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By now anyone with a Gamecube and a right mind has experienced the
first-person adventure bliss that is Metroid
Prime, and in customary Nintendo fashion when a mascot character
and game franchise strike gold, the spin-offs begin. We've seen
Mario branch off into a plethora of different genres with high frequency,
but now it's Samus Aran's turn. Successfully melding the Metroid
Prime universe with the blistering arcade experience of pinball,
Metroid Prime Pinball for the DS is one of those games that sounds
somewhat iffy on paper, but come game time pulls everything together
so flawlessly that it leaves you wondering why the developers hadn't
arrived at this premise sooner!
When
it comes down to it, Metroid Prime Pinball is just as it's described:
Metroid Prime interlaced with pinball. Built for the DS, you take
your pinball skills to six different double-screen tables themed
after environments in the Metroid Prime universe - the Pirate Frigate,
Phendrana Drifts, Artifact Temple, Impact Crater, Phazon Mines and
Tallon Overworld. With Samus in Morph Ball form acting as the pinball,
you flip and bump her around these tables using the left and right
shoulder buttons (or the respective D-pad arrows if you so wish)
to activate the corresponding flippers and send her flying up ramps
and into score bumpers. In terms of being a pinball game, Metroid
Prime Pinball seriously is as good as videogame pinball can get,
with fantastic ball physics, fast-paced action, challenging-yet-accessible
gameplay that anyone can pick up and enjoy, plus that perfect oh-so-addictive
pinball draw.
There
are three modes of play at hand: Multi Mission, Single Mission and
Wireless Mission. Multi Mission is the overriding mode of play for
solo players, and in this mode you bump Samus through the game's
six table regions collecting artifacts and battling familiar boss
villains in order to progress to the final stage and boss. As you
discover artifacts and advance through the various tables, they
then become unlocked for playing in the Single Mission mode, which,
simply put, is a quick play mode for single players to hunt down
and best their previous high scores. Finally we come to the Wireless
Mission, a mode that allows for 1-8 players to simultaneously duke
it out against one another to reach the specified score first. Better
yet, single-cartridge download play is supported here, so if you
don't have any friends with the game there's no need to fret. On
the downside, there's only one multiplayer table available, which
is a bit disappointing.
Utilizing
the Metroid Prime universe as a canvas for its pinball action, Metroid
Prime Pinball truly taps into its source of inspiration to generate
a unique pinball experience with various mini-games, power-ups and
enemies that Metroid fans will instantly recognize. While smacking
Samus around in ball form you steadily unlock and enter into various
mini-game bonus modes that have you doing more than what a traditional
pinball game has to offer. In challenges such as Shriekbat Shootout
and Beetle Blast, Samus actually leaves her Morph Ball form for
a brief spell and enters into a stationary third-person combat mode
that has you blasting away at incoming swarms of Shriekbats or Beetles
where you can't take more than four hits. You also deal with other
familiar baddies such as Space Pirates, Triclopses, War Wasps and,
of course, Metroids, with Samus's Power Bomb and Missile weapon
upgrades coming in extremely handy. Other mini-games include Wall-Jump
Challenges that have you alternately timing left and right shoulder
button presses to wall-jump up to reach an airborne artifact, and
various Multi-Ball Challenges that launch additional balls into
the mix for an added boost of hectic, reflex-intensive pinball action.
Many of these challenges also come in three advancing levels of
difficulty to complete, for the highest possible scores.
Metroid
Prime Pinball also captures the spirit of the recent Gamecube classics
through its graphics and audio. For one thing, the table environmental
regions look as if they were directly transplanted into the game
from Metroid Prime, and by no coincidence they're visually breathtaking.
From what I've seen, I have no problem anointing Metroid Prime Pinball
as the best-looking DS game to date; even the overlay effects and
presentation elements are top of the line. The eyes don't lie: this
is one gorgeous game. As it turns out, the ears don't lie either,
and that's good news because the audio, including the on-table announcer,
pinball sound effects and Metroid Prime-replicating soundtrack,
is impressive stuff.
To
deliver an authentic pinball feel to the handheld platform, Nintendo
has launched (and included with the game) the DS Rumble Pak. By
popping the Rumble Pak into the DS's GBA game slot (the Rumble Pak
itself looks identical to a GBA game), players can experience the
rumble and vibration of real pinball right in the palm of their
hands. This new peripheral is a wonderful addition to the DS's innovative
hardware lineup and goes a long way towards enhancing the game with
its subtle force feedback. Can you play without it? Sure you can,
but it's included free with the game so there's no reason not to
use it.
So,
what exactly does Metroid Prime Pinball do wrong, if anything? As
is, I can honestly say there isn't much that the game doesn't do
very well. However, there are a few missing ingredients that were
needed in order to bump the game up to its fullest potential; the
provided tables are great and aesthetically gorgeous, but while
playing I couldn't keep from feeling like there could've been an
even greater amount of interactive pinball elements to further ratchet
up the sense of constant activity that a classic pinball game brings
to the table (no pun intended). More tables themselves would've
gone a long way as well, especially in the wireless multiplayer
mode that only offers one. Six is a solid amount and is definitely
enough to satisfy, however only two of them are full-on pinball
tables with all the works; the rest are basically dedicated to hosting
boss fights. Finally, more should've been done to make use of the
DS hardware; sure, the game looks spectacular and the two-screened
layout is nice to have for an enlarged pinball area to work with,
however the touch screen isn't really used. You can tap and drag
on the screen to nudge the table and help keep your ball alive in
dire situations, but this control feature is both difficult to pull
off at a split-second's notice and not entirely useful whenever
you finally do master it.
I
said it earlier and I'll say it once again, video game pinball doesn't
get any better than what Nintendo and Fuse Games have put together
in Metroid Prime Pinball. After taking the game through its paces
through days and nights of compulsive play, I ultimately feel like
there are only a couple of subtle touches missing that could have
pushed the game over the hump and into the rapidly-growing DS library
of elite titles, but in the end what's here is a marvelous showing
nonetheless and yet another hit that DS owners need to strongly
consider adding to their collections.
Reviewed by Matt Litten for AceGamez (All Rights Reserved).
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