SOTS Game Review - Metroid Prime 3: Echoes
| PLATFORM |
| Nintendo Wii |
| DEVELOPER |
| Retro Studios |
| PUBLISHER |
| Nintendo |
| GENRE |
| First Person Shooter |
| # OF PLAYERS |
| 1 |
| Rating |
| T |
| U.S. RELEASE DATE |
| August 27th, 2007 |
| MSRP |
| $49.99 |
Metroid Prime 3: Corruption
OVERVIEW
After Dark Samus the Space Pirates launch a massive attack on the Federation, Samus must prevent Phazon from corrupting several planets and help restore the Federation’s Aurora Unit Network so the Federation can strike back.
REVIEW
This is the third installment of the Metroid Prime series, and the first for the Nintendo Wii. As highly anticipated as this release was, I must admit that I was skeptical. After enjoying the first Metroid Prime game on the Gamecube, the second installment, Echoes, left me cold. The game was so boring that I never bothered to finish it. I was very much afraid that Corruption would leave me equally cold.
Thankfully, Retro shook things up with this release. One of the most annoying features of every Metroid game in the past has been the inevitable “Samus loses everything” sequence, where all of her standard gear is predictably removed, forcing her to find these via upgrades throughout the game. In this installment, this scene never comes. She is still fairly stripped down as the game begins, but standard gear like the Morph Ball, Bombs and Space Jump are with you from the beginning of the game, with the Missile Launcher coming almost right away. You still start with only one Energy Tank, but you never lose any of the core equipment. This was refreshing, and made the game a lot more playable off the bat.
The second improvement was the voice acting and characters. The addition of NPCs really added depth to the setting. Instead of simply receiving text instructions, Samus received audio transmissions and actually interacts with various allies and opponents. These various characters add a real sense of urgency to Samus’s mission - because there are finally other visible allies, her mission seems less random than it has in the past. In true Nintendo fashion, Samus herself remains voiceless, which was the right move.
The addition of the bounty hunters was a nice tweak as well. It makes sense that Samus wouldn’t be the only bounty hunter in the universe, and from the moment you saw each of them, you knew you were going to have to fight them all. Serving as bosses throughout the game, each of the bounty hunters brought something new to the table, giving Samus something different to fight against which spiced things up. In the past, Metroid has relied a lot on the same-old bosses, and the variety made things a little more challenging. Some of the standards like Metroids, Space Pirates, a Mother Brain analog, and Ridley are present, but the new additions fit right in and don’t disrupt the flow of the game at all.
The most notable and most talked about improvement to the game is the control scheme. For the longest time, the wii-mote/nunchuck combination has been hailed as the heir-apparent to the FPS control scheme throne currently occupied by the PC’s keyboard/mouse combo. Using the Advanced setting (an absolute must - I am not even sure why they included other options), the thumbstick on the nunchuck controls your motion, while aiming the wii-mote on the screen directs your weapon and controls the direction you are facing.
Instantly, the movement was far more natural and way more precise than the standard console dual-analog control scheme. I was able to jump, turn, and fire with a degree of accuracy I have never experienced in a console game. In fact, it almost made the game too easy. The intelligence and numbers of the opponents you face seemed to be designed with dual-analog limitations in mind - a couple of the bosses really stretched the limits of the control scheme, but most seemed like they were supposed to be harder than they ended up being.
Corruption made some use of the motion controls as well - with mixed result. Whipping the nunchuck out to use the grapple was a nice, intuitive twist, as was the Morph Ball jump. In Morph Ball mode, you jumped by flipping up the Wii-mote. You still had use of the old-standard bomb-jump technique, but the regular jump made things much quicker in standard situations. Occasionally you would have to shake both controllers to break free of the grip of an opponent. All of these were well conceived ideas, and ultimately seemed very intuitive.
