
In a Phazon Supernova
I’m very excited about the upcoming release of Metroid Dread in October. It’s been over ten years since the last completely new Metroid game, and over 20 years since an all new 2D game in the series. While I have only played Super Metroid before now, there is another game in the series that gets bought up as being of equal, or possibly even greater, quality than the game: Metroid Prime. Released on the Gamecube in 2002, Prime was met with no small amount of ire from the series’ fans. It was the first 3D game under the Metroid name, developed by a western studio, and it changed the traditional 3rd person gameplay perspective into a 1st person shooter. Fans wailed that it was a true Metroid game before they had even played it; they had to because, once they did play Prime, they realized what an interesting, unique, and true take on the series the developers at Retro Studios had made.
It always blows my mind how good some games on the Gamecube look and Metroid Prime is not an exception. There are games with strong art styles like Windwaker and Mario Sunshine that will always look good, but even more realistic styles like Resident Evil 4 and the remake of the first game look practically next gen. Metroid Prime looks incredible for the console it released on with its clean textures and great models for the variety of enemies. The game would not look out of place as a PS3 or 360 game. It’s disappointing then when the GUI and the different visors cloud up the graphics. The transparent read out of Samus’s helmet is something you get used to and learn to look past, but it sometimes makes enemies to your side hard to spot or read how many missiles are left in your arsenal. The X-Ray and Thermal visors can be fun and are more often than not utilized well, but they just cover the screen in a homogenized filter.

While the graphics are great, the music and story I was more lukewarm on. While the music is good, and hearing remixes of Super Metroid tracks in areas like the Magmoor Caverns reminded me that I love that game’s soundtrack, it tends to be more atmospheric in nature and something I can’t bring to mind easily. I only have a basic knowledge of the story happening in Metroid Prime—something about Space Pirates trying to weaponize Metroids again, but this time with a new element called Phazon. Most of the story is fleshed out through pieces of lore and information you can scan from items in the world. It’s great when you get a tip on how to beat an enemy, but having to stop the game to scan things like computer screens to learn about the Space Pirates plans is not very engaging and completely breaks the pacing of the game. Which is disappointing because, at its bones, Metroid Prime is a fun game to play.
As the first game in the series to be in 3D, Metroid Prime had to translate the gameplay of the series into a completely new style; not only did it have to work around the z-axis, but it was also a FPS. The developers managed the transition beautifully though with Prime having the same core gameplay loop of its earlier, 2D siblings. The player explores the world of Tallon IV to find power-ups and abilities that unlock new areas to explore. The feeling of isolation the series is known for comes across well in Prime too. It’s just you against the world while you fight enemies, scour for secrets, and solve puzzles. Prime empathizes puzzles a little more than Super Metroid, but not by much. The world never feels like a Zelda dungeon to explore with that series love of puzzles, but you will come across many rooms on Tallon IV that take some clever thinking to pass through.
Even though Prime is a 1st person game, there are moments when you play in 3rd person. These are when using one of Samus’s staple abilities: the Morph Ball. I thought the transition of Samus emerging from the ball and the camera going into the back of her helmet would get tedious, but it never did. The switch is so quick and feels so natural, that I never minded it. The Morph Ball itself is fast and smooth to control leading to great feeling sections and puzzles to solve with the technique. It is mostly used to explore the world, but can be used in combat when Metroid attached itself to you and needs to be blown up by a bomb or as a quick way to gain some distance from a large boss.

The hardest hurdle to overcome when looking at a FPS from the Gamecube era is the controls. Nowadays, FPS controls are pretty universal: move with the left stick, aim with the right stick, fire with the right trigger. Things don’t seem to have been as clarified back in the 6th generation of consoles. Metroid Prime’s controls feel very clunky, and downright alien, to someone who is used to modern FPS controls. The left stick is used both to move Samus and aim your cannon, the big green A button is used to fire, and the C-stick (which would be the right stick on a more traditional, non-Nintendo controller) is used to swap between different cannon types. The game lets you lock onto enemies by holding down the left trigger, but they have to be near the center of the screen making flying enemies or ones close to the ground difficult to shoot. If you want to aim independently of moving your character, you hold down the right trigger, but even this feels strange since the aiming reticle constantly fights with you to return to the center of the screen. I did get used to these bizarre controls after a while, but the first few hours in the game were a mess of fighting with muscle memory.
Once you have a grip on the controls though, the combat in Metroid Prime is very satisfying. Swapping between all your different cannons and visors towards the end of the game can get tedious—and the tiny d-pad on the Gamecube controller meant I often switched to the wrong visor in the heat of battle—but it just feels good charging up beams, blasting missiles, and strafing around enemies. There is a good variety of enemies to fight and all have different methods for disposing of, keeping combat engaging. The bosses are all unique and interesting to fight too; all with gimmicks or little puzzles that need to be figured out in order to beat them and are all the right balance between tough and fun to fight. This all leads to an excellent difficulty curve throughout the game. I never felt over or underpowered while playing. Even when revisiting early areas with end game weapons because new, tougher enemies were now patrolling them.

