1 review liked by Kutsufatmo


It's good to be playing new games again [Metroid Prime, Resident Evil 4, Dead Space...]

2002's Metroid Prime was my introduction to both the Metroid series and the search-action genre it spawned, and as far as first impressions go, I can't fathom it going much worse. I had such an unpleasant time with the game that I convinced myself I just didn't like the genre as a whole and cordoned myself off from it for nearly two decades. However, after playing Castlevania: Symphony of the Night back in 2019, I finally found the motivation to sit down and run through the classic 2D Metroids, and I thought they were pretty damn good.

I think it's important to reappraise things. After all, people grow and tastes change. I thought I hated Metroid, but now I am one of the initiated, immersed in Samus Aran's struggles and excited to get lost in strange, alien worlds with her. With the announcement of Metroid Prime Remastered, I thought "Holy shit they're charging 40$ for this, huh?" and went back to picking lint out of my belly button between rounds of Dragon Ball Z: Budokai. About two weeks later I saw actual footage from the game and realized it was a more substantive overhaul than I initially thought, and I shifted my thought process to "you know, there's no better time to replay this game than now." So I promptly bought a site-to-store copy from Wal-Mart which was cancelled because they ran out of stock, then I drove over to Gamestop and they were also out of stock, then I called the other Wal-Mart in town and they were out of stock, and then I went to Target and they had precisely one copy left which I bought for full price along with a Spectra Pro Controller because I refuse to ever play another game with those dogshit Joycons ever again and oh my god finally... Metroid Prime. It's been a long road.

Metroid Prime's opening aboard the space pirate's research station is one of the most iconic sequences from gaming's sixth generation. Every beat was immediately recognizable, as comforting and familiar as visiting a childhood home. Even the ensuing two hours on Tallon IV are remarkably smooth, with near perfect pacing and excellent level design that subtly guides the player onto the game's critical path, acclimating them to Samus' ever-expanding kit of suit upgrades in a way that is deliberate yet never overstated. Needless to say, I found a good groove with Metroid Prime early on and started to question what negatives I ever saw in it to begin with.

Having finished the game only a couple weeks prior, my friend Larry Davis has been pontificating to me about how bad Prime is. Worse than Other M, even! I disagree with that because not a single minute of Other M is good, and I've encouraged him to go through the arduous process of whipping a Wii out and refamiliarizing himself with that nightmare, but his greater point that Metroid Prime is a game that only becomes more agonizing the further you progress is one that I agree with 100%. The Phendrana research facility was my personal turning point, and the area that I feel highlights a shift in Metroid Prime's rhythm that is for the worst and which persists until the credits roll.

Backtracking is a pillar of this series, and it is not something I have an issue with inherently, but the way it manifests in Prime feels like it exists to pad time. Upon gaining the thermal visor, you must trudge your way back out of the research facility and march a considerable distance across the map to find your next objective, with little changing along the way other than a few rooms now have the lights off. Whereas the opening two hours has very fluid and naturalistic pathing that doesn't tread on your agency, the remainder of Prime sees you zig-zagging between distant locations with very little sense of where or why. It's like someone at Retro threw a dart at a map to determine where your next upgrade is, with even less consideration given to making the run there enjoyable.

Making things even more tedious is the fact that most areas are designed around specific one-time combat encounters and events. What was once a thrilling set piece is now a hassle that far more encourages you to simply zip past enemies and carry on, assuming you even can as a considerable amount intentionally create bottlenecks to force you into a fight. Unfortunately, combat feels patently underwhelming. Enemies are incredibly spongy and derivative, and the only real strategic element late in the game entails switching to the correct color-coded beam to take out elemental-infused rehashes of previously fought pirates and Metroids. Fun fun fun fun.

Metroid Prime Remastered does make a number of improvements over the original game, at least. The most obvious is in appearance. This might be the best-looking game I've played on the Switch. Environments feel much moodier and more atmospheric, and I really love the soft lighting of locations like the Chozo Ruins. Metroid Prime has always had good art direction, but the increased fidelity really helps it shine. I can only imagine how much better this would look on current hardware, but it's impressive for a game that's a generation behind. That said, I have heard from at least one friend who is far, faaar more familiar with Metroid than I am that the filters for the various visors are straight fucked. He claims the thermal visor made him physically ill, and although I did not have quite that severe of a reaction to it, the processing going on for the thermal and X-ray visors is so intrusive that they rob them of their functionality.

Controls are improved as well, though with a couple important caveats. By default, the game now has dual stick support, allowing you to play Prime like a normal first-person game. To be fair, in 2002 this sort of control scheme had yet to be codified, and I can only think of two games off the top of my head that supported it: Quake 2 for the PS1 and Timesplitters, I believe, although if you wanna stretch it, GoldenEye technically did if you wanted to do some real freak shit and whip out a second controller. (Correction: Halo: Combat Evolved predates Prime by a full year, and I consistently forget this.) However, you can tell that Prime was not built around this more free-wheelin' control method given how targeting still seems to be the most efficient way to approach enemy encounters, though having total control over the camera otherwise makes exploring Tallon IV feel more immersive. On the other hand, I do have some beef with how combo-weapons are mapped. You have to charge your weapon and tap the missile fire button, which requires you to awkwardly paw the controller with your middle finger on the trigger and index on the bumper. This is opposed to, for example, just having it set to charge a combo-weapon by holding the bumper itself. It's archaic and unnecessary and dampens its utility in a fight, which - in all fairness - is probably the point.

By hour four of ten in this game that has no business being longer than five, I started to think about how Metroid Prime is so clearly a game made by an outside studio, not because I have that knowledge in my head already but because that's how it feels. There's a reverence for the material, but a lack of understanding on what makes Metroid feel good that can only be communicated through its shortcomings, and the way it fumbles crucial elements like the routing of its critical path. Playing this again 21 years later has not given me an appreciation for Metroid Prime outside of the quality of life and graphical improvements the remaster has made. It has only reminded me of why I steered clear of the series and genre for such a long time after. Two stars for being Metroid Prime plus an additional half star for looking purdy.

We eat the sacred cow and together we burn.