Metroid prime remastered chances11/10/2023 ![]() A code was provided for review by Nintendo. This review is based on the Nintendo Switch version of the game. I might have been a little too dumb and impatient for Metroid Prime in its heyday, but when it comes to the game’s quality, time stood still. There’s no better encapsulation of the standalone adventure game of the GameCube era, and if you’re like me and haven’t gotten around to it, now you have no excuse. Or, it would be, if we got more games of this ilk. Each facet of both game design and art direction harmonizes so elegantly that it’s sort of easy to take for granted in 2023. ![]() Every decision is downright inspired, from the way the Morph Ball switches things over to a third-person platformer, to the way Samus’ visor reacts to environmental hazards. This game was definitely ahead of its time. I think of Metroid Prime as the absolute shining example of this kind of thing. I never finished this game when I had the GameCube, but now I get the chance. “Yeah,” I can imagine them saying, “then she’ll find the Wave Beam and open that one door in the Magma Pool.” It’s very charming. It’s sort of funny, giving a diegetic reason for all these bizarre powerups being scattered all over the place. It’s easy to forget just how mature and complex Metroid’s lore can be, and I was heavily invested in the ancient Chozo scrawlings which spoke of a great poison and their quest to prepare tools for a “chosen one” (Samus) in a ritual to contain it. Zones are laid out sensibly - they aren’t too big and have plenty of shortcuts between them, so even getting lost and needing to backtrack never felt like too much of a chore. I don’t know if it’s the quality of the 3D map or the fact that you navigate the environment from Samus’ point of view, but breaching the unknown with a new ability feels just as fresh at the end of the game as it does towards the beginning. Well-placed hints and thoughtfully crafted lead-backs after key powerups always steer the player in more or less the right direction.Įveryone’s favorite aspect of “Metroidvanias” is seeing a blocked path, a locked door, or an impassable… passage and thinking, “Gotta remember to come back here later.” Metroid Prime, with all of its first-person explorative wonder, captures this essence to the utmost degree. Director Mark Pacini remarked that the challenge of the game was “finding your way around.” Unlike other games in the series, however, I never felt totally stumped on where to go next. Dashing side to side and using the best weapon combination for each makes quick work of things - the combat was never meant to be challenging outside of boss fights, after all. Combat is as simple as it ever was, with a generous lock-on system, turning what would normally be a traditional shooter into more of a dance with your foes. ![]()
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