Metroid Prime Remastered. Still a good game (held up better than Super Metroid, anyway!). Jumping and rolling and boosting quickly around Tallon IV still feels satisfying. Collecting collectables is still fun. Bosses are still good, mostly (I replayed again on Hard yesterday and Omega Pirate can be frustrating even when you understand his AI). The facelift's done the game some good. A few criticisms:
1) Might be eyes starting to go bad, but some parts of the environment are darker than I remember and I have to stumble about to find exactly where to go to get out. Minor issue though. Edit: This was an issue of the TV I was playing on and the angle I was sitting at. I finished up my MP run in handheld mode and had no lighting issues in the same areas where things had gotten dark prior.
2) Lock-on is stingier than I remember. That is, the distance from which the reticle can be positioned away from a desired target before firmly locking on to that target when prompted feels stricter than I remember. This is only an issue when I'm charging a beam because that part of my hand is too occupied to move the right thumb stick but this is one area where the tank controls were better (the only one?).
3) Priority drops are barely a thing in this game! I don't remember how vanilla MP handled them, but I know in MP2 when you were out of ammunition or very low the game made a point of prioritizing those drops. This is really only an issue for Power Bombs as I needed to farm drops early on because there are so many Bendenzium gates near where you acquire them, and outside of certain boxes which seemed pre-programmed to give certain drops, farming for PB drops was pure luck of the draw, usually with bad odds.
4) Few shortcuts sometimes made traversal a pain. The landing site on Tallon Overworld and Phendrana's Edge are on opposite sides of the map, for instance, and it takes several minutes to trek over there and back . Some trips back and forth are bit much too just by repetition. It's been a long time since I played this game without sequence breaking (i.e. always get Space Jump first lol), but man that first Phendrana trip is rough. Ruins --> Magmoor --> Phendrana (Boost Ball) --> Magmoor --> Ruins --> Tallon (Space Jump) --> Ruins --> Magmoor --> Phendrana (Wave Beam) --> normal progression through Thardus ... and then after that Magmoor --> Ruins again for Ice Beam and then --> Magmoor --> Phendrana *again* for Gravity Suit --> Magmoor --> Tallon (for Crashed Frigate) *directly* finally now that you have Spider Ball. --- Playing MP again with a vanilla route with no sequence breaking, it's clear how much MP2 improved on backtracking pathing. Yeah, sure, it's a little boring at first how all the regions in the game are clearly designed to be completed in sequence and be accessed from a central hub area (even if that hub area at least has puzzles, expansions to find, etc.) but the games opens up two sets of shortcuts as you play through the game that are placed decently well so that nothing's too agonizingly far away - first, more regular elevators scattered about the levels and, in the endgame, the beam of light transporters in the regional energy rooms.