This is directly from Nov. issue of Game Informer Magazine. I found this to be quite appealing and I'm sure you guys will think so too!
After a shaky start, Nintendo's first-party sorfware has finally kicked in to high gear. SMS and SFA lifed up to its hype, and ED and AC greatly exceeded all expectations. So how does N continue its hot streak? With the holidaygiant Metroid Prime. As many of you man remember, we walked away from E3 disappointed with what we had seen. Not only were we upset with the new direction that the game had taken, transitioning from side-scroller to a FPS, but we were also annoyed by the play mechanics that the dev Retro Studios had fashioned.
Recently, however we were treated to another showing of the game, this time showing new stages that gave a glimpse of how deep this title really is. In a level named Chozo, it quickly became apparent that this wasn't another typical FPS. This stage is vertical in design and forces players to use double jump maneuver to leap across ice platforms. Traditionally, jumping in FPS games is a sloppy afair. At 1st, we were hoping that the game would pan out into a thired-person for these movements as it does for the spiderball, but as hard as it may be to believe, jumping in MP is just as easy as it is in a mario game. Always a stickler for details, if you listen closely while performing a double jump, you can hear Samus' jump jests kick in and spit out exhaust. While this function seems to be fashioned purely for navigation purposes, it actually plays a vital role in combat as well.
For certain enemies, locking on and circling may not be enough. You man need to leap through the air, aim down, and blast away as you soar over the beast's back.
The combat sequences are as explosive as can be and accompanied by stunning visual effects and gorgeous enemy animations. Keeping with the origanal theme of the series, the game does a nice job of blending exploration with the action.
You'll still find yourself laying down bombs in hopes of uncovering a secret passage and also using your scan visor to analyse objects within the envirnment. For example, atone piont in Chozo, you'll need to study and ice wallto determine which weapon and what charge is required to blast through. You'll also be able to scan enemies to refeal data for your logbook, which can be accessed at any time. The functionality and detail that went into the visor is incredible. In a different stage, which appears to be some sort of space station, Samus will encounter a new adversary that emits energy pulses. When these purplexing mechanical foes get too close to your location, your visor will shut down and display TV-like static.
We were skeptical at 1st, an d to a certain extent we're a little worries as to how linear and long this adventure is, but the gameplay is definetly heading in the right direction. If this next tidbit doesn't whet your appetite, then nothing will.
During your quest, you'll run into a scructure that looks like a skateboard halfpipe. If you transform into a ball, you can roll down tinto this area. Realistic physics allow you too move up and down the pipe, gaining more speed and height with each pass. Interestingly if you look closely, you'll see a metal strip. If you press the R button right when you pass it, Samus will activate a magnetic pulse and cling to the strip. From this point, she can roll to the next segment of the level.
Review of SFA. I though this was funny! LOL!
Concept: Rare ware does its best Zelda imprersonation, but brace yourselves.. may have loaded the game down with too much content (gasp)
Graphics: Effects that would make an Xbox blush and worlds that would make Leonardo Da Vinci weep
Sound: Did Nintendo licence Elton John's score form "The Lion king?" What is this circle of life crap?
Playability: See Zelda:Oricana of time manual.
Enterainment:It's a long game with tons, and I mean tons of challanges to complete.
Reply Value: Moderate
Hope you guys liked that MP hands on!
I can't wait for this game!