Goreomedy said:Why I thought it was relevant: The only backtracking I did in the game was to hunt for the final artifact. I honestly can't remember a single moment of backtracking beyond that. At what specific point did Metroid fail you here?
As for the doors, they didn't disrupt what I felt was a seamless alien world. The doors are a franchise staple that almost always opened without hesitation. They were no more obtrusive than, say, any door in a Zelda game.
Ok, hold it RIGHT THERE! I found myself doing lots of backtracking in the game. So much that I even stopped playing it (got to about 75% of it), though I intend on finishing it before Echoes is released.
As for the level design, I don't think there's anything particularly great about it. Sure all the areas are connected but that doesn't make the design brilliant. For me level design brilliance is about how much a level produces interaction with the gameplay and, well I just didn't see that in such a big way (other than the platforming elements, which I thought were good, but not great.) This is why I mention Prince of Persia, because everything inside the level was thought of in relation to the gameplay. Sure, there was nice architecture and detail in Metroid Prime, but this isn't really paramount in the level design area (as it pertains to this question.)
Take Ninja Gaiden, for instance. I loved how all the levels and areas were connected, but I don't think it's really a superb game in terms of level design (and like MP, for the game to be great, the level design doesn't need to be because that's not the focus of the game.)