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Showing posts with label Metroid Prime. Show all posts
Showing posts with label Metroid Prime. Show all posts

Saturday, August 17, 2013

Metroid Fusion journal - entry one


Man, I need to stop and take a breath a moment… phew. Alright, so I just started up Metroid Fusion today, as it’s on loan from a friend of mine. Fusion is one of the few remaining Metroid games I have never played before, but I’ve heard only great things about it since its original release around the same time as Prime in the early 2000s. Prime was my first trek into the Metroid series, and quickly rose the ranks as one of my all-time favorite games. I played through the Prime sequels as they were released in subsequent years, and even took a crack at both the original Metroid and its Zero Mission remake, both of which I thoroughly enjoyed (though the latter was host to tighter controls and thus proved far more forgiving). But Super Metroid – the purported crown jewel of the series – eluded me for nearly a decade after I first played Prime. It was just by happenstance that I was browsing the Wii Virtual Console library and opted to spend some leftover points I had gotten as a Christmas stocking stuffer on the SNES classic.

For those who don’t know, I never owned a Super Nintendo console. I also knew hardly anyone that owned one until about the time I entered middle school. Every one of the neighbor kids ran either SEGA Genesis or PC games, and all of my friends were stocking up their libraries for the recently-released N64 by the time I was first getting into the video game scene. While I have played a decent number of SNES games today, most of my lengthy expeditions have been via Virtual Console, not the physical system itself (I know - ‘shun the outcast’, and all that). My standards for games have long been compared to my own first console love, the N64, and while The Legend of Zelda is bar none my favorite gaming saga of all time, I wasn’t really won over with A Link to the Past – certainly I enjoyed it, but it wasn’t anything revolutionary in my eyes when pitted against Ocarina of Time, Majora’s Mask, the Oracle games, Skyward Sword, or even Wind Waker. Knowing that Super Metroid was frequently cited as one of the best games on the SNES, and even as one of the greatest games of all time, I was skeptical going into it, to say the least.

Fast forward past the playthrough of Super Metroid, my written review of it, and the couple of months that have passed between then and today. As it currently stands, Prime is still my favorite Metroid game, but Super is a close second. However, Fusion is proving to be a hell of a contender, and I’m not even an hour into the game yet. It runs on the same engine as Super, though Fusion looks (understandably) better due to the graphical advancements in the decade between the release of their respective native systems. It’s essentially a sleeker, streamlined take on the Super Metroid formula – which is not to say that Super Metroid had much in the way of fat that needed to be cut. But somehow, it works without Fusion feeling like a shell of Super’s glory.

Farming has long been the means of replenishing Samus’ health and missile count, but here it operates differently. Instead of shooting small Geemers and Shriekbats in hopes that they will drop the health/ammo you’re after, every enemy you dispatch ejects a single X Parasite sample, which Samus can walk into to help replenish her stock. Orange X Parasites are for health, green are for missiles, and the odd red ones cover both fronts. While this could present the possibility for the game being too lenient, Fusion in fact retains the difficulty factor of Super Metroid (and then some), offering up boss fights that all consist of two phases – the boss itself, and then a larger Parasite carrying Samus’ next upgrade. As for the standard orange and green X Parasites, should Samus not collect them after they manifest, they have the potential to latch onto nearby enemies and boost their abilities, pitting Samus against tougher foes in a matter of seconds. With any other Metroid title, I might think the chance to obtain three energy tanks and eighty missiles this early in would be overkill. But with Fusion, it feels like just the right amount.

The space station’s layout is much more intelligent from the perspective of this being a handheld game as well. Whereas Super Metroid, Zero Mission, and the Prime games required you to travel through one area to reach another (i.e. – go though Norfair to get to Ridley), each sector in Metroid Fusion is its own distinct region, and only connects to the main hub. None of these areas are exactly huge, either. Sure, there’s plenty to explore and they are all very aesthetically pleasing. But I can already tell that backtracking for further expansions is going to be significantly less of a hassle than in some of the other Metroid titles.

It’s incredibly rare that a game will win me over with so much so early, but Metroid Fusion seems to be pulling all the right punches a just the right times. The bosses are interesting and fun, though certainly challenging. The atmosphere is a perfect blend of creepy suspense and sci-fi adventure. The soundtrack and art style hold a great balance of ‘something old, something new’. This game is off to an awesome start, and while I can’t believe I waited this long to properly experience it, I’m not going to worry about pacing myself with the experience. If I blow through this game in just a few days, at least I expect to have a hell of a time doing so.

Wednesday, December 23, 2009

25 Days of Christmas - #3: Metroid Prime


Reinventing a game is never an easy task to accomplish. This can be especially difficult if a game series hasn’t had a release in nearly ten years. Despite the huge challenge that lay before them, Nintendo and Retro Studios took up the task to revive the Metroid series in 3D. The road was paved with many bumps, but ultimately led to the one of the greatest adventure games on the Gamecube, and for that matter, one of the greatest games of the last generation of consoles.

