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Metroid Prime (GameCube - Not the Trilogy version which was a slight improvement)

- Should have combined the map and inventory screens in order to free up the Z button for some hypothetical easy lock-on target switch ability. Or something.
- Needed to do away with the artifact fetch quest, or at least have the artifacts come with combat bonuses.
- The hints for the fetch quest were somewhat asinine.
- Enemy design was a bit phoned in during much of the Phazon Mines section.
- Manual aim should've never been required at any point (I hate that invisible miniboss). It is only good when trying to learn how to jump properly, or slowly turning around when you don't want to feel like you're backing Samus out of a parking space.
- Flamethrower is useless. It's not even helpful against the final boss.
- Compared to its sequels, the puzzles were a bit lacking. Way too many "look for a thingy and scan it to open a door or something" puzzles.
- Bad AI like everything else.
- Some clipping issues. No widescreen support.
- Forgot to have "this is not Halo" on the box, which would've helped put an end to ignorant comparisons made by people who didn't know that Metroid existed before Prime came out.

Not to mention a weak plot that only gains value when viewed through a microscope with a "this was an innovative storytelling method back in 2002" nostalgia-based lens.

I'm going to marry this game someday.



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WayForward Kickstarter is best kickstarter: http://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero