METROID PRIME 3: A Climax in Motion | GEEK CRITIQUE
Video Statistics and Information
Channel: The Geek Critique
Views: 421,607
Rating: undefined out of 5
Keywords: The Geek Critique, TGC, Geek Critique, Josh Wallen, Metroid, Metroid Prime, Metroid Prime 3, Corruption, Metroid Prime 3 Corruption, Wii, Nintendo, Nintendo Wii, 2007, analysis, review, prime 3
Id: 3pNgOKRKHJA
Channel Id: undefined
Length: 36min 15sec (2175 seconds)
Published: Sat Sep 30 2017
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
I more or less agree with him on this. I love replaying Prime 3. I do have 2 counterpoints I want to bring up though.
1) The energy cell he complained was tedious, I think he was doing something wrong there. I'm pretty sure there's a faster way. Not positive on this.
2) He says that Metroid Fusion streamlined things in a way that allowed the devs to integrate action-oriented elements, but that Prime 3 was streamlined in a more casualized way. I disagree. There are a LOT of cool moments in Prime 3, a lot of little changes in the environment, that only happen because of how this game is structured more linearly.
This goes beyond just the big setpieces. One small yet satisfying example comes from a tight corridor on Bryyo, just before a boss fight (or mini-boss, maybe, It's been a while). The hallway has you going up diagonally, fighting off a few enemies at the top. But when you later go back through that same hall, now the enemies are at the bottom - and there's some sort of explosive you can roll down at them IIRC, now that you have the high ground.
More generally, the enemies you face in the same areas throughout Prime 3 will completely change as the plot progresses. The world feels like it evolves around you, the ecosystems change as the effects that the phazon, the space pirates, and Samus herself are inflicting upon the planets unfold. Not that the other 2 prime games didn't do this to some degree, but it always felt way better-done in Prime 3, because the designers had more knowledge of where the player would be at what time, and thus they could pace these environmental changes more accurately.
His biggest complaint with the game being that it was too breezy is really telling. Nobody should play this on normal mode, I feel like that's a big reason why people don't enjoy it -- they pin the blame on the disconnection between areas, the voice acting, the epic story, which are all very non-Metroid, but at the end of the day if the game just defaulted to veteran or even just hypermode, I think it would get a lot more recognition from Metroid fans as being "different, but still great" like a lot of people say about Fusion.
He still has Other M and Federation Force to do, I reckon we won't see his Samus Returns episode for a while.
Pretty much sums up how I feel. I do think, however, that lots of people skim over the missed opportunity that the combat in Prime 3 was.
With the new motion aiming, it allowed for quick precision. Prime 3 was already going for a more mainstream FPS approach, and one of the things it should have taken from games like Halo was the headshot. It didn't necessarily need to be the head, but some weakpoint in particular.
They even do this near the end of the game, with the Nova Beam and the X-Ray Visor. You turn on the visor, and on certain enemies it zooms in and shows a highlighted spot. You shoot that with the Nova Beam and it kills enemies much faster.
If they had done this, not only would it have sped up battle, but made it more interesting. He mentions that enemies tend to feel like sponges, and it's totally true. If you had a weakpoint to aim for, it would reward skilled play with faster kills.
Then beam stacking comes in. That was also a major reason combat felt repetitive and bland. In Prime 1, enemies were color coded. Even if it was blatantly obvious which beam you needed to use, it still spiced up battle because each beam was different. Ice beam was slow, but also slowed enemies. Wave beam had minor homing abilities. They do this kinda in Prime 3 by having certain pirates be resistant to beams, or missiles, but it simply doesn't work. Pretty much because beams and missiles weren't really diverse enough, but also because Hypermode undermines everything.
I just really think that even if Hypermode was kept, some weakpoints to aim for and beam diversity could really have made the new aiming really shine.
AlsoRundasissocoolwhydidhehavetodie?
Pretty sure I'm the only one who thinks this, but Prime 3 is actually my favorite of the trilogy. Granted, it's not a perfect game but there's so many things to love about it, a lot of which is touched on in this video. While it does force the game to be linear for quite a while, I always love playing through the big Norion action intro and that Ridley fight is maybe one of the coolest boss fights in this series.
And the world building is the best in the trilogy. Sure, it doesn't focus on just one like the other two, but Bryyo may not be quite as good, but Elysia, Urtraghus (Pirate Homeworld), and Phaze are all fantastic, and would make for fascinating games all on their own. You also get to do a lot of neat missions that you rarely see in Metroid, things like protect the demolition troops or build and activate an atom bomb.
The lore is also great from front to back. Each planet allows for different stories to be told, but each one has a way of really making you care about the planet your exploring, and even some of the enemies. Bryyo is the homeworld of an intelligent reptilian race not unlike the Chozo who's people fell to religious zealotry and environmental degradation. Elysia is a lost world inhabited by sentient robots given life by the Chozo, who are carrying on the work they know hoping their masters return. And then there's the Urtraghus which gives us the full Phazon/Datk Samus backstory, which is incredibly eerie.
The game is far from perfect, but I love it for the things it does right. He also mentions in the video, it's a game that grows stronger with replays. You notice little things the second or third time that are easy to miss.