The different areas lead from the borders of a jungle, to the ancient ruins of a great Chozo city, to the molten caverns beneath the planet, then onto the icy borderlands and a Space Pirate Base, a crashed spaceship submerged in a massive lake, and finally a space pirate mining facility. And though Metroid Prime does contain some cavern exploration, the overwhelming majority of the game is on the surface of a rich, vibrant planet. Metroid, Metroid II and Super Metroid all took place (for the most part) in caverns underneath a planet's surface. Speaking of the planet's surface, this is where the series takes a big step apart from its predecessors. There is literally five ways to get to the same place, some longer but easier, others shorter but more grueling. Much backtracking is required, especially the further you progress in the game, and the more of the planet's surface you explore the more routes into older areas you can discover. The way the game is designed, however, is far from linear. An item must be obtained, which in turn gives you access to another area with another item, which in turn leads to another are with another item, and so on and so forth. I prefer to think of it as an Open Ended Shooter. But it also requires just as much exploration (a hallmark of Adventure games), and the lack of ammo capacities in all four of your weapons does not encourage players to be conservative in their use of stronger weapons (a hallmark of FPS titles). Every single path leads somewhere, though frequently you need items you won't obtain until much later in the game to actually travel to the end of the road.Ī war has been raging between gamers since this game was launched - is it a First-Person Shooter or a First-Person Adventure? The game contains an overwhelming amount of run-and-gunning, it's true. Retro did a wonderful job of reproducing this theme in a 3-D format, even if they did opt to leave out the dead ends. Some passages lead to riches, others to dead ends and traps. Metroid titles have always had a traditional concept - large areas filled with hundreds of secret passages. Metroid Prime on the Gamecube in November 2002. Diehard Metroid fans eventually began to despair that they would ever see another release in the series, until we finally got it. And so it was pushed to Nintendo's tentatively titled Dolphin. Originally slated to be a Nintendo 64 release, it was ultimately decided the game was too huge to be released on the Nintendo 64's limited cartridge format (a limitation which had giving Nintendo problems for years, and was a contributing factor in Squenix's move to produce games on the Sony Playstation). Whatever the reason, the completely unknown company known as Retro Studios finally took it upon themselves to create Metroid Prime. What took so long for Metroid to get a facelift? Metroid, Metroid II: The Return of Samus and Super Metroid had long been considered among the best titles on their respective systems. Sonic the Hedgehog and Final Fantasy had gone on to huge success in the next-gen systems of the Nintendo 64, Playstation and Dreamcast. The Mario Brothers, the Legend of Zelda and Donkey Kong had been getting next-gen titles for years. Metroid, long the ignored bastard red head of the Nintendo all-stars, has finally been redone for the next generation of video gaming. Metroid, Metroid II: The Return of Samus and Super Metroid had long been considered among.
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