You are alone on the world of Tallon IV and it’s up to you to find the necessary upgrades in order to overcome the challenges the alien planet poses. Like any other Metroid game, Prime is a deeply explorative experience and exploration is only rewarding if the world you adventure through is interesting. I’ve mentioned my problems with how the story is told in the game, but I’ve always been a more mechanics driven player than a story driven one. What I find appealing in a game that asks you to explore the world is interesting level design and rewards to find. Prime is not bad in this sense at all, but I found the world to be lacking compared to other Metroidvania games and even Prime’s older, 16-bit sibling, Super Metroid. The world of Tallon IV just seems small to me, which is pretty silly because the size of the world is huge, but so much of it is just rooms connected by winding hallways that it starts to feel repetitive. There are tons of secrets to find—more so than I even found since I ended the game with only about half of the missile expansions—but something about the 2D sprite work of Super Metroid made looking for the secrets feel more organic and satisfying. The level design is solid throughout, with clever ways the room layouts subtly guide players to where they need to go, but there are few places where the biomes of the world intersect or connect, usually by elevators. This means you end up travelling the same routes over and over again while backtracking since the map is tied up in only a handful of choke points.
And I said the dreaded word; the dirty word in video games that often turn people off from a game or a series or an entire genre: backtracking. I’ve never really had a problem with backtracking in games as long as there was still something to do on the way, like fighting the new enemies in old areas in Prime, and it was done for a good reason. Backtracking through Metal Gear Solid for the keycard puzzle was horrendous while backtracking in the first half of Dark Souls made me appreciate the level design so much more. There’s a lot of back and forth across Tallon IV in Metroid Prime, but it never bothered me for the most part because I knew it was leading to a new area to explore, a new upgrade to play with, or a new boss to fight. But then came the Artifacts.

After you have collected all the necessary upgrades, you will still have to unlock the final area of the game by finding twelve Chozo Artifacts hidden around the world. There is an area near the beginning of the game where you can get hints where all the Artifacts are by scanning pillars. This helps to some extent, but I would suggest using a guide as I did for this last scavenger hunt. I had only found four or five Artifacts by the time I had collected everything and that was with pretty thorough searching. Turns out, you need the X-Ray visor and the Plasma Beam—pretty much the last two upgrades you will find—to get nearly half of the Artifacts in the game. It seems strange for a game that empathizes exploration and finding secrets that so many of these are required to reach the end game before you can even think about looking for them. It would be so much more rewarding if they could be found by clever, curious or even knowledgeable players throughout their regular playthrough. If you use a guide and just write down the rooms they are in, the path to the Artifacts are easy to map out and the puzzles are satisfying to solve, but there’s no denying that the pacing of the game suffers due to this choice. It’s not quite putting a stick in the spokes of a bike, but more like a pleasant ride down a quiet road only to hit a mile of wet concrete to slog through.
Once I was in the space boots of Samus Aran, once I was exploring the alien world of Tallon IV, once I was blasting away monsters with the Charge Beam, I was in. Metroid Prime is a great game, no doubt, and I think I may even like it more than Super Metroid at this point. It is a very strongly designed, atmospheric, and engaging game to play. Now I see why people are clamoring for Metroid Prime4 and why everyone is begging Nintendo for the Prime trilogy to be ported to the Switch. With Dread releasing in a few weeks, the future’s looking bright for Samus. But is it the brightly twinkling stars she is heading for? Or a supernova of a sun just before it collapses into a black hole?





