However, a few things dawned on me as I played through this final chapter in Retro's saga. Elements such as voice acting have been around in limited form since Super Metroid. Extended dialogue (in text) was done years ago in Metroid Fusion. The other bounty hunters turn out to be not such a big deal after all, because Samus can't really interact with them in complex way without speaking herself. But if you look at the major presentation differences between the 2D Metroid games and Retro's Prime games, the biggest one by far is the use of scanning to deliver information about the worlds, characters, and plots. Of course, this mechanic was introduced back in the first Metroid Prime game, and that made me realize just how much Retro Studios was already expanding the Metroid universe back in 2001. From the very start, this untested development studio was bold enough to create a new planet for Samus to explore, to develop an extensive back story for the game that elaborated and greatly expanded the series canon, and to devise a new force of evil that could not be contained to a single game. With their second game, Retro introduced the idea of limited beam weapon ammunition, created entirely new upgrade abilities that wouldn't even make sense in two dimensions, and added direct interactions with other living, sentient beings. By comparison, the changes introduced in Corruption are no more dramatic or important; they are incremental, natural progressions of what Retro Studios was already doing.
Now, the most interesting thing I realized when viewing this trilogy as a whole and recognizing all the cumulative changes to the original 2D games is that Metroid Prime could now be viewed as a parallel series, inspired by the main Metroid games but quite separate. Corruption, because it has added its own deviations in addition to those inherited from the previous two Prime games, is particularly unrecognizable as a Metroid game. That is to say, it is still based upon the core ideas of exploratory gameplay and expandable character abilities, but otherwise the links to Super Metroid and its ilk are quite superficial. In my mind, the Metroid Prime series is now as distinct from the Metroid games as are the last decade of Castlevania games. This is not to attack in any way the quality of the Prime series; I just find it fascinating that I can now think of, and defend, the Prime series as being largely distinct from the not-Prime series. The point is simply that Retro Studios should be given credit not just for updating a beloved franchise in 3D, not just for providing the most beautiful and immersive games across two Nintendo consoles, but for creating a unique and original property that goes far beyond the source material. The Metroid Prime games deserve to stand on their own merits and not be endlessly compared to the original series.
With all that out of the way, let me say that Corruption is a brilliant game and easily the best reason to own a Wii for anyone who wants more out of the system than just bowling or tennis. The new control method is phenomenal, and I would argue that it is superior to both the dual analog setup and the mouse/keyboard setup used in most other first-person games. It's just as responsive, and yet more natural than those other methods because you are literally pointing your hand to the spot you want to shoot. The button layout is very thoughtful (and partially customizable). Retro Studios made the smart choice of stacking your beam upgrades, which both simplifies the controls and eliminates frequent beam switching as a minor annoyance from the previous two games. The addition of a Spring Ball-like hop is also very welcome, as it slightly speeds up the pace of Morph Ball puzzles. On the subject of pacing, the only step backwards in the entire game is with the loading times between rooms. Maybe it's due to the larger disc size of Wii games, but sometimes you'll be left waiting for ten seconds before the next door will open, and it can be distracting. Other times, doors will open instantly, so it definitely depends on the size of the area you're in and the one you're headed into.
Blamed on the early demos and most of the screenshots released by Nintendo, you couldn't be blamed for thinking that Corruption looks exactly the same as its predecessors. Seeing the final version in motion is a different matter. There are tons of subtle (and occasionally not so subtle) touches that would never be possible on GameCube hardware, while the new widescreen option is a great feature for those who can use it. Corruption obviously can't compete with Xbox 360 and PS3 games on technical terms, but Retro Studios has come through yet again with stellar art direction that makes you completely forget about the Wii's technical limitations. One of the most amazing things about all three Metroid Prime games is that they don't really recycle art. Every room in every game –hundreds in all—looks different or has unique elements that make it visually distinct from the surrounding rooms. This accomplishment is even more pronounced in Corruption. The environments are so easily recognizable that I rarely had to use the in-game map to get around, except in one level where the map is broken into several chunks connected by long railways that branch off in multiple directions.
