

To me, the biggest draw of the Metroidvania style is the progressive acquirement of new tools that allow new actions and access to new areas.It doesn't make it any faster to get back, just different, and that's not better. In Prime, you may enter an area and make your way to the objective by one path and come back by another, but both paths are super long and annoying to re-traverse. I love in games like Demon's Souls where you will fight hard through a long gauntlet to get to new areas, but then will open a new door that allows you to instantly walk right there in the future. Alternatively (or even better, additionally), this could be ameliorated by better level design with more interconnectivity and shortcuts.Returnal did this perfectly - it's a very similar design with branching corridors and rooms, but a handful of fast travel spots drastically reduces the frustration and wasted time of backtracking. This game is desperately crying out for fast travel spots, and honestly just including that one thing would make it so much more enjoyable.At least half of the playtime is just endlessly traversing across the same damn corridors and rooms over and over to get from one end of the map to another.

Starting with the worst design element: backtracking.Some of the puzzle elements were pretty cool - finding out you could double-hop with the morph ball bombs blew my mind.I did enjoy scanning everything around the environments, building up logs, and learning story details through them. The different visors is a very interesting concept, although I don't think the implementation was quite perfect.A lot of the environments have a good sense of atmosphere. The overall conceit is perhaps unoriginal but still classic and always appealing - traveling through space, exploring alien worlds, fighting monsters.I love how many control options were included - however you want to play, you're likely covered. It easily stands among the best looking Switch games. I was very excited hearing about remastering efforts for the Switch as that would allow me to finally try them out - with a facelift to boot. They are some of my brother's favorite games, I'd say they are considered classics - well received at release, and that opinion doesn't seem to have shifted over time - and I love "Metroidvania" style games (despite the fact that I've never played a Metroid or Castlevania ). I've wanted to play the Prime trilogy for a long time but haven't had the opportunity. This is my first Metroid game, and perhaps being somewhat overhyped by the praise the original has received over the years I'm left mostly underwhelmed. I just completed Metroid Prime Remastered. But what do you think? What do you like/not like about it? Too much backtracking, poor level design, no story, annoying combat. You don’t get a lot of it but when you do, get ready for some space-faring slam poetry.Sheesh, this ended up way longer than I expected. One cool thing they added that I love is the ability to turn on the narration from the other versions of the game outside of America that had narration.
#Metroid prime remastered 2018 series#
I mean, her suit is that advanced but can’t offer me a GPS-style series of waypoints to get me from point A to point B? Stop being my dad and just ask for some damned directions Samus, there’s no harm in looking up help. I kept reflexively hopping into the map trying to add a waypoint I couldn’t add because that wasn’t a thing that games regularly had. I’ve been spoiled by games with a ton of accessibility features. My only complaint with this remaster is a 100% “me problem”. But I don’t play video games to be active so I’m team dual-sticks. You can also switch to a variety of other control options like the motion controls from the Wii or a hybrid of both. The auto-aim is heavy but I’m not complaining as there are some really swift enemies in the game and dual sticks on the Joy-Cons is not something my hands like to do. Locking on and strafing is still satisfying. It’s still remarkably fun to play as well. It’s a cool effect that constantly reminds you that you’re in Samus’s world. It’s a feature that also jump scared me in the game Her Story, the first time I saw the protagonist’s face on the monitor reflection. I was also very happy to be jump scared by the exact same effect that had done so in the original when you first off an explosion too close to you and you get Samus’s face reflected in the visor.
