Sunday, March 12, 2023

Booster Course Pass: Vol. 2?

Koopa Troopa at Koopa Troopa Beach

Well, I'm a broken record about this, I know... but with the latest wave it became more and more apparent that they might simply continue this til the end. Mario Kart Tour has been going for three and a half years now, since September 2019, where they have produced more than enough content to fill the Booster Course Pass, but there is still so much left. This is mainly thanks to the fact that the majority of additions are from Tour with all the city tours or completely new courses. In fact, 22 of the 48 courses will be from Mario Kart Tour at the end. That's nearly half of the Booster Course Pass!

They won't run out of cities any time soon and if they keep this rate for a second pass, then it will be very easy to fill the rest of it with the remaining fan favorites. And there are a lot of good courses to choose from, where many of them are already in Mario Kart Tour. People expected DS Airship Fortress for a reason, but instead we got DS Mario Circuit. This is disappointing to some, but what if they are simply saving some bangers for the second round? There could be a "Bullet Bill Cup" for example, which comes with Airship Fortress and King Bob-omb as a new character.

King Bob-omb, Bowser Jr. and Dry Bowser on the Airship Fortress

Of course there is also the possibility that they are simply saving some better courses for the next Mario Kart game, but I personally think that the next Mario Kart will be a "Nintendo Kart" anyway, so they should put everything into Mario Kart 8 Deluxe what they can to make it the ultimate Mario Kart. And whatever retro courses there will be, those are going to come come with much better graphics and new gimmicks as a selling point, so it doesn't really matter. Six of the retro courses from Mario Kart 7 also have re-appeared in both Mario Kart Tour and Mario Kart 8 Deluxe now, so there is nothing preventing them from bringing back courses multiple times in a row.

In the long run it might even be very attractive to have absolutely all contents from Mario Kart 7 integrated into Mario Kart 8 Deluxe, since the Nintendo 3DS online "infrastructure" isn't going to last forever, much like Mario Kart Tour. The Booster Course Pass should be all about preservation, first and foremost.

In addition, drivers are now also part of the equation. Six new characters is less than half of what they potentially could add without touching all the alt costumes. And no matter who they go for, some fans will be still left disappointed. We can't have all the Kongs, Pauline, Kamek, Nabbit, and so on with just the Booster Course Pass. But we could with a second one and this way also include some of the characters who no one might expect right now, like the Hammer Bro.

The different Bros might also share a character select slot, where the Fire, Ice, and Boomerang Bro work as alt costumes for the Hammer Bro, so they could hit four birds with one stone here. Speaking of alts, potentially they also could a variety of variants for the other characters, like Dr. Mario, Builder Luigi, Wedding Peach, White Tanooki Mario, and so on. They wouldn't require more space on the character select screen and will simply share the same stats with their originals.

Then there's Battle Mode, where Mario Kart Tour just got its own one last year. A second Booster Course Pass could add one or two battle mode courses per wave just to show this mode in Mario Kart 8 Deluxe some more love as well. Right now there are these three retro stages in Tour:

  • GBA Battle Course 1
  • GCN Cookie Land
  • DS Twilight House

More will likely follow, where something like N64 Block Fort will certainly make many fans happy. And there even could be some completely new battle courses as well.

In any case, there will be more than enough contents to justify a second Booster Course Pass. Of course this doesn't automatically mean that it will happen for sure. After all, this is Nintendo we're talking about, who never bothered with bringing back the Zelda and Splatoon villagers to Animal Crossing: New Horizons, for example. They just love to have something left with their games that could have been done, but never will be done. However, there is just too much stuff to ignore here and as long as they keep working on Mario Kart Tour, there will be potential additions for Mario Kart 8 Deluxe.

The real question is when the next Mario Kart game will become a thing and how it will look like, because this will have a big influence on the outcome here. If it's going to be "Nintendo Kart" coming late 2025, then there is no reason to hold back right now. But who knows what Nintendo is currently cooking up?

Booster Course Pass: Leaks and Speculations #3

Yoshi, Mario, and DK racing on Riverside Park

Four of six waves from the Booster Course Pass for Mario Kart 8 Deluxe have been released, where the last two are scheduled to release during the remainder of the year. If they follow the same schedule as last year, then Wave 5 will be released in August and Wave 6 in December. But they might come out a bit earlier this time.

It seems like Nintendo went into this whole thing with the absolute minimal effort to see how it will go. The first wave was very lackluster, but with each wave they've clearly increased the amount of work going into the project, where by now we're even getting new characters, which came as a surprise and might not even have been planned from the beginning. But it shouldn't have been surprising that the Booster Course Pass has become a success, since this is DLC for the most popular game on Nintendo Switch...