One thing almost universally loathed in the first two Prime games is the dreaded "fetch quest". This was a lame attempt to make the game longer by forcing you to backtrack across the entire game, looking for items with no effect except to unlock the final boss area. Thankfully, Corruption's variation of the fetch quest is dramatically streamlined, and depending on how you play the game throughout, you may not have to backtrack at all. Not only is it possible to find all of the fetch items in the course of normal exploration, but you can actually use these pseudo-keys in any order, and some of them are optional. You can even partially complete the sequence to come back later to finish it. In other words, the required fetch quest is now much more flexible, and it actually feels like a valid and enjoyable part of the game.
One last thing I have to praise is the level of originality in the new upgrades for Samus. As loyal readers may know, I criticized the otherwise brilliant Metroid Fusion because it did so little to capitalize on the Samus character's development with new gameplay additions. Nintendo spliced our heroine's DNA with that of her greatest nemesis, and the only truly new upgrade to come out of that unholy union was… Diffusion Missiles. Retro Studios has done far, far better with backing up Samus's corruption by Phazon with several cool new abilities that significantly change how the game is played. One or two of the upgrades still feel like glorified keys, but all of them at least have some odd combat utilities if you experiment enough. Corruption even revives and tweaks a couple of lousy abilities from past Metroid games, converting them into surprisingly fun and interesting upgrades.
I won't bother to offer consumer-level advice for a game of this caliber. You either own the game already or should be strongly considering it due to peer pressure and/or critical consensus. Metroid Prime 3: Corruption is a true gamer's game, a lovingly crafted science-fiction magnum opus, a showcase title not only for excellent motion controls but also stunning artwork that rivals anything in gaming. Play it, love it, and start dreaming of the next project from Retro Studios, whatever it may be.
Pros:
Lastability: 8.0
Corruption is satisfying, but not remarkably long. (I finished in 17 hours with 100% item completion.) There are two harder difficulty levels, and the quest for bonus credits to unlock art and music may actually get you to play through the game twice.
Final: 9.5
Corruption isn't a game made for everyone, but it is made for anyone reading this review. If we could make four or five clones of every person at Retro Studios and send them out to work on different projects of the same quality, Wii really would be catering to core gamers as much as it is to the casual market. This is a must-play adventure that finally shows what the Wii hardware and controllers can really do. More than that, it's a culmination of one of the gaming world's greatest achievements in art and design.
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Originally posted by: Bill Aurion
I disagree with lastability...The bosses have been so fantastic that I'm going to be starting up a new game as soon as I've finished!
10! It's a 10! =D
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Originally posted by: Bill Aurion
Samus is one of those personas whose character plays out perfectly through silence, probably even more-so than Link...So no, I am very thankful they didn't give her a voice... =)
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Originally posted by: GoldenPhoenix
I have one question, does MEtroid Prime 3's controls match up against dual analog controls for FPS?
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Originally posted by: Bill AurionQuote
Originally posted by: GoldenPhoenix
I have one question, does MEtroid Prime 3's controls match up against dual analog controls for FPS?
Match? No...
It far surpasses... =3
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Originally posted by: Sir_Stabbalot
Didn't read the review. Don't want to spoil anything.
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Originally posted by: KDR_11k
I want it... Unfortunately it's not coming until late October...
On another note, while NoA was giving out previews for MP3C, NoE is now starting previews for Super Paper Mario...
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Maybe it's due to the larger disc size of Wii games
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Originally posted by: 18 DaysQuoteMaybe it's due to the larger disc size of Wii games
Larger physcially or larger storage?
Because if you meant physically I will HIT YOU. (The outside of the disc spins faster and therefore loads quicker)
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Originally posted by: 18 DaysQuoteMaybe it's due to the larger disc size of Wii games
Larger physcially or larger storage?
Because if you meant physically I will HIT YOU. (The outside of the disc spins faster and therefore loads quicker)
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Corruption, because it has added its own deviations in addition to those inherited from the previous two Prime games, is particularly unrecognizable as a Metroid game.
