Hunters is strictly a first-person shooter and has more in common with Quake and Unreal than it does with the Metroid Prime games, much less with the original Metroid games. Even the "adventure" mode, which has some basic exploration and scanning in an appeal to fans of the series, completely misses the mark. That's because there is no upgrading beyond the six sub-weapons, which are interchangeable for the most part. And you can't have a Metroid game without upgrades; that would be like having a Mario game without jumping. You can slap these characters on whatever game you want, but no one is arguing that Mario Party and Mario Baseball are real Super Mario games. The original Metroid on NES establishes the importance of upgrading within the first thirty seconds of the game. So we can talk all day about how great Hunters is, and I will, but don't tell me it's a Metroid game just because it has Samus and her morph ball. Maybe it's a deceit on Nintendo's part; at least the franchise outsourcing was blatant with the pinball game. I have to think that some people will approach this game with the expectation that it has some grand adventure component to back up the obvious draw of online multiplayer, but that is sadly not the case. If you're clear on that fact, Hunters can be appreciated on its own terms.
The reasons to buy Hunters are its multiplayer offerings, plain and simple. Single-card mode takes a little while to upload, and the moochers are stuck playing as Samus, but it runs smoothly and is completely playable. Multi-card mode not only opens up the other characters for everyone, but you can also turn on bots to fill up empty spots. The bots have three difficulty settings and are more than competitive even on the middle setting. Another nice thing about this mode is that you can play alone against three bots to practice your skills anytime.
The big hitter is online play through Nintendo WiFi Connection. Random matching looks and works just like Mario Kart DS, but as of this writing, it's quite hard to find more than one random opponent at a time, and sometimes even these matches crash before getting started. If you do manage to get a game, and the opponent is good, you can try to add him/her as a rival afterwards, which is sort of a sub-friend. It's a great idea, because the infrastructure for friends (and to a lesser extent, rivals) is much, much better than the random matching.
With a well-stocked friends list (try our WiFi forums to find codes and post your own), Hunters is easily the best online experience yet on the DS. You can see games being hosted by friends, or create your own and wait for people to join, or view a list of all friends who are online. Once in a game, there are plenty of options to arrange, dozens of levels to choose from, and the zinger: voice chat. It works very well and makes it so much easier to agree upon the match settings, ask others to wait for a friend you know is on the way, or just gab about anything while waiting for the match to start. Voice comes through clearly, though it's a bit quiet unless the DS speakers are turned all the way up. Headphones do alleviate that problem. There's also a text chat feature, which is not only obsolete but isn't implemented very well. It's too bad the communication isn't available during gameplay, because there's no way to inform your opponent that the phone is ringing or the pizza guy is at the door, and of course you can't pause. You can try to explain your terrible playing after the match though, during roughly thirty seconds of smack talk time which does cut off even if you're still talking.
Voice chat is great, but the real draw here is the actual online gameplay. It's very fast and intense, especially with three or four players. The different match types are pretty cool and worth rotating through, but some maps are better than others for the specialized rules. Hunters is different from most other first-person shooters in that the seven playable characters have different advantages and styles. Each bounty hunter has a unique alternate form and affinity for one of the sub-weapons, meaning he will have additional powers when equipped with that weapon. This assortment of characters and abilities just adds a tremendous amount of variety to the game, and you'll probably find yourself developing preferences for two or more of the hunters. Some of the characters seem to be unbalanced (Noxus in his alt form and Trace with his sniping laser), but the playing field will probably level out as more players log on and learn to deal with these threats. The variety quotient is multiplied again by the large number of levels, which are conveniently grouped into small, medium, and large categories to help you choose based on the number of players and match type. All in all, online play in Hunters is robust and addictive.
As of this writing, there are some bugs preventing a fourth player from joining most games, and sometimes friends will join the same game but not be able to see or shoot each other for the entire match, but Nintendo is working on these problems server-side and should eventually iron them out. Those players with little patience for connection errors may want to wait a few weeks to buy the game, because the adventure mode is not an adequate alternative to playing online.
