“Review”: Metroid Prime 3

It’s about time! It was awhile ago since last time, so I’ll see if I remember how to do this.

So, Metroid Prime  3. The game that should prove the Wii was a great FPS-console. Let’s start with the controls, then, as that’s the biggest change over the previous two titles. You move around tilting the Nunchuck’s thumbstick, shoot with A and jump with B, turn around and aim at the screen by aiming the Wiimote. By swinging the nunchuck, you use the Grapple Beam. You will want to swap the A and B before you get used to playing, because it doesn’t feel quite natural to press a face-button to shoot and a trigger to jump.  Swinging the Wiimote to turn sometimes goes very smoothly. Some say it takes too long to turn half a circle, and I would’ve agreed with that if it was a high-action FPS. But now it isn’t, which makes that no big deal – but something that will have to be adjusted to any copy-cat making a multiplayer FPS on the Wii. Swinging the Nun-chuck feels really natural if you’re right-handed, because it means swinging the left hand for using what’s put at Samus’ left hand. If your left-handed, it might feel a bit confusing, I guess. Using the Nunchuck and Wiimote in this way saves some buttons, which makes their usage a great idea in theory. Unfortunately, the whole shaking of the Nunchuck makes a scarp contrast to the relaxation the controllers invite to by nature, and the shaking is sometimes a bit unresponsive, so it’s easy to go “not the Grapple again!”.

Now, with the controllers out of the way, let’s talk about the game. The game world is built up by a number of diffrent planets in the galaxy. These “planets” is just what the different zones were in the previous instalments, but allows for different stories, settings and opponents for each zon, which gives more aesthetic variety. And it allows to use Samus’ ship to move to diffrent locations. The “command visor” allows you to call in the ship on different places, which also sound really cool and free, but these are static places with set actions – it’s more a tool to fix puzzles rather then any sort of weapon. Why I would expect it to be a weapon? There’s missile-upgrades for it. And, speaking of upgrades, there’s still a lot of upgrades to get, so you’ll carry about 270 at the end, which takes a lot of “special weapon”-feeling from it.

One thing on the game’s downside is that the Save points, locations where you can save your game, are very scarce. One boss have you to, after the closest Save point, use several deadly zip-lines and rooms to even get to the boss, then beat the boss up before you can save. If you fail the boss, you have to do the deadly zip-lines again. Not that you’ll fail it – the bosses tend to be easy. Perhaps I’m asking for too much difficulty here, the first game had you swap between morph-ball and regular form, using all four visors in the same battle and avoiding melee-range while the second game forced you to always be on the move to light-bulbs or throw a time-based battle at you (because your hp drained over time), but the closest the third has is going into Hyper Mode – which sacrifices an energy-tank for incredible powers for awhile – but don’t have you on your toes in the same way.

I should also mention that the story, for a Metroid-game, is way too appearing and unsubtle. But, judging this as a game on itself rather then in a franchise, the story is very straight-forward and nicely told in a Haloish way (with subtitles).

Sentence: Not challenging, but very atmospheric.

PS. I guess should ad points about the lack of first-person model usage and the game’s violence to remain coherent, so now I have.


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