Editing Metroid Prime (game)
From Metroid Wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 27: | Line 27: | ||
{{articleabout|the game, Metroid Prime|other uses|[[Metroid Prime (disambiguation)]]}} | {{articleabout|the game, Metroid Prime|other uses|[[Metroid Prime (disambiguation)]]}} | ||
'''''Metroid Prime''''' (メトロイドプライム, Metoroido Puraimu) is the first game in the ''[[Metroid Prime (series)|Metroid Prime]]'' series, released for the [[Nintendo GameCube]] in November 17, 2002. ''Metroid Prime'' is the first game in the series in 3D and the first ''[[Metroid (series)|Metroid]]'' game released in eight years after [[Super Metroid]]. It is set in between the events of [[Metroid (game)|Metroid]] and [[Metroid II: Return of Samus]]. The game was developed by the Nintendo-owned [[Retro Studios]] and published by [[Nintendo]]. One of the significant new features that the game had, was the use a first-person perspective instead of traditional side-scrolling action. Despite the new perspective, the many differences in gameplay that ''Metroid Prime'' had compared to other first-person shooters made Nintendo officially classify the game as a first-person adventure.<ref | '''''Metroid Prime''''' (メトロイドプライム, Metoroido Puraimu) is the first game in the ''[[Metroid Prime (series)|Metroid Prime]]'' series, released for the [[Nintendo GameCube]] in November 17, 2002. ''Metroid Prime'' is the first game in the series in 3D and the first ''[[Metroid (series)|Metroid]]'' game released in eight years after [[Super Metroid]]. It is set in between the events of [[Metroid (game)|Metroid]] and [[Metroid II: Return of Samus]]. The game was developed by the Nintendo-owned [[Retro Studios]] and published by [[Nintendo]]. One of the significant new features that the game had, was the use a first-person perspective instead of traditional side-scrolling action. Despite the new perspective, the many differences in gameplay that ''Metroid Prime'' had compared to other first-person shooters made Nintendo officially classify the game as a first-person adventure.<ref>https://www.ign.com/articles/2001/02/24/metroid-a-first-person-adventure</ref> | ||
A enhanced port was done for the [[Wii]] with updated controls and improved graphics, released in Japan as part of the "[[New Play Control!]]" series and in North America and Europe it was released together with the other two games of the ''Prime'' trilogy in the collector´s edition package ''[[Metroid Prime: Trilogy]]''. | A enhanced port was done for the [[Wii]] with updated controls and improved graphics, released in Japan as part of the "[[New Play Control!]]" series and in North America and Europe it was released together with the other two games of the ''Prime'' trilogy in the collector´s edition package ''[[Metroid Prime: Trilogy]]''. | ||
Line 58: | Line 58: | ||
===The Worm=== | ===The Worm=== | ||
[[File: | [[File:Metroid Prime mp1 Artwork 1.jpg|right|thumb|250px|Artwork of Samus engaging Metroid Prime.]] | ||
After collecting all twelve artifacts, Samus travels to the temple the Chozo built, the [[Artifact Temple]] hovering above the impact crater. There she uses the artifacts to unseal the crater. However, before she can enter the crater, Ridley, now rebuilt with Pirate Technology as [[Meta Ridley]], arrives and damages the temple. Samus and Ridley begin to fight. After Samus deals enough damage to Ridley, the Chozo temple reacts, firing a laser directly at Ridley's chest. This knocks him into the abyss below. | After collecting all twelve artifacts, Samus travels to the temple the Chozo built, the [[Artifact Temple]] hovering above the impact crater. There she uses the artifacts to unseal the crater. However, before she can enter the crater, Ridley, now rebuilt with Pirate Technology as [[Meta Ridley]], arrives and damages the temple. Samus and Ridley begin to fight. After Samus deals enough damage to Ridley, the Chozo temple reacts, firing a laser directly at Ridley's chest. This knocks him into the abyss below. | ||
With Ridley defeated, Samus enters the impact crater with the help of some Chozo Ghosts that had not been contaminated by Phazon. Here she discovers Metroids and the presence of [[Orange Phazon]], a substance that the scan visor identifies as 86% more mutagenic than normal Phazon. | With Ridley defeated, Samus enters the impact crater with the help of some Chozo Ghosts that had not been contaminated by Phazon. Here she discovers Metroids and the presence of [[Orange Phazon]], a substance that the scan visor identifies as 86% more mutagenic than normal Phazon. | ||
In a room deep within the impact crater, Samus finally faces the Worm, source of all Phazon in the planet, [[Metroid Prime (specimen)|Metroid Prime]]. Due to its Phazon exposure, Metroid Prime has become more powerful than anything Samus had yet encountered on Tallon IV. It has the ability to attack with diverse weapons, and is able to shield itself from all of Samus's weapons. However, it is not capable of shielding from all weapons simultaneously, so Samus is able to damage it by switching weapons repeatedly. When Samus has depleted all of the creature's health, Metroid Prime falls to the lowest chamber of the Impact Crater. | |||
The creature then leaves its exoskeleton and reveals its essence and true form. In this form it becomes completely immune to all of Samus's weapons and also has the ability to cloak itself in the visible, infrared, and x-ray portions of the electromagnetic spectrum. The creature also releases Metroids to aid it in battle. This form generates pools of liquid Phazon as waste while attacking. By absorbing the Phazon and firing it out of her [[Arm Cannon]], Samus is able to damage Metroid Prime. | The creature then leaves its exoskeleton and reveals its essence and true form. In this form it becomes completely immune to all of Samus's weapons and also has the ability to cloak itself in the visible, infrared, and x-ray portions of the electromagnetic spectrum. The creature also releases Metroids to aid it in battle. This form generates pools of liquid Phazon as waste while attacking. By absorbing the Phazon and firing it out of her [[Arm Cannon]], Samus is able to damage Metroid Prime. | ||
Line 74: | Line 76: | ||
*[[Tallon IV]] | *[[Tallon IV]] | ||
**[[Tallon Overworld]] | **[[Tallon Overworld]] | ||
** [[Chozo Ruins]] | **[[Chozo Ruins]] | ||
**[[Magmoor Caverns]] | **[[Magmoor Caverns]] | ||
**[[Phendrana Drifts]] | **[[Phendrana Drifts]] | ||
Line 87: | Line 89: | ||
The controls, despite the first-person point of view, do not use the dual-analog control scheme found on other shooters. Instead the player controls Samus fully with the left stick and is able to aim manually by pressing the R button and then moving the camera with the left stick, though in this form, the player cannot move. To make combat possible, Retro Studios implemented a targeting system similar to the one found in the ''Legend of Zelda'' series. The player presses the L button to target opponents, and can move around the enemy by pressing the jump button and moving the left stick to the wanted direction. The player is able to switch visors and beams by using the C-stick and the D-pad. | The controls, despite the first-person point of view, do not use the dual-analog control scheme found on other shooters. Instead the player controls Samus fully with the left stick and is able to aim manually by pressing the R button and then moving the camera with the left stick, though in this form, the player cannot move. To make combat possible, Retro Studios implemented a targeting system similar to the one found in the ''Legend of Zelda'' series. The player presses the L button to target opponents, and can move around the enemy by pressing the jump button and moving the left stick to the wanted direction. The player is able to switch visors and beams by using the C-stick and the D-pad. | ||
The game offers different kinds of endings, three in total, depending on the number of items the player collects. Obtaining 100% completion in tasks such as scanning also unlocks an art gallery bonus accessible via the main menu | The game offers different kinds of endings, three in total, depending on the number of items the player collects. Obtaining 100% completion in tasks such as scanning also unlocks an art gallery bonus accessible via the main menu. As in previous Metroid games, [[Sequence Breaking|sequence breaking]] is also possible in the game. | ||
==Development== | ==Development== | ||
During the entire [[Nintendo 64]] period, many fans awaited for a new ''Metroid'' game, but no Metroid game was released | During the entire [[Nintendo 64]] period, many fans awaited for a new ''Metroid'' game, but no Metroid game was released during the Nintendo 64 era. [[Shigeru Miyamoto]] stated that Nintendo wasn't able to "come out with any concrete ideas". | ||