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Originally posted by: archioverloadQuote
Corruption, because it has added its own deviations in addition to those inherited from the previous two Prime games, is particularly unrecognizable as a Metroid game.
This take came up for the review for Hunters too, and I really disagree with this, actually. By definition, if it has Metroid on the box and has a reasonable similarity in terms of genre to the predecessors (which would exclude, e.g., Pinball), it's a Metroid game. I dislike this idea that there has to be these hoops to jump through in order to make it a "real" Metroid game.
It's a suffocating way to look at game design.
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Originally posted by: Bill Aurion
Metroid Prime 3 sure feels like a Metroid game to me, and that's all that matters... =)
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Originally posted by: KashogiStogi
I don't see how it's NOT a metriod game.
You run and jump alot; you shoot things; you kill bugs/plants and the like; you explore; you pick up new upgrades; and you explore some more.
Oh and let's not forget about the gigantic bosses that you must fight.
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Originally posted by: thatguy
The last metroid is in captivity. The galaxy is at peace.
Samus spoke, we all know. She never spoke in the originals because there wasn't really anyone to talk to. I think she didn't necessarily need a voice actor, but she did at least need a way to communicate.
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Originally posted by: Mashiro
Samus did NOT say "The Last Metroid is in Captivity. The Galaxy is at Peace". That was the narrator
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Originally posted by: Mashiro
Samus did NOT say "The Last Metroid is in Captivity. The Galaxy is at Peace". That was the narrator
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Originally posted by: Crimm
I love this game, and this review is great. I do feel like it missed something: sometimes doors just don't open the first time you walk up to them. You have to walk away and walk back towards them.
That's really damn annoying if you're running for your life.
QuoteHave you played the game yet? Because the opening cut scene shows Zero Suit Samus, which kind of gives away the "secret" more so than any voice work would.
Originally posted by: Ian Sane
I don't think it's supposed to be common knowledge in the Metroid universe that Samus is a female. I'm worried that if they gave her a voice that it would give away the "secret".
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Originally posted by: GoldenPhoenixQuote
Originally posted by: Crimm
I love this game, and this review is great. I do feel like it missed something: sometimes doors just don't open the first time you walk up to them. You have to walk away and walk back towards them.
That's really damn annoying if you're running for your life.
Hasn't the same thing been happening since Metroid Prime 1?
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Originally posted by: MashiroQuote
Originally posted by: GoldenPhoenixQuote
Originally posted by: Crimm
I love this game, and this review is great. I do feel like it missed something: sometimes doors just don't open the first time you walk up to them. You have to walk away and walk back towards them.
That's really damn annoying if you're running for your life.
Hasn't the same thing been happening since Metroid Prime 1?
That's just loading times (in this case, as it was said somewhere else, maybe even in this thread, it's disc "seeking" times.) In the end though it's still just the disc trying to load.
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Originally posted by: Mashiro
-_-; no need to be snippy.
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Originally posted by: GoldenPhoenixQuote
Originally posted by: Crimm
I love this game, and this review is great. I do feel like it missed something: sometimes doors just don't open the first time you walk up to them. You have to walk away and walk back towards them.
That's really damn annoying if you're running for your life.
Hasn't the same thing been happening since Metroid Prime 1?
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Originally posted by: UERD
Because then people would say 'it's a cheap gimmick to compensate for the otherwise-glaring inadequacies of the Wii hardware.' Gee, Kairon. Don't you know anything?
/condescending
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Originally posted by: Ian Sane
"Have you played the game yet? Because the opening cut scene shows Zero Suit Samus, which kind of gives away the "secret" more so than any voice work would."
But I'm assuming that the general public of the Metroid universe doesn't see that. Like all the generic army dudes Samus talks to probably don't know she's a woman. It's probably only medical staff that has worked on her and high ranking generals and such that know.