As vast as the ocean was in The Legend of Zelda: The Wind Waker and as creative and diverse as all of the levels in Final Fantasy: Crystal Chronicles proved to be, neither of them quite measured up to the experience that Metroid Prime delivered. Samus Aran is back in action, dealing a whole lot of pain to the space pirates while exploring more of the history behind her adoptive mentors, the Chozo. The game is set between the original Metroid and Metroid II: Return of Samus. The space pirates have divided their forces since their defeat at Samus’ hands, sending three major forces out across the galaxy. One such group is performing experiments on the wildlife of Tallon IV, attempting to mutate them with a substance known as Phazon. Samus infiltrates their frigate, but shortly after all hell breaks loose as the subjects of experiment begin wreaking havoc on the frigate. As Samus fights her way back to her gunship, she runs across Ridley, whom she presumed dead on Zebes. As the frigate falls out of orbit and begins a collision course with Tallon IV, Samus follows in her gunship, determined to figure out what exactly is going on.

The first area on the surface of Tallon IV that players will find themselves in is the Tallon overworld. It is a lush jungle setting, with green plants growing out of the rock walls and a constant rainfall that will stream droplets down Samus’ visor. This first step onto the planet’s surface is so surreal and captivating, and gives players a taste of what is to come from later areas. The different areas of Metroid Prime are beautifully detailed and throw various environmental challenges at players, as well as unique wildlife. The narrow lava-filled Magmoor Caverns will be incredibly unforgiving to players who fall off the rocky platforms, and is infested with Triclops beetles and Magmoor Dragons. As serene as the snow-laden temples might be, Phendrana Drifts pits Samus up against packs of hungry baby Sheegoth, and is host to one of the games most challenging boss fights. The Phazon Mines, which are accessible much later in the game, delve deeper into the history of the space pirates and their exploitation of the planet.


The scan visor serves two purposes to the player. The first is to learn more about the different creatures in order to understand how to counterattack and defend oneself. The secondary focus is to unlock bonus material in the art gallery upon completion of the game. The more scans a player makes, the more bonus material is unlocked for them. Later visors include the thermal visor and x-ray visor, practical for detecting enemies in dark areas and locating cloaked platforms respectively.

As with any Metroid title, the weapon variety is impressive. The four major beam types – Energy, Wave, Ice, and Plasma - make good use of their individual uses for both combat and puzzle solving. These can be used in conjunction with missiles, though players will be required to seek out these upgrades of their own accord, as only one is central to the gameplay. The morph ball has small bombs that can be used to break through barriers, larger bombs to take down thicker material and debris, a boost ability for launching Samus up half-pipes to greater heights, and a spider-ball ability that magnetizes the morph ball to tracks in order to traverse difficult terrain.


The game is deep and fairly long, but players will be required to perform a significant amount of backtracking during the second half. This is nowhere near as tedious and annoying as in Metroid Prime 2: Echoes as most of the time spent revisiting areas in Metroid Prime opens new rooms and grants players weapon and suit upgrades. Such is the case with the Gravity suit, which once acquired allows Samus to move freely through the water without any constraints due to the weight of her suit.

While the space pirates are Samus’s main foes in the game, they do improve their skills as the game improves. While the beginning of the game has Samus up against mostly grunt soldiers with little armor or weapons, she will encounter airborne Jet troopers who send a barrage of missiles at her, as well as underwater forces that launch torpedoes and evade Samus’ beams. Much later in the game, Samus will encounter pirates who have reversed the Chozo technology and created energy-specific armors, as well as massive space pirates who were victims of Phazon experimentation.

The bosses in Metroid Prime never dish out the same fight. Battling Flagraah requires players to be swift as they attempt to cut off the plant’s energy source with the use of both Samus’ beam weaponry and morph ball attacks. Thardus’ battle forces players to constantly refer to their various visors, but never feels like it is moving along at a sluggish rate. Fighting Meta-Ridley challenges players to dodge his bombardment of the Chozo temple while firing everything they’ve got at the space pirate leader.

While Retro Studios and Nintendo didn't have to add any more to the game, they went ahead and did it anyways. Included on the disc is the complete game of the original Metroid, exactly as it was in its 1987 release, Justin Bailey codes and all. Players can also connect to Metroid Fusion via the GBA-Gamecube cable to unlock the Metroid Fusion suit for play in Metroid Prime.


The game has beautiful graphics that really push the limits of the Gamecube. Even when compared with many of the system’s later releases, Metroid Prime looks as great as ever. There are no load-ins for areas or textures. Everything flows seamlessly from one area to the next. However, as great as the art style and graphics are, the aspect of the game’s design that I found to be the most captivating was the soundtrack. The sounds of the original three Metroid titles are present, but improved on tenfold. From the drum-heavy sounds of Magmoor Caverns to the calming piano that plays over Samus’ exploration of Phendrana Drifts, the music conveys the mood of the game perfectly. Though many thought the series impossible to revive, Retro Studios executed Samus' return perfectly. The story is deep and sets up wonderfully for the other Prime titles. Metroid Prime is easily the best game available on the Gamecube, and one of Nintendo’s most impressive releases ever.
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