Showing posts with label Metroid Prime. Show all posts
Showing posts with label Metroid Prime. Show all posts

Monday, January 26, 2026

Nintendo Switch 2: Potential Game Upgrades with Content

DK holding to some grass on the ceiling with Dixie on his back

Nintendo has released a free update for Donkey Kong Country Returns HD, which not only upgrades the game for the Nintendo Switch 2, but also adds some new features, like a playable Dixie Kong and the new Turbo Attack mode. The nice thing is that these additions are found on the original Nintendo Switch as well. During the first wave of free Switch game updates back in June there hasn't been anything like this, where the closest thing was the new Echo favorite functionality in The Legend of Zelda: Echoes of Wisdom.

If there were any new contents or big new features, it was usually tied to a "Nintendo Switch 2 Edition", which costs some extra money. In case of Animal Crossing: New Horizons, however, the Switch 2 Edition takes a backseat to the big 3.0 update, which brings a lot of new things on the table, even to players who are still on the Nintendo Switch.

This is a welcome shift and makes you think about what other games could see a similar treatment: upgrade them for the new hardware while offering something new to enjoy on both generations. So, here are some ideas where I would like to see this happen...

 

Donkey Kong Country: Tropical Freeze

It's a no-brainer. They could add the Turbo Attack mode to bring it on the same page as Donkey Kong Country Returns HD, but they should try to make it more fun... Forever Entertainment may even be working on this as we speak, because they clearly took Dixie out of Tropical Freeze, which means that they have been touching the sequel.

 

Hyrule Warriors: Age of Calamity

If Koei Tecmo were to update one of the older Hyrule Warriors games, then Age of Calamity should have priority, because it really needs this for the performance alone. A Nintendo Switch 2 Edition of the game got already discussed on this blog last year, so let's keep this brief. But there is certainly some potential for some smaller content additions to both versions of the game, like Zelda's Royal Attire outfit or re-obtaining any special weapons. Or they could make things a bit more interesting by adding Astor as a playable character.

 

Hyrule Warriors: Definitive Edition

As already mentioned, this should get in line after Age of Calamity. Nevertheless, it would be nice to see this updated to 4K as well. The game already supports full HD resolution on the Nintendo Switch 2 in handheld mode by accident, which is interesting.

Compared to its successors the game feels quite outdated, however, where it's questionable that Koei Tecmo would bother with adding new contents. But if they did, this would be the perfect opportunity to finally fill that 30th character slot after 10 years. Of course, adding a new character isn't as "trivial" as in the newer games, because they should get missions in Adventure Mode for all their upgrades.

One idea could be Zelda & Tri from Echoes of Wisdom, where you also get a small, new Adventure Map based on the game with rifts and different Echoes as Item Cards. This could be lovely and maybe also a nice gesture for the 40th Anniversary. But this is a very unlikely scenario, especially when people are still asking for a playable Ganondorf in Age of Imprisonment... And they should rather focus on that.

 

Metroid Prime Remastered

This should bring it to the same level as Metroid Prime 4: Beyond, supporting the same visual modes and Joy-Con mouse controls. But this is also the perfect opportunity to finally bring back the Fusion Suit, which hasn't been available in the remaster for some reason...

 

Super Smash Bros. Ultimate

They should just do the exact same thing as Donkey Kong Country Returns HD and finally add Dixie Kong as a playable character. Well, Sora was a good final character and new characters would also require them to make more amiibo, but apparently Nintendo will be going wild with amiibo this year anyway.

And the recent developments have pushed the doors wide open for some new Super Smash Bros. Ultimate contents. Masahiro Sakurai and his team at Bandai Namco have only just released Kirby Air Riders. So, even if the man was willing to make another Smash Bros. in his lifetime, it would take years for this new game to be finished. And like with Animal Crossing, it makes sense to offer something in the meantime, where a Nintendo Switch 2 Edition of the previous title is in order.

For such a Nintendo Switch 2 Edition they could introduce a new game mode, which is more hardware-hungry and therefore wouldn't have been possible on the Switch. Maybe something akin to Smash Run from Super Smash Bros. for Nintendo 3DS, but bigger. After all, it was based on City Trial, which was a big deal in Air Riders. But that's just an example...

In any case, additions like fighters and stages should be done for both the Nintendo Switch and Switch 2 versions, so they stay compatible in online play. I wouldn't expect anything major from this, like a whole third Fighters Pass, simply because the big additions will be saved for the next Smash Bros. game. But they could give us some free additions of characters in established franchises, which may even include new Echo Fighters (Hilda from A Link Between Worlds would be lovely).

Actually, Echo Fighters might be the way to go here, because they would allow for some easy additions, while technically keeping Sora as the last numbered fighter. They could even make Dixie Kong happen as an echo of Diddy. And maybe they will bring back some of the missing stages, like Woolly World (in celebration of Yoshi in the Super Mario Galaxy Movie):

screenshot of the Woolly World stage from Super Smash Bros. for Wii U

They would be filling some gaps, while creating player retention during the launch of a Nintendo Switch 2 Edition. It's the exact same strategy as with Animal Crossing: New Horizons and makes perfect sense for this year.

Monday, November 25, 2024

Metroid Prime 1-3 Visual Retrospective Announced

black book cover with an orange foil image of Samus on the front

While we're still waiting for Metroid Prime 4, we can always dwell in the nostalgia of the original trilogy. Metroid Prime Remastered was one way of doing so, another will come next year in the form on an artbook. This one gets published by Piggyback, the same company behind the guides for Breath of the Wild and Tears of the Kingdom (which I have yet to get).

Here's what they have to say about it:

Developed in collaboration with Nintendo and Retro Studios, this art book showcases concept drawings, sketches and assorted illustrations from the Metroid Prime series. With an extensive range of behind-the-scenes, high quality artwork, this hardcover anthology spans more than 20 years of Metroid Prime development and includes exclusive commentary from Nintendo producer, Kensuke Tanabe, as well as the esteemed Retro Studios. Printed on premium sheet-fed art paper, this book is stitch-bound with a lavish cloth hardcover featuring an etched Samus metallic foil.

It's also said to cover Metroid Prime Remastered, where it would be a shame if we were to get another remaster now, but it didn't make the cut for the artbook. Maybe Nintendo has really no plans to release more remasters at this point, or maybe they should have waited with this book...

There is also the chance that Metroid Prime 4: Beyond will be released before this book, which is coming in June 2025, but that game may potentially qualify for an artbook of its own, similar to Breath of the Wild and Tears of the Kingdom.

In any case, I will get this, because I usually enjoy such artbooks quite a lot and I love the Metroid Prime series.