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Originally posted by: Kairon
Figuratively? ... a couple times. Usually that's what I say to myself whenever I get tempted to intervene in yet another of Golden Phoenix's and Svevan's little wars.
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Originally posted by: KashogiStogiQuote
Originally posted by: Kairon
Figuratively? ... a couple times. Usually that's what I say to myself whenever I get tempted to intervene in yet another of Golden Phoenix's and Svevan's little wars.
What happened with that post of yours above?
Something of that nature would have definitely been in my "F*ck it" category.
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Originally posted by: Kairon
But now we know that that can't be the last Metroid. Metroids are dispersed over so many planets, who knows where the pirates have taken them?
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Originally posted by: Hostile Creation
I noticed you talking about Samus talking before, but I didn't see anyone mention Metroid Fusion. She talks a whole, whole lot in Metroid Fusion. It sounds like internal monologue, the ways it's written, but they are her words.
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Originally posted by: Jonnyboy117
Samus has a voice in all three Prime games. She just doesn't speak. She grunts and screams in every game, although I believe only the European and Japanese versions of the first game had her voice samples.
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Originally posted by: Smoke39
I just beat the game yesterday. I'm disapointed that the ending didn't really tie into Metroid II at all. Does the 100% ending add anything in that regard?
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Originally posted by: Smoke39
Oh god. What has Retro done to Metroid's storyline?
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Originally posted by: MJRx9000Quote
Originally posted by: Smoke39
Oh god. What has Retro done to Metroid's storyline?
The same thing nintendo does to every game: instead of using game endings to fill in pleasant details that would enhance the cohesiveness of a franchise's plot, they just plop the protagonist down, have them look off into the distance, pan the camera around some of the game's scenery, and call it quits.
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Originally posted by: Svevan
Samus also talks (in a way) in the logbook in Prime 1 and 2 (haven't played 3 yet). When you go back to the logbook and look at your upgrades, the words are in the first person. So she CAN speak, her voice is just SECRET.
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Originally posted by: Smoke39
Oh god. What has Retro done to Metroid's storyline?
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Originally posted by: Bill AurionQuote
Originally posted by: Smoke39
Oh god. What has Retro done to Metroid's storyline?
It had a storyline? Last I saw the series was basically "Bounty hunter goes to Planet X, kills stuff, blows up Planet X...Then she goes to another Planet Y, kills stuff, manages not to blow up Planet Y..." I think it's time to take off the rose-tinted glasses... =3
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Originally posted by: Svevan
Nintendo's bad at continuity because they love formula and design. This isn't a negative aspect of their game development at all; the continuity between the three Prime games is unprecedented for a Nintendo franchise, probably because we Westerns (and Retro too) are obsessed with narrative. (Wind Waker was spectacularly weird for tying into OoT.)
Nintendo's choices with regards to narrative continuity are made after the game design has been put into place; the way you play Metroid is more important than why you play Metroid (though both are important). Same goes for Mario, Zelda, Pokemon, even the plot heavy Star Fox.
Personally, I like the idea of recycled plot and design. I personally wish every Zelda game was an experiment that created a new Hyrule from scratch (a la Wind Waker and Majora's Mask). Twilight Princess did an awesome job of that, but since exploring Hyrule is the crux of the Zelda games, Nintendo can't repeat that Hyrule and will either have Link go somewhere else or start over again. To me, that's the way it should be: none of these games should connect. Metroid is different, but we're still going through the same old motions every time we start a Metroid game - why not reboot the plot every time too? Star Fox (and Donkey Kong, and Metroid 1, and every frigging Nintendo game) has taught us that it doesn't matter if the plot in a video game is good, it just matters that there's a plot at all. Once again quoting Peter Greenaway: continuity is boring.
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Originally posted by: GoldenPhoenixQuote
Originally posted by: Svevan
Nintendo's bad at continuity because they love formula and design. This isn't a negative aspect of their game development at all; the continuity between the three Prime games is unprecedented for a Nintendo franchise, probably because we Westerns (and Retro too) are obsessed with narrative. (Wind Waker was spectacularly weird for tying into OoT.)
