Editing Metroid Prime (game)

From Metroid Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

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 1: Line 1:
{{DISPLAYTITLE:''Metroid Prime'' (game)}}
{{DISPLAYTITLE:''Metroid Prime''}}
{{GamePrevNext
{{GamePrevNext
|Prev1={{sm-colored}}
|Prev1={{sm-colored}}
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 name=":7">IGN Article from 24/02/2001 "Metroid a First Person Adventure?". https://www.ign.com/articles/2001/02/24/metroid-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]]. 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.


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]]''.
==History==
 
''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 it was a disgraceful transition to 3D. In addition to that, due to frequent layoffs and corporate reorganization at Retro Studios during development, the game was believed to be a failure throughout gaming related message boards, publications, and magazines. When it was released, ''Metroid Prime'' was critically acclaimed and became a commercial success, selling over a million copies on American alone. A remake 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 [[Metroid Prime Remastered|remastered version of ''Metroid Prime'']] was released on the [[Nintendo Switch]] in February 2023.


==Plot==
==Plot==
Line 58: Line 57:


===The Worm===
===The Worm===
[[File:Meta Ridley mp1 Screenshot 05.png|thumb|200x200px|Meta Ridley in battle.]]
[[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. [[File:Metroid Prime mp1 Screenshot 02.png|thumb|left|250x250px|Metroid Prime in battle.]]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.
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 75:
*[[Tallon IV]]
*[[Tallon IV]]
**[[Tallon Overworld]]
**[[Tallon Overworld]]
** [[Chozo Ruins]]
**[[Chozo Ruins]]
**[[Magmoor Caverns]]
**[[Magmoor Caverns]]
**[[Phendrana Drifts]]
**[[Phendrana Drifts]]
Line 87: Line 88:
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 European/Japanese version (and all following versions) include a separate percentage count for items obtained and log scans. As in previous Metroid games, [[Sequence Breaking|sequence breaking]] is also possible in the game.
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 on the console, as [[Shigeru Miyamoto]] stated that Nintendo wasn't able to "come out with any concrete ideas" for a ''Metroid'' game during that era.<ref name=":8">IGN Article "Metroid Prime Roundtable QA" 15/11/2002. https://www.ign.com/articles/2002/11/15/metroid-prime-roundtable-qa?page=2</ref>
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".
[[File:Metroid-Prime-2000-Spaceworld-Teaser-Samus-Design.jpg|left|thumb|180x180px|Teaser from Spaceworld 2000]]
[[Retro Studios]] was created in October 1998 as a second party studio, by an alliance between Nintendo and the former Iguana Entertainment (developers of ''Turok'') founder Jeff Spangenberg.<ref name=":10">Nintendo Insider "A Retrospective: The Story of Retro Studios" 17/12/2004 (archived on the Internet Archive) https://web.archive.org/web/20090108184220/http://www.n-sider.com/contentview.php?contentid=267&page=1</ref><ref name=":11">The Escapist "Metroid Primed" 04/04/2006 (archived on the Internet Archive) https://web.archive.org/web/20070916040041/http://www.escapistmagazine.com/articles/view/issues/issue_39/235-Metroid-Primed</ref>  Retro established its offices in Austin, Texas in June 1999.<ref name=":11" /> That year, the studio started working on four different projects simultaneously for the [[Nintendo GameCube]],<ref name=":10" /> one of which was a first person shooter.<ref name=":12">IGN " A Space Bounty Hunter In Texas" 29/08/2009. https://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas</ref>