No, sadly the other side of this coin isn't nearly as polished. The so-called adventure mode in Hunters is a lame attempt to string together the multiplayer levels and other bounty hunters into some kind of story-driven artifact hunt. The mission has some exciting moments, particularly the escape sequences and a precious few morph ball puzzles, but any initial promise quickly wears thin as the game becomes formulaic and quite difficult. At least the bosses are pretty cool…both of them. Yes, there are eight main boss fights (plus the final), but only two basic boss designs across those eight fights. The bosses are challenging and look cool, but you won't care by the time you fight the fourth revision of each one. The later versions just tack on more firepower and more shielding, so you don't need to change strategies, just be more careful about dodging and conserving ammo. In contrast, the rival bounty hunters are initially quite hard but soon become laughably easy as you tack on energy tanks and missile upgrades (which tend to sit out in the open, requiring little of the skill needed to find such items in the GameCube titles). The levels are, however, chock full of moving platforms and bottomless pits, which happen to require careful use of jumping, the only function that doesn't work well enough with the game's default touch screen controls. But the scan visor, that's like Prime, right? Wrong. There aren't nearly as many items to scan for back-story, and the scan logs lack the clever writing that drives this feature in Retro's games. The bottom line is that adventure mode just isn't worth playing beyond the initial encounter with each rival hunter, which will unlock him for multiplayer. The whole mode is repetitive, frustrating, and just not much fun. It's certainly a far cry from the quality and overall design philosophy of the real Metroid Prime games.
What both adventure and multiplayer have in common is the amazing Hunters graphics engine, which pushes the best 3D graphics ever seen on Nintendo DS. This game features fast movement, detailed level geometry, impressive character animations, and even some cool special effects like particle and reflection tricks. The touch-screen radar displays are rather bland, but you hardly ever need to look at them anyway. Hunters even uses a surprising amount of color in its art style, though it's easier to see these touches on a DS Lite screen. The sound design is less impressive, as the music tends to be more action-oriented like the rest of the game, but it's fitting if not quite memorable.
And no review of Hunters would be complete without getting into the game's controls. The options are good: touch screen and all-digital schemes for both left- and right-handed players, plus look inversion and a sensitivity slider. Touch controls are really the way to go, as they offer the most speed and accuracy, but they aren't perfect. As I mentioned earlier, jumping under pressure is tricky; you have to double-tap the screen, which is simple enough, but sometimes a double-tap is registered when you just want to put the stylus on the screen after lifting it for a while. Moreover, holding the entire system with one hand, which must also control movement and use the shoulder button to fire weapons, can be strenuous on your wrists, even with the lighter DS Lite model. There's probably no better way to do it, but your hands will still hurt after half an hour of playing. Take frequent breaks and experiment to find the best control style for you.
Hunters is really two games; one is fantastic, the other is not. One is easily worth buying if you have good access to wireless Internet, while the other feels slapped together to dupe hardcore Metroid fans and to put "Action-Packed Single-Player Mode!" on the back of the box. As a multiplayer-centric title, even if you have no DS-owning friends in the local area, the online mode saves this game. If your nearby friends do get their own copies, so much the better.
Pros:
Lastability: 9.0
Solo mission is decently long but not worth playing through. Online multiplayer should last a long time though, with so much variety in characters, levels, and game types.
Final: 8.0
Part of Hunters tries to be something it's not, and it fails miserably. The rest of it is awesome, though. Hardcore Metroid fans should keep looking forward to Prime 3, but anyone looking for a great portable FPS won't find one better than Hunters. The online support is a major step forward for Nintendo and definitely helps sell the game.
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Originally posted by: Pale
I'm the opposite MaryJane... I've only played online and haven't tried single player. To make matters worse, I haven't played Prime 2 yet even though it is sitting on my shelf. Given the timeline NST said this game falls into, I was going to play through the single player mode on the DS first... After reading Jonny's review, I may skip it and move right into Prime 2.
