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Metroid Prime 2: Echoes First Impressions

GameCube First Impressions by Tom Bramwell

28 June, 2004

The Japanese are going to have to wait. Whereas last time out, those of us in Europe were forced to endure an infuriating delay of several months before getting our hands on Metroid Prime, for the inevitable sequel, Nintendo is planning to release the PAL version at roughly the same time as its American counterpart. Crucially, that means we should see it before Christmas. The Japanese release has reportedly been bumped to 2005 to accommodate us.

Primordial soupcon

'Metroid Prime 2: Echoes' Screenshot 1

This seems to be a growing trend. Daft delays are still a problem (Mario Golf, for example), but some of Nintendo's highest profile titles are starting to appear in Europe in line with the firm's overseas output - Mario Kart: Double Dash!! being the most obvious example. It's encouraging. But, in these days of a FreeLoader in every other Cube and low-cost importers in every bookmarks folder, punctuality wasn't our biggest worry about Metroid Prime 2: Echoes.

Instead, going into our first encounter with Retro Studios' adventure sequel, we were conscious of another growing trend amongst Nintendo titles - samey sequels. MP2 doesn't veer stylistically away from its predecessor in the same way new Zelda sequels do. In fact, with relatively little time to seek out upgrade capsules, Retro has designed a game that looks and feels largely the same to play - a bit more vibrant, perhaps, with a shinier suit, but in our mind's eye at least, intimately familiar. And with unchanged controls - the left analogue stick still moves Samus, with L locking onto objects and enemies, R for manual aim, A to fire, B to jump, Y to fire missiles, and D-pad and C-stick for switching visor modes and weapons respectively.

Tackling this problem of similarity in mechanics and presentation obviously requires new gameplay ideas. One of these is the curious addition of multiplayer (of which more a bit later), but in terms of the single player adventure, the most obvious change is a by-product of Metroid's new environment - the way Samus Aran handles the twinned dark and light realms of the planet Aether, where the famous bounty hunter has been sent to try and find a Galactic Federation trooper unit.

Dark skies ahead

'Metroid Prime 2: Echoes' Screenshot 2

Aether is split into two realms that struggle to deal with one another. On each side, an indigenous race struggles for control and penetration of the other side - the light folks want to scuttle their continuing conflict with dark side demons the Ing, who in turn want to do much the same, except their single minded objective is to find a way of existing painlessly in the light world, in order to vanquish their adversaries for good and control Aether completely. Soon after landing, Samus finds herself on the light side of things - equipped with twin, limited-ammo light and dark beam weapons that enable her to tackle problems on either side.

Although we have a feeling some of Samus' new visors (including a sort of visual sonar) and the possible of addition of new suits will figure highly in the evolution of MP2's combat and puzzles, in the framework of the demo we've played the light and dark beams are the most significant additions. Stepping through a portal and into the dark realm, the light beam becomes key to making progress. Even Samus' well armoured suit can't take much exposure to the dark world's oppressive atmosphere, so the light beam has to be used to create pockets of tolerable atmosphere, targeting crystals suspended in the air to create little safety bubbles, and dodging between them.

Combating the local dark fauna similarly hinges on use of the opposing beam. While the dark beam can take them down, the light beam - which sprays not unlike a shotgun - is most effective. Nameless dark adversaries regularly appear as black, purple-edged pools of liquid, which crawl over the floor and ceiling seeking a vantage point, before bubbling and erupting into spidery form, at which point they become susceptible to attack. A few shots from the light beam bring them down.

Although for the moment the light beam is key to probing and tackling the dark side of Aether, we also understand both beams will figure highly in environmental puzzles, where the light beam can be used to culture the Aetherian flora, while its opposite number - which engulfs enemies in black goo, freezing them in moderation or killing them in saturation - can be used for destroying it and breaking down natural obstacles.

Juggling

'Metroid Prime 2: Echoes' Screenshot 3

All that said, it's difficult to know whether the demo level is an accurate reflection of the rest of the game - largely due to Retro's quietness on the subject. We have a feeling it's just the tip of the iceberg. What we do know, based on our run through, is that Space Pirates will figure in some way - early skirmishes with walking and flying Pirates are quite involved, as they chase Samus doggedly around a light world facility; and judging by the equipment we scanned, they're trying not only to harness the dark Aether's abundance of Phazon, but to capture and breed Metroid larvae, which generally becomes a problem when they escape and run riot...

