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Metroid Prime

Developers: Retro StudiosNintendo Publisher: Nintendo
17 November 2002
Metroid Prime - cover art
Glitchwave rating
4.23 / 5.0
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1,127 Ratings / 2 Reviews
#44 All-time
#1 for 2002
Bounty hunter Samus Aran battles against the insidious Space Pirates plotting to harness the power of the poisonous Phazon material infecting the planet Tallon IV, but a much more powerful foe lurks beneath the planet's surface who is spreading the corruptive substance.
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2002 Retro Nintendo  
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CA 0 45496 96043 8 DL-DOL-GM8E-USA
2002 Retro Nintendo  
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US 0 45496 96042 1 DL-DOL-GM8E-USA
Metroid Prime Kmart Exclusive!
2002 Retro Nintendo  
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US 0 45496 96053 7 DL-DOL-GM8E-USA
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Metroid Prime Target
2002 Retro Nintendo  
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US 0 45496 96071 1 DL-DOL-GM8E-USA
Metroid Prime Player's Choice
2003 Retro Nintendo  
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XNA XSA 0 45496 96042 1 DL-DOL-GM8E-USA
Metroid Prime Player's Choice / Le choix des joueurs
2003 Retro Nintendo  
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CA 0 45496 96043 8 DL-DOL-GM8E-USA
2003 Retro Nintendo  
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GB 0 45496 96042 1 DL-DOL-GM8P-EUR
2003 Retro Nintendo  
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AU NZ 0 45496 96042 1 GS-DOL-GM8P-AUS
2004 Retro Nintendo  
Disc
CA 0 45496 96241 8 DL-DOL-GM8E-USA
Metroid Prime Bonus Bundle / Super pak boni
2004 Retro Nintendo  
Disc
CA 0 45496 94101 7 DL-DOL-GM8E-USA
メトロイドプライム Wiiであそぶ
2009 Retro Nintendo  
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JP
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Varia Bellorum Felicitate
The Gamecube isn't the first console that you think of when you picture the first person shooter genre. It had a few here and there on the system, but The PS2 and Xbox were much more suited for the gritty style with their superior hardware and more adapted controllers. The fact that the Gamecube's flagship shooter came in the form of a classic adventure platformer from the NES and SNES is indeed a curious anomaly. Any time a franchise dramatically alters the gameplay, immediate and intense scrutiny is to be expected. Metroid Prime was no exception, leaving many players aghast at the audacity that Nintendo would display in transforming their beloved action-platformer into an FPS. Leave it to Nintendo to pull it off.

As of this point in time, the recipe for a stellar Metroid game was to create an environment of isolation, and inject it with a semi-open world to wander, collecting upgrades and blasting aliens. Metroid Prime leaves this intact while making the bold jump to 3D. While its stepsister franchise Castlevania struggled with this dimension hop for years, Metroid fit into this new mold with an astonishing amount of grace. The environments that you're put in are both beautiful and sinister. The knowledge that you're entirely alone on an alien world with nothing but your own ability and the long forgotten relics of your ancestors makes for a very tense experience. My personal favorite section of the game is the Chozo Ruins, a beautifully crafted ruined area filled with ancient temples and advanced apparatuses that drips with a somber atmosphere the entire time.

Actually navigating these locales is where the strain of the 3D engine starts to show. There's quite a bit of platforming in Metroid Prime, and the unique control scheme takes a bit of getting used to. Metroid Prime does not adopt the now-standard dual-analog stick control scheme popularized by Halo. Instead, it takes on its own strange first person Z-targeting control scheme. Basically, all aiming and movement is done with the one primary control stick, while the C stick chooses weapons. If you want to strafe, gently push down on the R button. If you want to free aim, press it all the way down. Depressing the button completely allows you to turn and move normally, while holding it down with an enemy in view will lock on to it, enabling you to move freely while keeping a bead drawn on whatever you're firing at. It's admittedly very clunky, and sometimes is more of a struggle than anything else.

The actual gunplay itself is really nothing to write home about, either. It's an FPS that deemphasizes aiming. Combat encounters have you mostly being locked on the entire time, strafe dodging around and sometimes having to reposition yourself to hit weak spots. There are different weapon types to switch it up from being a completely braindead endeavor, though. Elemental weapons alter your effectiveness versus certain things, and all have an unlockable super missile effects for enhanced firepower. Even with these variables, though, a lot of combat feels like it boils down to manically dodging and hammering the A button. At least there are plenty of missile and health expansions to keep the game fair. I couldn't imagine going into some of the late game fights with the standard single energy tank.