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Originally posted by: mantidor
Hunters as Im understanding it is more like doom with guns instead of keys
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Originally posted by: Ian Sane
"Sure, you'll still get that different combat, but I think it'll be fine so long as the other Metroid factors find a way back."
Can anyone give me a good reason as to how Metroid Prime would be improved by going to this different control scheme? To me it just sounds like it would be the same thing only it would be much harder to actually hit your target. The Metroid Prime control scheme could use some tweaks here and there but I never felt that the lock-on targetting was part of the problem.
I've only played the Hunters demo but I found the controls really hard to use no matter what setup I chose and I really don't find struggling to hit a target very fun. I don't like FPS games that focus too much on aiming. I much prefer some form of autoaim so that I can focuse on dodging and shooting and not lining up my shot just so. It's more streamlined that way and thus I find it more fun. To me going with this kind of setup in Metroid Prime 3 would be going backwards. They designed the control system specifically to eliminate the need for precision aiming so that the game could concentrate on exploration and puzzle solving. Adding the need for precision aiming just doesn't make any sense. It's like the Final Fantasy active time battle system that removes the whole advantage of turn based battles. Suddenly I need skills that the original game was specifically designed to not require.
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Can anyone give me a good reason as to how Metroid Prime would be improved by going to this different control scheme? To me it just sounds like it would be the same thing only it would be much harder to actually hit your target. The Metroid Prime control scheme could use some tweaks here and there but I never felt that the lock-on targetting was part of the problem.
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Originally posted by: Ian Sane
Samus is just too damn slow so if you have to turn around quickly you can't. The relates to the backtracking complaints as well. If Samus didn't move like a mech backtracking wouldn't seem so tedious.
QuoteI have said it before, and I will say it again. The 2D Metroids came first, right? And did they have a lock-on system? No, they didn't. In the jump to 3D, it was implemented since aiming was much harder using the dual analogue method. However, now, with the NRC, they have the chance to bring Metroid closer to its 2D roots. All the impressions have said that aiming with the controller is extremely intuitive. My hope is that with the controller, Retro can implement free aiming so that it's as easy to shoot without locking on as it is in the 2D games. And that's why I'm so excited about it.
Can anyone give me a good reason as to how Metroid Prime would be improved by going to this different control scheme?
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Originally posted by: Smash_Brother
Maybe, god willing, MP3 will do away with some of the backtracking, or be kind enough to allow you to open teleports to return to certain areas.
Teleports to bypass 15 minutes of trudging along past the same respawning enemies would have saved MP2 for me.
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If Samus didn't move like a mech backtracking wouldn't seem so tedious.
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However it does have several things that are very UN-metroid
1) No save points
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"As I mentioned earlier, jumping under pressure is tricky; you have to double-tap the screen, which is simple enough,"
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"I'm still on the first planet/whatever and so far I've been travelling through an almost entirely linear series of rooms. With one or two rooms repeating a number of times Halo style. In the real prime series any time a room repeated it was a small room or connecting hallway and even then the artists were careful to put some original touches in it."
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Game is not portable friendly so no save spots equals you need to play the entire thing at one sitting until you find a portal back to the ship. This makes for more hand cramping and makes it feel more tedious and boring.
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"This game hurts my hand so much it's unbelievable. Maybe I should see a doctor."
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Nothing against johnny I totally see where he's coming from but I wasn't at all disappointed in the single player mode
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while I agree that the adventure mode doesn't include the same level of depth that past games have had, at least Samus didn't have the sequence where she's hit with an explosion and loses all of her gear...AGAIN!
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Yeah, basically the adventure mode isn't up to par. It's still pretty fun, but only when I need a break from the faster action of WiFi
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That being said I do agree with the review but I still had fun.
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ONce in awhile it would feel Metroid-like and then other times it was just a straightforward fps game.
