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Metroid Prime

Game Description

Samus Aran makes her GameCube debut in a title that finds the sci-fi series evolving from a side-scrolling game to a first-person shooter. The evil Space Pirates are up to their old tricks again, this time on a remote planet called Tallon IV, so Samus must embark on another adventure through uncharted territory. While the perspective has changed from 2D to 3D, Metroid Prime still features many of the same elements found in the previous three games on the NES and Super NES.

Samus can outfit her space suit with new weapon upgrades found along the journey, including old favorites such as the Wave Beam and Freeze Beam, allowing her to more effectively battle creatures as well as uncover new areas. Gameplay still emphasizes exploration over non-stop action, but there are still confrontations with boss characters spanning multiple screens in height and puzzles to solve using the right combination of equipment.

Samus' visor can also be upgraded in the same manner as her weapons, and players will need to effectively use the visor's thermal, combat, X-ray, and scanning abilities in order to advance through the game. Once activated, the thermal display can be used to isolate weak points on an enemy or detect them hiding under the cover of darkness. Samus can also use her morph ball ability, which automatically switches the perspective behind the hero as she rolls along hallways and tunnels to escape danger or to break through barriers.

The technology offered by the GameCube allowed developer Retro Studios to create a world with detail not present in earlier versions of the series. Each environment offers effects such as billowing gasses, electrical interference, sparks, explosions, and real-time weather designed to make the planet come alive with activity. As a bonus, Metroid Prime supports the GameCube -- Game Boy Advance Cable for connection with Metroid Fusion, allowing players to activate secrets intended to enhance both titles.
~ Scott Alan Marriott, All Game Guide

Roots & Influences

Metroid Prime takes the classic platform shooter series and places it in a first-person environment. A general misconception in the game's development was that it was going to be a strict first-person shooter and though it has a lot of the genre's traits, it comes off as a first-person adventure with shooting elements. Through it all, it still feels like a Metroid game in that players must explore various areas and collect power-ups that enable them to traverse other areas. Because of the shooting elements in the game, it shares a faint resemblance to Halo: Combat Evolved as both games have expansive levels and worlds.

Metroid Prime also shares some exclusive link features with Metroid Fusion, which was released on the same date. The latter contains the full version of Metroid, which can be loaded into Metroid Prime. Likewise, Metroid Prime contains an outfit that can be downloaded into Fusion.
~ Matthew House, All Game Guide

Review: Overall

Eight years is a long time to wait for a sequel, but Nintendo has not traditionally been a company who bows to the will of the masses unless they feel the timing is right. Of course, as Bob Dylan once wrote, the times they are a-changin', and Nintendo is now in the position where they have to rely on other companies to deliver the franchises players demand. Metroid Prime follows in the brave but cautious footsteps of Mario and Link in its transition from 2D to 3D and, despite being the first game by an outside development studio, it has lost nothing in the translation. Everything players expect from the franchise is intact, from the emphasis on exploration to the mysterious worlds, familiar aliens, and the use of acquired gadgets to solve puzzles. The advance in technology has only made the game more encompassing, more palpable, such that players will actually feel they are on a one-man (ahem, woman) expedition into the unknown.

Metroid purists need not fear their beloved franchise has been sullied, as developer Retro Studios has done an outstanding job in re-creating the sense of mystery and wonder in the familiar trappings of the first-person shooter. Yet Metroid is not and has never been a blast-a-thon along the lines of Contra or Doom. The enemies are plentiful and formidable, but they don't fill the halls or blanket a planet's surface waiting to be killed. Like the indigenous life that they are, many only emerge after being disturbed. Whether the creatures burst forth from the ground, crawl from walls, or spew from hives -- the game's tagline of "evil must be exterminated, but first it must be found" is entirely appropriate. Many times this evil seems to find you, creating a sense of uneasiness as you venture forth across the differently themed areas of Tallon IV.

Environments are familiar yet foreign at the same time. The opening sequence aboard a derelict ship immediately calls forth images of the Nostromo in Alien. Though you have never set foot on this vessel, this is how a spaceship is supposed to look, with exposed circuit wires emitting sparks, shattered cooling vents spewing forth thick clouds of white gas, passageways collapsing, computer terminals showing static, and the bodies of aliens ripped apart and strewn about the ground as if tossed aside like unwanted rag dolls. Of course, this is only the opening sequence, which offers players a taste of what to expect with Samus Aran's acquired power-ups and armor. Those who remember Super Metroid on the Super NES will smile as they learn they have five minutes to escape the collapsing vessel after fighting an enormous boss. Like Planet Zebes, environments on Tallon IV include volcanic regions, dense jungles, ancient ruins, frozen wastelands, and more.

Continuing the exploration element of its predecessors, Metroid Prime lets players find and acquire new modifications to their space suits, arm cannon, and computerized helmet visor. After landing on Tallon IV, Samus is stripped to the classic red and yellow suit found in previous games, with only one type of cannon attack. Later she will be able to outfit herself with missiles, a wave beam, ice beam, grappling beam, and more. Samus also comes quipped with combat and scan visors, the latter being used to download information from various scan points on aliens, objects, and scenery. A horizontal progress bar appears on the screen as players zoom-in on a scan point, which gives the process a realistic feel and also adds some tension to the proceedings, since Samus is vulnerable to attacks while acquiring data.

Information gathered by scanning can be background information about the bird-like Chozo race, who adopted Samus when she was a girl, as well as the dreaded Space Pirates who took away her family. Scanning can also be used to activate elevators or blocked doors, find the weaknesses of an enemy, actually find the enemy, and reveal hidden passageways or tunnels. Alien information, history, and other pertinent data are automatically recorded into Samus' log book for later viewing. The combat visor is the default viewpoint, as it offers radar of enemy targets, a danger or environmental threat meter, energy reserves, and an overhead map to help navigate the surroundings. Fighting is made easier by the ability to lock onto targets, similar to the system used in the 3D Legend of Zelda games.

