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Metroid Prime

Moby ID: 7783
GameCube Specs
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Description official descriptions

Long ago, a bird-like race of creatures (called the Chozo) became extremely advanced technologically, but due to increasing violence in the universe, they began to hide and live more simple lives. The planet Tallon IV was the site of one of their colonies. Years later, a meteor crashed on Tallon IV releasing the strange element Phazon into the planet. Phazon poisoned anything it came in contact with, causing the plant and animal life to either die or mutate into a hideous form.

The Chozo tried to control the power of Phazon but failed. Before abandoning the planet, they were able to cover the impact crater with a temple and seal Phazon into the planet's core. Now space pirates have discovered Tallon IV, moving in to study Phazon and harnessing its power. They have also begun rebuilding their fortress on planet Zebes and reviving the Mother Brain, Ridley, and Kraid, all of whom were destroyed by Samus Aran. However, Samus has tracked the space pirates to Tallon IV and must now enter the planet to destroy them once and for all before they have a chance to rebuild their destructive forces...

Metroid Prime is a change from the platform-adventuring series, entering the first-person shooter genre for the first time. Players are now behind Samus Aran's visor and must use all their resources to investigate the pirate infestation of Tallon IV. Players can use Samus's beam, with missile and charge capabilities. Along the way, they must recover the bounty hunter's lost abilities like the morph ball and grapple beam, which allow them to reach unexplored areas of Tallon IV. Players must piece together the story of the fallen Chozo to figure out what has happened to the poisoned planet and prevent the pirates from using the Phazon to wreak havoc throughout the planets.

Spellings

  • ćƒ”ćƒˆćƒ­ć‚¤ćƒ‰ćƒ—ćƒ©ć‚¤ćƒ  - Japanese spelling
  • é“¶ę²³ęˆ˜å£« - Chinese spelling (simplified)
  • ė©”ķŠøė”œģ“ė“œ ķ”„ė¼ģž„ - Korean spelling

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Credits (GameCube version)

123 People (101 developers, 22 thanks) · View all

Reviews

Critics

Average score: 96% (based on 94 ratings)

Players

Average score: 4.2 out of 5 (based on 234 ratings with 16 reviews)

Through the eyes of a bounty hunter.

The Good
After eight years of hiatus, Metroid returned in a big way. On the same day in 2002, Metroid Fusion for the Gameboy Advance and Metroid Prime for the Gamecube were released in North America. Fusion was a traditional sidescroller developed internally at Nintendo and closely follows the gameplay of Super Metroid. Prime, on the other hand was given off to the unproven western developer, Retro Studios, and flipped into the first-person perspective. In a post-Halo world, much of the fanbase was worried that the focus would be changed to be more action oriented. Itā€™s possible that Nintendo also lacked confidence in the results, as Metroid Fusion contained an introduction that labeled it ā€œMetroid 4ā€, while Metroid Prime was given no such status within the series. Nowadays, however, gamers tend to look more favourably on Retroā€™s work, and for good reason.

Despite the drastic change in perspective, Metroid Prime draws heavy inspiration from Super Metroid and largely ignores the features that are typically found in conventional first-person shooters. Perhaps the most disorienting is that it doesnā€™t use a dual analogue control scheme. Instead, the Y-axis is locked during movement and only by using the free-look button can you actually look up and down. Combat instead uses a lock-on system, rather than allowing free aiming. This, along with the gameā€™s meagre selection of weapons, limits combat to a secondary role and helps the game push its exploration focus.

Like previous Metroid games, the game world is a large web of rooms and other nodes connected together. Progression is limited by what upgrades have been picked up, so certain doors will be impassable until a specific arm cannon upgrade can be found. It really does feel like Super Metroid with an additional dimension to the point where it sometimes feels like itā€™s reading off the same script. Many of the power-ups from the previous games can be once again found here, with few additions to actually take advantage of the extra dimension. Likewise, the gameā€™s minimalistic story features numerous settings and obstacles that are repeats from the seriesā€™ seminal entry.

Metroidā€™s lore has always been rather disconnected and abstract which makes it difficult to get a handle on how things work. The space pirates, for example, are a race of sentient creatures vying for galactic dominance, yet they were always depicted as sluggish, dimwitted, and extremely vulnerable, and it was hard to believe that theyā€™d have the ambition to build an empire, let alone weaponize a creature such as the Metroid. Metroid Prime does a decent job of making the space pirates a more rounded threat. Theyā€™re depicted as an amoral, technologically advanced, militarized society. You can learn a lot about the world, the backstory, and what youā€™re up against using logs that are read by scanning terminals and enemies with Samusā€™ visor. Thereā€™s an awful lot of text, much of it disposable, littered throughout the game, but it does a good job of adding depth to the space piratesā€™ organization while dropping a selection of five-dollar words for that added sci-fi effect. For the first time, thereā€™s a lot of context to whatā€™s going on and it really adds some useful perspective to the events in the game.

