Tallon IV. Once, a peaceful retreat for the benign Chozo Empire, now a world
infected with a dangerous organic compound called Phazon. Though uninhabitable,
Tallon IV was abandoned by the Chozo with only the relics of their society left
as echoes of their achievements. Many years later, and the planet has new inhabitants:
the vicious, nomadic Space Pirates breeders of the nigh-unstoppable Metroid
creatures determined to harvest the dangerous Phazon to fuel their war
machine.
An orphan from one of the Space Pirates' conquered worlds and now their most feared
opponent, 'The Hunter' Samus Aran was raised by the Chozo and now battles them
using the Chozo's own technology. Previous victor over the Pirates (as chronicled
in the original NES Metroid), Samus must fight once more to protect the empire
against the maniacal Pirates and their Phazon-warped army...
And so we once again enter the universe of Samus Aran one of video game's
forgotten heroes. The creation of Gumpei Yokoi - Nintendo luminary who first departed
the company then tragically departed this Earth (Yokoi died in a car crash)
the Metroid games enjoyed enormous critical plaudits yet were only partially successful
with consumers.
Many years have passed since the last instalment in the series (Super Metroid
the third instalment appeared on the Super Famicom), and the decision
to carry on the franchise with a second-party development team was greeted with
many a raised eyebrow. The creator of the series dead, the IP (intellectual
Property) handed to an outside team, a move into 3D... the game had 'doomed
to ignominy' all but printed on the box. Years after the project began, and
after rumours of arguments and huge in-game flaws, Metroid Prime has entered
the public arena. Nintendo must fight yet another battle to capture the public's
imagination and prove they offer more than just simple, childish fun.
Prime begins with Samus arriving in orbit around Tallon IV at a derelict space
station, seemingly abandoned by its Space Pirate occupants. Your first objective
is to explore the environment, garnering all the information you can as to what
events have transpired. This serves a dual purpose: it allows the player the
opportunity to become accustomed to the controls, and to learn more about the
situations you will face. The left analogue stick controls your forward, backward
and turning movements. The 'L' trigger locks your perspective to allow strafing
(and performs a lock-on to enemies and info cells more on this later),
the 'R' trigger allows a free look when depressed, 'A' fires your selected weapon
and 'B' performs a jump. In addition to rudimentary movement, there are further
functions available; some accessible from the start, and some which are gathered
later in the game.
Initially, you are equipped with your scan visor, which is essential for checking
the game world for clues and secrets. Not only does this information help the
player with her/his progress, it also enriches the overall experience by providing
snippets from both the Pirates' logs and the Chozo's historical archives. These
entries give data on all aspects of Tallon IV, such as geography and lifeforms,
architecture and society. Scan visor is activated by pressing left on the D-Pad,
and futher visors are mapped to the other buttons when acquired later in the
game. Such information is invisible to the default combat visor.
The 'Y' button changes Samus from her bipedal form into the Morph Ball
a compressed version of herself, viewed in the third-person - that can traverse
areas inaccessible to humanoid forms. 'X' fires missiles in the first-person
perspective and 'A' lays bombs in Morph ball mode. The C-stick is used to switch
weapons. At the beginning of the game, only the Power Beam is available, which
fires rapidly with button presses, or can charge to fire a powerful energy ball
by holding 'A'. A great deal of debate has emerged about the control method
in Prime, and can only be judged in the overall context of the game design.
More on this later.
Samus heads for the planet's surface, and the adventure begins in earnest.
What is patently obvious right from the start is that Prime is one of the most
stunning game worlds ever created. The Gamecube's graphics chips, bedded securely
in their sockets, already have deserved reputation for creating solid environments;
Prime takes this to the next level, with a singular design that feels almost
palpably concrete. On top of the stable 60fps maintained by the console, the
detail within is simply breathtaking. Navigating the Chozo ruins is a glorious
exploration: crumbling temples, tree roots breaking through the sand and brickwork,
all bathed in the orange glow of an alien Sun. There are no bland textures,
no repeated motifs except those deliberately included by the developers, and
not an inch of game space superfluous or wasted. Many parts of the game make
the jaw drop and the eyes widen in wonder, but whatever your favourite
the cold drifts of Phendrana, the humid and rocky climes of the Overworld, the
cloying heat of the Magmoor Caverns each is both significantly different
from the other, yet each is part of a consistent design pattern.