Wednesday, March 8, 2023

Metroid Prime Remastered: Hopes for the Sequels

staring at a detailed wall made out of hexagonal basalt

Playing Metroid Prime Remastered makes you immediately want more, where we have no idea how far Metroid Prime 4 is currently into development. It still could take years to come out, but in the meantime fans and new players alike will certainly be happy with getting remasters of Prime 2 and Prime 3 to pass some of that time.

Naturally, there have been many rumors about this, where I don't want to address a particular one. But I do believe that Retro Studios has been working on remastering the entire trilogy, before they were re-assigned to Metroid Prime 4. They have finished the first game nonetheless, but remasters of the other two titles are either on hold or got outsourced, where it's possible that some of the many other studios involved with Metroid Prime Remastered are now working on them.

But we do know for a fact that Metroid Prime Remastered has been finished since July 2021 (see here) and there must be a good reason why they have been waiting over one and a half years to finally release it. Either they wanted it closer to the release of Metroid Prime 4 or they wanted to wait until the other remasters are taking shape. Of course they also didn't want it to collide with Metroid Dread, but there was no need to wait that long.

In any case, remasters of Metroid Prime 2: Echoes and Metroid Prime 3: Corruption should get the same level of detail as Metroid Prime Remastered. This is a very rare occurrence of a Nintendo title where the graphics are really the selling point. The game is simply a feast to the eyes and anything less for its sequels will result only in disappointment. They could just make remasters with upscaled textures, like it was done with Twilight Princess HD, but they really shouldn't.

staring at a sandstone wall with some metallic structures

Personally, I can't wait to see Agon Wastes or the Sanctuary Fortress with such detailed assets. The atmosphere of Metroid Prime 2 was amazing and the game had a "cleaner" look to it overall, where it would be a good match for the art direction of Metroid Prime Remastered. It doesn't really need much more for the second game in the Metroid Prime Trilogy, except that they should also simplify the menus to not use these rotating data bubbles. While it was very unique, it wasn't very convenient to use...

With Corruption I mainly hope that they will get rid of the credit and Friend Voucher system entirely and simply let people unlock the gallery contents in the same way as in Metroid Prime Remastered. Alternatively, they could turn the Friend Vouchers and some of the gold credits into ingame achievements, but I really wouldn't want to do "Flawless Escape" ever again.

On the other hand, without such a system there would be no real reason to hunt down the Red Phaazoids at all... But they could give you a better reason for this than just some virtual checkmark, where one simple idea could be that each of them increases your resistance to Phaaze.

The bumper stickers for your ship also will probably be removed entirely or at least updated to modern games. Would be cool to have a sticker based on Tears of the Kingdom, for example. But considering that they didn't even bother with the Fusion Suit, this feature is likely not to make a re-appearance.

And then there are the motion controls, where they need to be toned a bit to make the game work properly with a Pro Controller or in handheld mode. The novelty of throwing the Grapple Lasso with your Nunchuk or turning some devices with your Wii Remote got old quickly and never was fully reliable anyway. So, they should be looking at Skyward Sword HD here for how to do all this with traditional controls.

Both titles would also certainly profit from free button mappings. That's one of the few complaints that I have with Metroid Prime Remastered, where the many control options are very good, but not perfect. Just let the people fully customize the controls to be comfortable, where this also adds to the accessibility of the game.

Anyway, it will be nice to have the entire Metroid Prime Trilogy on the Nintendo Switch in the long run, but it shouldn't happen at all costs. They should give these games the same care as Metroid Prime, because they deserve it.

Tuesday, March 7, 2023

Metroid Prime Remastered (Review)

title screen

The last Nintendo Direct shadowdropped Metroid Prime Remastered on us, where at first it was only available on the eShop, but by now the physical version got released worldwide as well. It brings back the GameCube and Wii classic with an amazing graphical update and some new control options, all while being offered for a lower price point, which is quite unusual for Nintendo.

The remaster also marks the return of Retro Studios, who haven't put anything on the Nintendo Switch so far, except for Donkey Kong Country: Tropical Freeze back in 2018. But around ten other companies have assisted them in this, where it's likely that the torch will be passed to create remasters of the two sequels, while Retro works on Metroid Prime 4.

Looking at the remaster makes you question why Retro Studios didn't get tasked with working on the fourth game right away, because they demonstrate here that they clearly have it in them. Maybe the producer, Kensuke Tanabe, wanted to work with someone closer to home, but playing Metroid Prime Remastered will assure everyone that Metroid Prime 4 is in the right hands and should have never been outsourced to begin with.

 

Graphics & Sound

Metroid Prime Remastered is without a doubt one of the prettiest games that Nintendo has released and certainly offers some of the best graphics for a Nintendo Switch game with a realistic art style. It's amazing what Retro Studios has managed to pull off, where everything runs in fluid 60FPS and looks absolutely stunning.

Chozo Ruins with trees and birds, all pretty

It's technically still a "remaster", as the title indicates, where the game seemingly got ported into a newer version of RUDE, their inhouse engine. The game still mostly plays and behaves exactly like it did in the original, where you can even replicate some glitches, like the rapid fire missiles. But all of the models and textures got redone with great attention to detail and the visuals overall profit from modern lighting effects, where it looks more like a remake. It's similar to Ocarina of Time 3D in that regard, but a lot more impressive.

This goes beyond the "it looks as good as you remember it" approach, even though it's all quite faithful, because the level of detail is on a whole other level. There is no overstating of how good this looks for a Nintendo Switch title and it puts all the HD remasters that we have seen from Nintendo so far, like Twilight Princess HD, to shame.

When was the last time in a (Nintendo) game where you've just stopped to marvel at the details? To look at a corner and fancy how nice everything looks? Well, Metroid Prime Remastered will certainly make you do this, even if it's just for a bit.

frozen charged Ice Beam over vivd lava

Not everything looks equally amazing, of course, where some parts are as bland as you remember them, especially inside the different Space Pirate facilities, but that's not necessarily the fault of the remaster, but the source material. They did make some environments pop more than others, though, where the lighting is just very vibrant now in some places, but not so much in others.

There are some visual flaws with the remaster, however, for example how blurry everything looks now with the Thermal Visor. The visors weren't much fun to use in Metroid Prime to begin with, so they didn't have to make them even harder on the eyes... And if you want to just light the way with your beams, like you could before, then this won't be possible any longer, because the dynamic lighting has been toned down significantly.

fiery charged Plasma Beam in icy ruins

It's the same with some particle effects, like the snow in Phendrana, but at least this seems deliberate to distract less from the new environmental details. Even the stronger glow of the doors simply adds to the overall aesthetics, so it's not like all changes are bad per default.