[[Retro Studios]] was created in 1998, by an alliance between Nintendo and the former Iguana Entertainment founder Jeff Spangenberg. Retro established its offices in Austin, Texas in 1999. That year, the studio received five game ideas for the [[Nintendo GameCube]]. Later on, the five game ideas were all left in favor of one game: the new ''Metroid'' title. Nintendo members, such as Shigeru Miyamoto, Kensuke Tanabe and Kenji Miki, as well as Metroid designer [[Yoshio Sakamoto]], communicated with the Texas-based studio through emails, monthly phone conferences and personal gatherings. The game was originally envisioned as having third-person perspective gameplay, but this was changed to a first-person perspective after Miyamoto intervened, overhauling nearly everything already in development. Miyamoto said that the new perspective would benefit the visor. | |||
The game was directed by [[Mark Pacini]]. Pacini states that they tried to make the game so that the only difficult parts would be boss battles, so players would not be "afraid to explore", because "the challenge of the game was finding your way around".<ref name=": | The game was directed by [[Mark Pacini]]. Pacini states that they tried to make the game so that the only difficult parts would be boss battles, so players would not be "afraid to explore", because "the challenge of the game was finding your way around". In 2000, three games were canceled to establish focus on Prime, and in 2001, the fourth other project (an RPG called Raven Blade) was canceled, so that ''Prime'' would be the only game in development.<ref name=":1">https://www.ign.com/articles/2001/07/19/raven-blade-killed-retro-lays-off-26</ref><ref>http://www.nintendoworldreport.com/news/6257/first-ever-raven-blade-in-game</ref> The first glimpse of the game was seen on the ten second video at SpaceWorld 2000, where nitpicks of other games such as Mario and Zelda were also shown. But it wasn’t until E3 2001 that the game was officially announced. It received mixed reactions from fans and critics, many of them concerned about the change from a 2D side-scrolling point of view to a first-person perspective. | ||
Music in ''Prime'' was the only part of the game that was completely done in Japan. Composer [[Kenji Yamamoto]] returned to compose the music for the game, assisted by Kouichi Kyuma. Some of the game’s soundtrack were remixes from previous titles. Yamamoto said that the reason to do so was that he wanted, "to satisfy old | Music in ''Prime'' was the only part of the game that was completely done in Japan. Composer [[Kenji Yamamoto]] returned to compose the music for the game, assisted by Kouichi Kyuma. Some of the game’s soundtrack were remixes from previous titles. Yamamoto said that the reason to do so was that he wanted, "to satisfy old Metroid fans. It’s like a present for them." Music such as the one found in the Tallon Overworld is a remix of the Brinstar theme found in the original [[Metroid (game)|Metroid]] game, the music found in the Magmoor Caverns is a remix of the Lower [[Norfair]] region in [[Super Metroid]]. Tommy Tallarico Studios aided in developing the sound effects, though by the time [[Clark Wen]], the audio lead for ''Metroid Prime'' and ''Prime 2'', was hired, they were no longer involved with the project.<ref name=":0">https://shinesparkers.net/interviews/clark-wen/</ref> Only one or two sound effects were done, but Wen liked them and so left them as is.<ref name=":0" /> None of the Tommy Tallarico Studios employees are listed in the credits for ''Metroid Prime''. | ||
Though the game kept many elements from previous games, some of them were not able to be included due to time constraints. [[Kraid]], a boss from the original ''Metroid'' game and ''Super Metroid'' was meant to have an appearance. Designer [[Gene Kohler]] | Though the game kept many elements from previous games, some of them were not able to be included due to time constraints. [[Kraid]], a boss from the original ''Metroid'' game and ''Super Metroid'' was meant to have an appearance. Designer [[Gene Kohler]] modeled and skinned him, but he was not included at the end. The [[Screw Attack]] and [[Speed Booster]] were also meant to be featured in the game, but were also not included. | ||
==Version Differences== | ==Version Differences== | ||
{{sectstub}} | |||
''Metroid Prime'' has 9 different versions, outside of the 2023 remaster: | ''Metroid Prime'' has 9 different versions, outside of the 2023 remaster: | ||
*3 American versions for the GameCube | * 3 American versions for the GameCube | ||
* 3 international versions on GameCube, for PAL regions (Europe/Australia), Japan and Korea | * 3 international versions on GameCube, for PAL regions (Europe/Australia), Japan and Korea | ||
*3 versions for Wii as part of ''Metroid Prime Trilogy'' for Japanese, NTSC-U and PAL territorites | * 3 versions for Wii as part of ''Metroid Prime Trilogy'' for Japanese, NTSC-U and PAL territorites | ||
==== | === GameCube === | ||
The version | ==== America ==== | ||