Retro took things a step farther and added a few fairly pointless motion controls that slowed the game down a bit. Energy Cells had to be twisted and pulled out using the wii-mote, and several levers had to be pulled and twisted in various ways. The ultimately ended up being far too gimmicky, and disrupted the flow of the game. While it made sense in a single situation (a handle you had to look at with your X-Ray visor to see where to line-up some tabs), the mechanism was awkward and clunky. The controls rarely picked up the motion perfectly, and I had to repeat motions over and over again to get the game to pick up on it. The motion controls are great on the Wii for broad, forceful motions, but asking for this kind of detail for tasks that don’t get input from the sensor bar is never going to work right. The Wii’s motion control is revolutionary, and in many ways made this game phenomenal, but it does have limits, and using it for tasks like this are definitely beyond them at this time. Thankfully none of these tasks needed to be completed under fire, nor were they overly complicated. If it had been so, it would have been a real detriment to this game. As it was - the actions would have been far better served with a simple press of the A button - fighting with the motion controls to perform a meaningless task just ended up being a superfluous distraction that disrupted the flow of the game.
The graphics were more than adequate. The cut scenes featured some very vibrant planetscapes. I am sure that it is probably doesn’t look as good as it might have on another more technically powerful console, but we really have reached a point where the graphic quality is less important than how well the forms function in the game environment. On that count, Corruption excels. I can’t recall seeing a single instance of clipping. Sometimes in puzzle rooms, the solution was difficult to find, but diligent use of the various visors always revealed where you needed to start. The rooms were well designed. Each were very unique in appearance, and featured various combat or navigation challenges. From falling bridges to wide chasms, there were an abundance of challenging rooms you had to get through while combating a difficult opponent. The different planets themselves had unique themes and challenges to match - through and through the environment of Corruption was exceptionally well designed.
The audio was another important element to Corruption’s overall package. The music was rich and vibrant, and the various game play effects added a great deal to the package. Beam-fire mixed very well with the music, adding to the ambiance in major fight sequences. Each planet had its own general theme which meshed very well with the graphics, and the more quiet, peaceful music was seamlessly replaced with like-themed combat music when enemies appeared. I was forced to recall the creepy feel the music and graphics of the original Halo imparted in those early confrontations with the zombie-like Flood when I first encountered a Metroid. Like in previous games, the first time you see the Metroids, they were behind shields, but you knew you were going to have to fight them eventually. Once the sound of those shields shattering was heard, and that music started up, I knew I was in for it. Corruption makes excellent use of music to enhance the game play.
One of the biggest disappointments about Corruption was the lack of online multiplayer. Between the various Space Pirate types, the bounty hunters, Space Marines, and Samus herself, there was a wealth of potential player types for an online free-for-all. But, it was totally absent. The only way Corruption makes use of the internet is through the trading of Friend Tokens, which you can use to unlock various special features. While fun, the unlockables prove to be fairly mundane, and processing the trades through the cumbersome Friend Console system might be more trouble than it is worth. The Wii’s online function for browsing the web, shopping, and looking at the News and Weather channels is outstanding, but when it comes to communicating with other consoles, it is outright abysmal. This was reflected in the paltry online capability of this game. While this doesn’t really downgrade the game as a whole, it definitely limits the game’s replay-ability. It takes about 20 hours to beat the campaign. After that, some people might attempt to replay at the hardest setting, or to get a 100% completion, but after that, the game will gather dust.
BOTTOM LINE
Metroid Prime 3: Corruption is possibly the best Wii game yet, though its shortcomings really highlight the issues Nintendo needs to address if they are going to make the Wii a long-term success. Specifically the over reliance on motion control for mundane tasks and the total lack of online functionality really keep this game from being a true console-seller. If these items weren’t an issue, this game would go from a must-have Wii game to a game that made the console itself a must-have for everyone who hadn’t yet bought one. A minor distinction, perhaps, but in a brutal console war, an important one.
A very strong outing for the still-young Wii, but Nintendo shouldn’t rest on these laurels. There is a lot of room for improvement, and as much as Metroid Prime 3: Corruption showcases the Wii’s strengths, it does bring out those areas that need improvement.
As to the FPS control style? In the end, it blows dual-analog control out of the water. But as far as knocking the mouse and keyboard off its throne - it makes a good case, but the jury is still out.
Rating(out of 5):

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September 10, 2007
The Gamer’s Quagmire #50: Massively Unrepresented Taxation
Everything you wanted to know about gaming, and less.
by Jamison DeLorenzo
In a bold attempt at making sure that I would get back into the habit of writing something interesting on a weekly basis, focusing on the big number 50 was a good start. There is nothing quite like an arbitrary number that in reality means nothing but somehow serves as great significance for something. Perhaps churning out 50 articles over the past year and a little more is worthy of some special attention. That is, other than “Hey, why did you skip all those weeks anyway?”
