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Game Forum / Nintendo / GameCube / November 2004

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My review of Metroid Prime 2 (spoiler free)

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Leon Dexter - 25 Nov 2004 05:28 GMT
Metroid Prime had the most beautifully constructed game world ever.  It
coupled that with great 'converted from 2D' gameplay that was fresh and
original.  It covered a huge area consisting of several levels, all
interconnected and freely explorable, with very little repetition of
geometry.  Every tree, rock, and wall was unique.  And even though the game
is free roaming and detailed, the game avoided losing the player's attention
with load times by its clever use of streaming and cutscenes.

Metroid Prime 2 continues everything Prime 1 introduced, from the
unsurpassed immersiveness of the "in the helmet" view (with moisture beads,
face reflections, etc) to the meticulous detail in every bit of its
indoors-and-outdoors world, to the perfectly-translated-from-2D jumping and
morph ball puzzles and combat system.

It's a masterpiece, just like the last game, but set in an even larger and
more detailed world (though not as varied in theme), with more abilities and
a longer play through time, and an added multiplayer mode.
But not everything is improved.

The Light and Dark world theme is sometimes clever as you wonder how to get
to the same place in one world as you have been in the other, but many of
the puzzles are "gimme" puzzles, because the game insultingly spells out the
solution for you as if you're not only too dumb to understand how to solve
it, but also too dumb to know when you've solved it and must be told.  Other
puzzles are much more subtle and clever, notably some of the morph ball
sequences.

Also, the Light and Dark Beams are generic and not as fun or interesting as
the Wave and Ice Beams they replaced.  The ammo system is a dose of reality,
but mis-placed in a game where enemies drop "powerups" and doors are
weapon-specific (how does anyone but Samus get through them?).
That bit of reality would have been more welcome in other aspects of the
game.  For example, the game introduces some and re-uses other types of door
locks.  Most of them are door "covers" and must be broken or keyed open only
once, leaving the "normal" door behind that can be activated by any weapon.
That should be the case with ALL doors, rather than leaving 3 other types
that are weapon-specific, which is annoying and unnecessary.  The game's
system of using acquired abilities to access new areas is time-honored but
never gets old, but a "Light Beam Lock" would accomplish that as well as a
"Light Beam Door" that must be shot with the Light Beam every time rather
than just once.   And the re-appearing enemies, though they do change over
the course of the game in some areas, could benefit from a little
randomization, even controlled randomization among a couple of enemies
and/or placement (especially the War Wasp nests).

On the other hand, weapon-specific enemies are mostly gone, replaced by
enemies defeatable with any weapon but weaker against a specific one.
That's very welcome--more believable and open-ended while also being more
challenging, since you won't immediately know which weapon is THE weapon you
must use.

The story is nothing more than it has to be to justify the gameplay.  In
other words, it's bad.  Dark Samus is a dumb idea, and not only that, but
she is neither explained for those who might not have seen the last game's
hidden ending, nor is she further revealed for those who did see it and
wonder what she is, why she's there, etc.  And her use as an antagonist
draws the story away from the completely uncharacterized (other than "evil")
Ing and poorly characterized (in comparison with the Chozo) Luminoth, and
also away from the Space Pirates, whose logs drove the story in Metroid
Prime 1, but who are only incidental enemies here, and who are completely
forgotten long before the end of the game.

The story is told mostly the same way as before--through brief cutscenes and
from scanning the environment.  It works fine, but can become monotonous.
There is one time in the game, though, when scanning a log triggers a
cutscene.  I felt that worked well, and I would have loved to see other key
scans played out in video.  And the logs of the soldiers and key Luminoth
could have been audio logs, which would have made much more sense than
reading a trooper's log that says "Agh! What's that? No! Don't--".  That one
cutscene--the only one not set in the present--was a hint of lost potential.

The enemies are numerous and varied, much more so than in most games.
They're well drawn and well animated.  The re-use or re-naming of some feels
cheap, but the complete lineup of characters is huge and diverse, and very
satisfying.

