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Metroid Prime
MSRP: $49.99
Number of Players: 1
Developer: Retro Studios
Publisher: Nintendo
Reviewer: Gregory Pierce

It’s been a long time coming.  For years, rumor and speculation drove Metroid-induced madness in all gamers who had been fond fans of the series since the original Metroid and the absolutely outstanding Super Metroid.  As the months passed without an announcement of Metroid for the GameCube, fans swore to burn Nintendo to the ground if Metroid was not released in this generation. Then the announcement was made that a game was in development, but by the largely unknown Retro Studios - and it would be first person.  After days of fanatical assaults on Nintendo, it became clear that Nintendo must be onto something if they were going to entrust one of their most valuable licenses to a company recently assembled to develop the title.  When Nintendo dubbed the game a “first person adventure,” many scoffed that Metroid would be done as some random first person shooter - a mockery of what the series had represented for so long.  Surely, Nintendo had lost their collective minds and was about to trash Metroid as they had done to the recently ‘rebranded’ StarFox universe.  And so, the long wait began.  Now that it's here and I’ve had a chance to play it thoroughly, I can now produce an accurate review of the game from the perspective of one of the game's harshest skeptics.  Does it really live up to the hype or is it just a glorified Half Life trying to take advantage of the fact that few remember or have played the originals?   Once again, we take on the role of Samus Aran to face our nemesis - the metroid.

The game starts off innocently enough with Samus tracking down the arch-villains, the space pirates, to their research facility in orbit above Tallon IV.  The research facility not only serves as a training ground where the user can get some quick instruction in how the game is controlled without the risk of being killed outright, but also serves to introduce a new and foreign aspect of the Metroid universe: the story.  Unlike other games that narrate through the use of cut-scenes or full motion video, the story of Metroid is conveyed through examination of the environment itself.  The player examines the environment through the use of visors that allow Samus to scan objects, see in the IR or x-ray spectrum, etc.  The implementation of the visors is top-notch and is believably integral to the way the game plays.  By simply pushing a direction on the D-Pad controller, one can effortlessly switch from visor to visor, and this is very important - especially in many boss battles.  By using the visors as you move through the environment, you can decipher space pirate logs and transmissions to follow the story, find hidden platforms (nicely implemented), and much more that I will not divulge in this review. While it is unclear if the information in the logs is really necessary - reading the information serves to draw the player deeper into the environment.  As you near the end of the training level, you’ll be greeted with a nice boss fight that will teach you some interesting tips (like scanning bosses for weakness) and then you’re left to escape the facility post-haste.

This is where the game comes across one of its few stumbling blocks.  The controls take a while to get used to - a time that varies from person to person.  I’ve talked to many gamers who claim to have picked them up overnight and others who claim that they are still getting used to the controls weeks later.  While I’m not in the latter category, the controls are certainly unique - forced in no small part to what I consider an absolutely bizarre game pad controller for the GameCube.   Many make excuses for the way the controls are the way that they are, but one must admit that they remain awkward even later into the game. To me, the controls just never feel natural - though this could be because of the awkward sizing of the controller buttons and their placement.   I frequently found myself pressing buttons that I didn’t intend to press.  Targeting is generally straightforward since the game employs a fairly useful auto-targeting system. Since most of the enemies die pretty easily, there is rarely an instance where you have problems shooting at enemies.  Don’t let the auto-targeting fool you though; killing enemies still provides a good deal of challenge, especially when enemies attack in numbers.  The primary reason this is a problem is because, as with all ‘auto’ targeting systems, you will sometimes target enemies that you didn’t intend to attack.  On more than one occasion I’ve ended up targeting some lesser creature only to be torn to shreds by an automated defense turret.

Sound in the game is very well done.  Creatures make memorable sounds that help you to identify that which you cannot yet see, including those wonderful hidden power-ups.  I’ve spent many a day passing through areas hearing the sound of an upgrade and devising ways that I might be able to reach it.  All of the sounds are nice and crisp and the subtle background track adds atmosphere to the game while not being overwhelming.  There are a couple of unpleasant areas in the sound.  Some of the visors make annoying sounds (the IR visor for one), and the menu system's pitch and volume is unnerving when the game is played at loud volumes - but these are relatively minor defects in an overall polished sound engine design.  Nicely done.

Graphically, the game is as impressive as any game currently out.  From the first moment you land on Tallon IV to your final encounter with that-which-will-not-be-named, you will be treated to the best graphics the GameCube has dished up yet.  I have found very few faults or inconsistencies in the graphical engine.  It does the job it needs to do and it adds on a lot of things that I didn’t expect to find, like the first time I fired the charge beam a lot and saw the heat effect over the nozzle.  The graphical engine also shows some prowess in that water looks believable for games of this generation, with the game getting bonus points for implementing mist, water droplets from rain, light fog, etc. as a visual effect on the players visor.  Many will say that the game is not on par with many Xbox games but, while it really doesn’t matter one way or the other, I think Metroid Prime most certainly holds its on in terms of graphics.

And for the most important question: Is it a Metroid game? Yes.  Without question, Metroid Prime plays with the mystery and exploration of a Metroid game.  It rarely gets bogged down in the standard first person shooter fare and remains true to its heritage.  During your escape from the research station, you will lose all of the ‘extra’ capabilities that you started with and you will revert to a much more basic configuration, left to find everything else you’ll need during the game.  This exploration and discovery play mechanic has served the franchise so well over the years and it works to good effect here as well.  Discovering how to reach a power-up or missile container actually feels rewarding and not just ‘something to pass the time’ as it is in many other games.   Have Retro Studios been able to implement everything that made Super Metroid the über-game it was?  No. There are many aspects of gameplay that are missing.  There will be times that you will be playing the game and saying to yourself, "Man, in Super Metroid I would do…."   This, however, doesn’t tarnish what is a stellar attempt at moving Metroid into the modern age.  I would say that this conversion is just as successful as the conversion of Super Mario Bros. into Super Mario 64

While there are things that I will miss, what is there is all gold and there are many new gameplay elements that advance the franchise.  Metroid Prime is a shining beacon in a market full of mediocrity.

Graphics

10

The best GameCube visual feast to date.  The game competes on par with rivals from other consoles.  Special effects are novel and very well implemented.  Level design is true to the franchise and shows good art direction.  I can think of no way that the game could have been improved in this area.
Sound & Music 8.5 Musical score is well done. Audio cues are clean and actually serve a meaningful gameplay purpose. Boss battle music is well-paced and energetic.  Menu sounds are annoying and using the IR mode is spoiled by hideously repetitive visor ‘noise’. 
Control 8.5 Button placement is probably the best that could be done with the controller layout, but has a definite learning curve.  Game almost complicates itself by using every single button on the controller. Somehow control just never feels ‘natural’.  Jumping puzzles are extremely well-done for a first person game and should serve as a model to anyone else even considering it.
Replay Value

7.0

After you finish it, you’re likely to try and get to the things you missed  but, as with its predecessors, there is no compelling reason to play the game again.  Although this is part of the original design of the series, it would be nice if somehow it weren’t 100% the same game each time. 
Fun Factor

9.0

It's MetroidMetroid could easily be in the dictionary as a synonym for fun.  Even in the darkest moments when frustrated with the game - its still fun.
Overall

9.0

Truly the highest point on the Nintendo roster for some time to come and definitely a welcome and well-done creation by a relatively unknown group of American developers (for which I give them additional bonus points.)  If you have a GameCube and you don’t play this game, something is really, really wrong with you.

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