I don’t need to bang on too much about how well it plays. The intuitive first-person gameplay puts you right inside the HUD display of Samus’s headgear as you explore a succession of mysterious alien biomes, encounter all manner of grotesque enemies, and use the abilities you acquire to edge your way onwards, with a fair bit of classic Metroidvania backtracking. Prime not only looks technically lush, but the actual design and environments that were ahead of their time to begin with are equally impressive to behold more than twenty years down the line. Metroid Prime Remastered also has the coveted full 60fps, if that sort of thing gets you hot under the collar. But just how my brain needed a side by side comparison to compute just how ace the remastered cel-shaded glory of Wind Waker looked, it is only when you see the pair running together that you take in all of the textures, particle effects, lighting and many other graphical tricks that have been shoehorned onto the Switch version. Like a fair few other GameCube titles (damn, I loved that console), the original was pretty swish in the aesthetics department to begin with. Thanks to the excellence of the new default control scheme, impressive new graphical touches, and bundled in extras, Metroid Prime Remastered is the best way to play what remains an instantly arresting, compulsive, and expertly designed game. Metroid Prime was quite rightly hailed as an instant classic, and for many is regarded as one of the finest games ever made for a Nintendo console. You had slept-on PlayStation title The Divide: Enemies Within, perhaps the rough and ready spooky N64 Castlevanias, but not much else. Prior to the 2002 Gamecube release, only a handful of titles had come close to achieving a decent shot at this style of game, and then even those aren’t fully functioning first person shooters. Balancing combat, drip feeding abilities and encouraging returning to hitherto locked areas is a difficult enough concept to get right in two dimensions. Just like hearing Kevin Shields unleash that familiar wall of ethereal guitar sounds again, getting to play Retro Studios’ astonishing Samus adventure afresh is a treat for the soul.įor the uninitiated, Metroid Prime did a remarkable job of transferring the exploratory platforming of the two-dimensional Metroid titles into a fully 3D world. I wasn’t expecting it, but it was amazing. It was one of four strategy guides sold for Echoes, with others published by Enterbrain, Daily Communications and Mediaworks.The way Nintendo stealth-bombed us with Metroid Prime Remastered reminded me of how excited I felt when ten years ago, My Bloody Valentine suddenly released an unexpected, and warmly received album after decades of inactivity. The guide's cover art is taken from the game's Japanese box art, depicting two halves of Samus Aran in her Varia and Dark Suits. The guide includes a walkthrough of the game, an explanation of Samus's power-ups and the gameplay, a map of both Aether and Dark Aether, a list of Logbook entries and a list of enemies, to help players scan the Logbook completely. The book is 196 pages long, and its ISBN number is ISBN4-09-106241-5. It was published by Shogakukan on July 7, 2005. Nintendo Official Guidebook for Metroid Prime 2 Dark Echoes is the official Japanese strategy guide for Metroid Prime 2: Dark Echoes. Much more information can be added to this article. Please help improve this article or section by expanding it. "Multiple mutations will cause a Metroid to grow into an even larger and more powerful adversary."
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