We also know that the morph ball (still bound to X) features heavily. And daintily of course - the physics are still a joy to experience. In the demo, Samus not only has to use the ball to power the odd switch and move through small holes to reach new areas, but there is a clever section where she's rolling around beneath metal gratings, dodging laser fences and hunting down missile expansion capsules, while unwary Space Pirates stroll across the floor above her. Just after that, she's tackling a 2D, side-on maze, using bombs to jump between timed laser beams and blast holes. We also understand that the morph ball will be used to cannon Samus over huge chasms from time to time - a feature originally designed for the multiplayer mode.

Perhaps disappointingly, the demo didn't give us much of a chance to judge MP2's puzzling, but this is presumably because Retro wanted players to reach the end of it, rather than there being any question of less puzzling this time out. As such, the extent of it was a few switches to throw and a jumping puzzle, which made use of the bounty hunter's double jump to send her up to a higher doorway. Later on, we look forward to using the returning Screw Attack and Wall Mount abilities to jump between walls and scale this sort of incline in another way.

One thing we did get to sample in the demo was a boss encounter - in this case, a climactic showdown with Dark Samus, who you may remember from Metroid Fusion. Although her role in the game is yet to be determined (and won't be as significant as you might imagine, according to Retro), Samus' black-suited twin is clearly drawing power from Aether somehow. Facing off with Samus, she hovers in the air coated in a sort of protective shield, and dive-bombs her nemesis, often blowing chunks out of the scenery in the process. Once she's on the ground she's not that hard to beat, fortunately for us, and particularly vulnerable, as you might imagine, to light beam attacks, but we have a feeling it won't be the last time we lock horns with her.

Groupthink

'Metroid Prime 2: Echoes' Screenshot 4

But of course, given its demonstrable similarity to its predecessor, the MP2 demo's yin-yang inspired sojourn into the world of Aether was arguably less exciting for us than the opportunity to examine the game's multiplayer mode up close. While we're encouraged by the steps Retro is taking to oblige single players, multiplayer Metroid is brand new, and we were keen to see how the developer had managed to take a lock-on-based action game - shot from the first-person perspective - and turn it into a balanced, enjoyable multiplayer game.

Naturally our experience with Metroid Prime: Hunters on the DS put us in good stead, but in the end the Cube is the clear victor. Disappointingly there's no LAN mode - just split-screen for two to four players - but we didn't have much time to think about that once we got going. In practice, the game is surprisingly balanced despite weapon-locks, relying on a mixture of locked beam attacks, evasive morph ball manoeuvres and power-ups to succeed. Before long, whenever we found ourselves caught in the open and on the verge of taking a hit, we stabbed X instinctively and boosted our way out of the firing line, sometimes responding with a Death Ball power-up, or taking form just in time to wheel out a power-up that increases the strength of the beam or gives us unlimited ammo or invulnerability.

Another nice idea is the use of the visor to steal power-ups - effectively 'hacking' rival bounty hunters from afar - and, despite the one-stick FPS control scheme, the decision to use tiered levels doesn't seem unnatural, and moving between them in ball mode or using the grapple beam is quite intuitive. In the end, fleeting though it was, our experience of Metroid Prime 2 multiplayer left us quite excited - not only does it have several game types (including, in addition to standard Deathmatch, a "Bounty" mode where you collect tokens dropped by damaged opponents), and draw cleverly on various aspects of the single player game, but it does so with a level of balance that feels unusual for what's arguably an unusual skew on FPS multiplayer. We're keen to see how it ends up.

Good vibrations

Indeed, that's true of the game at large. Faced with the task of rebuilding Prime using many of the same technological elements, Retro Studios seems to have some good ideas on the boil, and although it's unlikely to have the same impact on the genre as its high concept predecessor, it's still assuredly Metroid. That, coupled with the promise of a pre-Christmas release, ought to be enough to hold most gamers' attention.

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Comments: 1-37 of 37 in total

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terminalterror
28/06/04 @ 09:32
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1st!

I am really looking forward to Echos, but why can't they call it Metroid: Echos?
tiddles
28/06/04 @ 09:36
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Whoah! Is just me or was there no way to close that Nintendo NES Rip-Offs ad?

Kinda ironic since it was mostly obscuring the Metroid Prime 2 article... ;)
Tiger_Walts
28/06/04 @ 09:44
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Looks like the 'Latest Comments' section of the page isn't updating.
beep
28/06/04 @ 09:52
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Metroid Prime was the better game compared to Halo. So why am I looking forward to Halo 2 more than Metroid Prime 2?
Blerk
28/06/04 @ 09:53
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Cooooooooooooooooooooooooool! I can't wait for this one. Metroid Prime's my favourite Cubey game.

a climactic showdown with Dark Samus, who you may remember from Metroid Fusion
Erm... surely this must be a different 'anti-Samus'? If you've seen the end of Fusion....
Blerk
28/06/04 @ 09:56
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Glad to see they didn't bend to pressure and change the controls, anyway. Although I would've liked a separate jump/dash button they're just about perfect otherwise.
Dizzy
28/06/04 @ 10:11
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>So why am I looking forward to Halo 2 more than Metroid Prime 2?

