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Metroid Prime 2: Echoes

Developer: Retro Studios
Publisher: Nintendo
Genre: Adventure / First-Person Shooter
Players: 1-4
Similar To: Metroid Prime
Rating: Teen
Published: 01 :31 : 05
Reviewed By: Jayson Napolitano

Overall: 9 = Must Buy

 

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Following the critical acclaim and moderate commercial success of Metroid Prime, Retro Studios, under Nintendo's guidance, set out to formulate a sequel that could engage new audiences without alienating long-time fans. While I question some of the additions in Echoes (most notably the multiplayer mode), I believe that the new (and improved!) single-player experience is more than enough to satisfy new players and returning fans alike.

Now, the first few hours of the game may leave series fans cringing as the story unfolds in typical horror-game fashion, complete with undead federation soldiers and suspenseful music. The story goes like this: Samus is sent to lend a hand to federation troops who have followed space pirates to the mostly unexplored planet of Aether. Upon her arrival, she encounters an electrical storm that sends her crashing into the planet's surface. Here the adventure begins. The rooftop door of her ship slides open as our hero ascends into view, and then performs an impressive flip from the top of the ship down onto the surface of the planet. As she explores Aether, she discovers that the federation's hunters have become the hunted as mysterious alien creatures have already massacred their entire unit before her arrival.

Further exploration reveals that Aether has been split between two dimensions: one light and one dark. The two worlds are at war with one another, and Samus, of course, is caught in the middle of things. The Luminoth, an ancient species not too unlike the Chozo, live on Aether while the shadowy Ing inhabit Dark Aether. The Luminoth ask Samus to help them wage war against the Ing. For her part, Samus must explore three major regions of the planet (along with their dark counterparts) to fend off the Ing and restore Aether to its former glory. Though Samus begins the game with all the gear and upgrades she acquired in Prime, an early cutscene












 

takes it all away with an attack by a swarm of thieving monsters. This kind of regression is normal for the series, but previous installments didn't bother to offer half-hearted explanations and they were probably better off for it.

The first thing Prime players will notice once they get into the game is the vastly improved scan visor. Unscanned objects appear blue while vital objects, such as elevator controls or doors, appear in red and already scanned items appear green. This makes it much easier to tell if objects need attending to or not. Also immediately noticeable is the improvement in the visuals: lush ambient environs unfold, with motile plant life and foreign technology strewn across the path; birds fly overhead; bubbles sneak up from the water; and sand slowly trickles down the walls in certain areas. Rooms are often vast and open, but still full. Rarely is the realism of the detailed surroundings suspended, save for when new gear appears as an S emblem rather than the actual gear, which was how things were done in the original Prime, as well.

The game plays much like its predecessor; the feel and the control scheme are both similar to the original and just as intuitive. Players can still enjoy rolling around and sticking to walls with the morph ball and spider ball, respectively, and due to popular demand there are more instances where both are required. The game's built-in help feature proves to be both a curse and a blessing: needed or not, pop-ups telling players to "Press Z" appear and stay on screen until the player does so. Sometimes these unavoidable pop-up messages prove annoying, especially when backtracking to access new areas after acquiring new gear, but other times they're quite handy. Aside from being knocked off a few ledges and spider ball tracks repeatedly, the roughly 25-hour game plays smoothly throughout.

The enemy encounters in this Metroid are a bit different than before. Instead of small creatures littered about the landscape, each area has a few larger enemies capable of delivering a more massive punch, some of whom can rip through a couple of energy tanks in just a few moments. There isn't a great deal of variation in the enemies, with most of them simply being normal/dark counterparts, but they're still more interesting than the palette-swap pirates from the last game. My personal favorites are the Reznits, which players encounter later on in the Sanctuary Fortress. The Reznits perform an attack which crashes Samus's suit, turning the screen gray and causing it to "lag." By pressing L, R and B simultaneously, players can reboot Samus' computer system and regain control of the suit. It's such an enjoyable procedure that I left myself vulnerable to the attack on multiple occasions, just to gleefully reboot my system and see all the flashy text that comes with it appear on screen. Boss battles are much easier in Echoes, but they are definitely more creative and epic. Many bosses force players to make use of several visor and suit modifications (such as the spider ball and the boost ball) to succeed, though they're never as challenging as the difficult battle at the end of the first Metroid Prime.

Speaking of suit modifications, there's a lot more gear to be had in Echoes than there was in the last game, including some new goodies and some returning series essentials. A key addition, present in pre-Gamecube Metroid games but absent from the original Prime, is the Screw Attack. The screw attack in Echoes is a combination of the space jump and screw attack from earlier Metriod games. It allows players to do successive jumps in midair, as well as damage any enemies in Samus's path. Some of the other gear isn't quite so extraordinary, however. The two visors acquired on Aether, for example, are not very impressive. The dark visor, although useful in that it lets you see the otherwise invisible "dark" platforms and monsters, does not make a great deal of sense as far as sci-fi gadgets go. By comparison, the infrared and X-ray visors from the original Prime made sense, even if they were ugly. There's also another visor, the last one players get, which appears to have been added in last minute. It is only necessary in a few instances, and it's as ugly as the X-ray visor from the original Prime. Players also obtain a dark beam and a light beam, and their use is vaguely reminiscent of Ikaruga: Dark Aether creatures are weak to the light beam and monsters killed with one beam will drop ammunition for the opposite beam. Power bombs return, along with super missiles, and both are required to access certain areas. Another new addition is the seeker launcher, which allows players to hold down the missile button to lock on to up to five targets at once and then release the button to blast out a missile per target in a style that harkens back to Panzer Dragoon. The final weapon in the game, though, much like the final visor, didn't really do it for me. It too seems to have been thrown in last minute just to give players another weapon to use. I have no complaints about the suits in Echoes, however, as all three each have their own specific, worthwhile benefits, and they all look fantastic.

The game's music, written once again by series veteran Kenji Yamamoto, has also been greatly improved. Most of the exploration music is ambient with electronic accents. Thin, lonely synth cuts into the ambiance of the Torvus Bog, with playful pitch-bends and a catchy melody, similar to the title music which players may recognize from the Echoes bonus disc. There are also a few arranged tracks from Super Metroid, which are quite delightful and nostalgic. The boss battles are accompanied by hard electronic tracks which players of the original Prime should feel right at home with. The Sanctuary Fortress has a driving beat under the ambient chords, which sounds natural with mechanical nature of the area. By this point in the game, the end is quickly approaching, and it feels like the music is driving players across the finish line. The sound effects are where they belong: there are booms, bangs, metal clatterings, and plenty of splats. The sounds add to the experience of the game, as creatures all have their own signature noises that warn you of their presence and give away their position. I would sometimes flee from rooms after hearing a particular monster's cry and then listen as the creature behind me gave chase and got closer and closer as I waited for an escape route to open.

Echoes provides some nifty bonuses for players, as well. Upon scanning specific percentages of scannable objects, players will unlock photo galleries containing concept art and creature designs. People who received the Metroid bonus disc will already be familiar with much of the content, though it's nice for people who don't have that disc. While it's relatively easy to scan the majority of the objects during the first run-through, most players will have to play the game at least twice to scan everything. Multiplayer levels can also be unlocked by progressing through the single player mode. And lastly, in keeping with Metroid tradition, scan percentage and item percentage is taken into account at the end of the game to determine how much of Samus is exposed.

I left multiplayer for last because it is barely worth a mention. Based on the great single player experience Echoes provides, I was hoping for more here. Unfortunately, the level designs are small and uninspired, the weapons don't do enough damage, and there are too many healing items scattered across the battlefield. Most matches consist of pressing the fire button rapidly, due to it being nearly impossible to hit opponents when they're in morph ball mode, and using the boost ball to run away and collect healing items. It's difficult to give pursuit, and the fact that there are so many healing items around means it usually futile to give chase to begin with. The multiplayer mode is a clear example of why Metroid fans were skeptical of a first-person Metroid in the first place.

Overall: 9/10
Despite a few minor flaws, I believe Echoes is superior to its already stellar predecessor. Even if the multiplayer mode won't bring players back for a round two, the greatly improved single player experience is worth the money and effort. Metroid Prime 2: Echoes had a tough act to follow, but it managed to improve upon the look, sound, and feel of the highly atmospheric series.

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