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E3 Update: Evidence on the floor seems the initial guess I made about the control scheme was off. See what happens when you cannot play the game by yourself? It turns out that the control scheme is closer to GoldenEye than Turok, as I originally suspected. The control stick moves Samus; forward, back, left and right. The C-stick is used to select weapon modes now, meaning a quick flick is all that is needed. The L button is used to grapple, initiate "scan" mode (after selecting the visor by tapping the D-pad), and lock onto enemies ala Zelda (A feature early videos of Metroid Prime showed, but newer ones have not). The R-button allows a "free-look" mode, akin to GoldenEye's R-button functions. A is used as the primary button now, with tapping being a normal shot, and holding down charging your beam. B is now the strafe button, and although I would complain about this, many GameCube games have proven to me that one is quite capable of hitting A, B, and Y all at the same time. X now moves you into and out of morph ball, leaving the Z button functionless (As it should be). The Y key, finally, fires missiles. This allows for quick switching between normal fire and missile use; which, if the speed of the Metroid larvae is any indication, is very important.

On November 18, 2002, Nintendo is on the verge to give Nintendo fans two long-awaited signs of love, in the form of the hardest ass-kicking female in the history of video gaming. That is the date Nintendo is planning to release Metroid Prime on the Nintendo GameCube (by Retro Studios), and Metroid Fusion on the Game Boy Advance (by Nintendo itself). Both games feature a strong sense of the 'feel' of the last game in the series, Super Metroid on the SNES, but approach the series from two completely different perspectives. Metroid Prime is taking up a first person perspective, whereas Metroid Fusion looks like it could easily be taking place inside Super Metroid with its traditional third-person, side-scrolling perspective.

Metroid Prime is a game that has seen many trials, tribulations, and rumors, but in the end it comes out as a rewarding experience. The story takes place after Super Metroid, as far as anyone can tell. In that fateful game's final sequence (Recreated quite well in Super Smash Brothers: Melee for those who were not around during the time of the 1994 opus that was Super Metroid), the Mother Brain, upon being defeated by the combined might of Samus and the larval Metroid that she "rescued" from the Metroid home planet (Another long story, recapped at the beginning of Super Metroid and played out in the 1991 Metroid 2: Return of Samus on the Game Boy) detonated the core of Planet Zebes, sending the planet's crust out into the galaxy, never to be heard of again... Or so we thought. Turns out a part of this crust has crash-landed on the surface of Tallon IV, and a dormant Metroid was found. Our resident bug-killer, Samus Aran, has been sent in to clean out the infestation, but it seems from the footage that we have seen, that others have gotten there first.

I need to stress that as of this writing, I have not played Metroid Prime. I am going off of the pre-E3 press footage, which can be found at Nintendo's official website. Hands-on reports from Rick and other GameCubicle members will probably start rolling in quickly, explaining such things as how the game handles, the mood, in-game music, and other such fare that is best left out of this article.

The core of the gameplay will occur in a first person, "exploration" mode, with obvious gun slinging elements interspersed. The feel of Metroid has always been one of exploration, and this will be conveyed to the player through vast landscapes and a unique, "behind the visor" point of view. That is, your field of vision literally starts at Samus's eyes, and goes through her visor, where all information pertinent to the game is displayed. The visor has multiple modes, but most of the time you will be seeing the game through the Combat visor. Starting in the upper left and going clockwise, the combat visor features: A 2-dimensional radar of enemy positions, a life bar (with energy capsule indicator and visor mode indicator), a 3-dimensional map that keeps Samus static in the center and rotates and moves about her, a missile supply indicator, a weapon selection indicator, a visor selection indicator, and an unknown bar (as no screenshots yet have indicated its use). The interface is slick, and transparent when it needs to be. The weapon selector and visor selectors, for instance, are laid out in "crosses", and selecting one of the options will slide the option from the outside of the cross to the center, to indicate that it is in use. This allows for quick selection of modes and weaponry, and hearkens to the Turok 2 "wheel" of weapons, which makes sense considering Retro Studio's past. Logic would indicate that the D-pad would select visor modes, and the "d-buttons" (A, B, X, and Y) would select the weapon modes. The visor modes include standard (combat), X-ray, "scan" mode (where you can get data on the enemy), and thermal views. The weapons shown so far (which are indicated in a clever use of hand signals probably indicates how her hand is inside the weapon) include the charge beam, wave beam, freeze beam, and what almost appeared to be the plasma beam, although I haven't confirmed that yet. Missiles have also been demonstrated in the past, as has the grappling beam. This humble Metroid purist would believe that there will be a secondary menu that can select what the four slots will actually contain, and therefore the weaponry can go up into the dozens. This leaves the R button for shooting, charging, and what not, and probably the L button to choose between missile mode or not, although this will again come out with the hands-on impressions.

I have been careful to proclaim that this is "mostly" a first person game for a reason. The final button on the NGC (with the C-stick and analog stick used for movement) comes in the form of the Z button, which will be used to switch Samus into ball mode. When this happens, the camera pans back to a third person mode with a camera reminiscent of Zelda's, which leads a cinematic feel to the whole process. Samus's bombs are still intact, although it appears that there will be a system to keep a player from bombing themselves upwards into eternity, like in previous games. The game will also reportedly scroll back into third person view when jumping, although again this is not a feature illustrated in the media I have seen.