So in preparation for my 50th article, which closely is coinciding with my 30th birthday which will net me several victories on a 20 dollar bet and my repeated forays in getting another character in World of Warcraft to level 70 (the numbers 40 and 60 are currently wanted for questioning for their absence in this previous attempt at being clever), I decided it might be nice to come up with some positive news in celebration of this event.
Then, I thought, why write about such unfamiliar concepts? Why write something cheery when I could just as easily find some irritating news in the gaming universe? Two pieces of news had flown past my eyes recently, one related to gaming and one not. Both have been so shocking that I have seriously started to question what poisons the otherwise cheery world of video games is safe from.
Forgive me for a moment as I dive into baseball. The person, who managed to get their hands on the Barry Bonds all-time HR baseball, as a good baseball fan should, decided to keep the baseball and enjoy it. A safe deposit box would probably be the best choice for not attracting a ton of attention at home, by the by. Anyhow, those plans were pretty quickly quashed. Using some obscurities in the law, which by now has turned my stomach at least 20 times (which has forced me to consider going into business as a pretzel vendor), our country has managed to legally place a market value on the baseball and tax this lucky owner based on the perceived price he could sell the ball for.
Luckily that $25,000 piece of chewing gum I sold last week was a private auction and any evidence has since been destroyed/digested.
Imagine having to pay thousands of dollars in taxes on an item you have no intention of selling and never even had to pay to obtain in the first place. Fine, okay, the price of the ticket to get into the stadium was the cost. How anyone can legally put a price on something that has never been for sale in any known galaxy or dimension is beyond my comprehension. It is in this one weird circumstance where I would welcome national media attention. Taxes would be daftly averted as I pondered taking a quick trip to Canada to film the ensuing destruction of the ball and its sinking into the St. Lawrence Seaway. I am no expert appraiser of water-logged baseballs torn into multiple unrecognizable pieces, but I am guessing the ball would be worth approximately $0.
I may even have to send a note of apology to fans of baseball everywhere and MLB itself for feelings of guilt on the matter.
You see, being taxed on something that has yet to cost anything bothers me. Living in a state with some disturbingly high taxes has perhaps jaded me, but as a baseball fan and a common sense fan this news really got under my skin. Imagine my frustration then upon seeing the news that Congress is currently mulling a bill that would make objects obtained and traded in online games to be considered viable for taxing.
Say what???
Maybe this is one of those headlines that is supposed to annoy me and the bill does not actually hold any real weight, but after seeing this written in multiple places I decided that my time in the online community may have to be cut drastically short. Vegas probably would have good odds on a large number of people playing these games to make a similar move.
Video games are starting to become trendy. You see them advertised on TV during prime time. You see trailers for new games along with movie trailers in a movie theater. These strides are big, but overall people still see gaming as either some strange subculture that is far too scary to understand or the next big taxable cash cow (something smokers everywhere may thank us for someday). The IRS already flagged down online purchases for taxes (where would our society be without arbitrary additional fees?), so going after another untapped well was really the logical next move.
Okay – it was a logical move from a very selective point of view.
What does hold amusement for me in this, hopefully fruitless, endeavor is how the IRS could possibly go about enforcing these taxes on the hundreds of online games that are currently in existence. Do developers have to create an IRS guild that can monitor everything in these online worlds? Do you need to approve transactions every time you kill an NPC mob? Are developers going to be forced to hand over tons of documentation on all of the looted items? Looking at World of Warcraft alone, is the IRS really going to go over 8+ million accounts, cross reference values of items, and charge people? Could they ever prove that they still have certain sellable items?
I am not going to get into the big question here, which is should these items be taxable? I refuse to look deeply into this question, because if I ever even remotely consider the answer as yes, then gaming is no longer an escape from reality. The last thing I need to deal with in gaming is making something that is entirely centered around fun and an escape from reality to be a line item on my income tax return.
It would be very easy to dive into painstaking detail on this, but it is much easier, and much more me, to simply state: the more you tighten your grip Tarkin (i.e. the IRS), the more star systems (i.e. realms of video gamers) will slip through your fingers.
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September 4, 2007
The Gamer’s Quagmire #49: Improving Your Golf Game
Everything you wanted to know about gaming, and less.
by Jamison DeLorenzo
In the realm of sports gaming, this is the time of year where Madden turns its head as the gaming phenomenon that it is. There are yearly tournaments with cash prizes. Shooters and war simulations are the typical kingpins of the gaming tournaments. It was only natural that the most popular (like Windows is popular) video football game in a country where football is by far and away the most popular sport got a national gaming tournament. ESPN devotes broadcasting hours to it. This is not just because of the strangely consistent Madden cover curse, but because NFL players play the game too.Far be it for me to whine about gaming becoming too popular (you can never have enough gaming), but I am not here to complain about the socio-economic problems that are derived from a monopolistic franchise in a neo-capitalist society. Instead, my focus is to mention my yearly sports exodus that I have embarked on every year since 1999. This is the trip of going through the latest incarnation of the latest Tiger Woods PGA Tour game.
If you needed more evidence that I am a massive geek this should work quite nicely for you. As I have already written lines upon lines of (in)coherent drivel on football and baseball video games here, it was high time that my favorite type of sports game got some attention. My days of playing the PGA Tour series date back to 1992, before EA stapled Tiger onto the franchise. EA has many negative traits, but this move did inject enough attention to the golf game where the game has improved leaps and bounds over the years.
As with a lot of games recently, the franchise is still working hard on improving graphically. If you do not enjoy golf this is hard to defend, but as someone who plays golf recreationally seeing so much detail on a course does bring me closer to a state of euphoria. As I will probably never be willing to shell out the money required to play a round at Pebble Beach or Carnoustie (or display my well-documented inferior skills on world-renowned courses), feeling like I am actually at the course as my character goes through it is a fantastic feeling.
The reason I look forward to the new PGA Tour game every year is because creating a character and raising their skills all the way up is a riveting experience. I feel I need to share this with you not because I expect you to be able to enjoy this vicariously or to convince you that everyone who loves golf should do this, but because anyone who has ever had the thrill of working to level a powerful character in an RPG or put in tons of work to create a powerful team in franchise mode needs to know that this can also happen in a game as slow-paced as golf.
I suppose it is impossible to explain how much fun it is to create a character in a golf game that looks like a digital replica of yourself and make them the most powerful golfer possible, but I do this every year and it never gets old. Part of the idea is that I feel the need to prove myself to the rest of the world that video game golf is one of my strong suits. The skill is not as useful as I would like it to be, such as picking up girls at a bar useful, but playing a quick 18 holes in a life-like world will always have its uses.
On a related note, if you are an avid female golfer and enjoy talking about Tiger Woods PGA Tour, I highly encourage you post in our forums requesting contact information.
Looking at the game from a basic review perspective, it is hard to pinpoint flaws with the game that are anything other than subjective. Being that the only problem that I have seen is a framerate issue that pops from intermittently the game is rock solid. I am not here to write a boring review, however. My goal is to provide everyone who loves golfing games an alternative form of gameplay.
While there are plenty of courses and game modes to keep one occupied for a very long time, the following is a suggestion for a friendly golf game for those people that are of drinking age. If you are unfamiliar with my setup it is quite simple: a Waterfall penalty is finishing your drink, and a Cascade (derivation of a Cascade waterfall which is approximately 5 feet high) penalty means taking a sip. As with all games of this nature, please be responsible.
For your golfing, gaming, and drinking pleasure:
Cascade penalty:
- Bogey a hole
- Missing a putt < 5 feet
- Missing the green on a par 3
- Hitting a shot Out of Bounds
- Not going for the green in 2 on a par 5
- (Skins) Losing a skin
Waterfall penalty:
- +2 or more on a hole
- +1 or more on a par 5
- Multiple Out of Bounds on a hole
- Shot Limit Exceeded
- Highest score after 9 or 18 holes
- (Skins) Losing 3 skins or more on a hole
Enjoy this version of golf, where it is, in fact, okay to drive (the golf ball) drunk.
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