Metroid Prime<\/em>‘s core dynamic is positioning and searching the 3D space. 2 of the core mechanics in the game, look and lock-on, work harmoniously with the natural dynamic of the perspective, breaking the process of looking into 2 steps.<\/p>\nThe lock-on is important because it maintains the position of the target, so that the player isn’t always frantically trying to find a target. This streamlines a lot of the hassles common in exploring other first person games, especially those for the PC. Anyways, I’ll get into this properly later, it’s all very interconnected.<\/p>\n
My point is that the enemies are designed to get the player looking and locking-on or moving, looking and locking on. The wasps float around in the sky, the scarabs dig underground, the smaller swarm enemies circle the insides of tunnels, the larger enemies have weak points located away from the player\u2014each enemy type is meant to get the player to look and lock-on in unique ways.<\/p>\n
Environment as the Patriarch<\/h3>\n
The richest character in the game is the environment. What is key about the environment in Metroid Prime<\/em> is the way in which it both facilitates and (contextually) justifies the challenges of the game while also sketches out a lore and ecosystem. The environment of Metroid <\/em>does 10x the work of the environments in most other games, so just to unpack that a little bit…<\/p>\nThe environment obviously facilitates play. It’s the way that the environment is used to justify everything that makes it so unique. Instead of throwing up clear road blocks to stop the player from advancing to a certain area (ie. you need to kill 20 of this to pass), Metroid Prime will use the environment and it’s connection to Samus’ abilities to limit progress in an organic and well justified way. For example, height, a poisoned water stream, an infestation of weeds or the pressure from heat will act as road blocks. In this way the logic of the game is very naturalistic. It never feels as though the developers are artificially constraining you, the player.<\/p>\n
The lore and ecosystem of the land is fleshed out through the scan mechanic which is effectively an all-in-one narrative, hint and activation mechanic. What you can scan is in the environment, so the environment is the narrator of Metroid Prime<\/em>‘s story. Reading this story requires looking through the space and engaging with the natural dynamics of the perspective. And so the circle of harmonisation is complete.<\/p>\nAnd further on organic environments<\/h3>\n
I really dig how the topography of the environment isn’t broken into units or boxes, or at least it doesn’t feel that way to the player. The rooms take on a variety of rugged shapes. The floor dips and raises. It’s all very organic. To think that Metal Gear Solid 3<\/em> struggled with creating such organic environments, limiting it’s FPS count to just 30fps even after the PS2 tech was well understood by developenv and Metroid Prime<\/em> does it so effortlessly.<\/p>\nSlow Down<\/h3>\n
The first part of the Metroid Prime<\/em> is designed to slow players down. The focus is placed on Samus’ eyes and not her legs. That is, the game coaxes the player into being explorers. Blast Caps are placed on platforms prompting players to shoot first, wait for their dangerous smog to clear and then jump. War Wasps get in the player’s face intentionally, so as to get the player to seek out and destroy their nests. Shriek Bats can easily spear into players if they move through rooms too hastily\u2014the best approach is to move cautiously and attack them while they’re in wait. Runes are used as locks to doors and are spread throughout a single room to get the player scanning the environment in all different directions. All elements of Metroid Prime<\/em>, the tight spacing of most rooms, enemies and scannable items all enforce this more cautious type of play.<\/p>\nAnd that’s a wrap for this first overview. I feel like I’ve only scratched the surface with each of these headings. If you have any suggestions for a hook for this project, please let me know in the comments below.<\/p>\n
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And now a quote from Twitter: I’m thinking that by E3 I should be able to finish my first play through notes of Metroid Prime. Up to Magmoor Caverns now. Yeah, I sure do like to dig holes for myself, don’t I? Truth is I’m finding it much easier and more enjoyable plugging away at […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[149],"class_list":["post-3462","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-metroid-prime"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3462"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=3462"}],"version-history":[{"count":5,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3462\/revisions"}],"predecessor-version":[{"id":3472,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3462\/revisions\/3472"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=3462"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=3462"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=3462"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}