Visually, the game is a true stunner, especially considering the hardware it's being run on. There are certainly some dated textures, but the art direction prevents you from really noticing all that often. The environments look beautiful in pretty much every section of the game thanks to a lot of clever tricks such as avoiding completely flat walls and covering textures in vegetation to hide the fact that these graphics are, in fact, 15 years old. The visor effects are especially remarkable. Your first person view will fog up when going through steam, or crack when hit by a major concussive force. Samus' face will light up in the reflection as well sometimes, too. The actual variety of these effects isn't super intense, but the fact that they're included at all is a great addition.

The music in this game is absolutely stellar, as well. The intergalactic sounding synth driven score manages to sound both adventurous and lonely. Whether it's the more piano lead Phendrena Drifts theme or the layered synthetic Tallon Overworld theme, the music hits the perfect balance of subtle and catchy. It of course picks up during intense moments in a piece that might leave you with anxiety after it's all over. Standard sound design does the trick just as it should, as well. With how often you fire your beam weapons, the sound effects need to not be annoying, and they aren't, fortunately. There's just a lot of good audio feedback in the game overall.

Metroid Prime isn't an amazing FPS game, but it is an amazing adventure game. When the combat starts to feel like a drag, you get yourself caught up in a new, enticing environmental puzzle. You finally get the moment where after being stuck for a few minutes, something in your head ticks, and you realize the new weapon you just got will open up a path halfway across the map that you passed two hours ago. The way the story is told almost entirely through data drops and lore keeps the storytelling from getting in the way of the game, but also lets you experience it as in depth as you want. All these mechanics far outshine the shortcomings of Metroid Prime and keep it up there at the top of the list of must-play Gamecube games.
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Metroid Prime - Retro Studios' debut after several canceled projects, applied Super Metroid's intuitions to a first-person shooter, and therefore constituted another peak in atmospherics and world-design. In fact, the new dimension only made their technique more potent, surpassing its 2D counterpart in terms of thrills (where the new perspective prevails), platforming (due to expansive and elaborate level architecture) and especially in atmosphere. Ominous sound effects and immersive visuals contribute well, but the OST is by far its greatest asset, full of memorable tunes that cover an impressive gamut of styles. Electronic, industrial, ambient, and techno are but a few ingredients of a recipe that epitomize Metroid's art of desolation; one of the most accomplished soundtracks in video games. While packed with the usual set of upgrades and shortcuts, these areas separate themselves from prior games via cramped, less uniform corridors, tricky enemy placement (more akin to ambushes than obstacles) and massive scale in towers and intersections. But despite the differences, the end result remained the same: A dense, alien labyrinth equally as exciting and intimidating to explore.

Where it struggles is in the combat. While action has never been the series' top priority, its newfangled FPS model suffers from slow turning and plenty of odd control decisions (target-lock, limited strafing, free-aiming locked to turret controls, etc.) resulting in a rather stiff, cumbersome shooter. Sometimes, it elicits the confusion and panic of classic Metroid, other times it's plain grating. Thankfully, most enemy/boss designs stick to the same standard of previous games, and the half-lore, half-functional scan mechanic (feeding an unlockable encyclopedia) further decorated their world while adding yet another layer for completionists.

A rare breed, Metroid largely avoided the growing pains of 3D and instead delivered a more convincing slab of claustrophobic tension.
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Blah_Blee 2021-10-24T16:47:14Z
2021-10-24T16:47:14Z
7.5 /10
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Queria chamar de favorito, mas Metroid Prime tem alguns probleminhas que me irritaram: o combate meio desnorteante e a visão estreita em alguns locais, o que prejudicou bastante a exploração.

Mas os pontos fortes mais do que compensam as falhas. O level design é soberbo e tem um dos melhores bosses finais que eu tenho memória.
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gabrielctps 2021-08-04T04:23:24Z
2021-08-04T04:23:24Z
4.5
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A friend recommended this to me, raving about it to an almost obnoxious degree. He was relentless in telling me how good it was. Eventually, I came across this game and it's second sequel for dirt cheap. For context, this was in 2009, 7 years after its release. I got home, played through it, talked about it with said friend only for him to tell me that he dropped it due to it getting too hard. Little did he know that he had recommended to me, what still remains, my favorite game of all time. All of a sudden, it was my turn to gush and annoy him.