A detailed map screen using 3D wire-frame models bolsters the exploration element as players try to figure out where to go next. Players can rotate and zoom around the entire region, with color-coded areas designating where they have been and where they haven't. This is essential, as there are numerous crawlspaces, tunnels, doorways, and other potential routes that are not always obvious even when players are looking for them. Adding to the fun is being able to use the morph ball technique while exploring, which feels like a cross between Sonic the Hedgehog and Super Monkey Ball in terms of speed and control.

Once this ability is found, Samus can immediately tuck and roll at the press of a button to solve puzzles, escape dangers, or roll through small crevices. The grappling beam also makes its return, using an icon-based latching system as players swing through the air. Again, these abilities open up further opportunities for exploration that are all linked together by the visor system -- think of Spock's tricorder if it were fitted onto a helmet. In fact, the scan visor makes the game feel like an episode of Star Trek where players are trying to piece together the mysteries of the world around them.

Players are given the freedom to explore the planet however they desire, but they will be unable to fully complete each region unless they acquire all of Samus' equipment, which means not only locating an item, but often finding a way to reach it. Thus, Metroid Prime isn't like most traditional first-person shooters. There's no dialogue, lengthy cinematic cut-scenes, mission objectives, switch pulling, key collecting, level statistics, high scores, or (unfortunately) multiplayer deathmatches. It's almost like Myst in the way you are dropped onto a planet with little to no information about where to go or what to do. Of course, this isn't a game of static pictures, but one featuring a living, breathing world. You create the story by finding its tattered pieces, you create the arsenal by collecting technology upgrades, and you create the objectives while exploring the surroundings. The one thing you don't have to create is the fun. Metroid Prime is Grade A material from start to finish.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The emphasis on exploration is what immediately draws players into Metroid Prime, and the control, graphics, and action will keep them glued to the screen.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The worlds come alive with a variety of environmental effects, and each of the alien creatures is well animated. Nice touches include water, steam, frost, and alien splatter appearing on the visor when Samus is in close contact with these elements.
~ Scott Alan Marriott, All Game Guide

Review: Sound

Players can usually determine where a group of aliens is located based on sound alone, but there is not much in the way of vocals. Aliens and weapon sound effects seem realistic, and the music sets the mood for each stage.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

{*Metroid Prime} features a number of unlockable secrets when linked to the {!Game Boy Advance} version of {*Metroid Fusion}, including the original {!NES} game. It's a shame there isn't a multiplayer option, though.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The color manual offers a detailed account of the Chozo and Space Pirates as well as an informative listing of the power-ups, armor, visors, and weapons found in the game.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Retro Studios ; Executive Producer: Steve Barcia ; Producer: Michael Mann ; Lead Designer: Mark Pacini ; Senior Designer: Karl Deckard, Mike Wikan ; Designer: Jason Behr, Paul Reed, Tony Giovannini, Amanda Rubright ; Lead Engineer: Mark Johnston ; Technical Lead Engineer: Jack Mathews, Andy O'Neil ; Senior Engineer: Mark Haigh-Hutchinson, David Kirsch ; Engineer: Ted Chauviere, Irving Mah, Alex Quinones, Akintunde Omitowoju, Jim Gage, Steve McCrea, Kai Martin, Marco Thrush ; Lead Artist: Todd Keller ; Senior Artist: Mike Sneath, Chris Voellmann ; Artist: Chuck Crist, Andrew Jones, Ryan Powell, Luis Ramirez, Alejandro Roura, LeRoy Strauss, Don Hogan, Gene Kohler, Elizabeth Pugh, Danny Richardson, Elben Schafers ; Animator: Derek Bonikowski, Dax Pallotta, Stephen Zafros ; Audio Lead: Clark Wen ; Sound Design Contractor: Frank Bry, Ken Kurita-Ditz, Crispin Hands, Kristoffer Larson ; Production Assistant: Ryan Harris ; Additional Contributor: Scott Johnson, Martin L'Heureux, Tom Papadatos, Rick Kohler, Frank Lafuente, Audrey Peterson ; Company 2: NCL ; Executive Producer: Satoru Iwata ; Producer: Shigeru Miyamoto, Kenji Miki ; Co-Producer: Kensuke Tanabe, Akira Otani ; Coordination: Risa Tabata ; Music: Kenji Yamamoto ; Music Assistant: Kouichi Kyuuma ; Connectivity Programming: Tomohiro Kawase, Hideaki Shimizu ; Technical Support: Hironobu Kakui, Yoshito Yasuda, Yoshihito Ikebata ; Supervisor of Samus Model: Tomoyoshi Yamane, Chiharu Sakiyama ; Company 3: Nintendo of America; Producer: Jeff Miller ; Translator: Tim O'Leary, Scot Ritchey, Kiyohiko Ando; Bilingual Coordinator: Tim O'Leary, Scot Ritchey, Kiyohiko Ando ; Testing: Michael Leslie; Coordinator: Michael Leslie ; Editor: Leslie Swan, Nate Bihldorff; Writer: Nate Bihldorff ; Testing Director: Michael Kelbaugh ; Testing Manager: Kyle Hudson ; Testing Supervisor: Eric Bush ; Testing Project Coordinator: Thomas Hertzhog ; Testing: Marc Doyal, Shane Lewis, Kathy Huguenard, Tim Casey, Jack Smart, Jason Mahaffa, Michael Chipman, Jim Holdeman, Nicko Gonzalez, Melvin Forrest ; Testing Technician: Chris Needham, David Hunziker


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