In April 2000, Miyamoto, [[Satoru Iwata]], and Tom Prata from Nintendo of America visited Retro studios whom held a conference reporting progress on the four projects they were working on, but the results were disappointing. After returning to the hotel lobby, Miyamoto "all of a sudden" suggested Retro work on a new ''Metroid'' game; he had seen the first-person engine they were making, and thought they were fit to make a new ''Metroid'' game, and Miyamoto himself stated that he thought the were capable of making the next ''Metroid'' game before that.<ref name=":8" /><ref name=":12" /> Thus, 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">IGN from 20/07/2001 "Raven Blade killed, Retroy lays off 26". https://www.ign.com/articles/2001/07/19/raven-blade-killed-retro-lays-off-26</ref><ref>Article from Nintendo World Report on 25/07/2001 "First EVER Raven Blade IN GAME!". http://www.nintendoworldreport.com/news/6257/first-ever-raven-blade-in-game</ref> The first glimpse of the game was seen in a ten second video at SpaceWorld 2000 for the unveilling of the GameCube.<ref name=":3">SpaceWorld 2000 Metroid Teaser. https://www.youtube.com/watch?v=-BYmrQmmHuE</ref> At that point, the game was still in very early pre-production, and the developers scrapped whatever assets they had in order to make the video.<ref name=":9">Archive of the unseen, concept and beta footage for Metroid Prime on the site Unseen64. https://www.unseen64.net/2008/04/08/metroid-prime-gc-beta/</ref> In February 2001, it was announced that the game would be in firs person, which triggered fan outrage,<ref name=":8" /><ref name=":5" /> upon which Nintendo clarified that it was a first person adventure rather than a first person shooter.<ref name=":7" /> It wasn’t until E3 2001 in May that the game was officially announced and footage was shown, with the title of the game being revealed: ''Metroid Prime''.<ref name=":4">E3 2001 Trailer. https://www.youtube.com/watch?v=hwW8fpECZn8</ref>
[[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=":13">EDGE "Interview with Retro Studios" 26/12/2007 (archived on the Internet Archive) https://web.archive.org/web/20120426181922/http://www.edge-online.com/features/interview-retro-studios</ref> 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.<ref name=":8" /><ref name=":13" /> Jeff Spangenberg left Retro on May 2nd 2002 due to running a website involving sexual activities off the company's servers, with Michael Kelbaugh, the former head of Q&A and product testing at Nintendo of America, replacing him.<ref name=":12" /> 
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. 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 ''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">Interview with Clark Wen for Shinesparkers. 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''.
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 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]] had made an early model, but he was cut before the team started properly working on him.<ref name=":9" /> The [[Screw Attack]] and [[Speed Booster]] were also meant to be featured in the game, but were also not included.
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. The Screw Attack made an appearance in later installments.


==Version Differences==
==Version Differences==
''Metroid Prime'' has 9 different versions, outside of the 2023 remaster:
{{sectstub}}
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. The American ''[[Metroid Prime: Trilogy]]'' version of ''Prime'' uses a third set of logs that more closely adheres to the European plot than the original plot.


*3 American versions for the GameCube
[[Retro Studios]], the creators of the ''Prime'' series, has previously announced that the changes made to the European version of ''Metroid Prime'' are unauthorized and incorrect.{{fact}} However, the subsequent release of ''Trilogy'' by Retro Studios calls into question whether or not that decision still stands.
* 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
 
===GameCube===
 
====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>The Cutting Room Floor, entry on version differences for Metroid Prime https://tcrf.net/Metroid_Prime/Version_Differences</ref>
 
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>Metroid 2002 Forum Post by Aruki 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. This version fixes multiple bugs that made several sequence break and speedrun tricks possible in previous versions, many of which were transferred from the PAL/Japanese version to USA 0-02.<ref name=":2">The Cutting Room Floor, entry on version differences for Metroid Prime 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>The Cutting Room Floor, entry on text differences for Metroid Prime https://tcrf.net/Metroid_Prime/Text_Differences</ref> These logs are the basis for the ones used in the Japanese version Plus, the European version has a language select menu and the Japanese version uses a different font exclusive to it.<ref name=":6" /> Furthermore, Samus' suit has more voice lines, such as when recording a new entry in the log book or when receiving a hint.<ref>Metroid 2002, showcase of the suit voices in the different versions http://www.metroid2002.com/version_differences_suit_voice.php</ref>
 
Thanks 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 name=":6">The Cutting Room Floor, entry on version differences for Metroid Prime. https://tcrf.net/Metroid_Prime/Version_Differences#Europe.2FJapan</ref> The title screen has acquired a new animation to the logo fade in.<ref>Metroid 2002, showcase of the differences between title screens 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>The Cutting Room Floor, entry on version differences for Metroid Prime.[https://tcrf.net/Metroid_Prime/Version_Differences#Room_Changes h] [https://tcrf.net/Metroid_Prime/Version_Differences#Room_Changes ttps://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>The Cutting Room Floor, entry on version differences for Metroid Prime. https://tcrf.net/Metroid_Prime/Version_Differences#Enemy_Differences</ref> Multiple cutscenes were slightly improved, and several cutscenes that were unskippable can now be skipped.<ref>The Cutting Room Floor, entry on version differences for Metroid Prime. https://tcrf.net/Metroid_Prime/Version_Differences#Cutscenes</ref> These changes are all present in the Japanese version.
 