This consistency is reciprocated by the design of both Samus and the enemies
she faces. Your character operates within her bio-suit, and this fact is visually
enforced by the HUD (Head-Up Display). The view from within your suit's helmet
contains the usual energy bar, but also relays other vital information to the
player: which visor is in operation, which weapon, and whether there is significant
danger nearby (shown by a rising gauge with a distinct exclamation mark next
to it). Such a comparatively minor inclusion to the design actually has the
effect of making you bond with the character a further element that adds
to the realism of the Prime universe.
All of this cool and beautiful design would be for nought if the level design
and mapping was bland or ill thought-out. For an adventure game (which Metroid
Prime is, despite its First-Person perspective), map layout is paramount
possibly the single most vital part of the game. Prime, again, excels in this
key area. Phendrana Drifts, for example, is a gorgeous yet bleak winterland
of falling snow and craggy peaks. Icy waters often stand at ground level, and
ice caves abound. Each part of the world contains elements of this kind of map
layout, but it is never the case of a couple of bitmap or skin changes dividing
and diversifying the environments. For example, if an area is technologically
rich, such as the Phazon mines, there are fewer jumps and an increase of man-made
barriers to disarm, such as force fields and fences. In Magmoor, the heat not
only requires the safe negotiation of pools of lava, but also demands a suit
upgrade.
The game world is viewable as a map comprised of simple polygons (accessible
by pressing the 'Z button) and is as integral to the game as your visors
or weapons. Fully three dimensional and viewable from every angle, each section
is rendered in simple broadstrokes, but with the overall layout plain to see.
As discovery and exploration is the most exciting part of the game, the efficacy
of the map is a joy to behold, and never less than totally welcome.
Style and content go hand-in-hand in Metroid Prime, both feeding off and growing
from one another symbiotically. Fire a charged blast from your cannon, and the
air warps in its wake. Your visor's display will break up near strong electrical
fields. A strenuously used cannon will have heat rising from its barrel after
discharging. In a dark area, an explosion will reflect the startled (and startling)
image of Samus' face onto the inside of her helmet. All graphical effects serve
a purpose the light bugs in the Ruins light a darkened room, but also
attack. Do you keep them alive for their light, or avoid damage by killing them,
thus navigating a treacherous environment in the dark? Weapon, visor and Morph
Ball upgrades are similarly vital to progress, and not just in a 'bigger-better-faster-more'
style, either. Certain enemies can only be seen using a different spectrum of
vision (four are available), and certain weapons can only harm certain enemies.
On numerous occasions, you will be required to switch during battle between
both visors and weapons swiftly, to counter the abilities of your adversaries.
Just as you reach the apogee of what can be achieved with an acquired ability
and it seems as if it can be of no further use a new ability is
gained which not only adds another layer, another dimension to the game, but
re-validates and re-invigorates the ones you have. All upgrades work in unison,
enabling you to become exponentially more powerful.
Which brings us to the wider debate on controls. Prime has been criticised
for not having a 'freelook' control (possibly mapped to the C-stick) as in FPS
(First-Person Shooter) games such as Halo and the Quake series. Control in the
FPS genre is centered around movement, with weapon functions and other abilities
set to individual keys on a PC keyboard, for games where swift weapon selection
is vital. Due to the nature of Prime, cycling through weapons would make the
game impossible, as instant access is paramount an absolute must in the
game. Having the correct weapon to hand and the ability to rapidly change to
another could not be done by cycling through your selection using a button.
Bonding with the controls occurs thoroughly after the player has battled against
numerous opponents in tight spaces and challenging environments. There is a
deliberate learning curve in their usage the curve gently nudges you
to improve the basics, then subtly rewards you with a new upgrade. This process
is seamless, and never feels manipulative or intrusive. It may take a while
to adapt, but the latter stages of the game demonstrate that Retro have successfully
created a 2D adventure in full 3D, whilst also remaining true to the Metroid
franchise.
Prime is a huge game, and demanding. However, it keeps you occupied with well-timed
Boss battles and riveting logic puzzles; some innocuous (in fact, almost subconscious),
some in-your-face. Exploration is seldom a chore, although a minor criticism
would be that there is inevitably some back tracking to be done in order to
discover new sections. With it being an adventure game, though, it must be argued
that this is part of the genre's nature, and the reason why the arenas are so
diverse and visually appealing is to continually excite and intrigue the player.
