A Prime Example
Friday, October 2, 2009 at 8:10PM 
“Because Metroid Prime is a first-person adventure, you dimwit”.
This is simply a self-admonition statment I mutter to myself whenever I seem displeased with a first-person game, particularly shooters. I insensibly tend to compare any first-person shooter I pick up with Metroid Prime, forgetting the fact that a mutual share of vintage point doesn’t qualify a mutual comparison in design. Obviously, it would be incongruous to lump Metroid Prime, Far Cry 2, and Mirror’s Edge, for example, in a singular typology, partially since these games are representatives of their subgenres: fruitions that have conceptually meshed two or three novel devises in their premises. However, as subjective as this may sound, Metroid Prime properly culminates the enlivenment of an adventure and the ambiance of a first-person unlike no other. Even if we detach Prime into its elements, we will still come across to an opus finessed in quality and peerless gameplay. The Texas-based Retro Studios have certainly fashioned a tough model to follow, for them and for any game that aspires to tread Prime’s lead. Therefore, it would be better to consider this post as a critical accolade instead of an all-encompassing critique.
The introduction of Metroid Prime, and its presentation of our heroin, Samus Aran, easily epitomizes the entire directive design of the game. The moment when Samus steps out of her spaceship –the camera encircles her to imbue her 3D flourish, gradually zooming-in close from her backside until we get inside her Varia Suit, and finally pioneering the visor system for the first time– is nothing short of a brilliant. Whatever skepticism we might have had regarding her transition to the third dimension flawlessly superseded with wonder on why it hasn’t been always that way. Prime, perhaps, is one of the earliest games that sensibly diminished the HUD for an alternative yet refined interface. Unlike the immaculate display in Dead Space, for example, the indicators are still cluttered on the screen, but the immediate accessibility and recognition almost eliminate any allusion of detachment with the game. This is also true when selecting a different visor or a type of beam, hence, curbing the level of frustration and confusion that might ensue in the heat of the battle to minimum.
This brings an important aspect of Samus’s Varia Suit: its elaborative functionality. Every kind of weaponry and upgrade within her multifarious suit is an extension of herself. There are no gimmicks or pretense armaments that perpetuate on false quantities. While Samus’s repertoire is limited, her seemingly modest resources compensate her shortcomings wholly. It is impossible not to be amazed by the multitude of operations the Varia Suit is capable of, especially when we have unlocked and discovered all its expansions.
Our initial experimentation with the ingenuity of the Varia Suit likely begins with the Scan Visor, the tool that not only enriches the history and the agriculture life of Tallon IV but also the narrative experience in Metroid Prime. Indeed, Prime’s lack of visual cut-scenes eludes the lack of a plot, which is criminally a false assumption. The story of Prime is evident; it’s just it isn’t about the present situations that transpire in Tallon IV but rather its past. The objectives are clear from the onset, and there is no need for a plot progression or a twist to entice us inside the realm of the game. The tenderly written lore that has been left behind by the Chozos easily authenticates and galvanizes the sense of urgency resulted from the poisonous calamity that plagues the planet. Concurrently, The scattered Space Pirates logs impart the voice of the antagonist in the narrative, with a declaration of plausible ventures, researches, and schemes that are naturally devious and malevolent.
Comparatively, Metroid Prime is BioShock, despite its five years head start. The highlight of BioShock’s triumph in terms of conveying atmosphere and chronology is that it threads on moral association and its strong affinity to human nature more reasonably than Prime. Andrew Ryan is more tyrannical and believable to us than Ridley. His goals and ambitions are convoluted and empathetic than some fictionalized, beastly villain that doesn’t exist within our fragments of reality. The experimentations and reasoning behind exploiting the power of Phazon –while intriguing and convincing– are unequivocally anarchistic than harvesting and gaining Adam, despite the fact both of them are sought for selfish and scientific needs. The scattered radio messages in BioShock offer a rather dramatic performances and introspective tales than the oracular traces of the Chozos. Rapture is more verisimilitudinous and minutely envisioned through the lens of human imagination than the extraterrestrial Tallon IV. Such attributes surely are effective and perceptive to anyone who willingly gives BioShock a solicitous assessment than the sci-fi fabrication found in Metroid Prime.
Nonetheless, Tallon IV isn’t completely foreign or lifeless as it is seemingly rendered. Its forlorn and foreboding aesthetics yield a fascinating concoction of biology, agriculture, and civilization. The remnants of the Chozo culture imprint a haunting impression that life, once upon a time, took its toll on every facet of the desolate planet. The architectures and machineries that remain embellished and functional on every corner foretell a sad history that didn’t get its chance to thrive and be properly archived and cultivated. “It is a silent drama” as a friend of mine notes, and indeed it is. Even the parasitic and fungous vegetations and organisms found in Tallon Overworld and Chozo Ruins eschew their prop-like sceneries; they ooze fluids, release toxic gases, hinder Samus’ movement, and spout a harmful energy when shot with the Charge Beam.
Yet, what steal the show in Metroid Prime are the conceived looking species that tread the five different climatic zones in Tallon IV. Prime’s menagerie exhibits fascinating behavioral tendencies and survival adaptations that would make an evolutionary biologist giddy. Some creatures are hostile and territorial while others are herbivorous and docile. Occasionally, we cannot help but to feel guilty for killing a tiny creature that is quite scared of Samus’s comparatively large size, or another that is trying to uphold its territory because she disturbed its habitat. Indeed, a major part of exploring the world of Tallon IV is to enjoy and be immersed in its visual narration and its depiction of different existences. It’s rarely just an empty canvas solely created to serve as the background of the game. Coupled with Kenji Yamamoto’s captivatingly haunting and atmospheric soundtrack, Tallon IV isn’t just the setting of the gameplay but also an expressive character in the plot.
Still, in spite of all the vivacity and the dynamic relation between Samus and the fabrics of life that exist and ceased to exist in Tallon IV, we cannot help but to feel lonesome and almost meditative in its ambiance. The masterstroke here, however, is that Metroid Prime’s perception of despondency props up –not suppresses– our incentive to experience its visual world. This form of juxtaposition is actually a trademark of the series, a seemingly effortless contrivance that enable the inclusion of a melancholic atmosphere without exhausting high-definition graphics or a Dolby surround system in its premise.
Dissolution of Metroid Prime’s design should arguably expose a first-person platformer underneath its austere façade, a genre that is generally famous for its underlying simplicity. After all, Metroid’s own oeuvre prior to Prime was depicted in 2D, where the conventions of the platform were usually the nexus of any game. While the platforming sections are few and far between in Prime, the game successfully managed to comprise the genre’s normative intricacies without its intrinsic frustrations. In a series of e-mail exchanges between Kotaku and Mike Wikan, the senior designer of Prime, and Kensuke Tanabe, the producer, they both recalled their approach on how to make platforming works in a first-person game.
“We experimented with many ideas, including having the camera pitch down a little after the jump apex, fields of view, standardized platform sizes and jump heights as well as player gravity to strike the right balance of approachability and positive tension. Once we locked those basic things down, we were able to build the rest of the game around it.”
~ Mike Wikan, the Senior Designer of Metroid Prime
“We have discussed very, very carefully about the feature of jumping. We decided not to create jumps so high that Samus can only barely reach [them] or long valleys that Samus could jump, or to design footholds larger than our specific basis. At any rate, we solidified these standards by discussing with Retro about including an additional layer of safety, even in areas where we felt when playing the game ourselves that the jumps were doable.”
~ Kensuke Tanabe, Retro Studios’ Producer
While one can argue that the platforming aspect is watered-down in Prime and less convoluted than say, Mirror’s Edge, it unquestionably doesn’t feel out of the game’s elements. Indeed, scaling towers, traversing waterbeds, and swinging across dividing gaps via the Grapple Beam are actions that they are second to nature.
Speaking of something that is naturally integrated, the Morph Ball is possibly Prime’s most distinctive element that easily prevails any argument against its platforming gameplay. The beauty of it lies in its unassumingness of how we perceive it, and how we instantly make a connection between its capability and the obstruction that can be overcome with its capability. Yet, we are left impressed every time we make a discovery of its other hidden subsidiaries, which are part of the “Ah-ha” factor that constantly pervades a large sum of Prime. Sometimes we use it to swiftly dash through an area in a mean of not to be bothered by any of the creatures that resides in the vicinity, or as a tactic to avoid an enemy’s projectiles, or to shortcut the distances by scaling a rail, and so on. Outfitted with its other expansions, the Morph Ball is an astute!
There are aplenty to be said about Metroid Prime. Things such as the different beams and how they are rounded up ingeniously to expand their initial potentials, the visors as new utilities to observe the game in a whole new perspective, the backtracking as an incentive to meticulously explore Tallon IV and concurrently discover expansions and upgrades that weren’t obtainable during the first visit, the boss encounters that don’t necessary adhere to a pattern or perceived expectations, and the list continues. All of this comes up as a confluence of Prime’s vivid rebirth from its past designs.
Ultimately, perfectionism is a difficult belief to enforce on videogames, as they are favored due to a variety od reasons that some of them don’t yet fit within a criterion of criticism, and it is also an improbable propensity that cannot be stringently embellished. Still, if we are to judge Prime on its own merits, allow it to burrow into our faculties of imagination, perceive its endeavors without any means of artificiality and favoritism, savor the experiences that it conveys on every moment behind an every door, eventually and doubtlessly, we can easily proclaim that we have played one of the greatest games ever burnt on a disc.























