Fixing Metroid Prime

As I get older there often not enough a lot of time to play games. Being a game designer this is a problem sometimes. I love casual games these days (since they are very creative and easy to pick up an play) but I set myself in these projects where I try to beat “renowned” games just to see what makes them tick. That brings us to Metroid Prime.

A friend of mine’s kid gave to me. I remember it being a big deal back when it came out in 2002 with a metacritic score of 87-97. I can honestly say it’s okay to play but borderline annoying. Why? I would sum it up in 3 parts.

* Difficult encounters rely heavily on the controls inability to strafe (unless locked on) and aim up easily.  Lots of monsters and flying aliens like to assault from just above were you can aim without jumping.

* Not enough safe points. For a game thats mainly a linear corridor walk you’d think the addition of a side door with a safe spot would not be hard to make. Save points are far and few between as the game progresses and re-playing those encounters does not get fresher. Which brings me to the next thing.

* Monster Closets. I use the term loosely but as I venture in the pirates phazon mine I am feeling a bit bored that what I have to look forward is monsters popping out of the ceiling(literally) and making a beeline at my character. Then it gets tedious as they will often spawn too high for me to aim etc. etc. etc.

They made 3 games out of this thing but if I ever finish the first I doubt I’ll pick up anymore. I already put down the DS version too for the lack of pick up and play ability(save points) which is important for handheld games. I guess in the end thats why the whole series it feels so unappealing and demanding at the same time.

What do I propose would you fix problems such as this? Simple, stop focusing so much on the stuff the character can’t do as a point for defining challenge. It feels cheap and forced. Find out what it does well and do more of that. Focus more on what it can do right.

In this case the best moments have been the open field fights at ground level with various AI since it forces me to dodge and jump. That and the rock boss monster that lacks a head but makes a point to roar when he comes together out of broken pieces.

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Discussion (2)¬

  1. mrkenny29 says:

    That’s funny, I remember playing this game and it was hard for exactly that reason: not enough save points. You might play a half hour section, almost dead, almost at a save room, and you die.

    A few years ago, I replayed the original CastleVania which I enjoyed as a kid on the Nintendo; I never could get very far, but this time I played it in an emulator so I could quick save at any time. No surprise, the game was significantly easier! But I also enjoyed being able to focus on the new challenges. So much of the old game’s ‘challenge’ was in endurance / replaying the old challenges.

  2. Jorge Diaz says:

    When it comes to older games like Castlevania I feel like many those were still channeling the arcade business model where a hard game makes more coins. With newer games I look forward to creative experiences, story or mechanics.

    The original Metroid was incredibly vague in what you had to do and expected you to explore and pay attention. Over time you’re allowed to run all over looking for the next new gadget or boss. To help you not hate the giant maps they gave you a ridiculously long password to keep track of all your progress anytime you were defeated.

    I keep trying to enjoy this game but I feel as it got more high tech the license became the more funneled the experience became. It is not that games should not be hard but this game has significantly reduced my game play options as my character gained more abilities and weapons.

    At the spot where I am the enemies has even strict beam/weakness requirements, they live in linear corridors and their ai is less than creative when it comes to combat. As a player the only thing I can get better is at memorizing where they are and what they are weak against rather than coming up with new strategies to attack.

    The first time I thought it was fun. The second time I thought it was tedious but I kept going hoping to get a break on the next save spot (which I never got to). I looked up a walk through and sure enough I got right up close. Surprisingly even the enemy type spawning is not random.

    It will take a long time before I pick this up again. Right now it feels like work and something that may be more fun to watch in youtube.

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