Metroid Prime Hunters - the project of Nintendo's subsidiary developer NST (with minimal contributions from Retro Studios this time), attached a level-based structure and typical DS touchscreen controls to the series' craft. The problem is: Now that combat acquired the movement and aiming of a serviceable (if occasionally tiresome) FPS, they decided to revolve the entire game around it, shoving plenty of combat arenas and repetitive boss fights in-between linear 3D Metroid gameplay. Level-design and secrets take a subordinate role as a result, making the whole come across as a mere tech/multiplayer showcase.
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