Under the Microscope: Metroid Prime > Part 2

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Welcome to Under the Microscope with your esteemed host, Doctor Bambi! Under the Microscope is all about walking through great games and dissecting elements of the level, game, and sound design. As an aspiring game designer I thought this would be a good way to learn from the best and also contribute to the community.  I’m sure there are points I’ll misstate or perhaps you have more you’d like to add, so feel free to speak up if you feel so inclined. If not, sit back and enjoy the ride!

So today we begin the opening scene. The first text appears on screen telling you why you’re here. A distress beacon picked up on a space pirate research facility. Oh man, we’re just asking for trouble. What horrors could await us?? Cue eerie music. Fade up on space. Then we pan to a planet. And then…. Samus’s ship zips into view. The music picks up as she moves in and docks. Popping out from a porthole atop her vessel, she does a completely necessary quadruple front flip and busts a move up onto that platform. We hear the familiar soothing music sting as the camera swoops into Samus’s visor… Brace yourself, for it is time.

So one thing to look at, is why did they have her do that dramatic entrance? I believe this is the first exposure we’ve had of Samus in 3D. Also, at the time, Gamecube graphics were absolutely amazing. I think Retro knew that if they were going to get players engaged and excited about controlling Samus in 3D, they needed to convey just how much of a bad A she really is. When she hits the deck, there’s an audible thump that gives off a sense of power and presence, you definitely don’t want to get in a bar fight with this lady.

Now we should take a moment to address the heads up display, cause who doesn’t love a great HUD and this game definitely has one. In most games, I hate a lot of information on the screen, blocking me from the important moments unfolding before me. In the case of this game though, all of the HUD elements not only feel good, but they actually help immerse the player in the role of Samus. She most definitely would want info on her visor. Also, all elements are at least slightly opaque. In no time your brain will have adjusted to them and, for all intensive purposes, be moved to the back of your conscious. Also also, when you turn your head, the display lags behind for a split second, which just feels awesome.

So the first obstacle that we run into is a force field. It’s quite apparent, the developers want us to understand how shooting is going to work in this game. Four glowing targets are to be shot before you can proceed. This teaches you how to lock onto targets and how to fire. I found it interesting that you absolutely cannot jump back onto your ship at this point. There was no plot point to explain this and it feels a little impractical. But I think they didn’t want the player jumping up onto the ship where a collision box is set up, firing the save menu. Something kind of Easter eggish is that you can shoot the chunks of rock floating overhead and they’ll explode into tiny pieces. A very nice touch.

Well, I’ll have to leave it there for now Glen Mates. There’s so much to talk about at every step of the way. Hope you got something out of it. If you haven’t already, you should head to my facebook and give a like there and share with your friends. 🙂 Okay, okay, next time I promise I’ll actually get to playing the actual game *audience gasp again* and dive into the depths of this space pirate research facility. Those danged pirates!

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