At the time of its release, and even throughout the Gamecubeā€™s lifespan, Metroid Prime was considered to be quite the graphical powerhouse. By todayā€™s standards, it has lost its dazzle, featuring blocky environments and low resolution textures, but at the time it was rather impressive. However, one part of its visual design that hasnā€™t aged is its attention to detail. The HUD in particular is creatively done, bordered by the edges of Samusā€™ visor to give the impression of looking out through her eyes. Thatā€™s not necessarily anything new, but it also reacts to environmental effects to further cement the illusion. Rain beads on it, vapour sticks to it, and if thereā€™s a bright flash nearby, the image of Samusā€™ eyes appears reflecting in the glass as she looks around. While this is all greatly superficial, itā€™s a rather impressive attempt to further immersion, and there are many other small details like this that add to it.

The Bad
While Metroid Prime was quite the looker in its day, it came at a price in the scope of its environments. Primeā€™s world boils down collection of nodes and corridors, which is fine since thatā€™s the sort of structure that previous games featured. However, the effect that it does have is that Talon IV doesnā€™t feel like a real place. While the topology is a little strange, demonstrating a variety of biomes in ridiculously close proximity to one another, itā€™s not the only reason for the preposterousness of its world. Thereā€™s nothing to really give you an idea of how everything links up. If it wasnā€™t for the map, keeping a sense of direction would be nearly impossible. The map screen itself shows an abstract honeycomb when zoomed out, rather than a view of the overworld, and itā€™s difficult to place everything together mentally. This could have been solved by giving the player a view of the world from a high place, or having Phendrana Drifts visible in distant mountains and the Phazon Mines from atop a cliff, but no effort was made to tie everything together believably, making the world feel tangibly phoney.

Considering the game plays out entirely in the first-person perspective and a lot of attention has been given into the visor to make it actually appear as though the game is played out through Samusā€™ eyes, itā€™s a little unfortunate that Prime still falls into the old standards of establishing shots. Cutscenes are pretty rare, but when a new environment or particular enemy is introduced, the game cuts away to show Samus standing rigidly on the doorstep as she looks around. Obviously, this doesnā€™t have much of an impact on gameplay aside from taking the player out of the moment, but I feel that the camera should have never left Samusā€™ helmet.

Thereā€™s a lot of backtracking late in the game; more than usual for a Metroid game. The worst example of this occurs towards the end of the game where youā€™re required to collect a number of artefacts to reach the final area. There are some very specific hints available that reveal their positions, but itā€™s still necessary to walk across hellā€™s half-acre to actually reach them. Some can be picked up as you go throughout the game, but others require you to have a vast collection of power-ups before you can reach them. This isnā€™t a major ordeal, but it is the weakest portion of the game by far. It reduces the gameā€™s already sluggish pace to a glacial crawl as you hop around the environment on a treasure hunt.

The Bottom Line
I replayed Metroid Prime and Metroid Fusion in tandem and came to the conclusion that while I enjoyed Metroid Fusion more than I did previously, I enjoyed Metroid Prime less. Itā€™s not that I didnā€™t enjoy Prime, itā€™s an OUTSTANDING game, but in my youth, I loved it. Metroid Prime never really reaches the high points of Super Metroid, but it still delivers a pretty tight experience. The atmosphere is excellent and the attention to detail is almost peerless. Itā€™s commendable that Retro was able to translate the exploration based gameplay of the earlier sidescrollers so deftly to the third dimension. I have my doubts that any other developer will meet with the same success that was found here when it comes to translating the Metroid series to 3D.

GameCube · by Adzuken (836) · 2015

It was alright while it lasted....

The Good
Fun, fun, fun. Metroid Prime oozes fun, the graphics are gorgeous and the environments sprawling and full of little alcoves and nooks to explore. Enemies are nicely rendered however I do have a couple of qualms with them. The puzzles are ingenious and involve you rolling around in morph ball mode or finding and shooting runes to activated doors. Boss battles are pretty epic and normally involve 2 or 3 different forms.

The Bad
The game is short I finished it in 6 or so hours the first time I played it through. This is a shame aswell because the game feels so epic and then all of a sudden it's just over. Additionally enemies are pretty dumb, the insect based ones will float around or crawl around and run into you to attack you. Shooting enemies will hide behind things to a degree or stand out in the open and shoot at you, one thing I did like was the fact that some will fall when shot and turn around and continue shooting from their prone position but otherwise they are quite stupid. It's also hard to die as nearly all enemies will drop health replinishing items or missiles which are pretty devastating provided you have the room to store them.