Meanwhile they also kept creating more content for Mario Kart Tour – like GCN DK Mountain, the Wii Rainbow Road, or Piranha Plant Cove – where the development of these two Mario Kart games go hand in hand by now. Some courses appear in Mario Kart 8 Deluxe first, but it's really a shared effort, which was clear from the beginning.

What we also knew from the beginning are the prefixes of all courses, since they got data mined, where a number of courses have been shuffled around since then, but we still have a good picture of what's to come. This is what we have right now:

In addition, we know of two more city tours in Mario Kart Tour: Vancouver Velocity and Los Angeles Laps. We will likely see the remaining ones very soon, especially since they usually get three different variants each, which are all combined into one for Mario Kart 8 Deluxe. If you're from Europe, then Rome and Athens will immediately come to mind, but there are lot of worthy cities left that they could go for, like Cairo, Rio de Janeiro, Prague, or Stockholm, just to name a few from the back of my head.

We might have a slight idea already, because a couple of course IDs and assets have been data mined from Mario Kart Tour a while ago (see here for example):

And this isn't all, because there has been a leak of music samples, which included GBA Sunset Wilds, so that's pretty much set in stone for the last GBA course. As for the rest, you can look at what's already in Mario Kart Tour (see Mario Wiki), but this has proven not to be the most reliable way, since they may release new retro courses for both games at the same time, like DS Mario Circuit this week. Most people expected either Airship Fortress or Luigi's Mansion for the last Nintendo DS course, but here we go. And based on all this, here are my predictions for the final two waves:

More than half of the upcoming courses will be from Mario Kart Tour, so this doesn't leave much room for more actual retro courses, which may or may not be to your liking. And I probably wouldn't have bothered with all this if it weren't for the other component that we have now...

new character select screen with Birdo in the top right and five question marks below her

There are going to be five more characters! Like all of the new courses, they are seemingly porting over the unique drivers from Mario Kart Tour, where there are currently over a dozen of them:

  • Captain Toad
  • Chargin' Chuck
  • Diddy Kong
  • Dixie Kong
  • Funky Kong
  • Hammer, Boomerang, Fire, and Ice Bro
  • Kamek
  • King Bob-omb
  • Meowser
  • Monty Mole
  • Nabbit
  • Pauline
  • Peachette
  • Petey Piranha

And it's likely that Wiggler and the Honey Queen from Mario Kart 7 will return at some point as well. So, there is a good selection and it will be hard to only pick five here, but it's possible that the characters who also have been in previous Mario Kart games, like Birdo, will have priority here. If they don't bring back Diddy, who should have been in this game since May 2014, there will likely be a riot.

Now, I personally believe that the next one is going to be Petey Piranha, for two reasons. First of all, this would place him right next to his old buddy from Double Dash!!, King Boo, on the roster. And wouldn't this be lovely? Then there is the fact that there is a new "nitro" course in Mario Kart Tour already, the aforementioned "Piranha Plant Cove", where this will very likely come to Mario Kart 8 Deluxe as well and would be a very good fit, even better so than Birdo and Yoshi's Island. I mean, there are even stone statues of Petey.

One of the two waves is going to have at least three characters and you know quite well what I have in mind for this: Diddy and Funky Kong will finally return and they will bring Dixie Kong alongside with them. If the rumors about a potential new Donkey Kong course are true, then this will be even more likely. I keep sharing the following picture from Mario Kart Tour and it's exactly what I had in mind for Mario Kart 8 Deluxe for years now, long before the current DLC: 

the whole Kong family on Rambi Riders

This needs to happen and it would be a great finale for the Booster Course Pass. Maybe they will also add some new karts as well, where they could bring back the Rambi Rider or the Barrel Train in addition. Anything is possible at this point.

This leaves one character, where I personally would go with Pauline, mainly to have finally something from Super Mario Odyssey in here, but also because she is the most attractive choice here, not going to lie. But maybe they will save her for later and they'll simply throw Kamek in there together with Petey Piranha. And yes, I'm still convinced that there will be a "later", more so than ever. See the next post.

Saturday, March 11, 2023

Booster Course Pass: Wave 4 Impressions

Birdo (Green) on the Master Cycle Zero at the start of Riverside Park

On Wednesday we got the third DLC Pack for Fire Emblem Engage and one day later the fourth wave of the Booster Course Pass, where this certainly going to be a busy weekend for Nintendo fans. Overall Nintendo shows a steady output at the moment, where even little things like new DLC are good to keep us entertained / distracted until Tears of the Kingdom (though, it prevents me from replaying Breath of the Wild, which is probably what I should be doing right now).

Anyway, eight more courses have been released and the quality is about the same level as the excellent third wave. I personally liked wave 3 better, but that's just how I feel towards the selection of courses, because the visual and gameplay quality is pretty similar. There is one course that stands above everything else made so far, but also some stuff that doesn't look as good.

Anti-gravity is once more mostly absent this time, where only one course briefly makes use of it, but they have been creating some more underwater sections, where this has been a rarity in the DLC. In fact, only GBA Boo Lake from the last time had some underwater gameplay and that's it, even if you include the DLC courses from the Wii U. This wave we have two more courses we you are driving underwater and that's nice to see, even if it never was the most exciting mechanic.

However, this wave also brings completely new enemies to Mario Kart, which hasn't happened so far in the Booster Course Pass, and a new character: Birdo in eight colors. Like always, let's take a look at the list of course first...


Fruit Cup:

  • Tour Amsterdam Drift
  • GBA Riverside Park
  • Wii DK Summit / DK's Snowboard Cross
  • Yoshi's Island

 

Boomerang Cup:

  • Tour Bangkok Rush
  • DS Mario Circuit
  • GCN Waluigi Stadium
  • Tour Singapore Speedway


There are three city tours in this, instead of the usual two, and one completely new course, which hasn't been in Mario Kart Tour yet, but will most likely appear there in the future. So, if you don't play the mobile game, then half of the content here will be new to you. And two of the tracks have been overhauled quite significantly, so it feels like the freshest wave so far in terms of content.

promotional screenshot with the windmills in the background, Daiys and Luigi at the front

Things start with Amsterdam Drift, where the flight section towards the windmills makes me want 3DS Daisy Hills back more than anything, because this city is a mess for driving. The constantly changing routes were a novelty in the early Booster Course Pass, but by now it's getting frustrating, because these cluttered cities lack the necessary visual clarity. There is so much going on and there are so many hard-to-see turns that you need to memorize these tracks from start to finish. Even though you can spot the directional arrows usually from a distance, it's still sometimes hard to see where exactly you need to go, where in one case you even have to take a near 180° turn. Amsterdam is a nightmare in 200cc, at least at first.

On the bright side, it has a lot of variety and the longest underwater part of any DLC course so far, where you are going through some channels. This also would have been a great idea for Venedig, which may even happen in the future...

There is also a boat channel in Bangkok Rush, where you can use the paddles as ramps, which is a nice idea, but probably the most memorable part about the course. There is like this huge section with a crossing above you, where I keep running into the pillars below, and here it's also hard to get a good overview of where you need to go. Not quite as bad as Amsterdam, but still bad and this part lacks any real scenery. The staircases, which lead up and down, should you opt for the upper route, are also a bit too narrow.

Rosalina driving on the Master Cycle Zero through a pool on a rooftop in Singapore

The highlight of the new city courses is easily Singapore Speedway, which is probably why it was put at the end of the wave. Even though each lap takes you through different parts, it's a lot more straight-forward and it focuses more on the spectacle. The decadence is seemingly strong with this city, which makes you wonder if they will add Dubai next. But it's a lot of fun to drive through swimming pools on top of skyscrapers, where Goombas are having a good time.

Off to a much more basic course, we have another excellent translation of a track from Mario Kart: Super Circuit into 3D with GBA Riverside Park. I personally found all GBA courses in the Booster Course Pass so far very enjoyable and this one is no exception. It looks absolutely beautiful with the new lighting and it has some really nice textures, which makes you wonder why some other courses in the pass look like they are from an entirely different game. It's also a breeze even in 200cc and offers a good time overall.

For this version they've also added Ptooies, the walking Piranha Plants, which are spitting up items and drop them if they get hit or rammed. They are wandering up the waterfall cave like Lemmings, which is quite funny. But this is the first time these enemies have appeared in Mario Kart to make this basic course a bit more interesting.

Equally basic is DS Mario Circuit, which now has reappeared both in Mario Kart Tour and Mario Kart 8 Deluxe for the first time ever. Like 3DS Toad Circuit from the first wave, this has sparked some controversy, because we already know that this was going to be the last course from Mario Kart DS. So, if you were hoping for Luigi's Mansion or Airship Fortress, which were both already playable in Tour and therefore a likely candidate, you are probably now disappointed, especially since this is now the fourth Mario Circuit in the game...

Nonetheless it's a good conversion. I personally found the original to be quite dull and forgettable, but this new version adds some more verticality and variety, where there is now a forest section after the tunnel guarded by the fire-spitting Piranha Plants. During the last lap there is even a giant Wiggler, who is crossing the road. They've probably made the best out of this course, but this won't change the fact that it's very basic and certainly no Airship Fortress.

start of Waluigi Stadium with Wario, Walugi, Luigi, Peach, and Rosalina

If you want more action, then GCN Waluigi Stadium will probably have you covered. It's the first track from Double Dash!! in the Booster Course Pass and it used to be one of my favorite classic courses in Mario Kart Wii, but they've completely butchered this version in my humble opinion. My main problem is the new mud texture, which looks super ugly and is quite hard on the eyes. It's like the wood in Maple Treeway, except that it's absolutely everywhere here. It also seems like they've made the course more slippery with it, which makes sense, but isn't much fun either.

