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Metroid Prime Review

Review by Kristan Reed

21 March, 2003

March snuck up on us like a second Christmas this year, with a barrage of new and exciting games across all formats. We must confess though that much of our excitement was centred on Retro Studios GameCube debut. Having spent several months labouring over a US version, we were excited to finally get our hands on the closely guarded PAL release this week.

The bitch is back

'Metroid Prime' Screenshot aug07b

Like all top releases, Metroid Prime is very much its own game. There's no need to be intimidated by the dynasty at work here. Anybody who reads the first couple of pages of the manual will understand pretty much the entire history of the series, and by the time you descend to the surface of planet Tallon IV, you'll have mastered the mechanisms involved in playing Prime.

Tallon IV is a bit like a certain ring-shaped world on another console, with the former occupants long since departed, and the surface laden with meticulously placed devices to aid progression, deposited in their wake. And also like said ring, it's a hotly contested place, with several species of aggressor and plenty of indigenous mutants, victims of the radioactive Phazon thrown up by the meteor strike that ousted the ruling Chozo.

The winged Chozo - sanctimonious, benevolent weirdoes that they were - prophesied that a great warrior would one day rescue Tallon IV from its plight. The manual implies that this is where you come in, as bounty hunter Samus Aran, arriving by spaceship on an orbital platform above the planet's surface.

Buccaneering

'Metroid Prime' Screenshot aug14b

This opening section of the game is more of a short, sharp tutorial, but it's also a microcosm for the rest of the game. By the end of it you'll have done much exploring; fought through corridors and concourses, past sentry guns, utilised the various functions of your suit and arsenal, rolled around in a morph ball, studied abandoned experiments and admired limp Space Pirate corpses strewn about the Metroid-plundered laboratories.

In the grandest of adventure game traditions, you'll come up against a few puzzles, overcome an early, sight-setting boss encounter with a giant, Phazon-chundering Parasite Queen, fight to escape through larva-infested tunnels or by platforming your way across lab gangways, all against the clock, and crash-land on the surface of the planet as the platform explodes into a million pieces. Quite an opening.

And as if the sights, sounds and tasks ahead of you weren't enough, there's a whole new control mechanism to contend with. Unlike Halo, and other console shooters, Metroid uses the left thumb stick for all movement, while the L trigger locks you onto a target and allows you to circle-strafe, or strafe normally in the absence of targets, and the A and B buttons control your beam and missile weapons. Only by clutching the R trigger can you look up and down. Is this restrictive, you're probably asking? Not really, because much of your sightseeing is just that - an exercise in scanning objects above or below.

Lie still for a second…

'Metroid Prime' Screenshot e3-08b

Scanning is one of the most crucial elements of Metroid Prime. Whenever you're faced with a new area, you hit left on the directional pad, locking Samus' visor into scanning mode. By holding R and wiggling the stick you manipulate a centred viewfinder, which casts holographic icons over actionable items. These then reveal clues about the surrounding area, activate objects nearby, or decipher Chozo text and shed some light on the sorry tale of Tallon IV. All the information is stored in a database which can be accessed at any time - and you'll spend a lot of time here unravelling the mysteries of Tallon IV.

What's more, scanning enemies and bosses reveals weak points. Enemies vary from level to level, but instead of just varying animations and susceptibility to ammo types, they have different attack strategies and you'll need to adjust your tactics accordingly. Flying bugs are best dealt with by lots of alternative tapping of lock and fire, but when you first meet Pirates with jetpacks, for example, you'll need to find some cover and return fire like you're Clint Eastwood.

It helps later on when you've amassed the various arm cannon upgrades - the plasma, ice, power and wave beams - which allow you to open doors of all matching colours, or when you can match them with items like the rocket launcher, freezing enemies and then shattering them like panes of glass.

Likewise, bosses are tricky to defeat, and far more than an exercise in ammo expenditure. In some cases, you'll have to look to the environment for ideas, whilst in others your thermal visor or scanner may provide clues.