The original American version is labelled USA 0-00 and is the first build of the game to be officially released. It was completed on October 29th 2002.<ref>https://tcrf.net/Metroid_Prime/Version_Differences</ref> | |||
The | The version USA 0-01 was finished a few weeks after USA 0-00, on November 5th 2002, and was focused on fixing a handful of minor and major bugs.<ref>https://m2k2.taigaforum.com/post/001_version_differences5.html</ref> | ||
The North American Player's Choice release was the last revision of the game on GameCube, called USA 0-02, and was finalized on March 10th 2003. It also came with the ''Metroid Prime'' Bonus Bundle, which included a silver GameCube and a ''Metroid Prime 2'' demo disc. Aside from using the "slower" loader, this version fixes most of the bugs that made popular sequence break and speedrun tricks possible in previous versions, many of which were transferred from the PAL/Japanese version toUSA 0-02.<ref name=":2">https://tcrf.net/Metroid_Prime/Version_Differences#USA_0-02</ref> | |||
==== Europe/Japan ==== | |||
When ''Metroid Prime'' was being localized for a European market, alterations were made to the [[Scan Visor]] logs and other in-game text, substantially altering the plotline.<ref>https://tcrf.net/Metroid_Prime/Text_Differences</ref> These logs are the basis for the ones used in the Japanese version. | |||
Due to the additional development time, the European version has the highest amount of changes, with a large number of gamplay quality of life improvments, such as displaying the number of current missles and total missiles, adding an item and scan percentage to the inventory screen, or displaying a compass point on the map screen.<ref>https://tcrf.net/Metroid_Prime/Version_Differences#Europe.2FJapan</ref> The title screen has acquired a new animation to the logo fade in.<ref>http://www.metroid2002.com/version_differences_title.php</ref> Several changes were also made to the level design, like making the dark rooms in Phenendra Drifts even darker or adding Bendezium obstacles that require Power Bombs to break in multiple rooms.<ref>https://tcrf.net/Metroid_Prime/Version_Differences#Room_Changes</ref> Additionally, a good number of enemies have recieved balance changes, several of them have different spawn locations, and Meta Ridley as well as Metroid Prime have new properties in their boss fights.<ref>https://tcrf.net/Metroid_Prime/Version_Differences#Enemy_Differences</ref> | |||
The European version has an external narrator for the first and last cutscene that monologues in English.<ref>http://www.metroid2002.com/version_differences_intro.php</ref><ref>http://www.metroid2002.com/version_differences_ending.php</ref> If played in a language other than English, the narration will be accompanied by translated subtitles. Meanwhile, the Japanese version also narrates the name of a location on Tallon IV when they are first entered, each time the player loads a save, in addition to the narration in the opening and ending cutscenes. The names are told in English, though they use the Japanese names and not the English names (ie Phendrana Drift is called "Ice Valley" and Magmoor Cavern is called "Lava Cavern").<ref>http://www.metroid2002.com/version_differences_area_voice.php</ref> | |||
The | |||
==Reception== | ==Reception== | ||
''Metroid Prime'' was first | ''Metroid Prime'' was first announced on E3 2001. It was later revealed that the game was meant to be played in a first-person perspective instead of a third-person point of view. This news was met with a cold reception from the fans who thought that a 3D ''Metroid'' game would be impossible.<ref>https://www.nsidr.com/archive/no-metroid-for-you/</ref> In addition to that, due to frequent layoffs and corporate reorganization at Retro Studios during development,<ref name=":1" /> the game was believed to be a failure throughout gaming related message boards, publications, and magazines. | ||
However, the game was met with critical acclaim, with an average of 97 out of 100 on the review aggregator website Metacritic based on 70 reviews, making it one of the highest rated games of all time.<ref>https://www.metacritic.com/game/metroid-prime/</ref> | |||
{{sectstub}} | {{sectstub}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:Metroid Prime Logo.png|Logo | File:Metroid Prime Logo.png|Logo | ||
File:Metroid Prime RP boxart.png|Rating Pending (RP) box art | File:Metroid Prime RP boxart.png|Rating Pending (RP) box art | ||
File:MP 2002 wallpaper.jpg|Wallpaper | File:MP 2002 wallpaper.jpg|Wallpaper | ||
Line 151: | Line 150: | ||
[[Category:Games]] | [[Category:Games]] | ||
[[Category: Metroid Prime]] | [[Category: Metroid Prime]] | ||