Ever since then, a handful of games have challenged Metroid Prime for the throne. Journey with its emotional catharsis, Dark Souls with its maddening design, Wind Waker with its unparalleled sense of adventure and MGS3 for its mechanical depth. All of them are worthy of the highest praise but none could take the crown for itself.

As a prefix, let's consider how miraculous this game's mere existence is.

1.This is a console follow-up to one of the most revolutionary and beloved games of all time and the first entry in the franchise in almost a decade. Needless to say, the expectations are through the roof.

2. This was the first game made by a new studio, made up primarily of staff with little experience. This was a Western studio that had to capture the essence of Eastern game design while also making it their own. The CEO of said studio was also caught running a porn site while the teams were making 4 different games with little direction. This should be a trainwreck in the making.

3. Not only was this the first 3D game in the series, it would also, controversially, be in first person. Moreover, this game would require having platforming, a staple of the franchise but also an element considered fatal in a first person game. The game will also need to translate the morphball into the 3rd dimension. Finally, as a cherry on top, this will also be a first person shooter played with a controller that lacked a second analog stick.

4. Oh, and it's also going to be a graphically impressive showcase for a new system while running at 60 FPS.

Yeah........good luck.

If any other game had gone through the developmental hurdles this one had, their creation would have overshadowed their own merits. But the final result exudes a level of confidence that feels effortless. If it's production history wasn't made public, would anyone be able to guess the how ramshackle it was?

If I could single out a single aspect of this game that makes it my favorite, it would be its combination of pacing and level design/mise en scene. The way the game modulates the design of each room and enemy encounter is a work of art unto itself. Landing on Tallon IV, entering the Space Pirate's lab, diving into the sunken ship, seeing the Impact Crater as you descend on an elevator, etc, etc, etc. To go more in detail, I will focus on my favorite moment in this game and, quite possibly, in any game; Entering Phendrana Drifts.

Before entering Phendrana, the player has to navigate Magmoor Caverns; The most claustrophobic and unwelcoming area in the game. Pushing through this inferno, the player enters Phendrana, which opens with a wide arena, accompanied with multiple doors, including a save room, and what can only be described as one of the most hauntingly beautiful piece of music in any game. Putting aside the two sleeping enemies, this room recalls the opening of Tallon IV; It's quiet, it's safe and, paradoxically for an ice level, it's warm. Investigating the multiple rooms, the player discovers the boostball ability. What follows is the most purely joyful moment in the game. At this point, the game's boxart might ad well read Samus Aran: Pro Skater as you boost through the ramps without a care in the world. But once you decide to keep moving forward and return to the open arena, it triggers one of the game's few cutscenes. You observe an immense shadow belonging to Ridley, who at this point is seemingly you're ultimate target, glide across the area. Never before or since has a game more masterfully told the player "shit just got real". You could argue that this moment is diminished by being in a cutscene, but considering how few there are in the whole adventure, I believe the game has more than earned the right to take away the player's control. I vastly prefer this over the scenario where the game takes away your ability to shot to achieve an interactive cutscene.

To sum up this moment, the game has shifted its tone from deadly, to serene, to comforting, to uplifting and, finally, to dramatic in a matter of minutes and without any words all by carefully managing the player's abilities and each room's design. *Chef's kiss*, pure perfection.

I could go on, for seemingly an eternity, about all the other moments and things this game does exceedingly well. How its art direction is among the best in any game, how it synchronizes the templates of Nintendo's console game design with attributes akin to PC game design, how the scan visor still remains the only good use of detective vision in any game, the game's surprising moments of deadpan humor, the GOAT-tier soundtrack, how every single room is distinct in a game that had hundreds, the unusual but precise controls, it's unparalleled atmosphere, the horrifying design of those squid-like enemies in the sunken ship, how the Chozo Artifacts serve as a test on your knowledge of the rooms, the dozens and dozens of small details in the environment and heads-up display, the fact that this remains, besides its sequels and Dark Souls 1, the only exemplary 3D Metroidvania, etc, etc, etc.

This game is a fucking MASTERPIECE.

But......it isn't perfect. Because nothing truly is. For the sake of being thorough, I suppose I should also speak on the game's few shortcomings and stumbles.

1. For starters, even as someone who enjoys collecting the artifacts, it's baffling why one of them is hidden behind a wall that doesn't give any clue that it's bombable.

