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Metroid Prime 3: Corruption Reader Review

Reader Review by TheNinkyNonk

19 August, 2009

The original Metroid Prime for the Gamecube was billed by Nintendo as a ‘First Person Adventure’. An interesting choice of words: dropping ‘shooter’ and inserting ‘adventure’ was not only a cunning marketing attempt to differentiate it from the rabble but also a brutally honest indication of the nature of the game. Anyone who’s had the pleasure of playing Metroid Prime (and the equally outstanding sequel ‘Echoes’) will appreciate its particular flavour of gameplay consisting of epic, non-linear exploration, varied and interesting mechanics (including a heavy emphasis on platforming), wonderfully solitary atmosphere and unusual controls. Playing to the game’s strong sense of individuality, Retro Studios elected to eschew the right thumbstick for all but a few menu controls and forced the player to both move and look with the left thumbstick. Initially jarring and frustrating, everything soon made sense. An intuitive lock-on system allowed you to engage enemies and explore the rich environments with ease. The experience was like no other before it and nothing else (except perhaps for Resident Evil 4) has come close to matching it.

Fast forward to 2007 and the final chapter of the epic trilogy was released on the Gamecube’s successor, the Wii.

Delivering a trilogy across two different platforms must come with a very particular set of opportunities and challenges. On one hand there is the weight of expectation from the community as to what the game should and should not be. On the other, the opportunities afforded by new hardware (not to mention the desire to remain fresh and forward thinking) must gradually move developers away from their starting point. You only have to look at the Halo Trilogy to see this journey in action. Factor into this equation the Wii, a console that turns traditional logic on its head, and you’ve got a rather conflicting set of parameters. Not only is the Wii the first console that is not significantly more powerful than its predecessor but it’s also one that embraces a completely different control method: the Wiimote. On paper, you’d be forgiven for concluding that it’s a perfect marriage as it allows the franchise to cross platforms whilst keeping the visual fidelity consistent and also embrace a truly unusual control method. Placing all your faith with what’s on paper, however, isn’t always advisable.

Rather than stay true to the first two titles and force players to use the left thumbstick for the lion’s share of the work (and thus preserve much of the franchise’s unique nature), Retro Studios (perhaps under the direction Nintendo) chose to use a traditional control scheme, albeit one that replaces the right thumbstick with the Wiimote.

The end result is a crushing disappointment.

Instead of feeling like a true Metroid game, proud of its individuality, it comes across as desperate to shed its ‘First Person Adventure’ moniker and be accepted as part of the ‘First Person Shooter’ crowd. Couple this with the fact the Wiimote is rather imprecise at times and the resulting experience is not only a bastardisation of the Metroid experience, it’s just plain frustrating in its own right. With the original controls mapped to the Nunchuck, the Wiimote actions could have been used for charge shots, the grapple beam, shifting into the morph ball and other key actions without polluting the basics of movement and vision.

If Bluray is Sony’s Trojan horse this generation, Metroid Prime 3 is Nintendo’s.

Aside from the controls, another crushing disappointment is the (ironic) abandonment of any sense of isolation and truly solitary exploration. Metroid 3 makes extensive use of voice acting and narrative and whilst we take these as a given in modern action and adventure gaming they are elements that the first two games rejected to their immense credit. As with the control scheme (and in keeping with Nintendo’s new business strategy), individuality has been replaced by an overwhelming need for acceptance.

You’d be forgiven for thinking that I don’t like this game but it still has many, many merits. Aside from the controls and core elements of the atmosphere, Metroid 3 retains many of its predecessor’s strengths and remains a fine title. Indeed, in the context of the barren landscape that is mature titles on the Wii, it is a particularly fine recommendation and those new to the franchise will find much to love. It will be most interesting to see how Retro Studios handle the forthcoming ports of the first two titles for their Wii re-release. I’m not naive enough to expect them to honour their original control scheme but an option to use them as described above would be satisfying to say the least. That said, if Metroid 3 was sacrificed on the altar of the Wiimote, one can expect the first two to receive a similar treatment on the shiny new kitchen work surface that’s been placed on top of it: Wii Motion Plus.