Multiplayer!
Tiger_Walts
28/06/04 @ 10:30
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Aye, Blerks right.

SA-X != Dark Samus Aran


Anyway in Fusion there was ***Hover for spoiler***. So possible Fusion sequel there.
Cyhwuhx
28/06/04 @ 11:02
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.::: Don't think so Tiger. Fusion is part 4 in the series while Echoes is ..ehrm.. well I guess 1.75 or something like that. After Prime (1.5) and before Metroid II in any case. (And the X only reappear on SR388 when Samus has eradicated the metroids there in part II.)

I think most of us do have a hunch of who Dark Samus (awful name btw) is. My question; how the hell did it travel to Aether?
Kay
28/06/04 @ 12:41
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Looking good. Instead of trying to make everything bigger and better, they've put the same game into a different, more intriguing game world, which I think is great. I was worried that mutliplayer would ruin the whole point of the game, but they seem to have implemented that excellently. Along with the new Zelda and RE4, this will be another of GameCube's highlights this coming year - and hopefully, with better advertising, should sell more than the first.
Freek
28/06/04 @ 13:27
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If it was a pc game we would consider this an expension pack.
Peekaboo
28/06/04 @ 13:31
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Really looking forward to this, watched some of the vids of the demo on IGN and it seems they have really gone to town on this one, seemed a lot more open and combat seems more intense.

In the meantime I'll play MP for the 4th time..........
Kami
28/06/04 @ 13:42
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I think theres so far enough to say this is a sequal.

MP is brilliant, and if it ain't broke etc etc.
Tiger_Walts
28/06/04 @ 15:53
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Er, Cyhwuhx. I wasn't implying that MP2 is a sequel to Fusion. I was saying that there is an open possibility of SA-X returning in an as yet non-existant Fusion sequel.
Cyhwuhx
28/06/04 @ 16:00
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.::: Ah my bad then, I misunderstood.
Blerk
28/06/04 @ 16:15
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Yeah... because every game needs to be online in order to be any good, doesn't it?

/rolls eyes
tiddles
28/06/04 @ 16:42
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Why do the Space Pirates continually want to capture Metroids, then? They would seem to be more trouble than they're worth...
Sid Nice
28/06/04 @ 18:33
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The reason most people are more excited or more looking forward to Halo 2 and Half life 2 for that matter, is all down to hype. The video's at E3 2003, set the ball rolling ( no pun intended ) as far as Metriod is concerned. But the Halo 2 video at E3 2003 in particular got me excited. Though now I'm taking a more conservative view, thinking will there be a library level in Halo 2?

With Metriod Prime, I think it was more of a surprise hit, rather than everyones expectation of it being the best game ever through hype. Metriod took it's transition from a 2D platform to a 3D game very well, on a par with two benchmark titles that have changed the face of 3D gaming, 'Super Mario 64' and 'GTA 3'. When you consider the amount games that failed to live up to their 2D greatness, when going through the 3D transition.

A great Metriod multi-player game, would be a SpeedBall 2 type of football match, where your forward transforms into a ball to score. Bitmap Brothers contact Nintendo now! Done the right way a Metriod Speedball game could be a great title on it's own merits.
Sid Nice
28/06/04 @ 18:39
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When you consider the amount games that failed to live up to their 2D greatness, when going through the 3D transition. Then Metriod Prime is an excellent game.

I meant to add this after that statement! The stupid thing wont let me EDIT.
Freek
28/06/04 @ 19:44
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Yes Teq, lets start removing GOOD gamplay features, that'll make the game better.
Kami
28/06/04 @ 19:58
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The light/dark principles are not new (Silent Hill does it, after all, with the two different worlds) but it's about time that the concept got something new. Using light/dark ammo and having to create pockets in the dark world to survive in sounds interesting.

MP2 may not have the same impact that MP had. But it should still be a great game.
Kami
28/06/04 @ 20:32
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I thought it was good. Added a new concept, and a challenge to scan a boss AND kill it as well ;)

It required a bit of skill - and I thought it worked really nicely, because it was a joy to read details on each of the flora and fauna, and all the technology as well. Made it seem a little deeper that they even bothered to put it in there.