2. The Chozo ghosts are also too omnipresent later on, especially for a game where the combat isn't the main priority.

3. The boss fights are a bit too long and range from decent to pretty good, with Ridley being the highlight.

4. In a rare moment of the pacing falling short, the game allowing the player to go half-way through the sunken ship before shunning them away to another area is a frustrating moment in a game that is already slowly paced. This complaint is thankfully easy to avoid on a repeat playthroughs.

5. Unlike other noteworthy Metroidvania games, this one is fairly rigid in your progression through the areas. An obviously deliberate decision since, in the rereleases, the devs removed the few possible glitches that allowed for sequence breaking. While I would have preferred a more flexible progression to add replay value, it's easy for me to accept this compromise since it clearly allowed the designers to achieve the game's immaculate control of tone and pacing. Obviously, your mileage will vary on this matter.

These flaws are hard to deny but, like the best art, the highs far overshadow the lows. Taking it as a whole, these small blemishes seem insignificant.

To wrap it up, it has now been over a decade since I played this game and I have been patiently anticipating a game that will finally usurp it as my favorite. It's become almost boring and cliche for me to call this my number one, but that is simply the truth. God willing, someday I will play a game that surpasses Metroid Prime. Maybe that game already exists and I have yet to play it. Maybe something that's yet to be made will accomplish the task. Who knows, maybe Retro Studios will create a new miracle and Metroid Prime 4 will exceed my wildest expectations. Until then, Metroid Prime shall keep its throne.
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WinterMirage 2021-05-09T05:00:43Z
2021-05-09T05:00:43Z
5.0
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I originally played Metroid Prime on the Gamecube back in 2002, and have now replayed it on the Wii in 2020. At the time, many critics gave the game a perfect score, but I never thought it was as good as that. Even though it is still enjoyable to play, it isn’t as good as the likes of Super Metroid.

Although it looks like a FPS, it actually retains the same gameplay as previous games in the series, but has transitioned to 3D environments for the first time. The combat has a lock-on button, which allows you to strafe around the enemies. On this Wii port, you can still use the lock-on, but then have some degree of free-aim with the remote. The controls felt a bit clunky before, and they are clunky in a different way in this version.

You play as bounty hunter Samus, who has a cannon for an arm. At the start of the game, she is fully kitted out as she investigates a distress call on a Space Pirate ship. After Samus destroys the Parasite Queen, the resulting explosions hit her with a blast of energy which causes malfunctions in her suit. This reduces her to the basic energy gun (Power Beam) and scanning visor. She then goes to nearby Talon IV, where she finds remnants of an ancient civilization called the Chozo, and also conveniently has all her gadgets to re-upgrade herself which are found over the course of the game. The overall aim is to find twelve artifacts to enter the crater which seems to be the source of a mysterious substance called phazon.

You see the world from Samus’ perspective, so through her visor. The HUD elements are on the inside of the visor, like an Iron Man style. It shows your health, currently selected weapon type, missile count, and danger level. There’s some nice details like the way water drips off the visor, or you see a reflection of Samus’ face when hit by intense light from an explosion. You can change the helmet transparency and movement delay in the options menu, but I thought the default was fine.

Your standard “Power Beam” and missiles work well at the start of the game, but you later encounter enemies that need more specialist weapons. There are Electric (Wave Beam), Ice (Ice Beam) and Fire (Plasma Beam) augmentations which you will need to switch between. Doors open when shot, and some require a specific gun to open. You can charge the guns for stronger shots, and can find upgraded variants where pressing the missile button will launch a powerful attack. The Power Beam plus Missile combo is the Super Missile.

You will be using your Scanning visor to fill in your codec entries, and also disable energy fields, find weaknesses in the environment (blow up rocks/walls) and enemies. The X-Ray and Thermal Visors reveal certain secrets, such as power conduits in walls or find invisible platforms. The Thermal Visor can guide you through dark areas.

There’s suit upgrades too like the Varia Suit which protects from extreme heat, Gravity Suit which allows free movement in water, or the Phazon Suit which negates Phazon radiation. These are cumulative upgrades and there’s no need to switch between them.

The game is actually surprisingly linear. Even though there are areas you can’t reach until you return later, there is no point actually returning until the game wants you to go there. A) it can be a lot of backtracking and you may just be awarded with an extra 5 missiles, and B) you may unlock a door to find out you then need another power-up in order to get the reward in the room.