Perhaps I’m just a traditional console gamer at heart but I firmly believe that motion controls are being embraced at the cost of design solutions that have already reached a near perfect conclusion. This review isn’t an attempt to say that there’s no place for motion controls in gaming but rather a plea to publishers and developers to ask themselves an important question: do they best serve the needs of the game?

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Comments: 1-7 of 7 in total

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SG
20/08/09 @ 11:47
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I think we've got another Dinosaur gamer here. MP3 lends itself perfectly to controls. Why would I want the wiimote to make a charge shot or turn into a morph ball? Wouldn't that be encouraging pointless waggle? It's like saying that Okami shouldn't have wiimote brush control and instead should have things like that godawful fleetfoot move and waggle for attack.

The isolation is all there, it's nice to have one area with people; the games often had backstories where she'd interacted. Here we get to see it and be her when it happens.
Edited 1 times, most recently on 24/08/09 @ 23:44
Sonic_D
20/08/09 @ 16:57
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As much as I thought controls worked in MP1, the controls MP3 are nothing short of a joy once you get used to them and select the Advanced control option. The controls were not a gimmick here, they worked so well.

The game itself felt a bit short, but I was compelled to get 100% as it was so much fun to play.
TheNinkyNonk
20/08/09 @ 21:21
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Perhaps I am a bit of a Dinosaur. Or perhaps I just don't like change for change's sake. The Wiimote does offer new avenues, I just found it frustrating that existing ones that were already a complete joy to walk down had been ripped up in MP3. If I'm in the mood for motion controls I think they're great but sometimes you just want to lay back and do nothing more than twiddle yer thumbs - particularly in games of Metroid's ilk. At least include an option to use classic controls!
Sonic_D
21/08/09 @ 10:59
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I agree that offering the original controls for GC pad owners would have been a nice things, but I think the game may have had trouble translating to this control mehod as you were required to look and around a shoot more in MP3.

Agree you could not be as laid back while controlling and I think the set up of your gaming area would have a clear impact. I was able to sit back on my sofa, arm resting on my side controlling the game with mostly minimal fuss. Sometimes yes I had to concentrate more and lift my arm up, but I didn't mind. If you were playing on a small screen or at a desk it would not have been as comfortable.

But anyway, yes horses for courses and I just think it's a shame the game was ruined for you by the controls as it was very enjoyable. Roll on Another M... even tho the trailer worried me in equal parts to it wow'ing me.
Edited 1 times, most recently on 21/08/09 @ 12:00
Crofto
21/08/09 @ 17:18
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In total agreement with everything SG said; MP3 is a showcase of exactly how to use the Wiimote for the greater good, and how it can be used in a more gamer-focused way in deep games. I would be reluctant to play MP1 after playing MP3 with motion controls, which, to me, says that Retro got it right.

"The game itself felt a bit short, but I was compelled to get 100% as it was so much fun to play. "

Really? I thought it had a good amount of content and felt like a genuinely polished and complete game. A very rare thing to find in games these days, especially with the existence of download content.
TheNinkyNonk
21/08/09 @ 18:07
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"MP3 is a showcase of exactly how to use the Wiimote"

Indeed and it's exactly what annoyed me most about the game as the franchise worked beautifully (and with an amazing sense of individualtiy) without it!

MP1&2 still retain that sense yet MP3 (after the initial "wow, a wiimote") just feels like a standard FPS system to me.

I think we'll just have to agree to disagree!

SG
24/08/09 @ 22:49
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IIRC the ONLY criticism of MP1 were the controls - a bit ironic I think, given these circumstances!

I think that the inclusion of classic controls for those still stuck in their ways is a harmless enough addition, however - providing it's not too much effort to add. But honestly, MP3 is one of the few games that uses the wiimote without sacrificing anything gameplay-wise.

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