon IV. Graphically, the game is outstanding as can be seen in screen shots. What you can’t get from the shots is the excellent animation and atmosphere. I couldn’t hear the sound; unfortunately, E3 can be a very noisy place. The first thing I came across after exiting the ship were red orbs responsible for generating a force field (as revealed by the scan visor). I learned how to lock on and aim on these things, and the learning curve was all down hill from there. The demo was very subtle, but still obviously a training mission, and it was very well designed in that respect. At one point during the mission I needed to roll into a ball and move through a pile of rubble. This was done by pressing the X button (this only works when use of the ball is required). The ball controls very easily. It just rolls in the direction you press with the analog stick. It’s just like moving Mario or Link around in their respective games except the ball reacts a little differently due to its round nature. As I made my way through the demo, I found half dead Space Pirates that needed to be taken out. Some already-dead Pirates could be examined for cause of death (severe acid burns). About five minutes in, I encountered a turret emplacement that required a healthy does of missile. Later-rooms had multiple enemies to fight; it was only a matter of looking in the enemies’ general direction and quickly locking on to fire at them. I absolutely loved it. The demo was capped off by a boss fight and an escape sequence. The boss was very similar to what you might see in a Zelda game. You spend most of the fight locked on using the B button and analog stick to dodge. After the boss is destroyed, you need to escape the space station. I was unfortunately unable to get out in time because I got stuck in one room for three of the six minutes you’re allotted for escaping. I needed to use bombs to get into an air-shaft which I did with very little time remaining. While making my way to the exit, I saw some excellent scripted cut-scenes involving surviving Space Pirates dying in battle with some large creature (fortunately, the creature died too). One tube I entered contained the little scurrying creatures that could be seen in the original Space World demo. It looked wonderful. When time ran out my visor was filled with static and the screen blacked out.

Metroid Prime was absolutely brilliant. Everything from the controls to the graphics and gameplay was nearly spotless. There were little touches of brilliance everywhere such as the ability to scan apparently meaningless computer displays on the wall for information on life forms that were being studied by the now-dead inhabitants of the space station. I could not hear the sound very well because of the station I was at, but I hear (no pun intended) that it is also very good. You can definitely feel the Nintendo touch on Metroid Prime, and that alone should get you excited. I cannot wait to play the final game. This is now my most anticipated game of the year by far.

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Genre Action
Developer Retro Studios
Players1

Worldwide Releases

na: Metroid Prime
Release Nov 17, 2002
PublisherNintendo
RatingTeen
jpn: Metroid Prime
Release Feb 28, 2003
PublisherNintendo

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