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Hunters as Im understanding it is more like doom with guns instead of keys, which doesnt mean is not fun and the truth is Im a bit tempted to try it, but it also means that its not a Metroid game.
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Hunters is strictly a first-person shooter and has more in common with Quake and Unreal than it does with the Metroid Prime games, much less with the original Metroid games.
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You can slap these characters on whatever game you want, but no one is arguing that Mario Party and Mario Baseball are real Super Mario games.
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So we can talk all day about how great Hunters is, and I will, but don't tell me it's a Metroid game just because it has Samus and her morph ball.
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Originally posted by: Mario
No way, those are fun. MP3 needs backtracking.Quote
If Samus didn't move like a mech backtracking wouldn't seem so tedious.
I disagree again! I think Samus's pace is perfect in MP and MP2, it makes the game more immersive, if she ran too fast I wouldn't be able to take in the environments as easily.
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Originally posted by: Jonnyboy117
The Metroid series is about upgrading. However, that doesn't mean the abilities need to be stripped away at the start of each game so you can get them all over again. It worked fine in the first Prime because you'd never used those abilities in 3D, so they felt new. Echoes tried to avoid too much repetition by introducing some new items, but there was still too much overlap with Prime. What it comes down to is the developer's willingness to design new items and design a new world based around those new items -- allowing you to keep your old stuff, to a reasonable extent, at least. Retro needs to have more courage in creating new abilities for Samus and designing around those, a message I've delivered to them every chance I get.
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Originally posted by: Bloodworth I think the real key to upgrading is for there to be significant areas opened up - that you don't get back to a section of the map until you have three or four new items that suddenly bring life to that section all over again. If you instead find yourself being forced to go back after each new item you get, that becomes less of a discovery and more of a chore.
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Originally posted by: Smash_Brother
The same enemies spawning every time you walk into the room isn't immersive, it's boring. In fact, it breaks immersion, unless I'm led to believe that this room has a time-release giant beetle dispenser buried somewhere in it.
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IT makes you wonder if using the Metroid name was any good at all, they used the licence to guaranteed some sales I suppose, but ironically previous Metroid fans wont find in this game what they like, so its not a guaranteed sale after all.
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Originally posted by: KDR_11k
Perhaps they wanted to introduce some new characters to Metroid so they could maybe use one or two of the hunters in a later Metroid game?
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Originally posted by: Ian Sane
Regarding SSB I imagine Ridley hasn't been added as a character because he's so freaking huge it would be hard to make work.
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...there is no upgrading beyond the six sub-weapons, which are interchangeable for the most part. And you can't have a Metroid game without upgrades; that would be like having a Mario game without jumping... The original Metroid on NES establishes the importance of upgrading within the first thirty seconds of the game.
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Originally posted by: Jonnyboy117
AC, I'm sorry (happy) to tell you that I know someone very high up in Retro and have talked to him a great deal about the Metroid games, and he seems to agree with me. Hardly surprising since Retro's games actually feel like Metroid, no matter how much they change the perspective, add things like scanning, change iconic abilities like Screw Attack, etc. They know what makes a Metroid game, and they make sure that's in there, then go in and screw around with the formula as much as possible without messing up the core. I'm sure Prime 3 will take that idea even further.
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If you're not making Metroid then don't call it Metroid. The Metroid name stands for upgrades and exploration. Don't call a spade a fork and complain that people expect a fork.
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Originally posted by: DeadlyD
well if they kept to the formula for mario, then we wouldnt have mario 64
heck donkey kong 64 was more about platform jumping then mario 64, and that didnt make it fun
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Originally posted by: Jonnyboy117
Multiplayer for Prime 3 is not obligatory. Last I heard (which was a long time ago), they would only consider it if they could find a much better and more interesting way to do it than was in Prime 2. I'm sure they are impressed by the multiplayer in Hunters, but it wouldn't be a good fit in the real Prime games (just as its precessor was not a good fit in Prime 2).