The rules of Prime club

'Metroid Prime' Screenshot dec0217b

It's a very multi-faceted game as you can tell, but there are two central principles that drive progression. The first of these is that some new upgrade, a new toy to play with, could lurk around the next corner, and each of them is increasingly useful and exciting to use. Find the morph ball, and maybe you can get through those tiny tunnels to access the rooms your map insists you should check out. Find the thermal visor, and maybe you can get past that darkened room with its ghostly enemies. Find the X-ray, and maybe you'll spot something new to help you past your current dead end. Or perhaps if the next room yields some missiles, you can go back and open that 'blast door' outside.

Levels, if you can call them that, are linked by lifts and passages, and are labyrinthine and vast, rarely giving up all their spoils in one pass. The nature of Metroid has you backtracking all over Tallon IV, fighting the same respawning beasties and gradually figuring out puzzles, defeating bosses and accumulating enough kit to open doors or get through chinks to access new areas.

Often, you're faced with a problem you can't figure out, and you really have to scour your map - a scalable, rotatable 3D schematic accessed via the Z button - for unchecked rooms and forgotten doors. But almost always, a bit of lateral thinking, the application of a new upgrade or some visor inspection is enough to assure your progress. And at times, the game just wants you to leap around a bit! The amount of platforming required is often quite surprising; as you find yourself advancing up a massive, Phazon-rooted tree, scrambling round its trunk like a spiral staircase whilst scouring the adjacent walls for symbols to unlock the door at the top - another example of how the game keeps you on your toes, forcing you to multi-task like all good explorers.

Sensory overload

'Metroid Prime' Screenshot dec0216b

Getting back on track - though the reward structure is balanced and intelligent, the game's consistently alluring visuals are an equally important incentive to continue. They've been lavished much attention by gamers, journalists and even developers the world over, but it isn't until you experience the game for yourself that the hype makes sense.

There are a million and one awe-inspiring moments saturated with detail waiting to be uncovered in Metroid Prime. Each new area is like an art exhibit, from the summery, creeper-ensnared temple ruins, with dusty, crumbling masonry and bubbling Phazon lakes, to the lava-soaked, hazy Magmoor Caverns, so hot they require suit upgrades just to access, and the snowy canyons of Phendrana Drifts.

Everything Metroid tries, it conquers with aplomb. Thermal visors explode with flare and Samus' face grimaces in the reflection as rockets rip through a damaged wall, and alien innards splatter your targeting pane as you get too close to your victims. And the creatures of Tallon IV, both alien and indigenous, are varyingly rendered and each unique. Hornet-like buzzing nasties beat their wings and zip from the sky when clobbered; the mechanised Space Pirates go berserk when electrified by your Wave Beam, and as for the bosses…

Bleeding eyes

It really would be a crime to spoil these magnificent encounters for you. We've already touched on the gameplay implications of these face-offs, but from a visual standpoint the payoff is even greater. Even the first real boss, the giant plant Flaagrha, has multiple attack patterns, and squirms miserably as you exploit its Achilles' heel, before growing like a sunflower on speed as it comes back for more.

On the whole though, it's the incidental detail that provides the most memorable moments for crusty Metroid veterans like us. The sight of a dead Space Pirate slumped, bloodily against a wall; wires and the sparking electrical innards of a level poking through the ceiling; clumsily piled scrap metal in a corridor; or even just an "empty room", with cracked floors and creepers snaking their way around to the very top, where blocks have slipped from the masonry, dousing everything in light from the sky above - a location working harder to fit in than a thousand prefabricated gnome-ridden grottos in Halo.

Perhaps our favourite touches though are those on Samus Aran herself. Gases billow against her suit's visor; electrical attacks fizzle and char, as the bounty huntress raises her arm to protect her face; and the light even reflects off her shiny metallic ball shape as she rolls through tunnels like a marble chase-cam.

If there's a more beautiful game on Nintendo's console, then we haven't seen it, and if there's a better realisation of a sci-fi fantasy in gaming, we want to hear about it. It's a 3D update that relishes its 2D, cartoon past, and has had a comparable effect on us to that of Doom when we first played the shareware version all those years ago. No exaggeration.

Spellbinding

'Metroid Prime' Screenshot dec0220b

All in all, there are many, many hours of exploration and fun to be had in Metroid Prime. It's a game that never stops giving, and you'll delight in virtually every activity it throws at you. It's a pure gamer's game, sheathed in the best aspects of everything you've played before across many genres. The secret is in the arrangement - the first bite, as they say, is with the eye, and this eases the process of chewing your way through the increasingly juicy filling.

