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While there were similar mechanics in previous Metroid titles, there just isn't anything special about the environments that will make you want to get back to them in a hurry. Add to this that the visor abilities have been reduced to simply the combat and scanner visors and you start to realise that many things have been sacrificed, and for what? The absolutely crammed full of options multiplayer mode. While the single player mode will keep you happy for a while, it's the multiplayer section that will not only keep the game card in your DS but it will probably convert some of your PSP loving friends to the ways of controlling a FPS with the DS.
Controls are exactly how you remember them from the demo. The touch screen is used as a mouse look, and while you need to readjust your thumb after a few corners it isn't anything that hinders the gameplay. The L button serves as your firing button, the D-pad as your moving and strafing and certain icons on the touch screen will change what weapon you are using, the kind of visor you are looking through and of course the icon that allows Samus to utilise her morph ball.
All controls can be adjusted, which means there is an option for those that dislike the use of the touch screen and the left handed people of the world.
It seems that the more developers do, the more they want to try, and it's using this exact equation that the developers behind Metroid Hunters not only gave us a multiplayer mode, but they made if Wi-Fi capable - which means online for those not in the know - and even allows users to talk to each other via the Nintendo DS' built-in microphone.
Multiplayer mode is broken up into seven different game modes ranging from the typical death match style game to a capture the flag style mode. After playing online it is possible to register people you have played as either a friend or a rival, and it will keep track of how many kills or wins you have against each other.
For those who not only have no access to a wireless Internet connection or have friends that own a copy of Metroid Hunters, never fear as it's still possible to try and coax your DS friends into going out and buying a copy. In just a few minutes you can jump into a single card deathmatch styled game, and you even have access to a good amount of arenas.
The game keeps the overall look of the previous console versions of the franchise, and ends up looking like the Metroid we all would have loved to have seen on the Nintendo 64, and the sound is taken directly out of Metroid Prime itself. Both of these are great for the title and the pre-rendered cutscenes come across beautifully, and despite being shown on the dual screens at the same time you always seem to know where to focus. It would have been nice to have had a bit more detail on some of the enemies, but when all you want to do is stop their attacks from hitting you all you need to know is where they are.
With the standards the GameCube versions set it was a bit of a shock to see such a substandard effort put into the single player mode. It would have been easy to add a few more visors and decent boss battles, as the control scheme really would have helped to create some of the most memorable and immersable battles yet, but instead we get some typical enemy battles with slightly higher AI. Another addition that we could have done without was the timed evacuation that was thankfully pulled from previous versions. Why evacuate in a hurry if you need to go back to that planet later? Seems like a redundant way to simply frustrate the gamer a little more.
All in all, the experience you will get from Metroid Prime Hunters is nothing to complain about, and it seems like the Metroid we would have been playing on the N64 if one had arrived. Hopefully this is just a stepping stone for NST, or maybe they'll hand the license for future DS Metroid games over to Retro Studios so the handheld versions can synch up a little better with the console versions. |