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Episode 99: Metroid Prime

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Contenuto fornito da Patrick Arthur. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da Patrick Arthur o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

The Metroid games are certified classics for a reason. Super Metroid, in particular, is responsible for inventing an entire genre, with a shockingly tight design that puts all other games of its era to shame. The 90s came and went without seeing a 3D metroid game, but in 2002 we finally saw the release of Metroid Prime. Could it possibly capture the magic of what made the 2D games great?

Well, according to the reviews of the time, it did that, and more. Metroid Prime received close to universal acclaim, with everything from its graphical presentation to its enemy design to its power ups being declared worthy of its predecessor; a resoundingly successful conversion and evolution of the concept of a Metroidvania.

But 20 years have passed since the release of Metroid Prime. And while the genre of 3D metroidvanias remains mostly barren, there have been other fantastic games to come in its wake - Supraland, Antichamber and Outerwilds, Prey and of course, Dark Souls. Does Metroid Prime, with its focus on exploration and platforming, still hold up today? Or are its mechanics and world outdated, primitive and undercooked?

On this episode, we discuss:

  • Metroid Prime tells its minimalist story entirely through text you read while scanning logs and objects in the environment. Not a single line of dialogue is spoken throughout the entire game. Does this constant breaking of action to scan and read lines of text immersion-breaking, or does it suck you into its world even deeper?
  • Metroid Prime, as an “action-adventure” title, touches on many types of gameplay - combat, puzzles, platforming and exploration. Is this a balanced package, or does it do some of these things better than others?
  • What did we think of Metroid Prime’s level design, both on a micro and macro level? How well does this level design facilitate both the moment to moment gameplay and the broader cohesive worldbuilding?

We answer these questions and many more on the 99th episode of the Retro Spectives Podcast!

  continue reading

121 episodi

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Episode 99: Metroid Prime

Retro Spectives

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iconCondividi
 
Manage episode 350748588 series 2616534
Contenuto fornito da Patrick Arthur. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da Patrick Arthur o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.player.fm/legal.

The Metroid games are certified classics for a reason. Super Metroid, in particular, is responsible for inventing an entire genre, with a shockingly tight design that puts all other games of its era to shame. The 90s came and went without seeing a 3D metroid game, but in 2002 we finally saw the release of Metroid Prime. Could it possibly capture the magic of what made the 2D games great?

Well, according to the reviews of the time, it did that, and more. Metroid Prime received close to universal acclaim, with everything from its graphical presentation to its enemy design to its power ups being declared worthy of its predecessor; a resoundingly successful conversion and evolution of the concept of a Metroidvania.

But 20 years have passed since the release of Metroid Prime. And while the genre of 3D metroidvanias remains mostly barren, there have been other fantastic games to come in its wake - Supraland, Antichamber and Outerwilds, Prey and of course, Dark Souls. Does Metroid Prime, with its focus on exploration and platforming, still hold up today? Or are its mechanics and world outdated, primitive and undercooked?

On this episode, we discuss:

  • Metroid Prime tells its minimalist story entirely through text you read while scanning logs and objects in the environment. Not a single line of dialogue is spoken throughout the entire game. Does this constant breaking of action to scan and read lines of text immersion-breaking, or does it suck you into its world even deeper?
  • Metroid Prime, as an “action-adventure” title, touches on many types of gameplay - combat, puzzles, platforming and exploration. Is this a balanced package, or does it do some of these things better than others?
  • What did we think of Metroid Prime’s level design, both on a micro and macro level? How well does this level design facilitate both the moment to moment gameplay and the broader cohesive worldbuilding?

We answer these questions and many more on the 99th episode of the Retro Spectives Podcast!

  continue reading

121 episodi

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