You often find rooms with 2 doors, but one is inaccessible. So you follow the accessible path until you find a power-up, which probably allows you to return to take the other path. This pattern happens over and over, progressively opening up more areas.

During the first half of the game, the upgrades are guarded by some kind of boss fight, but then you go through a long period without any boss fights. It’s a shame because the boss battles were really varied and fun. There are a lot of upgrades to acquire, so maybe that’s why they abandoned this idea. When picking up a new item, you are forced to use it which is a good way of ensuring you know how to use it, and what to keep your eye out for. E.g when you acquire the morph ball, you can only exit the room by rolling through a small tunnel.

Turning into a ball switches perspective to third-person, and is a fun way to travel. When rolling through tunnels, sometimes the perspective switches to a 2D style gameplay as you navigate a maze of sorts. One upgrade allows you to drop up to 3 regenerating energy bombs, and another is a limited use “Power Bomb” for destroying a certain material. Another upgrade is the “Spider Ball” which clings to magnetically-charged surfaces (mainly rails that allow you to reach great heights, or travel along the ceiling).

The planet has contrasting areas which is like the classic idea of a grass (Tallon Overworld), desert (Chozo Ruins), fire (Magmoor Caverns), ice (Phendrana Drifts) worlds. Then there is the dark, eerie Phazon Mines.

You will be backtracking though certain sections of the map. Then the final part where you will need to revisit each area to find the 12 artifacts using a clue to which room they are in and what to do when you get there. I only found 3 artifacts during the course of normal gameplay. This part is incredibly tedious as you will be revisiting at least half the rooms.

A large annoyance is that the enemies respawn. I wouldn’t have minded this too much if they had some time-restriction such as if they respawned after 10 minutes, or whenever you loaded a save file. It is often when you leave the room, which is frustrating when you realise you have gone through the wrong door, so you go back one room and find the same enemies have returned. There are loads of Energy Tanks to find across the course of the game, so Samus has an insane amount of health. Often I found myself just running past enemies, even if I took a few hits because it was insignifiant.

There’s a lot of platforming in the game, and for the most part - it does work well. There are some frustrating sections like the tall rooms with spiralling platforms. Often one mistake sees you plummeting to the very bottom. Initially, you have a simple jump, but there is an upgrade fairly early on to allow double-jumps

The music style is often quite ambient, and reminiscent of Super Metroid on the SNES. There’s no voice acting (except the one line of ending narration) since Samus is alone on the planet, but you do hear her gasp as he gets hit.

You can only save the game at Save Stations. It is possible to miss these, but if you keep glancing at the map, you can be given hints where these are. If you are in a room with 2 doors you haven’t been in, and you have access to both; then one of them is probably a Save Station. So I chose the one which didn’t seem to be the most “inviting” path. The Save Stations are at decent intervals, so I’d definitely advise moving forward to progress the game rather than backtracking to a previous location.

I think Metroid Prime is a good game, but very overrated (the game often got 10/10 from critics). The forced backtracking (a quick travel between key areas would be nice), respawning enemies, and the clunkiness to some controls hold the game back. There’s not many puzzles that require you to think; they often just solve themselves (hit a switch/scan something etc). It has a great atmosphere and gives you a good sense of exploration.
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CaptainClam 2020-12-27T23:57:24Z
2020-12-27T23:57:24Z
4.0
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Nearly perfectly makes the series transition into the third dimension, losing nothing of the essence of Metroid and only making its natural aesthetic boosts aid the experience. Smart and intuitive controls are placed alongside deadly enemies and hazards within greatly torturous map design to still make for a nice challenge, while maintaining the thrill of the hunt for new upgrades to give new perspective to the environments you travel, to say nothing of an acceptable early take on log-driven storytelling, which slots just fine into Metroid. Could have maybe used a tiny bit more ingenuity in the setting and soundtrack, which can drag a little. But then again, too much experimentation may have sullied things. A modern classic upon its arrival.
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Lowlander2 2017-08-22T21:17:29Z
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Catalog