I cannot do justice to the game's graphics. This is probably the first case in my entire life when I cannot describe them properly, for they defy convention. The world itself is dark, gritty, and "lived in". Heck, you could probably go as far as to say a war has happened in this environment! However, regardless of this feeling, Nintendo and Retro studios has pulled off something that most other post-apocalyptic worlds cannot: the world is not all brown, it has a sense of vibrancy to it. From the varying environments of Tallon IV to the space station that it appears the game begins on, from Samus' own suit which reflects the terrain to the space pirates and metroids and nastier things that she encounters, the world has a visual flair that is purely the feel of the GameCube itself. This game is pushing polygons and textures harder than even Rogue Leader by the looks of it, and yet it is silky smooth in everything it does. Samus' movements of targeting enemies and putting her hand on her gun for balance look like a real person is behind the visor, and rolling along at a breakneck speed in the ball looks almost as if it could be a multiplayer blast... but that is an issue we will touch later on. When she uses her other visors, you -know- it, for each of them has their own style. The X-ray visor moves four semi-circle pieces into the field of vision, locking them down and beaming out the X-rays, and the scanning visor zooms in the item she is looking at in real-time, which the video demonstrated by her getting attacked in the middle of a scan. Water drips down from her visor, as does blood which splatters onto it as she defeats enemies, and other visual effects are everywhere. When people are talking about this as a Halo-killer, do not take their world lightly. This gets even more exciting when you think about what they are not showing - namely, the scan of the single Metroid larvae in the video declared it as an "alpha" Metroid... Something that is -only- referenced if the other genetic mutations of metroids are going to appear. Although it hasn't been confirmed yet, my belief is that a Metroid nest has evolved on Tallon IV, and a Queen is lying in wait somewhere in the game. If players remember how the enemies of Metroid got enhanced for Super Metroid, evidenced most notably in Kraid growing to be nearly 2 screens tall from his barely bigger than Samus appearance in the original game (and even further enlarged in SSB Melee), they can start to imagine how the absolutely massive Queen Metroid from Metroid 2 will be enhanced. This humble writer's only real hope for Metroid Prime right now is that Tallon IV is inhabited, so we will get not only some urban combat, but glimpses about how the universe unfolds.. and perhaps people to save from roving metroids and space pirates.

Call it a blessing if you are a Metroid purist, call it a stupid mistake if you are a big fan of Halo, but Metroid prime has -no- multiplayer modes at all. For a game that seems perfectly suited to it, not to mention from a company that is pushing communication and gameplay between people, and an online plan that will be unveiled around the time that this game comes out, Metroid just chose to be a pure single player game. Make of it what you will; some theorize that Retro or Nintendo wanted to keep the purity of the franchise, others feel the single player is just going to be that good that it doesn't need it. The ultimate answer won't be known for a few more months, to be sure. I do, however, want to point out one final thing to those who are angry about this.


Purists: Multiplayer doesn't have to distract from the single player in any way. Case in point: Legend of Zelda Advance and Zelda: Four Swords.


Casual Gamers: The multiplayer in GoldenEye was an afterthought, a last-minute addition. Metroid Prime still has 5 months before it needs to be finalized.


Regardless, this game is being heralded as a front runner for game of show, although this is such an excellent E3 all around that such a contention needs to be played before it can be made. Stay tuned to GameCubicle for further reports on Metroid Prime.

Side Story: Metroid Fusion

But wait! We aren't done yet! Boasting a graphical style that could be considered a per-pixel perfect translation of Super Metroid, as well as being developed by the same people who made that legendary game, the long-awaited Metroid 4 (as it was known on the GBC) looks to be a stunning addition to the Metroid family --- not to mention one of the most important when it comes to the story. According to -this-, When the Metroid Larvae injected the power of the metroids into Samus to defeat the Mother Brain (see above), Samus became fused with her suit, to effects both ill and good. Not much more of the story has been revealed beyond that, save for the fact that some strange virus has escaped, and Samus cannot seem to defeat any enemies that she faces until she gets an anti-virus. The game itself, which again can be seen in Nintendo's coverage of E3, leaves this Metroid purist with a very familiar, fuzzy feeling, but at the same time strikes some haunting discords. Primarily, Samus's suit is now a sickly looking purple and green, and her suit's helmet is quite oversized. She wanders about with a severe hunched-over pose, even when she runs. The star of this game so far seems to be the enemies, though. All of them have a similar purplish look to them, and when she shoots at them, the GBA's technical prowess kicks in to show the enemies "morphing" into gel-like blobs. When these blobs come in contact with other enemies, the enemies morph and change into bigger, badder forms of themselves, which, when defeated, revert back into the blobs and fly about some more. It's scary, watching the footage, to think they cannot be defeated.

Early reports on the game said that it would take place entirely in a derelict space ship, however the game footage seems to contradict this. Yes, the game features a heavy dose of this space ship, which bears an architectural similarity to the Wrecked ship in Super Metroid, but there are also outdoor areas and cave complexes. More of the game will be uncovered on the show floor, although I believe that the story will mostly remain hidden. Shigeru Miyamoto has, in the past, said that he wants to have Metroid Prime and Metroid Fusion combine using the GBA/NGC Interconnectivity features, but he also said that would not be a primary focus of the game, and for now it appears as if the games are separate. How they each fit into the timeline is a prime question, as the fusion between the Metroid's energy and Samus doesn't appear to have gone away after she left Zebes, yet she can get out of her suit at the end of the game (much to the pleasure of many teenage and older men and boys).

One final note: I won't give it away here, but I will recommend watching the official footage of Metroid Fusion to the very end for a very revealing surprise on how the story of Metroid Fusion might be interpreted. My own analysis aside, I think it puts Metroid fusion into a much brighter light, and more than anything else, it has made this particular writer giddy, for November 18th cannot come around soon enough.

May 21, 2002

Anthony Brook - Contributing Editor, GameCubicle


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