The Bottom Line
Metroid Prime is a great FPS. I don't think it really revolutionizes the genre but it feels fresh and most of all it feels like a game you want to keep playing. Unfortunately the game is so short you can't keep playing it and you walk away feeling unfulfilled. A nice aesthetic, great gameplay and a fistful of great ideas more than compensates for this though.

GameCube · by AxelStone (34) · 2008

Game of the year? More like game of the decade!

The Good
Very seldom can you trust superlatives in a game review. Surely, you can't believe that Metroid Prime is so incredibly good that it's possibly the finest game ever made for any system. I was skeptical, too. Well, believe it, because Metroid Prime is quite simply a modern-day masterpiece. The graphics are astounding, and the level design is pure genius. There are a great deal of clever tricks to be performed, and a nice array of secret areas. And for those (like me) who were skeptical of the transition to 3D, be assured that the game doesn't lose any of that classic Metroid gameplay, and in fact gains something in the addition of the third dimension. After playing Prime, you'll swear the series was born to be in 3D. Topping off all the goodness is the polish of the game. Retro Studios went the extra mile to add a bunch of subtle effects that add to the atmosphere, making this one of the most immersive games ever.

The Bad
There's not much to dislike, but if I had to really stretch, I'd say two things are kind of downers: 1) it's sometimes difficult to aim at enemies way above or below you, and 2) there is a lot of backtracking. These complaints are minor as 1) the battles are easy and 2) there is so much eye candy and new areas to explore that backtracking hardly seems like a chore.

The Bottom Line
This is classic 2D Metroid brought into the third dimension. It's amazing, it's detailed, it's exciting, and it's a very lengthy adventure. This is an absolute must-have.

GameCube · by Brian Benway (2) · 2002

[ View all 16 player reviews ]

Trivia

1001 Video Games

The GameCube version of Metroid Prime appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Development

Nintendo gave the development of Metroid Prime to the U.S. based Retro Studios in part due to the fact that the Metroid series, while being incredibly popular in the United States, has never sold as well in Japan.

Retro Studios also worked on a role-playing game for GameCube called Raven Blade of which a video was shown during E3 2001. However, in late 2001, it was announced that the game was canceled by Nintendo so that focus would be more on Metroid Prime. As a result, an unspecified amount of workers were laid off.

Manual

The manual has an amusing problem. Like in many of the Nintendo manuals, there is a lined page for the player's own notes, but the page has light lines on a very dark background. This makes most pen marks practically invisible, so the page is almost useless for its intended purpose (this applies to the Finnish/Swedish original release manual, at least).

Metroid Fusion

After finishing Metroid Fusion on the GBA, and linking up to a GameCube: * A new suit will be available * It will be possible to play the original Metroid on the GameCube

References

Kraid, from Metroid, was originally intended to make an appearance in Metroid Prime as a boss and was modeled and skinned by Gene Kohler for that purpose. However, time constraints prevented it from being included in the final version of the game. Though the beta version displays him inside Phazon Mines, according to Kohler, he was in fact replaced by the Omega Pirate. Kraid is referenced, however, in Metroid Prime. One of the tanks in the Space Pirate's base suggests that one of the Pirate's experiments is to recreate the creature. Body parts in the vat appear to be Kraid's. Of note is the head, since it appears to be covered by a metal dome in the picture.

Screw Attack

While many of Samus' signature moves are present in Metroid Prime, the infamous screw attack is strangely missing. Fans speculate that this is due to difficulties meshing it with the first-person perspective of the game. The screw attack does appear in Metroid Prime 2: Echoes.

Awards

  • 4Players
    • 2003 ā€“ Best Console Action Game of the Year (GameCube)
  • Electronic Gaming Monthly
    • February 2006 (Issue #200) - #52 in the "Greatest Games of Their Time" list
  • GameSpy
    • 2002 ā€“ Game of the Year
    • 2002 ā€“ GameCube Game of the Year
    • 2002 ā€“ GameCube Game of the Year (Readers' Choice)
    • 2002 ā€“ Best Music of the Year (GameCube)
  • Golden Joystick Awards

Information also contributed by ~~, Mark Ennis, Steve Thompson, Tiago Jacques, and WWWWolf .

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Contributors to this Entry

Game added by Servo.

Wii added by gamewarrior.

Additional contributors: Unicorn Lynx, Guy Chapman, gamewarrior, Big John WV, Cantillon, Patrick Bregger, piltdown_man, Rik Hideto, FatherJack.

Game added November 20, 2002. Last modified October 22, 2024.