On the sound department there wasn't much to improve, because the original is still holding up very well here, but it's noticeable how the sounds may change now depending on the environment. Firing in one of the many tunnels sounds a lot more like you're in an enclosed space, for example, where this has a nice touch to it.


Controls

The remaster offers four different control schemes with a variety of options attached to each one of them, like precise sensitivity settings or inverting the different axis for different use cases, which is really good and not always a given with Nintendo games. The classic and pointer controls return from the GameCube and Wii versions respectively, but there are also the new hybrid and dual stick controls. The former lets you use motion aiming via the press of a button, while the latter plays more like any traditional first person shooter with a gamepad, but you can also add gyro aiming on top for better precision.

None of these control schemes seem fully ideal, however. Well, there is nothing wrong with the classic controls if you want to play the game exactly as on the GameCube, but the lack of gyro aiming makes it the most limited out of the four control schemes. It's also the only setup without the Spring Ball, where you will simply make things harder for yourself, but you will be playing the game as originally intended.

The hybrid controls are a good compromise when you want the classic experience, but still be able to adjust your shots and don't want to be locked in place whenever you need to aim manually. It might be bit awkward to use, however, depending on the player.

The dual stick controls do a much better job of mixing gyro and stick aiming, where they feel quite good at first, but since you can't use the right analog stick to switch between beams, it comes with an overloaded layout. Now you need to switch both the visors and the beams via the D-pad, but for the beams you have to hold the X-button (which can be swapped with firing Missiles on R).

In tense combat situations, where you potentially have to dodge enemy fire and switch weapons at the same time, you won't be able to perform it all at once with these controls and might find yourself overwhelmed by them. Switching beams and visors via motion control gestures, like in the Wii version, is sadly not an option any longer. It wasn't ideal either, but at least for this particular control scheme it could have helped.

Speaking of the Wii version, if you're happy with using Joy-Cons, you should give the pointer controls a try, because they probably work the best out of the four control schemes, unless you want to to stick to a Pro Controller. They even have an edge over the Wii controls, because you don't need the aforementioned motion gestures to switch beams and visors any longer, since there are enough buttons on the Joy-Cons for everything now. Quickly switching beams with the right stick, while moving and aiming all at the same time, just feels very powerful, so this should be the recommended way to play the game.

holding up the Plasma Beam in the dense forests of the Tallon Overworld

However, both the ZR and R buttons are reserved for resetting the gyro, which you won't need to do that often if you're playing from your wrist, so this could have gotten a subtler option. Sadly, only dual stick control scheme lets you shoot with these two buttons and it would have helped to partially have this with the other ones as well. For example, firing a Super Missiles while jumping, for which you have to press B and X while holding down A, can be a bit tricky. And this isn't some corner case, because it's an important technique during various boss fights.

Using the A button for firing seems a bit archaic anyway. It was the most prominent button on both the GameCube and Wii controllers, so it absolutely made sense for these systems, but with the equally sized buttons of the Nintendo Switch it's not the most comfortable choice, especially on a Pro Controller. That's usually the Y-button, which is why that's even used to fire your beams in Metroid Dread, where they should have aligned this.

And this wouldn't be an issue if some kind of button mapping existed in the game. There are only options to swap certain inputs here and there, like in Breath of the Wild, but nothing substantial. It's a common problem with Nintendo Switch games, where the system wide button mapping is not and never has been a satisfying solution.

This can't be said often enough, where every game without an internal button mapping either has to get its controls perfectly right or needs to be shamed. So, shame on Metroid Prime Remastered! And that's a shame, because overall Retro Studios has seemingly put a lot of thought into the different controls to give the players whatever they may desire. It simply lacks some refinements.

going through an ice shaft with the Morph Ball

No matter what controls you're going to use, the camera in Morph Ball mode will still be a mess for the 3D sections, like certain magnetic rail passages. Here it would have been good if you could steer the camera yourself with the right stick, but it's completely non-functional while in Morph Ball form. Like in the original game, the camera angles keep changing while you move through certain Morph Ball courses, which messes with your input and makes things unnecessarily frustrating.

Curiously, there is a change in the gunplay present, where the Power and Wave Beams now shoot multiple times before charging. It's probably to make fast firing more comfortable while using the ZR-button for firing and the charge time is now a bit faster to make up for it, but this change still may not to be to the liking of some players. Which brings us to the topic of changes overall...


Same Old, Same Old

"New graphics, new controls, same old game." – This is a good summary of the experience, where the last thing you should expect from Metroid Prime Remastered are any quality of life improvements or content additions.

Of course changes to a classic can be a double-edged sword. Metroid Prime was and still is a beloved game, and if you change things too much, this will inevitably receive some backlash from fans. Nintendo has hopefully learned their lesson with Majora's Mask 3D, where they've meant well, but ultimately changed a variety of things to the worse. Other than the new beam behavior, this won't be an issue with Metroid Prime Remastered, because outside of some speedrunning finesses it's as faithful as it can be.

looking around in the canyon of the Monitor Station with a Wave Beam equipped. it looks a bit like a screenshot from DOOM

And this may be to a fault, because there are some complaints that stand tall since the original version(s) of the game. Of course some of these complaints are at a core level, like the problematic platforming passages or how the game's progression flow is simply broken at certain points, where it's not necessarily the job of a remaster to fix these things. But there could have been some smaller adjustments here and there.

The best example are probably the colored doors, where you need to swap beams to open them. Ideally, you would only need to shoot them once with the right weapon and then they turn into normal doors, just like the missile doors do, because they've certainly went overboard with the constant need for switching your weapon.

Talking about the beams, the different types of Trooper Pirates always felt unfinished, where they all simply fire the Power Beam at Samus instead of their respective beam types. This might be too much of a change, but it would have added tremendously to the enemy variety in the later game if these troopers fired wave, ice, and plasma beams at you.

Then again, who doesn't already dread the long march through the Phazon Mines towards the Power Bombs? While the game isn't necessarily in need a checkpoint system, like the modern Metroid titles with their very challenging boss fights, an additional Save Station here and there probably wouldn't have hurt. Especially now that the game can now also be played on the go, you might simply want to take a break more often, but the scarcity of the save points makes this a bit difficult.

deep down in the Phazon Mines, all glowy now

They also could have thrown a bone to the completionists, where the game has one too many missable scans. It's not a big deal with the bosses, where only the Flaahgra Tentacles are easy to miss, but the game also has a variety of normal enemies that only appear briefly during the game and then never again, like the infamous Ice Shriekbats. While it sometimes makes sense from an environmental story telling perspective, because the smaller creatures flee from the larger predators that show up later, it wouldn't have hurt to keep these enemies elsewhere in the game world, so you can still find them at the end of the game for your logbook...

