Metroid Prime 4: A New Dawn Review – Samus Aran Returns to Action. Was the 18-Year Wait Worth It?

IIn a frigid lab teeming with experimental life forms encased in cryogenic slumber, metal boots crush the frost beneath them. A solitary bounty hunter clad in a recognizable orange exosuit aims his blaster ahead. As you navigate towards the facility’s generator, you examine doors, search for hidden entrances, broken hatches, and concealed keys, pondering whether you truly grasp the chaos awaiting once this place begins to collapse. Every rattle and creak resembles a long-slumbering beast awakening from its pod. Yet, Samus Aran has never possessed fear, so she delves further.

This segment of Prime 4 encapsulates classic Metroid vibes. It’s atmospheric, eerie, desolate, perilous, and enigmatic. Samus, Nintendo’s iconic hero, shines brighter than ever, showcasing a new superpower that imbues her suit with a pulsating purple glow. (I’ve captured a multitude of screenshots of her looking undeniably cool across the game’s various planets.) While she can be maneuvered with dual analog sticks, it feels even more intuitive when using one of the Switch 2’s remotes aimed at the screen. Alternatively, you can operate it like a mouse on a desk or in your lap, but I found my wrist aching after prolonged use. She can morph into a rolling ball, telekinetically shift statues into position, and ride a high-tech, transforming motorcycle across lava and sand, traversing abandoned sites on a distant planet to reveal the lost wisdom of a bygone civilization.

Indeed, classic Metroid Prime elements abound. It’s a sentiment I’ve missed since these atmospheric journeys took a break in 2007. The focus is on gradually introducing new abilities and gadgets. The Giger-inspired aesthetics shine through. Methodically scanning everything with Samus’ visor for hints is expected. The leisurely exploration is routinely shattered by sudden, chaotic encounters as robots and aliens descend. Dazzling sights, including gigantic boss creatures, vast deserts beneath a relentless alien sun, and spectral wolves emerging from a snowy tempest, unfold dramatically.

Surprisingly, amidst the familiar spirits of the Metroid series, I noticed echoes of Nintendo’s other dormant sci-fi franchises. If you’re yearning for long-lost sequels to F-Zero or Star Fox, they may not be present, but hints are scattered throughout. Within the levitating controls of Samus’ bike and her cyberspace training arena, flying entities sometimes materialize before you, enabling you to target them and unleash explosive laser discs.

Nonetheless, there are aspects that do not have the Metroid essence, often detrimentally. It seems that someone at Retro Studios or Nintendo was concerned players might feel lost, so Samus has a companion suggesting directions. The rescued engineer Miles McKenzie faced significant criticism during previews for Metroid Prime 4. Understandably, he’s visibly irritated, delivering a series of Joss Whedon-style dialogues as he gazes at Samus, who can only assume is silently judging him. Fortunately, he only lingers for the initial 15 minutes before being trapped in the base camp at the conclusion of the game’s first zone, granting Samus (and the player) the freedom to explore uninterrupted.




The patient’s exploration is disrupted by a sudden, chaotic surge. Photo: Nintendo

Apart from a few unwelcome nudges during my extensive desert explorations, Miles didn’t reappear unless I called for assistance. (In the vast abandoned facility dominating the game, his radio signal is distorted, so he can’t offer guidance even if he wished to.) However, Samus encounters more stranded soldiers as the game progresses. all of them proved bothersome, frequently interrupting your explorations with soundbites and unwarranted advice. Meanwhile, the desert linking various areas sadly feels barren. Particularly in the latter segments of the game, a tedious back-and-forth walk across this expansive terrain becomes distinctly un-Metroid (and less enjoyable) when compared to the constricted corridors and tense space station confrontations found in other sections.

Metroid Prime 4 frequently evokes the feel of a game from 15 years past. I emphasize that, overall, this is a positive aspect. Surprisingly, it avoids many pitfalls of contemporary game design. Ironically, the lengthy wait for Prime 4 rendered what might once have seemed tiresome or outdated into something delightfully retro. The methodical gameplay rhythm and the anticipated structure of defeating five distinct boss creatures in five obvious arenas to secure five different keys comes off as nostalgic. However, certain elements are less forgiving, like inconsistent autosaves. It’s frustrating to experience an accidental death and then face a restart of 30 minutes worth of exploration in a molten weaponry facility. do not have fun.

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Had Metroid Prime 4 been released in 2010, I might have found it disappointing. However, following an extended hiatus, I’m thrilled to engage with this retro gameplay approach – slow, painstaking, and occasionally frustrating. This serves as a reunion, rather than a revival of the Metroid Prime series. While some of the new features may not resonate, the classics shine just as brightly as ever.

Source: www.theguardian.com

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