The boss battles are a highlight, of course, and they're mostly very well
done.  A couple have stages that are longer than they should be, but on the
whole the bosses are challenging but not too frustrating, and my only real
complaint is that some of them have multiple stages or even body parts that
must be scanned to get 100% on your Logbook.  That is a cheap trick, and to
reach the end of the game and find that you didn't scan a "stunned Boss
head" when there are already FOUR entries for that boss seems completely
unfair.   But when you're not paranoid that you might miss a scan, the boss
fights are a blast.

The game is paced over a kind of exponential curve, with the difficulty
increasing as your skills and abilities do, and it's a very back-loaded game
in the powerup department--just when you think you must be closing in on the
end, you gain several more abilities and therefore new areas to explore.
It's a lengthy game, even more so if you turn off the Hint System (on by
default).  With that off, it took me 35 hours to beat the game with 100%.

The multiplayer mode is mildly entertaining at best, forgettable at worst.
It has potential that is wasted by there being no options at all (the option
to turn on or off each powerup would have been a huge improvement, since
some of them are randomly picked, impossible to turn off, and useless--a
terrible combination).  I'm predicting this mode will be ignored by most,
and that is what I'm doing as well.

In the end, I rate this game as dead even with the first, and I consider
that possibly the best game of this console generation--certainly it is in
the areas of art direction, immersiveness and level design.  The good and
bad in Metroid Prime 2's additions nets out as a slight improvement, I feel,
but in its favor Prime 1 had the feeling of newness that a first-time 3D
installment of a franchise brings with it, and the originality of the
immersive visor interface and 3D morph ball puzzles.  So that means I place
this game at the top of my list along with the best games ever made,
including others of the Metroid series.
Jimmery - 25 Nov 2004 16:59 GMT
> Metroid Prime had the most beautifully constructed game world ever.  It
> coupled that with great 'converted from 2D' gameplay that was fresh and
[quoted text clipped - 105 lines]
> this game at the top of my list along with the best games ever made,
> including others of the Metroid series.

good review. i will have my hands on the game, hopefully, tonight and i cant wait...
steve - 25 Nov 2004 18:14 GMT
ive just finished the sanctuary fortress so im pretty close to the end of the
game, the first two environments didn't impress me too much, the temple
grounds and agon wastes might as well have been a continuation of the chozo
ruins, and the bog was a lot like the tallon overworld, and the dark world
doesn't do much for me. my main gripe is that i was hoping for completely new
and fresh environments this time around, everytime i walked into a new
environment in metroid prime my reaction was 'wow, this is beautiful and
looks completely different from everything i've seen up until this point',
especially prendrana drifts. i didn't get that this time, until i entered
the sancturary fortress. see now thats what im talking about, why couldn't
all the environments have been this cool and distinctive? i wish they would
have kept more of the crazy wall and floor lighting they had in the tunnels
leading from the elevator to the main entrance, if every inch of it was just
totally futuristic and alien looking. also the music for this level is so far
the best in the game. BUT despite the re-hashness feel of most of the
environments and the filler feel of the dark world, its still immensely
enjoyable, i work all day and have been going to bed at 3am becauce i cant put
the controller down at a reasonable time. also the bosses could have been
cooler, some were annoying. in metroid prime 1 there were only two level bosses
that were truly cool and memorable, the rock boss and omega pirate. up until
quadraxis none of the bosses in this game were terribly cool and/or memorable.

one thing about the game so far is that there are no annoying levels, like the
dark part in phendrana with the visor.. phazon mines was the kind of place i
didn't like spending much time in, a lot of space pirates, a lot of metroids,
the lower level with all the phazon and having the use the visors, etc.. it was
easy to die. i thought sancturary fortress was going to be like that but it
wasn't, it was the most fun yet.

i bought half-life 2 the same day as metroid 2 and everyday that went by i
played less and less hl2 and more and more mp2, in fact other than the first
two days the only time i played hl2 was when i got stuck in mp2 and i haven't
played it in a good five days now.

its a fantastic game, at first i was convinced it wasn't going to be good as
metroid prime but it really is, its a definite sequel. for the next game on
revolution i don't want another sequel, i know part of that 'wow' factor was
seeing metroid in 3d for the first time and that will always be attached to
prime like it was for oot, but there's plenty of wow to be gotten from cool
looking environments, cool level design, cool music, cool enemies, cool bosses,
and cool weapons. i hope the next game blows us away on every level. i also
hope they manage to throw in more old metroid themes, like norfair in magmoor.
one of the themes from the original metroid is especially good, i don't know
what its called though, mr. bungle did a great cover of it, look it up on
kazaa, i'd love to hear some version of it somewhere in the next metroid game.

