Publisher: Nintendo
Developer: Nintendo/Retro Studios
Release Date: 18/03/03
Price: £39.99
Version: PAL
Players: 1
And so a new genre is born: the FPA (or First Person Adventure to the uninitiated). Infact Metroid Prime isn't the first of its kind. Ion Storm's 'Deus Ex' masterfully injected RPG elements between all of the expected shooty bits some three years ago. But Metroid Prime plays unlike any monotonous FPS you've ever played before and it's all the more refreshing for it.
Initially, the controls confuse those expecting the expected: aiming is only possible by standing still and movement is negated by using just the one stick, as opposed to two, made almost customary by the likes of Halo and the TimeSplitters games. But the first 'level' wonderfully introduces the player to the basics of Samus Aran's exciting abilities. They include scanning important enemies or locations to discover weaknesses in tough enemies or clues hidden within the alien surroundings, or switching into a ball and rolling through tunnels. Soon, everything becomes second nature and the game can begin proper.
After escaping from the destruction of the deserted ship that she is sent to investigate, Samus lands on the planet of Talon IV. Starting with minimal abilities, you must gradually explore the various locales and build up lost abilities that will allow you to reach the tantalising prohibited or unreachable areas of the five main worlds. The multitude of rooms in each area appear seamlessly linked together, beautifully atmospheric and varied. Graphically the game is outstanding. Solid and consistent, it's easily above anything yet seen on the GameCube and arguably superior to even the most accomplished efforts on PS2 or Xbox. Water droplets bounce from the arm cannon gun in the rain and steam collects around the visor when exploring the humid underground lava caverns. Sometimes it's even possible to see a reflection of Samus's face when a shot is fired nearby, lighting up the visor. These and other visor effects are delightful and matched only by Kenji Yamamoto's remixed score.
The search, collect, search nature of the game is seldom tiring, and when new abilities such as the boost ball and jump boots become available, the imagination is stirred once more into remembering previously inaccessible locations that were bafflingly out of reach. Hence, discovering new areas is always a thrill.
The thing that older Metroid players will appreciate (this being the fifth instalment in the acclaimed series that has spanned almost 20 years across four platforms) is the accomplished job Retro Studios has tackled in bringing the game into the third dimension, without compromising any of the elements that made Super Metroid so enjoyable. As well as catering for the fans, the developers have gone somewhat out of their way to encourage newcomers and veterans alike, presenting something new and challenging to both generations.
Ultimately, Metroid Prime is an essential purchase for GameCube owners and I'd even go to the extent of saying its worth buying the system itself for, it's that good. Prime is set to enrapture gamers again as it did nearly a decade ago.