Ideally, there also were some way of marking upgrades on your map, which you can't reach yet, e.g. by scanning them. Or there could have been something like the Chozo Observatory in Metroid Prime 3, where it reveals any missing collectible later on. The map overall hasn't aged well, where the controls are counterintuitive and it really only shows the absolute minimum of information. And that's something that the remaster should have improved for sure.


Extras

The gallery with the concept art got preserved for the most part, where everything now unlocks automatically again based on completion rates and beating the game in the different difficulties. So, the credit system from the Wii release is no more. They've also added a lot of additional art that was made for the remaster, as well as a 3D model gallery, which is gorgeous:

Phazon Elite model with a metal pedestal underneath

It's like the diaromas in Metroid Prime 3, but they've added this for all the major entities in the game and they are really nice to look at it, where you can turn them around and zoom in. In addition, there is also a soundtrack gallery.

Whether this can make up for the Fusion Suit or not is a topic of debate, where sadly this feature got cut from the remaster altogether and it's also missing all the art related to the alien-like suit from Metroid Fusion. This is disappointing and also means that this technically isn't the ultimate version of the game, because this is something that was easily available on the Wii version.


Conclusion

If there's one Nintendo Switch game that you will buy for its graphics, then it's without a doubt Metroid Prime Remastered. It's one of the most gorgeous games for the system and will make you marvel at its level of detail on every turn, where it perfectly demonstrates how Retro Studios are still absolute masters of their craft.

It doesn't really achieve much else, however. While you have to praise the large number of new control options, they don't cover everything you might need to create your perfect setup. And the remaster lacks any sort of improvements in other areas, where Metroid Prime is not the perfect game that it's often said to be, and never has been. It's still fantastic, though, and the remaster is the best way to experience the title.

Sunday, March 5, 2023

Beaten Metroid Prime Remastered

at the bottom of the Phazon Processing Center

If someone asks how my weekend was, I'm going to answer with "radiant", because I got an overdose of Phazon radiation. The stuff glows so vibrantly that you can almost feel it through your screen. Anyway, I've just completed my first playthrough of Metroid Prime Remastered with 100% items and logbook. A review will follow shortly, probably tomorrow evening, but before that I just want to talk about my personal experience with this remaster, which can be summed up with:

"Must look at everything."

And there were two reasons for this:

  1. It all just looks so pretty now.
  2. I really wanted to scan absolutely everything.

This took quite some time. In fact, this playthrough lasted over 13 hours, where I can do much better. But going fast wasn't the priority here, where sometimes I just stood there and marveled at the scenery.

looking at the canyon by the Monitor Station at the center of the Magmoor Caverns

As a Nintendo fan you learn not to be a "graphic whore", but what Retro Studios (and everyone else involved) has achieved here on such old hardware is nothing short of a miracle. This is the best looking Nintendo game with a realistic art style and it shows. So, I really took my time to look at everything, sometimes even just staring at walls. But this helped with not missing anything for the logbook.

Luckily, the scans carry over in a New Game+, so I technically won't ever have to do this again, until the next remake in 20 years or so. I also took the time to read through everything once more, which I haven't done in a long time, where it was a nice refresher. And when it comes to Metroid my memory sadly isn't as good as it is for Zelda, I can tell you that much.

I was even making some of the same mistakes as five years ago, when I revisited Metroid Prime on the Wii. Again, I've went to the bottom of the sunken Frigate Orpheon without the Gravity Suit and used the Save Station down there, only to realize afterwards that I need to get the Gravity Suit first and now have to climb all the way up without it. This is an infuriating platforming section, because those Jelzaps pull you off the platforms and then you land in a tentacle pit, like in some bad hentai movie...

And I even still remembered how I went the wrong way during this part in the game five years ago, but my thought process was that I didn't go into the wrecked ship right away, because I had assumed I needed the Gravity Suit first. Well, it was exactly the other way around...

It's badly designed and lacks a good flow, because after you got the Ice Beam it leads you to the Frigate Orpheon, where you only need the Ice Beam to enter it, so it seems like the way forward, while you actually need to go to the other end of the game world. This may even have been intentional, to make the player first go down there, learn that they need the Gravity Suit, and then search for it. The enemies even change between these two visits.

Well, maybe the hint system sends you in the right direction a bit sooner, but I wouldn't know, because I always keep it turned off ever since my first playthrough on the GameCube fifteen years ago. There is no shame in using it with this game, though, especially for first-timers. If a long-time fan like me still can get lost in the maze of Tallon IV, Metroid Prime must be utterly confusing at times for new players.

Backtracking in this game can also be annoying, because many rooms need two items to finally clear them. For example, the Tower of Light can be accessed once you've gotten the Spider Ball. So, you might want to go there and get that fancy Wavebuster once you have that upgrade in your possession. But if you haven't gotten the Gravity Suit yet, then you will have to return there once more to also get the Chozo Artifact in this place. Plus, there is also some backtracking to the room before, where you might end up going there four times in total.

Chozo Ruins in the early game, at the Gathering Hall

But enough about that, since these aren't new problems. Other than the absolutely gorgeous graphic, a big aspect of the remaster are the controls. I'm not fully happy with them (more about that in my review), but I did give all of the four control schemes a try. Classic controls are probably my least favorite, because I really enjoy using the gyro aiming. The hybrid controls aren't that great, however, because you have to use a button to activate the motion-powered aim. Otherwise it acts the same as the classic controls.

Interestingly, the dual stick controls also support gyro aim in the options and they do an even better job of implementing them, so I went with this control scheme for the majority of my playthrough, until getting the Power Bombs to be exact. I just like using the Pro Controller and this seemed like the best option, but it does get a bit convoluted at times, especially with the beam switching, because you don't have the right stick for that.

So, in the end I also gave the pointer controls a chance with the Joy-Cons and it was so much better. It's as good as I remember it from the Wii, even better so, because you can now easily switch beams and visors with the extra buttons that the Wii Remote and Nunchuk didn't have. My only gripe with it is that you have to use the A-button to shoot, instead of Y like in Metroid Dread, where I accidentally triggered the Morph Ball one too many times during a boss battle. Otherwise it's very good and I will most likely use this from start to finish for the Hard Difficulty.

Speaking of, I will keep this mode for later, like I usually do. Maybe I will play it to warm up for Metroid Prime 2: Echoes Remastered in the future... I just need to remember to not go down into Frigate Orpheon prematurely. And I still hope that they may release an update that unlocks the Fusion Suit somehow, because Hard Mode wouldn't be the same without it. Metroid Fusion will become available via Nintendo Switch Online next week, maybe they'll connect that somehow... Let's see.

