Metroid Prime Review
2002Retro StudiosGame
A first-person Metroid that refused to become a shooter, and got everything right on the first attempt.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Exceptional | |
| Visuals | Great | |
| Story | Great | |
| Gameplay | Great | |
| Overall | Great |
Handing Metroid to an untested Texas studio and asking for a first-person version should have produced a disaster. Retro Studios solved the problem by refusing to make a shooter. The visor is the whole design: scanning turns lore into an optional layer you choose to read, rain beads on the glass, and Samus's face flashes in the reflection when a charge shot lights the cockpit. Lock-on frees your view, so movement stays two-dimensional in spirit while the world is fully three-dimensional, and the beam and morph ball upgrades reopen Tallon IV the way a good Metroid map should.
The Chozo Ruins and Phendrana Drifts are the two most confidently art-directed spaces on the GameCube, and the score does nearly all the emotional work in a game with no dialogue at all. Only the late artifact hunt feels like a designer buying time before the finale, and by then the world is worth re-crossing anyway.
Metroid Prime at a glance
Official site- Platforms
- GameCube
- Developer
- Retro Studios
- Year
- 2002
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