![]() The scan visor was also the main means by which much of the game’s story and backstory were told. Switching between visors not only helps you track certain enemies but also navigate various. The visors also helped with navigation and puzzle solving, with the scan visor telling you about points of interest in each area and how certain enemies should be dealt with. Admittedly this kind of visor/weapon switching didn’t occur until later in the game, but it’s a good example of how Metroid Prime re-examined the core of what a Metroid game should be and came up with something new. It was an amazing setup and mastering it was entirely necessary to proceed. When you mixed this all together, you had to switch visors and weapons on a case by case basis often in the same room to track what was going on. On top of that enemies also required differing weapons to takedown. ![]() For the weapons, you had power, wave, ice and plasma.ĭoors, as per previous Metroid games, required different weapons to open but it was the combat that switched all this up a few notches.Ĭertain enemies didn’t operate in the visible spectrum, so switching to different visors helped you track them. For the visors you had combat, scan, thermal and x-ray. There are a total of four visors and four weapon types in the game. This was the first thing that Metroid Prime solved but what really made all of this gel together was how the game added in different visors and split out its weapon types. That meant you could not only navigate an area without getting lost but also not pull your hair out trying to jump between platforms. Metroid Prime fixed all of that by making the gaps you had to jump a lot less strict and kept the level design more compact and simple.
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