Revisiting sections with a more powerful arsenal to hand is a joy all gamers
are familiar with.
The heavy platform element of Prime is well handled, as most platforms are
designed to be navigable without too much difficulty (once the controls have
been learnt, at least), and the rooms in which they appear can be cleared of
enemies that may precipitate a fall. Later in the game, a greater degree of
skill is required but, by this time, successful negotiation of such hazards
is second-nature. On the rare occasion you are knocked from your perch or a
set of perfectly timed jumps by an enemy, you chalk it up to experience and
carry on without a second thought. Latter acquisitions such as the grapple hook
often provide multiple methods of navigation, smoothing the process even further.
General combat functions most impressively with the application of the 'lock-on'
button. It allows for sharp and instant targeting of foes (although spritely
ones will dodge your attacks until you reposition). Such battles are frequent
and varied: some enemies will attempt to overcome you with brute force, their
weak point concealed, whilst others will move at lightning fast speeds to protect
themselves.
Enemy movement is good, although if a foe ends up behind an obstacle for defensive
purposes, this tends to be accidental, and more due to the nature of the level
design. That does not detract from the combat overall, however, as the patterns
and design of the enemies (who are tough opponents and appear frequently) and
their attacks are skilfully wrought and individualistic.
Encounters with 'Boss' enemies are uniformly impressive never has the
player been so pushed into the application of diverse skills and constant observation.
For example, the first 'proper' boss you encounter requires some lateral thought
to overcome, and other enemies you discover have mere moments when they are
vulnerable, and using this to your advantage requires speed of thought as well
as limbs. If you had begun to think that 'Boss' characters were incapable of
surprising you in this day and age, a quick round against the latter opponents
will soon have you revising your opinion...
Audio is a mixed bag: some tunes are superbly atmospheric and eerie (such as
the main score in Phendrana) whilst others are a tad flat and pale. What is
continuously superb, though, is the use of audio. Seldom have their been so
diverse and so spot-on audio effects in a game. Noisome creatures squeal in
realistic and terrifying rage or pain, servos whine as your bio-suit operates
and explosions rock the very foundations of Tallon IV.
As a bonus inclusion, should you own a copy of Metroid Fusion for the GameBoy
Advance the Fusion suit is available for use in Prime (dependant on completion
of Metroid Prime and the ownership of a link cable).
It is important to note that some gamers have had the game crash at certain
sections - principally, where Samus uses an elevator. This does not occur with
every copy, but a common cause appears to be movement by the player once the
elevator is engaged. NTSC-Uk would suggest that the control stick is left neutral
until the platform comes to a halt, as a stop-gap solution to the flaw.
Metroid Prime is the game every Metroid lover could have wished for: just as
Mario64 updated and transposed the 2D platform game perfectly into 3D, Prime
now does for the Action Adventure. There is not a single Gamecube resource poorly
managed or wasted, and the technology has an intrinsic, organic consistency,
hermetically linked to the game world. Because of this, you view the game in
terms of its synchronicity throughout the elemental effect of your weaponry,
the multi-spectrum abilities of your visor, the use of sound to place objects
and opponents, and such general physics principles as inertia and recoil. They
are all fragments that, with the skill of Retro Studios and the guiding hand
of NCL have coalesced into a game both historically true to the Metroid history
and progressive at the same time.
The controls may initially appear flawed, but this is only when compared to
a separate genre (an erroneous assumption to make) and before the player has
had a chance to 'bed them in'. Once mastered, they are as good a representation
of the 2D version of the games as could ever be wished for... and the 2D controls
themselves were pin-sharp.
Metroid Prime has defied a troubled development to become an instant classic
on an increasingly more impressive machine. From the very beginning of your
adventure, to the final confrontation against Metroid Prime itself, you will
be enthralled and enraptured. The best adventure since Link weaved magic with
an Ocarina and the singular best 3D, First-Person Adventure ever, Metroid Prime
is a landmark in game design, and shall stand as a bulwark against Nintendo's
recent doubters and critics for years to come. It is a universe flawlessly designed,
packed full of adventure and excitement and a Pandora's box of unique surprises.
Its time for all 'gamers, everywhere, to descend on Tallon IV... |