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According
to many in the gaming press the signs were not good. Not only had
Nintendo farmed out one of one of it's most cherished franchises
to Retro Studios, an American developer that most people had never
heard of, but come 2001 E3, Shigeru Miyamoto pulled Metroid Prime
from the show citing control problems. All did not look good for
Samus Aran's 128-bit debut. But how wrong they were. It turns out
that not only have Retro Studios done Nintendo proud in terms of
producing a game faithful to Metroid and NCL heritage, they've also
gone and created the greatest Gamecube title so far.
In
terms of plotline, Metroid Prime offers a fairly similar background
to previous Metroid titles. You take control of legendary intergalactic
bounty hunter Samus Aran who is dispatched to stricken planet Tallon
IV in order to take on the Space Pirates who are harnessing the
mysterious energy from a crashed asteroid to develop a genetically
enhanced army. Where the game differs from its past is in the switch
to 3D. All previous Metroid titles were 2D platform/adventure affairs
but in a first for the series, Prime adopts a first person shooter
perspective.
Despite
this, one thing that you have to remember about Prime is that it
is not a first person shooter. Sure, most of the action takes place
in the first person perspective and shooting things plays a fairly
significant part in the gameplay, but make no mistake, this is no
Halo wannabe. Metroid games have always been a blend of shooting,
adventure and platform action and Prime is no different. The only
thing that has changed is the perspective. One area where this non-FPS
conformity is particularly apparent is in the control system. For
starters the controls are not customisable in any way and this has
caused consternation amongst some gamers since the default set-up
is not particularly FPS-friendly. The control method is based on
the Goldeneye configuration, with the analogue stick moving Samus
forward, backwards and turning. Aiming is done by holding down the
right shoulder button and using the analogue stick whilst strafing
requires the left shoulder button to be held when moving left and
right. The C-stick and D-pad are used for assigning weapons and
different battle suit visors and as such there is no option of dual
analogue control.
Whilst
this type of control set-up would clearly be a bit unwieldy in an
FPS, Prime isn't an FPS and the combat mechanics reflect this. When
engaging enemies pressing the left shoulder button locks on to the
nearest target meaning that the inability to move and look simultaneously
doesn't hinder combat. The only problems come when you are trying
to lock on to a target on much higher or lower plain than Samus.
This can often require you to press the right shoulder button to
look down or up towards the enemy and then hitting the left shoulder
button to lock on to it. This can be a bit ponderous but thankfully
is not frequently necessary and therefore doesn't cause any major
headaches. Overall, while the controls may take a bit unintuitive
for anyone used to dual analogue movement, once you've got the hang
of them they work extremely well.
Unlike
traditional FPS games, Prime also provides plenty of platform hopping
and a huge amount of exploration and puzzle solving to go along
with the shooting. To this extent, the final product ends up being
quite unlike any other game. Try to imagine Zelda: Ocarina of Time
crossed with Halo and Tomb Raider and you're pretty much there.
Only it's better, much better, than you can imagine.
The
first level acts as a tutorial and sees you investigating a deserted
space station from which a distress signal has been received. This
gives you a chance to get used to the controls and the various abilities
that Samus has at her disposal. These include the Morph Ball function
that allows Samus to roll into a ball in order to fit through narrow
tunnels and a Grapple Beam to reach distant platforms. This level
also teaches you to use the most important tool in Samus' armoury,
the Scan Visor. This visor searches your surroundings for enemies,
switches and locks, as well as highlighting useful bits of information
that help you progress through the game. Constant use of the Scan
Visor is essential and it soon becomes second nature to scan a room
for clues and information upon entering.
Unfortunately
a large explosion at the end of the first level sees Samus' battle
suit damaged and all but her most basic abilities lost. In typical
Metroid style, the rest of the game is spent locating power-ups
for the suit in order for Samus to regain her abilities and this
in turn allows you to reach previously inaccessible areas, expanding
the game world available every time a power-up is found. These power-ups
include additional visors for your battle suit, enhanced weapons
and enlarged energy reserves. Unfortunately, these are usually to
be found protected by a fiendish puzzle or a rather unpleasant boss.
Speaking of which…
The
bosses in Prime are simply awesome. Not only are they huge in scale,
they are all unique in appearance as well as requiring varying tactics
to successfully defeat. Using the Scan Visor is essential when tackling
these bosses as it helps to identify the weak spots that you need
to target. The boss battles can become epic affairs and there is
a real sense of satisfaction in finally laying waste to an enormous
enemy after a prolonged tactical battle of hit and run.
But
there are two things that really strike you as unique about Metroid
Prime whilst you are playing it: the sheer scale of the playing
areas and the breathtaking level of detail contained within them.
In terms of level size, Halo is the only game that springs to mind
as offering comparable scale. The levels are simply huge and consist
of everything from vast caverns to confined corridors. In fact the
levels are so huge that were it not for the fact that Prime contains
possibly the finest map system yet seen in a videogame, you could
easily become lost and disorientated. But it's not just the scale
of the levels that impresses, but also the phenomenal amount of
detail. Everything just looks so complete and detailed that the
whole gaming world comes alive. Little details like the fact the
Samus visor mists up if you get too near a jet of steam or the heat
haze that rises off your gun barrel after prolonged fire help to
convince you that you are operating in a living, organic environment.
Remember the first time that you looked down at the grass in Halo
and realised how detailed the textures were? Or examined the bark
on the trees? Prime is full of magical moments like these.
In
fact you would be very hard pushed to find a game on any other system
that surprises and impresses as constantly as Prime. Graphically
it is unsurpassed by anything else on the Gamecube and is a match
for the very best the Xbox has to offer, Halo included. And even
more impressive, it's all been squeezed onto one dinky little Gamecube
disc. So there's none of the annoying disc changing to break the
atmosphere like in Resident Evil. In fact there are almost no noticeable
breaks in the action at all with loading being taken care of during
cut-scenes and on the fly during the levels. As an example of supremely
polished and well thought out piece of software, Prime sets a new
benchmark for others to strive for.
To
accompany the stunning visuals are equally stunning sound effects
and music. The dynamic soundtrack constantly adapts to reflect the
level of threat around you and helps no end to improve the atmosphere.
The effects are also fantastic with blasts and explosions galore,
all in glorious Dolby Pro Logic surround sound.
As
if all of this wasn't enough, there are even some nice extras available
for Prime owners who also have a copy of the excellent Metroid Fusion
on the GBA. Linking your GBA to your GC once you have completed
Prime will unlock a copy of the original NES Metroid game, which
even today stands up as a fine title. Alternatively, if you link
up a completed Fusion cart you can download Samus's Fusion suit
for use in Prime. It's good to see Nintendo finally making good
use of the much-vaunted GC-GBA connectivity and these extras are
a real treat for the dedicated Metroid fan.
Metroid
Prime stands up not only as the most original, diverse and simply
awe-inspiring game on the Gamecube, but as one of the five best
videogames I have ever played. No review can really do justice to
quite how fantastic the game is and the only advice I can offer
is that you play it for yourself. Anyone with a Gamecube who doesn't
have Prime is doing them and their Cube a disservice. Anyone that
doesn't have a Gamecube should buy one, even if just to play this
game. Quite simply, Metroid Prime alone is worth the cost of a Cube.
Consider yourself told: Metroid Prime is absolutely essential.
Reviewed by AceGamez (All Rights Reserved).
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