It's probably a good bet that many Nintendo fans are breathing a sigh of
relief with the release of Metroid Prime 3:
Corruption for the Wii. Ever since the console's strange new controller
was first unveiled to the public, dreams of just how the thing would be
implemented and (theoretically) improve how we play videogames started dancing
the dance of promise and hope. The company was, after all, betting the farm that
gameplay would win the day, and by carefully sculpting their future around such
a peculiar motion-sensing device effectively painted themselves into a corner
that only ingenuity and innovation could free them.
Metroid Prime 3: Corruption is more evolutionary than revolutionary, as just
about every single aspect of the formula that developer Retro Studios helped
craft with the original game has been expanded and (mostly) improved upon. The
Metroid franchise has always been a peculiar thing for Nintendo, certainly their
most realistic franchise yet maintaining the same attention to detail and
genre-defining gameplay that the company's other franchises are known for. It
might seem odd that with our current generation of gaming so accepting of female
heroines that the gender of Samus was once something to be unlocked, but it just
goes to show you how far things have come in the last two decades of gaming.
The single largest concern on everyone's mind is, of course, how well the new
controls work. The short answer would be that they work great. But a larger,
more accurate, answer would be that never before has a console first-person
shooter/adventure been such a joy to control and play around with. Within
seconds, the stench of Red Steel and other attempts have been erased from
memory, replaced with the joyous feeling of something terrifyingly new and
awesome. You know the kind, where the overall experience is so fundamentally new
that there's really no apt comparison and truly needs to be experienced to get
an accurate grasp.
The game still handles fundamentally like you imagine it would, with the Nunchuk
controlling movements and the Wiimote handling aiming, jumping, and various
other activities. You're now able to jump while in ball-mode with just the flick
of the Wiimote, leading to some interesting combinations and possibilities. The
largest change of course would be directly aiming and firing, which thanks to
the Wiimote and Nunchuk is no longer automatically controlled. This allows for a
degree of complexity and maneuverability that the other games in the series
could never achieve, and should help bridge the gap for those fans wishing for a
more action-oriented experience. An ingenious innovation, however, would be the
way that Retro was able to combine the free-range aiming with the lock-on
targeting, allowing for an even greater degree of accuracy while switching
between the game's numerous enemies.
Another great feature is the lock-on use of the grappling bean via the Nunchuk.
Although Samus is still free to swing between platforms, she's now able to use
the beam to grasp and pull various objects in the game, even to disarm enemies.
This is actually handled brilliantly, and really does help create an exciting
new gameplay mechanic and more than once had me actively getting caught up in
the moment.
But control isn't the only place where the new mechanics come into play. Several
spots in the game you'll encounter spots that require Samus to interact with
objects and particles to get the job done, from pulling out energy cells to
twisting and turning fuel pumps and others. While in another game these might
come off gimmicky and superfluous, here they help establish a tactile
relationship with what's on the screen and, to a lesser extent, a feeling of
interactivity. The best example would be inside Samus' spaceship itself, where
for the first time you'll be able to guide her fingers across the many buttons
and panels to navigate across the stars.
The largest non-motion controlled change would be in the form of the Phazon-related
charge beam that gives the title its name. When Samus is attacked by the
dastardly Dark Samus (see Metroid Prime 2),
she finds herself fitted with an enhanced suit that allows her to utilize the
power her body is now regenerating by switching on the new hyper-mode. While
charged up, Samus has never been more powerful and makes short work of any
hapless enemy that gets in her way. But power corrupts, and stay charged up too
long and you'll have one very corrupted Samus Aran on your hands. Although the
temptation is great, you'll have to balance the benefits of power with staying
uncorrupted if you're to finish the game without dying too many times. Choices,
choices!
A quick note on the game's multi-player, or lack thereof. While I'm perfectly
content to enjoy the outrageously good single-player adventure of MP3, it's
still somewhat disappointing to have a total exclusion of any sort of
multi-player mode at all. Nintendo's on record stating this was to make room for
an exceptionally great single-player experience, but the Wii is a completely
capable online console, and when coupled with the fact that the last two games
in the series ("MP2" and the DS
MP:
Hunters) had relatively good multi-player modes, it remains a curious
exclusion. Some Xbox Live-esque "achievements" that make use of the Wii
Connect-24 service exist, but don't completely make up for the poor community
experience.
The game's a visual stunner, there's just no way around it. So often when
talking about a game's visuals do the terms "realistic" and "detailed" bring to
mind drab colors and realistic rendering at the expense of artistic expression
and (wait for it) color. To hear others speak of the visual expressiveness of
MP3 and what an accomplishment they truly are is to almost hear an apologetic
tone in their voice. While nobody in their right minds expects a Nintendo Wii
game to boast HD-quality, photo-realistic graphics, did anyone ever stop to
think that great visuals don't necessarily come from technology alone? There's
an artistry at play here, clearly the product of talent well aware that while
they may not be playing with the most advanced tools in the chest, they know how
to use them.
But the game also kicks all sorts of visual booty, it's impossible not to be
impressed. Nintendo's little console-that-could really struts its stuff here,
firing every bit of processing power that Retro Studios can throw at it to
really put on a dazzling display of color and design that's equal to (if not
better) anything currently on the market. Technologically speaking, we've got an
equal display of power that transcends the platform and will either make you
glad you bought an HDTV (raises hand), or will make you want one. 60 frames per
second flow like liquid butter in fantastic 16:9 progression-scan, never slowing
down or chugging when the action gets all hot and bothered. The size and
geometric complexity of these levels is staggering, easily larger than anything
in the series up until now. Buckets of the most colorful polygons you've ever
seen drip from every corner of the screen, with bloom lighting and spectacular
particle effects helping create one of the most dazzling experiences you've ever
seen. True, there are some instances of blurry textures and there' certainly a
sense of deja-vu when compared with the past Prime titles, but even a few
quibbles can't detract from one incredibly good looking game. Wii or otherwise.
On a personal note, the original Metroid
Prime has one of my all-time favorite soundtracks ever recorded for a
videogame, and after a somewhat disappointing take with the sequel, auditory
bliss has once again returned. Kenji Yamamoto is back with a vengeance, easily
composing his best score in a long time and nearly matching his revolutionary
retread the first game achieved. As has become standard with all modern Metroid
games, several remixes of classic themes are interspersed with original
compositions, creating some of most bizarre (yet exciting) blends of subject and
character ever heard in any game. Only a Metroid Prime title could so seamlessly
pull off such a feat, easily combining ethereal ice cavern violins with pulsing
techno blasts to craft a musical narrative that's as emotionally powerful as the
game's stunning visuals. There's power in a certain five-chord progression that
never fails to run shivers down my spine, as I'm sure it does to many. While
note-for-note it may not match the original soundtrack, I plan on picking this
one up as soon as it becomes available.
Although destined to cause endless heckling from some, I applaud Nintendo for
bravely stepping into the mainstream and casting vocals for the game's extensive
dialogue. Now before you run screaming from your house like an idiot, just know
that Samus herself never utters a word. Much like her stable-mate Link, the true
power of her narrative lay in keeping her silent and ever vigilant. While some
may decry the voice-acting as unnecessary and may (rightfully so) argue they
come at the expense of the singular moody theme the franchise is famous for, I
thoroughly enjoyed the added depth and never would have imagined that a Metroid
title could feel so epic. If Nintendo plans to similarly inject this feeling in
the next Zelda title and can pull it off this successfully, I'm game.
With Metroid Prime 3, we have a fitting end to a triumphantly successful take on one of
Nintendo's most beloved and influential franchises, and I suppose it will take
someone with more imagination than myself to envision what's next for this
franchise. While there probably won't be cries of "best game ever" this time
around, there's no denying what an absolute complete package this is, and is
easily one of the best games released in years. It's probably for the best that
Nintendo and Retro Studios decided to conclude this generation of Metroid on
such a high-note, crafting a terrific adventure while giving the first real
glimpse of a future with their funny console mechanics. But for all the
accolades most will heap upon it, Metroid Prime 3: Corruption is one
heck of a game.
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