In the original GameCube game, the environments were lovely to look at but quite simple in terms of texture detail. However, I get why this decision was made. One other visual change that’s been noted online is that the doors in the Remastered version look a lot simpler compared to the GameCube original. However, there is a definite learning curve with the original GameCube controls and many may find the dual analogue setup more familiar. It sounds like a small change, but when combat kicks off later in the game, that extra layer of control input to access a different weapon does get in the way. The scan visor imparts a great deal of the game's narrative. On the new dual analogue setup for the Switch, both the visors and weapons switching is mapped to the D-pad, with the weapons accessed by holding the X button. That meant you had two independent controls for visors and weapons. This is because in the original game, visors switching was mapped to the D-pad and the weapons were on the C-button. You also have a new dual analogue setup for the controls but I would recommend sticking to the GameCube setup. The game also plays identically to how it did on the GameCube and later on the Wii, although the motion controls are a little bit off on the Switch. It’s also insanely faithful to the original game, not only in terms of a multitude of tiny aesthetic improvements but also even more luscious looking environments. Metroid Prime was already a good looking game, but this Remastered update is a massive improvement visually. All of the above is still very much true, but now the game looks utterly astounding. This is where I get onto this new Remastered version and why it is really quite remarkable. You discovered the story as you went along, with each area adding geographical context to what had happened. That made the whole aspect of Metroid Prime’s story tied into the game’s inherent structure of exploration. The scan visor was also the main means by which much of the game’s story and backstory were told. Switching between visors not only helps you track certain enemies but also navigate various. The visors also helped with navigation and puzzle solving, with the scan visor telling you about points of interest in each area and how certain enemies should be dealt with. Admittedly this kind of visor/weapon switching didn’t occur until later in the game, but it’s a good example of how Metroid Prime re-examined the core of what a Metroid game should be and came up with something new. It was an amazing setup and mastering it was entirely necessary to proceed. When you mixed this all together, you had to switch visors and weapons on a case by case basis often in the same room to track what was going on. On top of that enemies also required differing weapons to takedown. For the weapons, you had power, wave, ice and plasma.ĭoors, as per previous Metroid games, required different weapons to open but it was the combat that switched all this up a few notches.Ĭertain enemies didn’t operate in the visible spectrum, so switching to different visors helped you track them. For the visors you had combat, scan, thermal and x-ray. There are a total of four visors and four weapon types in the game. This was the first thing that Metroid Prime solved but what really made all of this gel together was how the game added in different visors and split out its weapon types. That meant you could not only navigate an area without getting lost but also not pull your hair out trying to jump between platforms. Metroid Prime fixed all of that by making the gaps you had to jump a lot less strict and kept the level design more compact and simple.
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