darthkarki
Member
Sheesh, this ended up way longer than I expected. TLDR: I didn't love the game. Too much backtracking, poor level design, no story, annoying combat. But what do you think? What do you like/not like about it?
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I just completed Metroid Prime Remastered. This is my first Metroid game, and perhaps being somewhat overhyped by the praise the original has received over the years I'm left mostly underwhelmed.
I've wanted to play the Prime trilogy for a long time but haven't had the opportunity. They are some of my brother's favorite games, I'd say they are considered classics - well received at release, and that opinion doesn't seem to have shifted over time - and I love "Metroidvania" style games (despite the fact that I've never played a Metroid or Castlevania ). I was very excited hearing about remastering efforts for the Switch as that would allow me to finally try them out - with a facelift to boot.
The good:
The less good:
I recognize I'm coming at this 22 years later, and there have been a lot of advancements since then. Many of the things that have been done better in later games were done first here, and it was probably very innovative at the time. But we do have different standards now, and that's kind of my point/question: is this really still a great game now?
I'd compare this to something like The Legend of Zelda: The Wind Waker. I also recently played that for the first time, and it was magical. It absolutely stands the test of time and is fantastic to play now even for the first time.
Personally, if someone is looking for Metroidvania style games today, I wouldn't recommend this one. I think there are far better examples:
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I just completed Metroid Prime Remastered. This is my first Metroid game, and perhaps being somewhat overhyped by the praise the original has received over the years I'm left mostly underwhelmed.
I've wanted to play the Prime trilogy for a long time but haven't had the opportunity. They are some of my brother's favorite games, I'd say they are considered classics - well received at release, and that opinion doesn't seem to have shifted over time - and I love "Metroidvania" style games (despite the fact that I've never played a Metroid or Castlevania ). I was very excited hearing about remastering efforts for the Switch as that would allow me to finally try them out - with a facelift to boot.
The good:
- The remaster is very well done. It easily stands among the best looking Switch games. I love how many control options were included - however you want to play, you're likely covered.
- The overall conceit is perhaps unoriginal but still classic and always appealing - traveling through space, exploring alien worlds, fighting monsters. A lot of the environments have a good sense of atmosphere.
- The different visors is a very interesting concept, although I don't think the implementation was quite perfect. I did enjoy scanning everything around the environments, building up logs, and learning story details through them.
- Some of the puzzle elements were pretty cool - finding out you could double-hop with the morph ball bombs blew my mind. Wish there was more of that!
The less good:
- Starting with the worst design element: backtracking. Dear God, this was so annoying. At least half of the playtime is just endlessly traversing across the same damn corridors and rooms over and over to get from one end of the map to another.
- This game is desperately crying out for fast travel spots, and honestly just including that one thing would make it so much more enjoyable. Returnal did this perfectly - it's a very similar design with branching corridors and rooms, but a handful of fast travel spots drastically reduces the frustration and wasted time of backtracking.
- Alternatively (or even better, additionally), this could be ameliorated by better level design with more interconnectivity and shortcuts. I love in games like Demon's Souls where you will fight hard through a long gauntlet to get to new areas, but then will open a new door that allows you to instantly walk right there in the future. In Prime, you may enter an area and make your way to the objective by one path and come back by another, but both paths are super long and annoying to re-traverse. It doesn't make it any faster to get back, just different, and that's not better.
- To me, the biggest draw of the Metroidvania style is the progressive acquirement of new tools that allow new actions and access to new areas. I'll see something I can't access yet, but then acquire the necessary tool, allowing me to come back and try again. But when that requires walking for miles back through a hundred boring corridors filled with the same stupid respawning enemies to get there, and then back again when I'm ready to continue, I have absolutely no desire to try.
- Level design. For the most part, the game is one long corridor after another. It's just not very interesting. There are a few smaller areas that buck this trend - Chozo Ruins and Phendrana Drifts have some more interesting rooms and some paths that interconnect and loop back on themselves - but those are the exception. Nowhere is this more pronounced than in the Magmoor Caverns. That entire area is literally one long corridor: in almost every room, you enter one side and walk out the opposite. There are exactly two rooms in which there are more than one enter and one exit door, and they don't even lead to extra paths, just one room sticking off the side.
- Again, this problem is exacerbated by the fact that you have to continually re-traverse these same boring corridors over and over. It might not be the height of level design across the industry, but it would at least be less aggressively in-your-face about it if it just had fast travel spots or a few more shortcuts.
- Story. ...What story? Seriously though, I was surprised that there is basically no story or characters (besides what you glean off of scanning - more on that later). I was under the impression the Metroid series was a little bit more narratively driven. There is not a single line of dialogue. There are a handful of short cutscenes that amount to "you arrived somewhere" or "you departed somewhere". This is my understanding of the plot:
- Samus goes to investigate a derelict ship's distress beacon. It seems like there are some monsters aboard that attacked the crew.
- I fight a big monster.
- What is this? Why do I care?
- A metal space dragon shows up and then leaves. I follow it to the nearby planet.
- Why do I follow it? What is the space dragon? Why do I care?
- I wander around killing wildlife and collecting bits of my equipment that is lying around for some reason. I think I'm trying to find the dragon but have no idea if what I'm doing is heading towards that goal. It seems there are more intelligent aliens doing some kind of experiments as well.
- I find a bunch of glowing keys and bring them to a temple and the dragon shows up now for some reason. It attacks me for some reason, so I kill it.
- Why can't I leave the planet now? Isn't finding the dragon why I was here?
- I use the keys to open a passage into a cave beneath the temple. Since I can't leave, I explore.
- There is a big glowy monster down there that attacks me, so I kill it. Now I can leave.
- What is the monster? Why do I care if it lives down there? The previous civilization is already gone, what more damage can it do?
I'm being somewhat facetious - since when do we balk at shooting anything that moves in a game? My point the game doesn't really explain anything that is happening or why it matters.
- Of course, this is completely ignoring what I already noted: scanning. I actually really appreciate that kind of storytelling and piecing together what happened to the previous civilization and the details of what the space pirates are working on. However, I think that should be additive, not the entirety of the game's story. I think the fundamental, core plot should be presented in a more traditional fashion.
- Poor combat. I'm not terribly fond of FPSs in general, but some do better than others at delivering satisfying feeling combat. A few elements that I think contribute to this: interesting and varied player weapons and abilities, enemy variety and behavior, and hit reactions.
- All Samus really has is a gun. Even if there is a lot of variety in guns, I need something else - grenades, a melee attack, something - so that I'm not just shooting endlessly. It gets repetitive. I know that technically you have morph ball bombs also, but you can't use them for most combat scenarios. It's really a puzzle tool for specific use cases.
- There are a fair number of enemy types, I wouldn't say that's a problem. Some of them, specifically the wildlife, have some more interesting behaviors as well. But in the second half you're constantly facing waves of space pirates and Chozo ghosts, and they got old really fast. They shoot a couple shots, then maybe move a little bit, and then repeat ad nauseum.
- Some enemies have reactions to certain beams: some can be frozen, and that is fun. But most have no reaction to your shots. You just fire until they die, and nothing really interesting ever happens.
- Lastly, but perhaps most importantly: so many of the enemies are the most ridiculous bullet sponges. The bosses especially are guilty of this. It's just not fun spending minutes on end tapping the same button over and over to shoot the same enemy over and over with the same weapon over and over until they die.
- Respawning enemies. Considering you retrace your steps through the same areas multiple times, it wouldn't make sense for you to clear out an area and then never face an enemy there again. But it also sucks spending a ton of time fighting stupid bullet sponge enemies, going two rooms away and coming back, and then having the exact same goddamned enemies reappear. It at least needs some randomness and variability. Of course it's worsened by the fact the combat just isn't very fun to begin with. I ended up just racing through rooms as quickly as I could and avoiding every combat encounter possible, which I do not find to be a ringing endorsement.
- Visors. I actually really like this idea, and using it in exploration was very enjoyable. But you also need to use it in - you guessed it - combat, and I feel like the effects were designed to be used for slower paced exploration. It's just too blurry, disorienting, and hard to see when you're moving quickly and trying to track multiple targets.
- Gaminess. This is really subjective and personal. Everyone has different tastes and different levels of tolerance for realism vs gaminess. I love the realism of The Last of Us and I love the gaminess of Mario. In Metroid Prime though I feel there's a bit of a disconnect between the realism of the environments and story, and the gaminess of this immense amount of your personal equipment spread out all over this planet in bespoke rooms, floating in some kind of technology implying that it's meant to just be sitting there, but... why? And then you have these doors that for some reason have to be shot by different types of beams from your gun to open, which... just doesn't make sense. Samus' suit design kind of goes here too - the artstyle is maybe too faithful to the 2D originals while the environments have become much more realistic. It stands out in an odd way.
- The ending. The final boss fight(s) were quite dramatic and impressive, minus the bullet sponginess. But the ending after that... oh my word. Anti-climactic is an understatement. Text states the area is collapsing, so I thought I was going to have to escape like on the ship at the beginning. But no, it cuts and you appear outside. The ground is rumbling, it feels like everything is going to come down. You call your ship, it arrives, you jump on, look back, and... there's a little fire on the ground. The end. The whole thing is maybe a minute long.
I recognize I'm coming at this 22 years later, and there have been a lot of advancements since then. Many of the things that have been done better in later games were done first here, and it was probably very innovative at the time. But we do have different standards now, and that's kind of my point/question: is this really still a great game now?
I'd compare this to something like The Legend of Zelda: The Wind Waker. I also recently played that for the first time, and it was magical. It absolutely stands the test of time and is fantastic to play now even for the first time.
Personally, if someone is looking for Metroidvania style games today, I wouldn't recommend this one. I think there are far better examples:
- The Batman Arkham series
- God of War 2018 and Ragnarok
- The Ori games
- Returnal
- Probably more but that's all I can think of at the moment.