The second half of the course has the only anti-gravity sections in this pass, which come in form of grate ways above the usual track, which can be accessed via the half-pipes. There doesn't seem to be a big advantage to them, especially since they've made the off-road section near the end much smaller, so you can just boost through there without any effort. In past versions this used to be another viable shortcut...

They've also altered the part with the mechanical Piranha Plants quite a bit, where they've made it almost too trivial. Two of them are now facing each other, but are angled up by 45°, so you can simply drive through them. The numbers of rotating fire bars was also reduced and it now seems completely trivial to just go through the middle of this obstacle course, even though they've added some tires as a nuisance. On the Wii I used to stick to one of the half-pipes to avoid all the things, but it seems harder to do now and may not be worth the trouble outside of Time Trials.

promotional screenshot of a Shuy Guy doing a stunt on the piste with another Shy Guy on the ski lift in the background

This is also true for Wii DK Summit (or DK's Snowboard Cross in the UK), but otherwise this course is as good as I remember it from the Wii. You can even go for the quite risky shortcut in the middle, where you jump over the holes, though I've heard that there is a bug where you may keep falling for a while. It is a nice course overall, which is of course similar to Mount Wario in theme, but this one is much shorter and makes you go up the mountain with each lap for some repeated downhill fun. And the half-pipes add something different to this idea as well. Now all it needs is Funky Kong, but we'll get to that...

The highlight of this wave and probably of the entire Booster Course Pass so far is without a doubt Yoshi's Island. It's a completely new course, where there is no sign of it yet in Mario Kart Tour (but this may change soon). It's based upon the beloved SNES classic, Super Mario World 2: Yoshi's Island, and it's a delight!

This is on a similar level to the crossover courses from the Wii U DLC, like Hyrule Circuit or Animal Crossing. There is a unique banner for the goal line. You have new fanfares at the start and finish of the race. You collect "Yoshi Coins" with a special sound effect (where it makes you wish that 3DS DK Jungle had Banana Coins). And there are some new enemies here, like Shy Guys on stilts or "Huffin Puffins", with a lot more entities to spot in the background, like Poochy. They've put a lot of effort into this.

It's also lovely how the course goes through all over Yoshi's Island and its different worlds. You start at the grasslands, then dive under water and go through a castle, emerge into a cave, race up a volcano, take a turn on a cloud island, and finally glide down back to the start. It's like a whole Mario game – or Yoshi game in this case – concentrated to a single course.

There is another special mechanic near the end, where you can try to hit a winged cloud in the air to create a significant shortcut. It's not so easy to hit, but someone else behind you might still be able to do it, where this feels similar to the Master Sword shortcut on Hyrule Circuit.

Graphically the course still looks more like it was made for Mario Kart Tour, with rather cartoony visuals, and the smaller sections may give you the feeling like you've seen it all before from other courses. But with all the attention to detail and the many new things it's still one of the best, if not the best addition from the Booster Course Pass so far.

Birdo flying through the skies of Yoshi's Island

And there is more... starting with wave 4 we're also getting new characters, for which they've added a new column to the character select screen, with five question marks for upcoming additions. So, waves 5 and 6 will likely offer multiple characters each, unless they are doing one wave with four characters at once. Birdo works still rather well as a single character addition, though, since she comes with nine different colors, just like Yoshi and Shy Guy before her. So, this adds more variety, since a lot of people are going to play her now for the novelty alone.

Version 2.3.0 will create some more variety in any case, since it has buffed a number of characters and vehicle parts with increased speed and/or mini-turbo stats. Essentially this has affected everything and everyone not already in the established top tier, like the infamous Waluigi Wiggler combo. Ultimately this will just lead to a different meta, where apparently Link has now joined the top as well (sharing a class with Rosalina). But it's overall a very good approach for balancing this game: just make everything else a little bit better. And this will hopefully add more viable options for those who really care.

Thursday, March 9, 2023

Tears of the Kingdom – Pre-Order Goodies

 

game, golden medal with box, green notebook

While Nintendo still hasn't put the Collector's Edition or the amiibo for Tears of the Kingdom in the My Nintendo Store, you can get a series of items now in bundle with the game. There is a medal with a stand and a box, as well as a notebook. These items cost extra, 5€ for the notebook and 10€ for the medal...

This is not to be confused with the coin that comes as a free pre-order bonus. If you purchase any set or even just Tears of the Kingdom alone, you will get the coin together with a luggage tag as free bonus items:

coin with the logo on the front and the broken Master Sword on the back, brown ugly tag

I'm not exactly excited about the luggage tag, but the coin looks nice and you don't look a gift horse in the mouth. Ideally, you will be able to get all these items with the Collector's Edition in the foreseeable future. I don't necessarily need any of this, but at least the coin would be nice to have.

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!