I personally would like to see the scanning back, just minus the usual enemies that you could transfer over from MP1.
Scimarad
28/06/04 @ 21:53
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" Glad to see they didn't bend to pressure and change the controls, anyway"

Ewww.......No thanks, I've no desire to play this then. The controls in MP were bloody awful.
Cyhwuhx
28/06/04 @ 21:57
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.::: Because nobody's willing to learn new controls anyway, I think it's rather clever of them to stick to the same controls.

;)
Retroid [mod]
29/06/04 @ 03:07
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The controls in MP were pretty much perfect for a 3D platform game with some shooting in it.

Which is what Prime was.
terminalterror
29/06/04 @ 08:01
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The controls in MP were pretty much perfect for a 3D platform game with some shooting in it.

Which is what Prime was.



Even if it was purely a shooter, I can't see any other control method allowing you as easy access to all the visors and beams.
Blerk
29/06/04 @ 08:23
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There was nothing wrong with the controls (aside from there not being enough buttons on the Cube pad to have a separate 'dash' button). You only ran into trouble if you tried to play it like a FPS.
Blerk
29/06/04 @ 09:20
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Apart from Riddick being a completely different type of game, you mean?
malloc
29/06/04 @ 11:34
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My only real gripe about the game was the backtracking. Not the fact that it was there, just it could have been done better. Also a more obvious plot. Eitherway still one of, if not the, best games this generation.

Even if MP2 was more of the same all would be happy.
Cyhwuhx
29/06/04 @ 12:13
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.::: If you havn't seen Prime's 100% ending it's only natural not to be excited I guess.
But lo! Zak already is. Call yourself lucky. :)

Metroid Prime isn't an aiming game. Your skill isn't measured by how stable you can line a crosshair up to a target (like thousands of other games btw), but how to dodge/dash, jump and generally use all of your skills to get by. If you say you can't experience that, then you simply don't know how to play it (If you do want to know, I suggest you start to take a look here http://www.planetquake.com/sda/mp/ ), or are unwilling to learn new control systems. In which case you only have yourself to blame.
Nikanoru
29/06/04 @ 15:23
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Screw attack! Wall jump!

SCREW ATTACK WALL JUMP!!!1111 OMG111

...

Oh and what people have basically been trying to say to any haters of the control mechanism: You suck as a person, you lose at life. You're a worthless little outcast. GB2EA.

Also, if I hear anybody say the word "backtracking" one more time I'm seriously going to get frustrated. Shut the hell up please.
Kami
29/06/04 @ 15:30
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I LOVED the backtracking! I loved the way you could explore. That you'd sometimes go past an earlier section, and realise with your new skill... you can get somewhere else!

Beautiful scenery and gorgeous world. How can anyone hate the backtracking? I barely ever noticed doing it. I was more interested in what was going on around me.


I'm not going to be extreme as others here, but if you've not played Metroid Prime, then you have been deprived one of the best games out there.


As good as Halo? PUH-lease. Metroid Prime was so much more fun.
Scimarad
29/06/04 @ 15:55
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It wasn't anything to do with trying to 'play it like an FPS' - I just didn't like having to hold down loads of buttons at once to select a weapons/piece of equipment. I really liked the game but I still maintain the control system was clunky as hell and not at all intuitive.
Edited 1 times, most recently on 29/06/04 @ 16:55
Peekaboo
29/06/04 @ 16:21
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Control system seemed a piece of piss to me, easy to pick etc. But then I have full use of all 10 fingers....... ;-)
Scimarad
29/06/04 @ 19:04
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Okay, I'll just reconcile myself with the fact I'm in a tiny minority:-)
boabg
01/07/04 @ 09:27
#36
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I loathed the controls at first and for the life of me couldn't work out why they made them like they did...until I played the game for a couple of hours. The controls are excellent and I just don't think the dual analog setup from Halo etc would have worked, infact I'd go as far as saying it would have crippled MP.

Also, I don't see the comparisons with Halo being accurate or valid at all except for the fact that they are both console games.
Nikanoru
01/07/04 @ 14:57
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I LOVED the backtracking!

*scratches at the walls* fhhttftyrterwfd!!

Anyway, what I meant was that I hate it when people call it "backtracking". Backtracking to me is when you've got a pretty linear game in which you've got to go back over the same damn path a bit and then back again, merely to be able to advance to the next level or something.

MP isn't like that, it's a world where there's always stuff to do everywhere, there's no straight path like in every damn FPS, so there's no backtracking either. The world opens up to you over an area instead of merely "in front of you". Looking at it this way you could say for example that Halo is a one-dimensional game, whereas MP is truly 3D.

Comments: 1-37 of 37 in total

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