Of course, one of the most difficult things about reviewing any console's best game - and that is what we're dealing with here - is ascertaining why it keeps your attention, not why it grabs you in the first place.

When it comes to Metroid Prime, however, I think it's an easier job than explaining Soul Calibur's undying attraction, or the magic behind Ocarina of Time. Simply put, no game has ever been so complete, adorned with so much beauty, and at the same time employed familiar aspects of multiple genres with such seamless belonging. It's a game awash with variety, and yet nothing feels out of place.

Almost everything is right and many tastes are indulged. There's a moody soundtrack, a hyperactive title screen, the Monkey-topping physics of the morph ball - and it even has GBA connectivity. Finish both Prime and Metroid Fusion, released in November, and you can swap Samus' Fusion suit into Prime and unlock the entire NES Metroid game on the GBA. Easily the best thing we've done with that cable so far.

Nintendo cries 'bank'

'Metroid Prime' Screenshot dec0221b

To be honest, we could go on about Metroid Prime all day, but we're sure you're pretty sick of reading glowing, superlative-bound reviews of the game you really must buy today. But the thing is, it's a game so mesmerising that it has stirred emotion in even the curmudgeonliest of games writers. It's as if every gamer with a copy of Word and an import Cube has tried to say something new, inspirational or memorable about a game which came out of nowhere and hit every single one of the right buttons. It's a game that's inspiring increasingly breathless masturbation of the world's vocabulary, and if it's good enough to remind us - the surly, anal, tempestuous critics - why we got into games writing in the first place, then that's a pretty flattering compliment, and should tell you all you need to know.

 

'Metroid Prime' Screenshot dec0228b

 

Kristan's take

'Metroid Prime' Screenshot dec025b

You might have heard about Metroid Prime. It's the game that kept US and import gamers happy over Christmas; the game that - in all probability - would have saved the machine's arse had it come out in Europe four months ago. There's little point waiting until the end of the review to tell you it's a good game, because you'll have read that already a hundred times.

What's possibly more useful is for us to try and pinpoint why it's so good, and maybe throw a few spanners in the works to point out a few misgivings that others may have glossed over, as excited gamers tend to when they passionately devote themselves to a game.

It's hard to know where to start when you're forced to pinpoint the game's excellence, such is the stunning amount of depth contained within Retro's classic. There. We said it already. Three paragraphs in and superlatives are flying around like Morph Bombs.

Lavish

'Metroid Prime' Screenshot dec0226b

The easiest, most basic area to lavish praise on Metroid Prime is the graphics. It just oozes class on every level, and will consistently have you gasping in admiration at the endless attention to detail. Seeing the world through the helmet of Samus is a masterstroke from the off, giving Retro Studios the opportunity to show off some absolutely delicious effects. Everything looks incredibly convincing: emerge from underwater and droplets run off the front of your visor. Walk next to a volcanic vent, and sweat fogs up the inside. Walk near a cascading waterfall, and get covered in spray. They may be incidental touches, but they quickly immerse you into the environment, and make it all the more convincing.

On a similar level, there are vast array of creatures, ranging from scurrying beetles to giant mutated monsters, and everything in between, all supremely detailed, even at the closest proximity and a brilliant advert for the capabilities of the Cube. The variety in the scenery is tackled with aplomb too, and managing to display even those old fallbacks of Ice, Lava, and Desert with a degree of polish and detail that puts other games to shame. The overall look and feel of the game is sufficiently different from the common herd to make it feel new; which is always a pleasure after 200 Quake 3-based games.

The controls are also superb too, managing to make the most of the GameCube's pad, with a configuration that feels natural within minutes. At first, having to click the R button to look around feels like an unnecessary annoyance, but Retro has come up with a system that is not only different from its many peers, but in some respects is an improvement. The lock on system allows you to engage in some pretty hardcore fire fights, always giving you the impression that you're in control; and the ability to circle strafe, and dash, around your target makes combat entertaining, and never at any stage a chore. Sure, the boss fights can be a massive challenge, but you get there in the end, and like the rest of the game, the learning curve is very well judged.