Nintendo's choices with regards to narrative continuity are made after the game design has been put into place; the way you play Metroid is more important than why you play Metroid (though both are important). Same goes for Mario, Zelda, Pokemon, even the plot heavy Star Fox.
Personally, I like the idea of recycled plot and design. I personally wish every Zelda game was an experiment that created a new Hyrule from scratch (a la Wind Waker and Majora's Mask). Twilight Princess did an awesome job of that, but since exploring Hyrule is the crux of the Zelda games, Nintendo can't repeat that Hyrule and will either have Link go somewhere else or start over again. To me, that's the way it should be: none of these games should connect. Metroid is different, but we're still going through the same old motions every time we start a Metroid game - why not reboot the plot every time too? Star Fox (and Donkey Kong, and Metroid 1, and every frigging Nintendo game) has taught us that it doesn't matter if the plot in a video game is good, it just matters that there's a plot at all. Once again quoting Peter Greenaway: continuity is boring.
You know, I hate to say it, but I agree with everything that Evan has said there. I especially think that the Prime series should be a reboot of sorts, it is basically a whole new take on the Metroid franchise so in turn, why not reboot some of the plot points in order to make a more exciting (And unpredictable) excursion into the Metroid universe.
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Originally posted by: MashiroQuote
Originally posted by: GoldenPhoenixQuote
Originally posted by: Svevan
Nintendo's bad at continuity because they love formula and design. This isn't a negative aspect of their game development at all; the continuity between the three Prime games is unprecedented for a Nintendo franchise, probably because we Westerns (and Retro too) are obsessed with narrative. (Wind Waker was spectacularly weird for tying into OoT.)
Nintendo's choices with regards to narrative continuity are made after the game design has been put into place; the way you play Metroid is more important than why you play Metroid (though both are important). Same goes for Mario, Zelda, Pokemon, even the plot heavy Star Fox.
Personally, I like the idea of recycled plot and design. I personally wish every Zelda game was an experiment that created a new Hyrule from scratch (a la Wind Waker and Majora's Mask). Twilight Princess did an awesome job of that, but since exploring Hyrule is the crux of the Zelda games, Nintendo can't repeat that Hyrule and will either have Link go somewhere else or start over again. To me, that's the way it should be: none of these games should connect. Metroid is different, but we're still going through the same old motions every time we start a Metroid game - why not reboot the plot every time too? Star Fox (and Donkey Kong, and Metroid 1, and every frigging Nintendo game) has taught us that it doesn't matter if the plot in a video game is good, it just matters that there's a plot at all. Once again quoting Peter Greenaway: continuity is boring.
You know, I hate to say it, but I agree with everything that Evan has said there. I especially think that the Prime series should be a reboot of sorts, it is basically a whole new take on the Metroid franchise so in turn, why not reboot some of the plot points in order to make a more exciting (And unpredictable) excursion into the Metroid universe.
I will point to Super Metroid as the rebuttal to that whole ideal.
Continuity helps to establish lore and important story elements that to some people (such as myself) helps to make (in the case of games) sequels all the more awesome.
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Originally posted by: Bill Aurion
And it's not like Samus went to the planets in this game for any random reason either...Not only that, the game ties everything from the other two games together so you can see how the next game picked up, while also tieing into the eventual next game in the series...I really don't see what you are complaining about...
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Originally posted by: Smoke39Quote
Originally posted by: Bill Aurion
And it's not like Samus went to the planets in this game for any random reason either...Not only that, the game ties everything from the other two games together so you can see how the next game picked up, while also tieing into the eventual next game in the series...I really don't see what you are complaining about...
I'm complaining about Retro lodging this random new storyline in an arbitrary place between two of the original games that used to follow one directly after the other. That, and I'm not a big fan of Retro's take on Metroid in general. I've definitely enjoyed the Prime games on their own merrits, but part of me can't help but kind of wish that they hadn't been set in the Metroid universe and would have just left the Metroid franchise alone.