>Metroid Prime had the most beautifully constructed game world ever.  It
>coupled that with great 'converted from 2D' gameplay that was fresh and
[quoted text clipped - 105 lines]
>this game at the top of my list along with the best games ever made,
>including others of the Metroid series.
Ray Blaak - 25 Nov 2004 20:17 GMT
> one thing about the game so far is that there are no annoying levels, like
> the dark part in phendrana with the visor.. phazon mines was the kind of
> place i didn't like spending much time in, a lot of space pirates, a lot of
> metroids, the lower level with all the phazon and having the use the visors,
> etc.. it was easy to die. i thought sancturary fortress was going to be like
> that but it wasn't, it was the most fun yet.

To each his own, I guess. The dark lab in the phendrana was one of my
favourites, simply because the infrared effect was so overbearing. It felt
very disturbing, authentic, futuristic and challenging all at once.

Similarly, I also loved the phazon mines: so much interesting action. I did
find it a little frustrating at first, but once I learned it I enjoyed it
immensely.

Signature

Cheers,                                        The Rhythm is around me,
                                              The Rhythm has control.
Ray Blaak                                      The Rhythm is inside me,
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Leon Dexter - 25 Nov 2004 23:43 GMT
> ive just finished the sanctuary fortress so im pretty close to the end of the
> game, the first two environments didn't impress me too much, the temple
[quoted text clipped - 6 lines]
> especially prendrana drifts. i didn't get that this time, until i entered
> the sancturary fortress.

The environments can't always be based on a completely new theme.  After
Prime, which did fire, ice, caves, desert ruins, underwater...there are not
very many obvious themes left to do.  There are a lot of less obvious
themes, like the swamp they used this time (and is gorgeous but
underappreciated in what I've read, only because it has water).
The levels may not have obvious themes, but they are not "rehashes" by any
means.  They've been modelled in tiny detail without re-using almost
anything, aside from crates and such.
I can appreciate the use of easy themes, but we didn't want them to use fire
and ice again, did we?  What would you have liked to see, or want to see in
the next one?

see now thats what im talking about, why couldn't
> all the environments have been this cool and distinctive? i wish they would
> have kept more of the crazy wall and floor lighting they had in the tunnels
[quoted text clipped - 7 lines]
> that were truly cool and memorable, the rock boss and omega pirate. up until
> quadraxis none of the bosses in this game were terribly cool and/or memorable.

I thought that two of the three bosses that you have to fight as a morph
ball were very memorable--not they themselves, but the battles.  Very
original and cool (if a bit too easy).  But yeah, some of the slightly
modified Ing Warrior bosses aren't going to end up in a "Coolest Bosses"
lineup.  Quadraxis might, or the last Ing boss.

> one thing about the game so far is that there are no annoying levels, like the
> dark part in phendrana with the visor.. phazon mines was the kind of place i
> didn't like spending much time in, a lot of space pirates, a lot of metroids,
> the lower level with all the phazon and having the use the visors, etc.. it was
> easy to die. i thought sancturary fortress was going to be like that but it
> wasn't, it was the most fun yet.

I agree.  The dark part when you pick up the heat visor was annoying.  It
seemed like they stuck it in there to force you to use the new visor.  This
one has a bit of that, too--the last visor isn't very useful except when you
are forced to use it.  The first one you pick up is put to much better use.

> its a fantastic game, at first i was convinced it wasn't going to be good as
> metroid prime but it really is, its a definite sequel. for the next game on
[quoted text clipped - 7 lines]
> what its called though, mr. bungle did a great cover of it, look it up on
> kazaa, i'd love to hear some version of it somewhere in the next metroid game.

I agree with that.  I hope Retro is getting to work on the Revolution right
away, and I want to see some movement along in the series (start ditching
pointless throwbacks to the series like beam-specific doors) at the same
time as bringing in parts of the older games that deserve inclusion, like
Kraid, perhaps...
 
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