Awestruck

'Metroid Prime' Screenshot dec0222b

The sense of awe and wonder in the world of Metroid Prime is a feeling we've not had since the days of Half Life and the original Unreal. Scanning artefacts and creatures gradually gives you an insight into how this planet ended up in this state, and builds a narrative in an intelligent and almost subliminal way. It won't be to everyone's taste, and maybe the thought of wading through endless notes strikes you as a tad dull. Sometimes it is; sometimes you just long for a cut scene to tell the story in a more movie-esque, coherent sense, but in other ways the piecing together of scraps of information makes you feel like it's your discovery - your reward for looking in every nook and cranny.

Perhaps the strongest point of Metroid Prime is the way the upgrade system works. Almost everything you achieve in the game is rewarded with a new weapon, or upgrade, suddenly offering you the chance to go back to out of reach areas of old levels to scour for new sections and even more upgrades. The carrot and stick design works a treat, and even 15 hours in you'll barely be scratching the surface, desperate to claim the next unknown upgrade. Once you're fairly well equipped, it really begins to sink in how cleverly designed the levels are. However out of reach or inaccessible certain sections look, you know that you'll have the ability to reach them at some point. There's a massive amount of satisfaction for your unflinching efforts, and all the while displayed with a level of detail bordering on perfection.

Perfection? Not quite

'Metroid Prime' Screenshot dec022b

But. You were waiting for the but, and here it is. Despite the slightly hysterical coverage Metroid Prime has been getting everywhere, there are some areas that could have been improved and some that just downright annoy. The first is the game's insistence on respawning all of its enemies, no matter how many times you've cleared an area. Up they sprout, again and again, and it's plainly a tedious mechanic to make the game still feel alive and busy, even when you've slaughtered every living soul possibly dozens of times. This, in itself, wouldn't be an issue, were it not for the necessity to continually backtrack and revisit every part of every level multiple times, in order to use your latest gadget and reach some previously unattainable area.

In addition, the game's intricate level structure can, to begin with at least, trip you up. This is not a game that you can just breeze through, partly due to the fact that it's big, but also thanks to some questionable signposting. The game does, to be fair, occasionally chip in with hints of where you should be heading next, but often it merely points to a section of the map that you can't even access. More often than not, the real goal is to get your next gadget, thus allowing you to head for the area in question. It's no exaggeration to note that you can wander backwards and forwards through the game world for hours - tediously encountering the same enemies again and again - until the penny drops as to exactly what the purpose is. After a while you begin to learn the way the game wants you to play, but it can be a painful first few hours before a pattern emerges.

You could just as easily argue that the game's lack of narrative structure and decision to abandon the spoon feed approach of a check list of mission goals gives the game a distinctly refreshing slant: one of exploring a strange new world, gradually understanding what's going on as you search its hidden depths. This is all true, but in the context of a modern game it also contributes to making it more frustrating and long-winded than it would otherwise be. We don't recall anyone berating Rare for giving clear mission goals in GoldenEye; and somehow it just comes across as a needless omission. Certainly, the option of having such a basic facility as a set of mission goals would aid the less patient gamer enormously - or the less time rich gamer. Focusing the game on the time rich, patient, persistent hardcore seems bloody-minded for what is, nevertheless, a classic.

For many of you, some of you perhaps hardcore Metroid veterans, none of this will apply - but don't be surprised if you spend your first few hours with the game wondering what all the fuss is about - as Tom says, it's a gamer's game, and the wide-eyed noob may be in for a rude awakening if they're expecting another friendly, accessible Halo-style romp.

A landmark

'Metroid Prime' Screenshot aug02b

Despite all the early niggles, the bottom line is Metroid Prime is a landmark next generation title and builds itself into one of the best games we've ever seen. The true mark of its genius is that even when it annoys the hell out of you, the compulsion to keep on playing never wanes. The punishment-reward relationship is ever present, (and arguably has too much of the former and not enough of the latter at times) but the more you play it, the more abilities you unlock, and the more satisfying the game becomes. Would we buy a GameCube to play it? At the crazy prices doing the rounds at the moment it would criminal not to. Patience is a virtue; buy Metroid Prime and be virtuous.

 

Shop:Buy this game for £34.99 from the Eurogamer Shop.