demianX Metroid Prime 2022-12-03T03:06:56Z
2022-12-03T03:06:56Z
In collection Want to buy Used to own  
MaestroOak Metroid Prime 2022-12-03T02:48:14Z
2022-12-03T02:48:14Z
5.0
In collection Want to buy Used to own  
LuxInterior_00 Metroid Prime 2022-12-02T20:35:31Z
2022-12-02T20:35:31Z
5.0
In collection Want to buy Used to own  
IWishYaIWishYa Metroid Prime 2022-12-02T05:54:17Z
2022-12-02T05:54:17Z
In collection Want to buy Used to own  
333ellie Metroid Prime 2022-12-01T05:30:42Z
2022-12-01T05:30:42Z
In collection Want to buy Used to own  
gc
Sulle Metroid Prime 2022-12-01T03:16:26Z
2022-12-01T03:16:26Z
In collection Want to buy Used to own  
soundofconfusion Metroid Prime 2022-11-30T00:28:07Z
2022-11-30T00:28:07Z
In collection Want to buy Used to own  
hiddenjem Metroid Prime 2022-11-29T09:42:05Z
Gamecube • US
2022-11-29T09:42:05Z
In collection Want to buy Used to own  
DJSuleiman Metroid Prime 2022-11-29T04:00:25Z
2022-11-29T04:00:25Z
In collection Want to buy Used to own  
Rafizans Metroid Prime 2022-11-28T05:22:01Z
2022-11-28T05:22:01Z
In collection Want to buy Used to own  
scuba_divers Metroid Prime 2022-11-28T03:59:37Z
2022-11-28T03:59:37Z
In collection Want to buy Used to own  
CaptainPlasma Metroid Prime 2022-11-26T15:38:03Z
2022-11-26T15:38:03Z
In collection Want to buy Used to own  
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ESRB: T
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  • Previous comments (29) Loading...
  • WinterMirage 2022-08-12 01:36:22.689736+00
    Get this game onto the first page before I murder someone.
    reply
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  • RawheatC 2022-09-13 20:24:28.870161+00
    I never owned a Gamecube and don't even know if it is possible to obtain it in my country. But this is a game I need to play at some point.
    reply
    • khaledo 2022-09-16 16:38:26.652687+00
      you can emulate it but the ethics of actually getting the rom are questionable Be your own judge
    • A_Latin_Guy 2022-11-17 16:41:46.069634+00
      lmao you're not gonna get killed for downloading a game. Just emulate it my guy or buy yourself a Wii and acquire the MP: Trilogy pack which is awesome.
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  • Incidius 2022-10-22 15:45:09.569135+00
    Best game ever made
    reply
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  • DemonsSingLoSongs 2022-11-09 15:47:59.013159+00
    the camera controls definitely take time to get used to but as i progressed i did find that they still bothered me a little bit, i feel like if i replayed the trilogy version it'd be a 10/10
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  • Aysenthesys 2022-11-14 01:01:10.814711+00
    A flawed masterpiece (still a 10/10 in my book).

    Most aspects of this game are stellar. The graphics are spectacular for its time: I can hardly think of a game that looked this beautiful and detailed from this generation of videogames; the music is atmospheric and complements each environment perfectly; the sense of progression is always present, and encourages the player to keep exploring; the variety of gameplay mechanics keeps the game fresh and exciting every time. In general, I think this is one of the greatest games of all time, and the fact that they could pull off a 3D version on Metroid without losing a bit of its essence is something to admire in and of itself.

    My only real complaints are minor: the controls can be clunky and difficult to get used to. I'd much rather have the dual stick controls, although I'm guessing that switching visors/weapons would be much less practical. Granted, the "weapon wheel" wasn't a thing back then. And there's also the excessive backtracking in the second half of the game. Even as a fan of the metroidvania approach to video games, this time I found it a bit tedious and overlong. Sometimes you'd literally have to move to the other side of this huge map, and I always kept forgetting the right way to get there. The 3D automap sometimes wasn't too useful, either. I do appreaciate the hint system, which only saves time. I mean, players would eventually find the right way to progress, but that'd probably require a full map search or having to take notes, which would break the overall flow of the game. Oh, and I got a real headache from the obligatory heat/X-ray vision parts of the game. Holy shit.

    But seriously, that's about it. I even enjoyed the Chozo Artifact scavenger hunt. I thought the indications were clear enough to follow, and I could feel the rush of joy before collecting the last one. The final boss is a real pain and took me a few tries to clear, but it was fun and you can really notice how yo do better as you keep trying.
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  • Sharked98 2022-11-17 16:14:51.410091+00
    Happy 20th!
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  • feargm 2022-11-17 23:54:46.412413+00
    happy fucking 20th
    reply
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