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Metroid Prime Hunters Review - DS

7
Gameplay: 6 stars 6
Graphics: 8 stars 8
Audio: 6 stars 6
Multiplayer: 7 stars 7
Innovation: 5 stars 5
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Introduction



I think it's important to point out, straight up, that I Metroid. As such, I can't look at this game as anything except a successor to the majesty that was Super Metroid. You need to understand that this will be a review of a Metroid game, not an FPS game or an online frag-fest. Perhaps that will help you understand the score which contradicts some of the other reviews you've seen around.

Gameplay



The staples of the Metroid series do make a return, but we find them in watered down form. You play as Samus, who is reasonably powered right from the get-go, complete with morph ball, missile, power beam and scan visor. The items you acquire are just stronger weapons, based around a 'Universal Ammo' system - which removes the need to stockpile different ammo types.

There about five different control configurations, for both left and right handers. Unfortunately, the biggest hurdle you face when turning on the game for the first time is getting used to the controls. None of the set-ups work perfectly. You're bound to get hand cramps if you play it for too long. You need a bench to balance the DS on, because if you're using the classic system you'll know that it's quite top heavy.

Thankfully, the sensitivity of the stylus can be adjusted, so if you like doing quick 180 degree turns you can ramp up the sensitivity. I don't know how you can aim like that, though as it proves quite difficult at times. In some boss battles, it feels like you're fighting your DS, not the actual enemy. You might find yourself having to actually had to pause the game and stretch my fingers halfway through the battle. That should tell you something. The DS has the potential to be an awesome FPS system, but if devs can't get the control systems right, no-one's ever going to be happy.

The format for the levels is as follows: Fly to planet, explore basic environment, find upgrade, scan panel for keys, collect octolith, encounter rival hunter, fight hunter, collect key that opens boss portal, travel to boss and fight it, and then escape from planet against the clock. Rinse and repeat. I appreciate the throwback to classic Metroid titles by having the race to escape the planet, but why am I racing? I've annihilated all threats, and killed the boss. The planet doesn't explode. Hell, I can visit it afterwards. So why is there a timer?

Which brings us to back-tracking. Lame. You can go back to previous planets after picking up weapons, but the whole idea of Super Metroid was that the worlds were interconnected. There are hidden pathways between regions, and you really got the feeling of a unique, but whole world. Getting weapons which you can then use to open doors later on and find a missile expansion is not the same as using those weapons to blast away through the soil and appear in a previous area. Hiding upgrades (continued next page)