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Comments: 1-50 of 123 in total | next 50 »

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FWB
21/03/03 @ 09:25
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It is fantabulous.
Killerbee
21/03/03 @ 09:28
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Heh. My recent Cube purchase is now entirely justified. Hopefully this should silence (or at least quieten down) some of those who say the Cube has too much of a "kiddie" image. Great review. :)

Edit: Reviews :)
Edited 1 times, most recently on 21/03/03 @ 09:38
Westy
21/03/03 @ 09:29
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Metroid games have always had respawning enemies, its part of the series. Now where's the postman with my copy?
valli
21/03/03 @ 09:39
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Hmmm... pack with black GC + Metroid for 199€. Very tempting!
krudster [mod]
21/03/03 @ 09:55
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Westy, I appreciate that, but does that make it right, having to endlessly plough through enemies you've killed maybe 100 times before?
Westy
21/03/03 @ 10:00
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Nobody has ever complained about it before. If the areas in the game are so big, it'd be pretty boring trecking back through them with nothing to challenge you. Just look at the trecking parts in Starfox Adventures - boring as hell.
Alastair
21/03/03 @ 10:05
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Smid, I admire your one-handed typing skills!
Slim
21/03/03 @ 10:22
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Wouldn't you run out of pickups if the enemeys didn't respawn?
Nemesis
21/03/03 @ 10:23
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/gathers all the GC boys around for a group hug/

10/10 and 9/10 from the lads. I was waiting for the EG review just in case, will now pick this fella up today.

Question. Are you guys using the Wavebird? If so, how much rumble are we gonna miss out on going wireless...
otto [mod]
21/03/03 @ 10:24
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The respawning enemies in Metroid Fusion make it easier in a way, as you can just sit tight and kill them over and over again to max out on health and missiles whenever you're running low.
krudster [mod]
21/03/03 @ 10:27
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No, to be truthful the maps aren't THAT big, so the trekking isn't tedious, but fighting the same posse of baddies 79 times can be. Suck it and see. It might not bother you, but getting stuck and then having to potentially die several times before you get any further is a bit snoozeworthy. It's best just to point these things out, as everyone's so quick to lavish praise on everything without stopping to think what might become annoying. I just prefer the Halo style of seeing all the corpses laying around.
Whizzo
21/03/03 @ 10:30
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Well this is my first Metroid title and I'm rather enjoying it, thank you postie this morning.

The controls didn't take too long to get to grips with although I kept trying to look around with the C-stick for quite some time!

It does look and sound absolutely fantastic. I assume the slightly plinky-plonky music towards the end of the station level is a nice throwback to the game's origins even if I hadn't played them.
Edited 1 times, most recently on 21/03/03 @ 10:31
disc
21/03/03 @ 10:49
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Soooo...

What did this game score in Edge?
Westy
21/03/03 @ 10:51
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Edge gave it a 9 as well but didn't say anything bad about it as I recall. Can't understand why they didn't give it 10 based on the glowing review.

Whizzo - the original Metroid music is in here, i remember it from Super Metroid all those years ago.
krudster [mod]
21/03/03 @ 11:05
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Widescreen mode really isn't an issue here...it doesn't look at all distorted, unlike, say, Splinter Cell on Xbox.
Tricky
21/03/03 @ 11:08
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Heh - kinda forgot this one was out today. Woke up this morning thinking I'd exchange a couple of games for something new and then realised this was out. It was going to be Panzer Dragoon Orta but the demo from X Box Magazine actually convinced me to not bother. So as of this evening, consider me fully Metroid-enabled.
boabg
21/03/03 @ 11:11
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The Cube is saved? hardly - it has many great games imho, just poor sales are shafting it. I bought my cube for this and zelda when i saw them on the release list. hopefully this might spur sales a bit!
krudster [mod]
21/03/03 @ 11:12
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If this doesn't kick the Cube up the arse, sales wise, nothing will.
Viktor
21/03/03 @ 11:16
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Although widescreen would've been nice, I've been playing it in 4:3 mode and no complaints - it's still the most beautiful console game ever.

Best thing about it are the locations. It never feels like you run somewhere built for this game, but simply explore a planet that has been there for ages. The ruins of an ancient, enlightened civilization always make my cry tears of loss. It's strange.
krudster [mod]
21/03/03 @ 11:25
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Wer, Tom gave it 10. I think it's fantastic, but it's not a 10 to me thanks to the poor signposting, endless backtracking and respawning enemies.
Alastair
21/03/03 @ 11:29
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Wer, call me cynical, but did you read the review, or just scroll to the bottom to see the score? Were you aware that there are two reviews on the page?
Westy
21/03/03 @ 11:30
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There's also the link-up features with GBA Metroid Fusion - you get the original Metroid if you hook up a completed copy of Fusion.
binky
21/03/03 @ 11:32
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well thats answered my question.

Metroid it is.
Alastair
21/03/03 @ 11:35
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'There's also the link-up features with GBA Metroid Fusion - you get the original Metroid if you hook up a completed copy of Fusion'

Have to complete Fusion first though :o(
Curse that bit with the overgrown vegetation where you have to get past SA-X......
thebuzzard
21/03/03 @ 11:39
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25 squid from argus :D
Edited 1 times, most recently on 21/03/03 @ 11:39
Westy
21/03/03 @ 11:40
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Thats the hardest bit of the game, try freezing SA-X and then running (quickly).
Alastair
21/03/03 @ 11:42
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'Thats the hardest bit of the game, try freezing SA-X and then running (quickly). '

I do, I do!!!!
Nearly got away a while back. I have read nearly every walkthrough on gamefaqs for tips. I'm sure some concerted effort will see me through. Glad it's the hardest bit, as it means I should get through the rest OK. :o)
Blerk
21/03/03 @ 11:55
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Gnnnnnnnnng! Must. Not. Buy. Cube.....

/falls over
Killerbee
21/03/03 @ 12:01
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So would it be fair to say this is the Gamecube's Halo or GTA III? It'd be weirdly ironic if Nintendo's console's saviour wasn't one of the usual suspects like Mario or Zelda.
JabbaDaHut
21/03/03 @ 12:13
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Heh - got this on the way to work today along with ISS2(second hand - £10!)and Eternal Darkness....I've only had the damn thing for a week!

*Battles inner demons to stop taking a sickie and going home early*
Henrik
21/03/03 @ 12:18
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I haven't played it, but the idea of a FPS/Adventure/Platformer set in space doesn't really make my blood rush south. 10/10 makes me damn curious though. You're essentially saying that this is as good as it gets?
malloc
21/03/03 @ 12:42
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Thing that I don't get is why they localized it to Japan first before PAL, seeing as the game has never been as popular over there as it has been over here. Not to mention that the Cube is doing pretty well in Japan anyway, compared to Euro (esp UK) and the relase of the game earlier would have had major benefits.

Actually it's obvious, Ninty like Japan better than Europe, and as they're based in Japan that's not a real problem, but better business sense to release it here first?
Viktor
21/03/03 @ 12:42
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For me, this is the best videogame ever made. Pure and simple.

The key is the Miyamoto dynamic: the player can discover things at his/her own pace, enjoy the feeling of exploration, gain new abilities which are better tools to explore and advance in the environment and in the end, tell the whole narrative through his/her own actions.

And to add that the technical brilliance: the aesthetics are just marvellous, with the architecture and the textures surpassing anything made before.

Just try it, I can't imagine anyone being disappointed.
Westy
21/03/03 @ 13:23
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Some of the effects in the game are amazing, like the warping of all scenery when you use a charge beam. And they manage to do all this with absolutely no obvious loading.
krudster [mod]
21/03/03 @ 13:25
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I think Nintendo Of Europe must be cursing its inability to release this last Christmas.
tiddles
21/03/03 @ 13:29
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The game this really reminded me of was the first Tomb Raider. Metroid Prime has the same sense of atmosphere, the same compulsion to progress through some beautifully realised landscapes. Hell, the Phendrana Drifts music even sounds strangely familiar... Unfortunately, to my mind, it also shares TR's relatively uninspiring combat, but luckily that's not really the main focus of the game, and generally the controls are excellent.

If you go in expecting this to the best game ever, you may well be disappointed, but it is still a brilliant game, so as long as you don't overcook your expectations the chances are you'll love it.
mal
21/03/03 @ 13:39
#37
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'Thats the hardest bit of the game, try freezing SA-X and then running (quickly). '

I do, I do!!!!
Nearly got away a while back. I have read nearly every walkthrough on gamefaqs for tips. I'm sure some concerted effort will see me through. Glad it's the hardest bit, as it means I should get through the rest OK. :o)


I'm sorry to say that I've got past that bit and am now stuck fairly soon after finding that I can't get to the nav room after I snuck into sector 4 thru a secret tunnel.

