Explaining Metroid Prime
So the original Metroid Prime is still fantastic, no doubt about that. Whether you're playing it on Gamecube, or on Wii with widescreen support and IR pointer controls, or on Switch with the Remastered edition. Its' always high quality. Really though, once you've played Remastered, it is hard to go back... but not impossible. It takes some getting used to, but honestly, the original still slaps. So what makes Metroid Prime so damn appealing? Why is it so beloved?Don't people know that this game actually has it's flaws?Like it's dated lock-on aiming system or it's backtracking-heavy design?How about it's slow drip of boss fights and frequently used repetitive enemies?None of these issues seem to matter, and it's apparent from published criticism that it didn't matter much at time of original release either. This is because Metroid Prime distinguishes itself through incredible atmosphere, music and sound design that are candy for the ears, it's subtle and lore-driven storytelling mechanics, and it's brilliant sense of discovery and environment. And those so-called “problems” I listed, aren't really problems, insofar as the taste of the player. If you like Metroid already, you probably don't mind re-exploring a few areas, especially when you've got new tools to use to explore even deeper where you couldn't before. And that lock-on system? Honestly, I still think it works fine, and even with Remastered's new dual analog control scheme, I still end up relying heavily on the targeting. However, yes, the original aiming is a bit rough at times. While the Metroid games before Prime had a lot of atmosphere and depth to them, Prime was the game that showed it all off in a new, more grandiose and cinematic way, all while still riding firmly in the “show, don't tell” train of quality.
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