Mission Final. Percentage Complete: 100%, Total Time: 13:16, New Extras unlocked in the Main Menu! Hard Difficulty Unlocked!

Friday, March 3, 2023

Got Metroid Prime Remastered

photo of the box

The physical version of Metroid Prime Remastered was released today in Europe, right for the sixth anniversary of the Nintendo Switch. And I got my copy in the mail this morning from the My Nintendo store, so here we go. Like in in the other regions, it comes with a reversible cover, where you can go for a cleaner look with the original Japanese box art:

photo of the inside cover and the cartridge

In Japan this actually the other way around, so they can opt for the North American and PAL region cover of Metroid Prime. I personally would liked that more, I guess, but reversing the cover like this makes the inside look a mess, because you have all the descriptions and warning levels now there. And I also do like it when the inside of the card case looks nice, it's part of the experience to open the box and see some nice artwork. So, I will just leave it as it is...

Luckily, I have this weekend all to myself, so I will try to beat the game on my Nintendo Switch and then try to wrap things up with a review. Stay tuned!

Nintendo Switch: Six Years and Beyond

 

As of today, the Nintendo Switch is officially six years old and is entering its seventh year, where this may be a more special date than you think, because so far no Nintendo home console has lived that long without getting a successor. Only the original Game Boy was able to hold itself on the market longer than your usual five to six years, especially if you also count in the Game Boy Color.

Speaking of, by now the Nintendo Switch even has surpassed the success of the beloved 90s handheld(s). With over 122 million units sold it is only behind the Nintendo DS and PlayStation 2, where the goal might even to surpass those as well and make the Switch the most successful video game system of all time.

Nintendo has said again and again that the Nintendo Switch won't follow a conventional console lifecycle, where in late 2021 president Furukawa put it around the mid-point (source). This would mean that we shouldn't expect the next Nintendo system before 2025.

Normally, statements like this get dismissed easily, because the company naturally wants people to still buy their current system and not hold their money for a successor. But these were statements for investors and Nintendo seems more reluctant than usual to even talk about future hardware, where there may as well some truth to it that they want the Switch to live as long as possible. It is still selling like hot cakes after all.

There also have been some convincing rumors about a new Nintendo Switch model coming later this year, from an accurate Pokémon leak last month (via tech4gamers.com). It states that they are working on graphic enhancement patches, which means that this model will have more power to it.

And that is really the only major deficit of the Nintendo Switch at the moment: its power. It has been showing its age for a while now, where the dithering present in games like Hyrule Warriors: Age of Calamity, Bayonetta 3, or Fire Emblem Engage gives it away, or the poor frame rate in many 3rd party titles, even some 1st/2nd party ones, like the remake of Link's Awakening. And they all would profit from some more horse power.

A "New Nintendo Switch" is even what people have already expected when the OLED model came out one and a half years ago. But Nintendo has been iterating the Switch every two years now – first with the Nintendo Switch Lite in 2019 and then the OLED model in 2021. So, that we're getting yet another model in 2023, this time with some better hardware, seems entirely possible.

This would also mean that the Nintendo Switch is going to live for at least two more years. At the beginning of this year this may have seen unrealistic, where it may have felt to some like The Legend of Zelda: Tears of the Kingdom is going to be the Switch's swan song, the final masterpiece before Nintendo is moving on. Other major titles, like a new Mario game or Metroid Prime 4, might as well be saved for the next system.

Phendrana Drifts in Metroid Prime Remastered

But then came the recent Nintendo Direct and they've released Metroid Prime Remastered, where the game's physical copy has arrived in Europe today as an anniversary gift, and Retro Studios shows everyone how amazing games can still look on the Switch. Imagine what they could achieve with just some more processing power. And just like that it suddenly doesn't feel any longer like Metroid Prime 4 needs to be on the next system...

Plus, Metroid Prime 2 and Metroid Prime 3 are going to be remastered as well eventually, whether that's done by Retro themselves or some other studios. You would think that this is all happening on the same engine and level of detail, where these games should come out for the Nintendo Switch as well, and not for the next system. Maybe with a new Nintendo Switch model they could look even better, but they still would run on the original. In any case, they won't be throwing out these titles in the next months...

The same would also apply to remakes of Oracle of Ages & Seasons in the same style as Link's Awakening. Of course it would be nice to have them with stable 60FPS on the overworld this time, but it would also feel wrong to have a generational rift between this and Link's Awakening. You would think that they come up with something new for top-down Zelda games on the next system.

And with the Booster Course Pass for Mario Kart 8 Deluxe it also seems more and more likely that they are going to do a second one (more on that next week when wave 4 arrives), where this would put two more years of content to a Nintendo Switch title. But this would add up perfectly if the next Nintendo system weren't to come out before 2025.

So, maybe the Nintendo Switch is here to stay... for now. Happy Birthday in any case!

Sunday, February 12, 2023

Metroid Prime Remastered: Done Since July 2021?

Tallon Overworld

There had been various rumors that Nintendo is basically just sitting on remastered versions of the Metroid Prime Trilogy games, waiting for the right time to release them, and there may be some truth to all of it. If you look at the USK page, the German age rating agency, you can see that Metroid Prime Remastered was already rated on July 27th, 2021. 2021!

This is ridiculous. They have been waiting 18 months to release this. Part of the reason may be that they didn't want any conflicts with Metroid Dread, which got rated about one month earlier, where releasing both of these games at the same time might have taken the attention away from each other. But they still could have put this out last year, when there wasn't much to do for Action Adventure fans on the Nintendo Switch, besides Tunic...

Maybe they have been waiting to make a Trilogy release after all, but then something made them change their minds. But it probably won't take too long for Metroid Prime 2: Echoes Remastered to appear on the market, since this game might be already finished as well.


Via ntower

Thursday, February 9, 2023

Metroid Prime Remastered: No Fusion Suit?

Samus in her normal Power Suit from the beginning of the game

There may be one thing that is missing in Metroid Prime Remastered and that is the infamous Fusion Suit. Originally, this was obtained from linking the game with Metroid Fusion via a GameCube to Game Boy Advance cable and beating Metroid Prime. In the Metroid Prime Trilogy release it could be obtained via the Credit system.

People have already completed Metroid Prime Remastered, of course, but beating the game only unlocks Hard Mode. The Credit system from the Metroid Prime Trilogy is gone, instead it simply unlocks things in the art gallery automatically again. And I have yet to find any evidence that the Fusion Suit is actually available in the remaster.

Quite the opposite, according to the speed running community, it is in the game's code, but it's currently hard coded to FALSE, so there is no way of unlocking it (source). It might be that Nintendo will make it available at a later point, maybe something that involves actually playing Metroid Fusion via the Nintendo Switch Online service Expansion Pack. They could possibly also add amiibo support and make you scan the Fusion Suit Samus from Metroid Dread... Simply something scammy.

The former is probably more likely, since there is nothing stopping them from already supporting amiibo, while Metroid Fusion is not yet part of the Game Boy Advance library. Well, I don't know, but it's a bit disappointing that this is gone for now. I personally liked to use it during Hard Mode, to make it a "Fusion Mode" so to speak, like in Samus Returns.

Metroid Prime Remastered Released

Samus with holographic screens in front of her helmet

Arguably, one of the biggest surprises of yesterday's Nintendo Direct was Metroid Prime Remastered, which got shadow-dropped right after the event, on the Nintendo eShop. A retail version will be available in a couple of weeks, February 22nd in North America, March 3rd in Europe.

German box art with huge USK logo pushing the Metroid Prime logo up

Since I prefer to get my Nintendo Switch games as cards, you will have to wait until then to hear about my impressions. But there is already a ton of footage of this game available and it looks really good. In fact, it puts the Zelda HD remasters to shame here in many different ways. All the assets have been redone, so we're not just getting some prettier / upscaled textures and there are new models for everything: Samus, the environment, the enemies, everything.

It looks more like a full-blown remake than a remaster, where they have been rebuilding the entire game in a new engine (maybe Unreal, or a modernized RUDE Engine). It's very faithful to the original game, however, where it's akin to Ocarina of Time 3D. It also runs completely fluid in 60FPS, where we have seen much uglier games with a much worse performance on the Nintendo Switch. It's very impressive overall.

promotional screenshot of the Chozo Ruins looking very detailed

The control options are also superb. You get four different control schemes: classic, dual-stick, pointer, and hybrid. In addition to what they have shown in the Direct, you can use the Joy-Cons for the same controls as on the Wii, or you can go for the best of both worlds with the hybrid settings. The game even supports the GameCube controller for the classic control scheme – they have thought of everything here!

At the same time they release this out of the blue and it only costs 40€. Compare this to Skyward Sword HD, which was full price and got a full marketing campaign, while its graphics are mostly just upscaled and the game doesn't even offer a hybrid control scheme. This here feels very uncharacteristic of Nintendo, who have been treating all their ports and remasters on the Nintendo Switch as if they were completely new games.

So, what has made them reconsider? What gave them this change of heart? Is Nintendo finally listening to all the complaints? Well, a likely explanation is that many fans were hoping for a remaster of the entire Metroid Prime Trilogy. If they had gone the full price route with each single Metroid Prime game, then this would have caused quite some backlash and disappointment. This way they get away with selling each title individually again and still make more profit than having the Trilogy at full price.

And this also gives fans at least something at the moment, where Nintendo certainly wants to distract from the fact that Metroid Prime 4 is still hiding in the shadows after four years of development, since it got taken over by Retro Studios. Now the fans will first expect Metroid Prime 2: Echoes Remastered and Metroid Prime 3: Corruption Remastered before anything else. They may even have the second game finished already and are working on the third as we speak, we don't know, but rest assured that a full Trilogy release probably wasn't ready yet, or else we would be getting that instead.

To my understanding this remaster was actually developed at Retro Studios, where they haven't released anything since Donkey Kong Country: Tropical Freeze, which was nine years ago. So, they also probably had to create some sort of output that makes Nintendo some money, while this is to prove that the series is still in capable hands... And it makes me feel very confident about the future of Metroid Prime, whenever that may be.

Monday, September 12, 2022

Nintendo Direct September 2022 Predictions

Nintendo Direct Logo

There it is already! Tomorrow 4PM CEST. Less than 24 hours to go. There have been rumors that this Nintendo Direct might have been postponed out of respect for Queen Elizabeth II, who has died last week, but they will simply skip the livestream for Nintendo UK and the rest of world can watch it normally. See here and here.

They state that it will be "mostly focused on Nintendo Switch games launching this winter", probably to not get our hopes up for anything about the sequel to Breath of the Wild, which is said to be released in Spring 2023. But they are using the word "mostly" and they usually go beyond the time frame that they were specifying beforehand anyway...

So, I'm still confident that this will be it for the sequel to Breath of the Wild, where starting tomorrow we may finally can stop calling it the "sequel to Breath of the Wild" (or "BotW2"). New trailer, full title, actual release date, first gameplay footage, introduction into the story. We're getting the full package. They will have to lift the curtain on the game if it really still planned to be released next Spring – they can't just hide it forever and the marketing campaigns need to roll sooner than later.

There is of course the possibility that "Breath of the Wild 2" got delayed even further. In that case I'm throwing in the usual prediction of The Wind Waker HD and Twilight Princess HD for late 2022 in a double pack (or triple pack with Link's Crossbow Training). I don't really expect to see both these ports and a focus on the next game, because one may detract attention from the other, but I certainly wouldn't mind to be wrong here and to get a very Zelda-heavy Direct. It would also be fantastic if we were to have all 3D Zelda games on the Nintendo Switch united before the release of the next one...

Otherwise, I still have some hopes that the team of Splatoon 3 has been working on a small Splatoon crossover for Animal Crossing: New Horizons, where this would mean that we're also getting the Zelda stuff later on. Or maybe we will get all the missing Nintendo crossover contents at once. But I'm truly being hopeful here and not realistic, because that's the one thing I still desperately want for the game. I would be very happy.

Then there have been rumors about a remake or remaster of Metroid Prime coming to Nintendo Switch. I personally don't like the idea of not going for the entire Metroid Prime Trilogy, but of course this is Nintendo what we're talking about, so they might just bring back all three games individually for full price, because they can. It's just that I probably wouldn't be too excited about just Metroid Prime itself, unless it has received some interesting changes.

And just for the record, I don't expect to see Metroid Prime 4 any time soon, but it's another case where I wouldn't mind to be wrong. It just feels like something that gets into spotlight after the sequel to Breath of the Wild is out in the wild.

Sunday, October 29, 2017

Metroid Prime Revisited


After replaying all the classic 2D Metroid games and completing both the new 3DS Metroid games, Samus Returns and Federation Force, it was time to revisit the Metroid Prime Trilogy in early anticipation of Metroid Prime 4. When the anthology was originally released for the Wii in 2009, I cleared all three games with 100% scans and items on Normal Mode. My goal now is to clear the remaining Veteran and Hypermode difficulties and to collect the rest of the Credits in order to unlock everything in the gallery. The latter is only relevant to Metroid Prime 3: Corruption, so with the first two games it will "simply" be about clearing the higher difficulties.

Why bother with Veteran Mode and not just jump straight into Hypermode? Well, the Metroid Prime Trilogy takes note on your save files, what difficulties you've already beaten. In a save file there are these little circles on the left border of each game slot and they will be only filled after beating the corresponding difficulties. This doesn't work its way down, so clearing Hypermode doesn't count as clearing Normal or Veteran Mode, even though they are the same thing with different damage values. But for me clearing Veteran Mode first is a nice way to familiarize myself with the games again, before I take on the highest challenge.

In case of Metroid Prime I also activated the Fusion Suit during Hyper Mode, which I jokingly called "Fusion Mode", because it pretty much was the same thing as in Samus Returns. And all that without scanning any amiibo! Well, to be fair, to unlock the Fusion Suit in the original version on the Nintendo GameCube you had to link the game with Metroid Fusion on the GameBoy Advance via a cable...

But overall the approach of beating Veteran Mode first as a practice paid off a lot in this case. I rarely died in both modes, but I actually died more often on Veteran, figuring things out. Only Meta Ridley gave me a lot of trouble in both modes... I even started to call him "Metroll Ridley", because the second phase of his battle seemed like pure trolling. You can easily wear him down to about 10% of his health with only a few scratches, but that's where he starts to wear you down, while taking little damage himself. My mistake was that I always tried to dodge his ram attacks, instead of shooting him with a charged shot in the mouth right before this attack. The constant ramming at the end then cost me my life a couple of times. Frustration pure. But it's not so hard, once you know ALL the tricks.

It's similar with the Omega Pirate, who surprisingly gave me very little trouble. I only died on my first try on Veteran, but then never again. The tricks here are to use Power Bombs to destroy his Phazon armor and then to ignore the Space Pirates by jumping around, while spamming the Omega Pirate with Super Missiles. It's doable.

Practicing on Veteran also helped a lot with the time later in Hypermode. It was quite the disaster during my Veteran Playthrough, taking above 11 hours. Navigating the world of Metroid Prime can be annoying, because it's a maze with no real shortcuts. Especially if you miss stuff and have to cross the same hard-to-navigate areas multiple times, it can be a little frustrating. For example I went into the sunken Frigate Orpheon without the Gravity Suit, because I misremembered its location. I thought it was down there, but then I had to get all the way back up without it, which wasn't much fun. I couldn't even just load my last savegame, because there is a Save Station down there, which I used without hesitation. It was still interesting, because the enemies are different at the time (no Aqua Pirates, but tentacles on the bottom).

Another wrong turn for me was missing the Artifact of Spirit at Phendrana's Edge, so I had to go back through that area, where you actually find the Gravity Suit, three times in total. On top of that this game has lots of platforming for a First Person Shooter with many vertical areas, where you often find yourself in rooms that are shaped like a tube. Around the same area in Phendrana it's easy to fall off somewhere and drop down all the way into the water, while Flying Space Pirates are still shooting at you. Experiencing this in First Person Mode isn't much fun, it's usually quite disorienting.

But things went much, much better in Hypermode, when I knew all the locations of every item and could plot a quite efficient course through the game. Plus, I had the practice for all the platforming areas and I could traverse the various rooms much quicker, so in total I was able to shave off about four hours of my time. It's still far from any world record, but my personal best and that on the highest difficulty.


Overall I have to say that replaying this game felt similar to Super Metroid, where the throne was shaken quite a bit. I always regarded both Super Metroid and Metroid Prime as the best Metroid games, but I'm not so sure anymore. Unlike Super Metroid, however, Metroid Prime isn't in need of a remake. The game still looks, feels and plays amazing. An HD remaster would be more than enough, if Nintendo ever wanted to touch this game again.

The problems lie more at the core here. One example would be the aforementioned platforming, which doesn't suit the First Person playstyle all too well. And this was already toned down heavily in the sequels, if I remember correctly. Some of the fights also don't work too well in First Person, especially with bosses that try to push you in a corner or ram into you. The most annoying enemies are probably the War Wasps in the beginning with that silly Hive Mecha fight...

But the biggest gripe I have is about the visor and beam switching. When compared to the sequels it's just not that good. The Thermal Visor doesn't even feel like a real upgrade, because the game forces you to traverse those disorienting dark areas after acquiring it. Both it and the X-Ray Visor limit your view quite a lot and both it and the X-Ray for the most part are only there to target otherwise invisible enemies, which isn't good game design to begin with.

It's similar with the beams, where the game turns into a massive "shoot the right color" puzzle. It's not strategic like in Metroid Prime 2: Echoes, where the beams consume ammo and you want to use them at their best potential. The only ammo here are missiles and they are rarely ever worth it. If Federation Force got one thing right, then it's missile power, because they feel relatively weak in Metroid Prime, where at the end you might only consume them for the beam combos like Super Missiles or to shatter frozen enemies.

Well, Ice and Plasma Beams offer a significant boost in power, but otherwise it's really just about matching the color of doors and enemies over and over again, which is very simple minded. They even have a Metroid variant that's about switching to the right beams, the Fission Metroid, while Metroids overall are much weaker in Metroid Prime than in any other Metroid game.

And of course there are the various Beam Troopers, which feel somewhat incomplete, because they don't really fire the corresponding beams at you, it's just all power shots. Ironically the Power Troopers are the most dangerous ones, because they can't be stun-locked like the others and they fire really fast. This got me bad in Hypermode on my way to the Power Bombs through the Phazon Mines. The Power Troopers in the Ore Processing did so much damage in a short time that I had to heal by changing from Elevator Access A to Elevator A many times to farm health orbs from the explosive crates and the Scatter Bombus. It even feels like a relief, when the Metroid haunt the Ore Processing and the troopers are gone...

Getting to the Power Bombs can be quite tough, because it's a long way without any Save Stations in between, but the part afterwards is even more so rewarding, where you backtrack through the entire world, collect all the hidden items and Chozo Artifacts, before you dive down into the Phazon Hell again and phase the last three bosses.

The final boss is then the pinnacle of all the switching, where in the first phase you have to switch to the right beam and in the second phase to the right visor... Very original. What's even worse, the game gives you the cool looking Phazon Suit only to introduce the red Phazon shortly after, which acts exactly like Phazon before. And I hate that room, where you have to do some platforming above a sea of red Phazon that endlessly spawns those annoying Fission Metroids. The final boss isn't something that you want to try again because of this room alone. It's like the whole ending of the game is a concentrated culmination of what's wrong with it...

But I don't just want to complain. Metroid Prime is still a prime game. If Super Metroid is the equivalent to A Link to the Past, then Metroid Prime is the Ocarina of Time of the Metroid series. It beautifully transformed the greatness of Super Metroid into a First Person Shooter/Adventure. Diving down in the world of Tallon IV is still amazing even at today's standards, where I especially like the Chozo Ruins. This place is absolutely magical and lets me immerse into the game every single time.

But still I'm happy that I'm done with this game for now, because I'm really excited to dive into Metroid Prime 2: Echoes next!

Wednesday, February 9, 2011

Metroid Prime 1.5

Someone at Neogaf Forums discovered a concept for a Metroid game leaked by Tony C. Giovanni, one of Retro's level designers. It's a really interesting concept, so it's worth a look.

The story takes place after Metroid Prime on a large alien ship. The gone mad AI of the ship abducts several bounty hunters including Samus and other strong fighters in order to learn their abilities, so they can be assimilated by the ship's robots and aliens to built an army. Samus' mission is to stop the AI of course. The AI has multiple personalities, the child, the mother, the martyr and the killer. Depending on what part of the personality you're facing, the environment and obstacles will change. The child might want to play with you which results in puzzle heavy gameplay, while the killer tries to ... well, kill you. The AI might fill room with poison gas, lock doors to mock you among other stuff. It's a really unique concept, basically the next level of H.A.L.



Samus abilities would be blocked, but she can get them back by scanning certain bots. But this scanning transfers her DNA and because of this, your enemies will be able to use your abilities, which results later in another evil Samus clone. But you can also aquire new abilites (probably from other bounty hounters) like cloaking, wall walk or infrared vision.

I'm only scratching the surface here, so I advise you to take a look at the concepts for yourself. There are also some ideas about a coop mode, but I'm not interested in playing Metroid cooperatively. However, though the whole game concept got rejected, it sounds much better than what we got with Metroid: Other M. So, if Nintendo is working on a new Metroid game, they should definitely revisit this concept.

Source:
Metroid Database
Neogaf Forums

Sunday, October 4, 2009

Metroid Prime Trilogy




You notice a good game, when you don't hesitate to buy it again for another system and have lots of fun replaying it. Metroid Prime Trilogy offers three of those games on one disc. By now I've completed all three games at 100% and unlocked all of the extras with the exception of the Corruption soundtrack and some minor artwork. And allthough I've already played the previous versions of all three games, it was a great experience.

Of course the most important addition is the new control scheme for both GameCube games. In Japan Prime and Echoes are simply part of the New Play Control! series, but luckily Nintendo of Europe and America decided to release the Trilogy instead. The upgraded controls are very simple, it's basically just the aiming via the pointer and flipping the Wiimote to activate the Spring Ball while being in Morphball mode. There are no other big motion controls like throwing the Nunchuk for the Grapple Lasso or interacting with the environment with your Wiimote in Corruption, but that's fine. And the controls make the games much more easier. You don't have to target everything manually, which saves time, and some of the Morphball puzzles get a lot easier thanks to the Spring Ball, best example is the Energy Tank in Transport Tunnel A in the Magmoor Caverns. Overall the difficulty of the first two games was reduced a little, the new "Normal Mode" is more like an Easy Mode. But since I have beaten the games on the GameCube, which was quite challenging for me, I don't mind this as well. This way I could enjoy the second trip through the games much more and I was able to focus more on getting a complete Logbook collection, which I haven't done before. And there's always the new Hypermode difficulty for all Metroid veterans.

If you beat one of the games, your save state for this game gets erased and you start over from the beginning. But all your Logbook entries are saved, so if you have completed your Logbook in your first playthrough, you get a 100% filled Logbook from the start and everything is pre-scanned, which makes replaying the games even more relaxing. And if you've missed something, you just have to focus on the missing parts and not on the other scans. It's basically like the 2nd Quest in The Legend of Zelda: The Wind Waker, where you keep your Minintendo figurines and where it's easier to finish your collection. And completing your Logbook can be a challenging task, especially in Corruption. There you have like 10 different, exotic Space Pirate types like the Armored Shield Trooper, that you can potentially miss. Every time you encounter Space Pirates, you basically swap to the Scan Visor first instead of blasting them to Pirate Hell immediately. Or the bosses in Echoes, where every single body part can be a different Logbook entry, can bother you as well. But I don't have to worry that about anymore, because my Logbooks are filled and they stay that way for the next time, when I'm going to replay these games. Nice.

The scans are also important for the credits. Both Prime and Echoes now use the credit system from Corruption for unlocking bonus content like artwork, a complete soundtrack, dioramas, a screenshot tool and extras like the Fusion Suit for Prime and the Ship Bumper Stickers and the Mii Bobble Head for your gunship in Corruption. However, the credit system for Prime and Echoes is much simpler than the one for Corruption. You collect orange credits for beating bosses in Prime and purple credits for bosses in Echoes. Additionally there are silver credits for collecting the Chozo Artifacts and Sky Temple Keys and for completing your Logbook. Completing both games once on any difficulty level is enough to unlock all the bonus content for the games including the Fusion Suit. Unlike for Corruption you're not forced to play through the games in Hypermode again or to trade those stupid, annoying Friend Vouchers (thanks again to RossMadden and Howser1994 from GameFAQs/Gamespot forums for trading with me).

All three games got a global main menu with a nice new music track using the pointer controls similar to the menu in Corruption. However, the ingame menus of the GameCube games and the menu of the multiplayer mode remain the same and don't use the pointer, Nintendo really should have updated those menus too. Additionally an option to swap the menu style would have been nice. The Japanese New Play Control! versions got their own new menus similar to the original menus from the GameCube versions, which could have been easily included. They could have added them as an unlockable bonus and it would have been nice to use the classic style menus, I love the menu and menu music in Prime. But it's not that important, just an idea.

The multiplayer from Echoes works fine, even with a small TV. However, some new leves and online functionality would have been awesome, but I'm happy that they didn't just simply cut it out alltogether.

Overall this is one awesome compilation, definitely one of the best videogame compilations ever next to Super Mario Allstars and Unreal Anthology. If you have missed out one of those games or more, Metroid Prime Trilogy is a must-buy for you. But getting the Trilogy is still worthwhile for someone like me, who has played all three games before. The new controls really add something to both Metroid Prime and Metroid Prime 2: Echoes and make these games even much better and more enjoyable than they were already.

If you're a Zelda fan and wonder, if you should get this, do it. Zelda and Metroid both share a similar Action Adventure core gameplay. In Metroid you will explore large, coherent worlds and collect new items to proceed into new territories. There are also lots of puzzles and hidden collectibles like Missile Expansions, Energy Tanks and scans, which will keep you busy for a long time.