The European version has an external narrator for the first and last cutscene that monologues in English.<ref>Metroid 2002 site, showcase of the differences in the intro. http://www.metroid2002.com/version_differences_intro.php</ref><ref>Metroid 2002 site, showcase of the differnces in the endings. 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>Metroid 2002, showcase of the differences between area voices. http://www.metroid2002.com/version_differences_area_voice.php</ref>
 
===Wii===
The Wii received an updated port of ''Metroid Prime'' as part of ''Metroid Prime Trilogy'' in all regions, or as a standalone game in Japan. This port includes every change from the GameCube PAL and Japanese versions, and comes with updated controls using the Wiimote pointer like in [[Metroid Prime 3: Corruption]]. Notably, the retconned plotline introduced in the international releases of ''Metroid Prime'' is kept, even in the American version of ''Trilogy''.


==Reception==
==Reception==
''Metroid Prime'' was first teased during the GameCube showcase at SpaceWorld 2000, with a short pre-rendered cinematic of Samus running down a corridor,<ref name=":3" /> where it received the most positive reaction out of all the demos shown.<ref>Metroid Database News Archieve, year 2000; "it was the loudest cheer any segment of the demo received" : https://metroiddatabase.com/old_site/news-archive.php?year=2000</ref> At that point it was only known as ''Metroid'' or even ''Metroid 2003'', its estimated release date.<ref name=":9" /> The game was officially unveiled at E3 2001 with a beta montage, and its full title was revealed.<ref name=":4" /> It was revealed in early 2001 that the game was meant to be played in a first-person perspective instead of a third-person point of view.<ref name=":7" /> This news was met with a cold reception from the fans who thought that a fully 3D ''Metroid'' game would be impossible, especially one in first-person.<ref name=":5">Nintendo Insider article by Pete Deol on 19/02/2001 "No Metroid For You" 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.<ref name=":5" /> However, reception warmed up as more and more footage was shown at E3 and Spaceworld 2001.<ref>Nintendo Insider "Spaceworld Wrapup" 27/08/2001. https://www.nsidr.com/archive/spaceworld-wrapup/</ref>
Many review sites were originally skeptical of the game, believing that it would fail because it deviated too far from the original Metroid formula. However, the game was met with critical acclaim, ensuring that the long dormant Metroid franchise would have new life breathed into it.


When ''Metroid Prime'' finally released, 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,<ref>Entry for Metroid Prime on review aggregator site Metacritic. https://www.metacritic.com/game/metroid-prime/</ref> making it the tenth highest rated games of all time.<ref>Metacritic browse all games by Metascore. https://www.metacritic.com/browse/game/</ref>
{{sectstub}}
{{sectstub}}
==Gallery==
==Gallery==
<gallery>
<gallery>
File:Metroid Prime Logo.png|Logo
File:Metroid Prime Logo.png|Official Logo
File:Metroid-prime-gamecube-box-art-jp-1.jpg|Japanese box art
File:Metroid Prime RP boxart.png|Rating Pending (RP) box art
File:MP 2002 wallpaper.jpg|Wallpaper
File:Samus Aran Metroid Prime Render.png|Samus' render from the American and European box art.
</gallery>
</gallery>


Line 146: Line 121:


{{clear}}
{{clear}}
{{Foreignname-header}}
{{Foreignname|Chinese|{{hover|密特罗德 究极|Mìtèluódé Jiūjí}}|Metroid Ultra|Close}}
{{Games|2}}
{{Games|2}}
[[Category:Games]]
[[Category:Games]]
[[Category: Metroid Prime]]
[[Category: Metroid Prime]]
<references />
Please note that all contributions to Metroid Wiki are considered to be released under the GNU Free Documentation License 1.2 (see Metroid Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission and do not submit text copied from other wikis or websites!
Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: