Metroid Prime — 2Q2014 issue

Pho­tos cour­tesy of GameSpot.com

The return of Samus after 8 years is welcome

As a long­time fan of the Metroid fran­chise, I sup­pose I could be for­giv­en for not mak­ing the imme­di­ate leap onto the Prime band­wag­on. After all, Super Metroid is my bea­con of hope still shin­ing for 2D games, a sym­bol of the pin­na­cle that the genre reached. I mean, I plan to name my first­born daugh­ter Samus. That’s how much I love Metroid. So, when Prime hit the shelves, I was duly skep­ti­cal. It had been eight long years with­out so much as of a whiff of Samus’ scent in the mar­ket of solo games and I was starv­ing. Enter Prime.

Prime isn’t so much a pure Metroid game as it is a com­bi­na­tion of Metroid and first-per­son shoot­ers of the day. What you need to know to under­stand Prime is that it’s set between Metroid and Metroid II: Return of Samus, and it’s the first real game in the series to start putting the pieces of the Metroid saga togeth­er. Samus roams around Tal­lon IV to uncov­er the past of the Chozo (her care­tak­ers after the death of her par­ents in a Space Pirate raid), and takes on the vil­lain­ous group, who are con­duct­ing bio­log­i­cal exper­i­ments on the plan­et. That’s the meat of the sto­ry essen­tial­ly, but it most­ly means that you’re going to do some explor­ing. This being Metroid and all.

The first-per­son con­trols could have been haz­ardous to the game’s health but they aren’t. They’re actu­al­ly sim­ple to use and sur­pris­ing­ly easy to get used to even if you’re inti­mate­ly famil­iar with Super Metroid’s set­up. My main con­cern was how does Samus’ action trans­late to the first-per­son mold? Can she still move around flu­id­ly? And, how is the action han­dled when she has to switch to Morph Ball mode? All of these ques­tions were imme­di­ate­ly answered with a sim­ple playthrough. Action is flu­id and move­ment is clean and paced well. There are no prob­lems with switch­ing modes, and I rather liked how that is han­dled. It’s almost as if some­one on the devel­op­ment team at Retro Stu­dios remem­bered what it was like to imag­ine you were Samus in the Varia Suit.

I appre­ci­at­ed the atmos­phere of Prime, con­sid­er­ing that if a game is to be called Metroid in any way, it must have the “Metroid atmos­phere.” I cer­tain­ly got that as I mean­dered through maze-like cav­erns with fore­bod­ing music play­ing gen­tly in the back­ground. What I appre­ci­at­ed about the sound­track most­ly was the use of old themes to tie the games togeth­er. You can tell you’re play­ing a Metroid game if you lis­ten hard enough, and I liked that the issue was­n’t thrown in my face con­stant­ly. I did­n’t need to be hit over the head repeat­ed­ly that this is a Metroid tale, and the music was polite about remind­ing me.

My only prob­lem with Prime is that while it feels like a Metroid game should, I was­n’t that immersed in the tale. Every Metroid game released up to this point, I played through and was engaged thor­ough­ly. Prime? I real­ly could­n’t get into the sto­ry that much, and I did­n’t real­ly care all that much about the Chozo. I real­ized that because of the way Metroid ends, Samus can’t real­ly go back to the Moth­er Brain issue. How­ev­er, Prime just struck me as boring.

Prime was the start of a good thing, obvi­ous­ly, since there are two sequels and a host of spin­off games. What I was most pleased with, how­ev­er, was the fact that Samus returned in top form. It was about time. Eight years was way too long to go with­out using some ver­sion of the “Metroid instinct.”

Macross VF-X22Q2014 issue

Pho­tos cour­tesy of GiantBomb.com

Find your way in the stars

ありがと ございました おなしと の おとこのしと!

And for the non-Nihon­go speak­ing, thank you ladies and gen­tle­men! It’s great to be

William Har­ri­son, GI con­tribut­ing editor

back and for the Far East­ern (Nihon, Nihon­go = Japan­ese lan­guage) issue. I under­stand that a lot of peo­ple may be won­der­ing why it’s not called Robot­ech. Well, let’s just stick with the ver­sion that was released in Japan. The fun­ny thing is, this game was actu­al­ly sched­uled for an Amer­i­can release but was lat­er can­celed because of the “cre­ator” of the Robot­ech series. His demands were a bit on the ridicu­lous side and rather than bow to him, Big West/Bandai Visu­al (before it merged with Nam­co) made sure that the Amer­i­can release nev­er saw the light of day.

But if you knew the right places to go and were will­ing to pay the price, you could have your very own copy like I do. It’s been a while since I’ve been able to play it, but this is still one of the best games I have played in a long time and the fan boy in me was all over this when I saw it in an import store in Greenville, S.C. I fell in love with Macross VF-X2.

VF-X2 is a flight-style com­bat shoot­er with a bit of an arcade feel to it, loads of fun and not too bad of a sto­ry to add to the Macross uni­verse. You are Arges Fock­er, rook­ie pilot who joins the U.N. Spa­cy and is short­ly recruit­ed to the Raven Fight­ing Squadron. You bat­tle through sev­er­al mis­sions, pilot­ing sev­er­al of the vari­able fight­ers from the orig­i­nal Valkyre to the VF-22 (Macross plus YF-21: The 21 was des­ig­nat­ed the 22 to hon­or Guld Goa Bow­man after his death). 

The game plays very well and the sounds and effects will put you in the right frame of mind of the Macross series, but, unfor­tu­nate­ly, it does have a few bugs.

One of the main bugs occurs when you beat the game: The clos­ing cin­e­mat­ic glitch­es and plays for two frames then either freezes or boots you to the cred­its screen. That’s heart­break­ing because it kind of ruins that whole sat­is­fac­tion of beat­ing the game. The game is sol­id as a whole, but the glitch­es kind of cut into the fun. If you love Robotech/Macross, don’t let the glitch­es keep you from a sol­id rep­re­sen­ta­tive in the series.