# *[[Metroid Prime]]* Notes
A first-person adventure interpretation of the *Metroid* series made by a newish team in Texas during a near ten year absence from the space bounty hunter. Retro Studios proved that not only could a *Metroid* be adapted to a 3D first-person view, but that elements might thrive where 2D would or could not. It is a vibe from top to bottom, just like a good *Metroid* game should be.
> [!warning]
> Spoilers below!
### Stats
- 66% completion
- 12:55 playtime
- 68% on GC
- 14:42 playtime
### Legacy
- The great 2D to 3D transition for Metroid. Certainly one that has gone in the hall of fame. Atmosphere. World. Lore. All lend itself to a game that lives. It has it's annoying traits, enemies. Some modern elements like marking the map could greatly help. But it thrives in immersion. There's the satisfaction of powering up and learning Talon IV. It also suffered unbelievable crunch. Certainly a through the fires type story.
### World
- Chozo ruins, Magmoor, and Phendrana - all staples of Metroid design. Speaks to leaning in to the classics where strong while transitioning to first person.
- Exploration is that puzzle solving, item unlocking flow with just the right amount of “go to this spot.” Let’s you theorize without being inundated with beacons, hints, and instructions.
- Your brain does the whole Metroidvania map connections, but in 3D. It’s a remarkable feeling
### Story
- Space pirates orbiting around Talon IV doing some mutation experimentation.
- Chozo lore is integrated in the world. Scan visor tells all.
- Sci fi and religion intertwined. Chozo trying to purge Phazon energy. Pirates want to wield it.
### Graphics
- Switch visuals are great. Shows how far good visual design can go.
- One of the great 3D maps. One of my all time favorites. Map room theme as a kid.
- The reticle shrinks or expands based off the distance to the target. *chef kiss*
### Music
- The soundtrack is mesmerizing, captivating, sci-fi
- I just love every blip and bloop that the game makes.
- The geiger counter when near phazon. The little touches.
### Gameplay
- Lock on is very OoT, in a good way.
- Dual stick feels good
- That loop of upgrading gear and exploring is gripping as ever.
- That Metroidvania loop of “ugh I don’t have the grapple hook yet” to “I have it now let’s go explore!” is so satisfying.
- If you are lost/wandering for too long, the next story objective will be prompted and added too map. Not too soon and not too long of a wait. Not obvious too. Just go here. No telling you how or what you need.
- Switching beans is tougher than GC. Since it wasn’t traditionally dual stick, the C stick swapped beans snappily. D pad was (and is) visors. Now you have to use D pad for both and a button combo for beams. Slower. Think about it more. Should be second nature.
- There’s a setting to swap this scheme. And I checked toward the very end of the game. 🫠
- I do not like these Chozo ghosts. Thank goodness the X Ray visor helps
- Grapple beam doesn’t swing as much as I would like
- why fission Metroids? Why.