Really for the SA-X part there's no real knack to it, unlike the arachnid boss just before. Just don't get spin attacked by the SA-X, so freeze it in the first room, wait for it in the second room and freeze it again when it appears so that you're not faffing around with power bombs when it enters the room. Then run like buggery.
boabg
21/03/03 @ 13:41
#38
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looks like a good review day for the cube what with gamespots review of zelda too. although they are a bit fanboyish
boabg
21/03/03 @ 13:59
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I think Nintendo Of Europe must be cursing its inability to release this last Christmas

I whink WE should all be cursing nintendo of europe for not releasing this last christmas!
tiddles
21/03/03 @ 14:00
#40
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I'm sorry to say that I've got past that bit and am now stuck fairly soon after finding that I can't get to the nav room after I snuck into sector 4 thru a secret tunnel.

Don't look at a walkthrough for this if you get frustrated - I did because it felt like I'd messed it up, but of course this is exactly what you're supposed to be doing - the way forward is just quite well hidden.
Westy
21/03/03 @ 14:04
#41
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Read as 'very well hidden'

By the way, after reporting that Argos were dropping the GC the other day, are we going to report today that Argos aren't dropping the GC after all... :-)
Edited 1 times, most recently on 21/03/03 @ 14:09
Tiitiz
21/03/03 @ 14:25
#42
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Was in town ealier today to pick both MP and PDO and was wondering where the hell are the GC MP promotions?!?!? Saw a poster that looked like it came from magazine put on one shop window and that was it! Not even displayed well in the shop! just a normal game they are taking this for :/ Wanted to buy it in Argos or Dixons for £24.99 but neither have it or even going to stock it :/ So had to buy it at £37.99 from Gamestation :/

Anyway... quite pleased so far (1hr 30mins play) but I just can not for the life for me get use to the control system or the pain in the arse back tracking :/ Maybe i'm just use to Halo to much. Story sucks so far but maybe that unveils later into the game I don't know. Looks lovely and smooth nearly as nice as PDO.

Would play more but I'm away for the weekend and I don't think im gonna rush right back to it just yet :/

I want to add that I have never been a Metroid fan so you fanboys don't go bashing my personal thoughts ok :p

Anyway have fun all and laters! :p
mal
21/03/03 @ 16:00
#43
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Don't look at a walkthrough for this if you get frustrated

Oops, too late. I checked out gamefaqs just after I posted that comment. Never mind, I'd got so frustrated with that bit that I'd given up playing the game (temporarily at least). It proves that I'd discovered most of the hidden parts but I was just missing what was right under my nose. Strange, because I thought I'd bombed everything in that room.
hahakid
21/03/03 @ 16:03
#44
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speaking of the Argos GC thing:
(from xengamers.com)

Speaking about the spike in demand, Argos' marketing director Paul Geddes said, "The demand has been unbelievable. We've struggled to keep up and cleared out most of our overstock. It's been an unbelievable increase in demand. The previous Saturday we sold 100, this Saturday this leapt to almost 5,000."
Alastair
21/03/03 @ 16:11
#45
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For an alternative view, the BBC review is here.
Machiavel
21/03/03 @ 16:16
#46
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Why do the various BBC game correspondents sound like disgruntled Foreign correspondent rejects?
otto [mod]
21/03/03 @ 16:20
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That BBC guy is incredible, I've never seen him write a positive thing about the Gamecube since Day 1, and he always manages to get in some Xbox reference. I swear he's a Redmond plant.
Westy
21/03/03 @ 16:23
#48
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I swear he's a Redmond plant.

Isn't everyone these days?
Edited 1 times, most recently on 21/03/03 @ 16:25
Nemesis
21/03/03 @ 16:26
#49
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Would you rather be a Redmond plant or a Redmond bush?

bionutz
21/03/03 @ 16:31
#50
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about bbc Is this guy ( Darren Waters
BBC News Online ) a real gamer? Doesn't certainly sound like it.
By the way, how are the controls, similar to Goldeneye? The thing I hate about cube is the gamepad...

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