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The World Design of Metroid Prime | Boss Keys
March 13, 2019

The World Design of Metroid Prime | Boss Keys

Hello! Continuing my analysis of Metroidvania games, here's a big dog: Metroid Prime. And I've got a bone to pick with this game! It's awesome, but I think we can learn as much from its mistakes as its successes.

The World Design of Metroid Prime | Boss Keys (YouTube)

Comments (7)

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VitAnyaNaked · April 2, 2019

I also do not like it when it rains during the game. Namely, in some invisible platforms Metroid Prime. It would be better if the developers working on it. It somehow distracts from the game or something.

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Matt Cramp · March 15, 2019

I like the idea of the Chozo Artifacts for the same reasons you do, and was always frustrated by how disliked they were by others, citing the issues you mention about pacing and the keyhunt. I think you raise some good points about how to do it better. I think later games like Hollow Knight manage to encourage exploration of the world in a similar, but reversed way - very non-linear at first, and then very linear at the pointy bit.

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cptnoremac · March 14, 2019

I don't think it's impossible to let players remember invisible platforms before they can see them. I think they could have found a way to indicate that there are platforms without showing the entire path. Maybe the first one has water dripping on it or a monster collides into it or something. The player could experiment and test that they can indeed stand there, but not be able to see where to go next. Then when they get the visor, they'll think, "Whoa, I can see invisible things now? I remember an invisible thing!"

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Guillermo Jiménez · March 16, 2019

There actually is rain falling in some of the invisible platforms in Metroid Prime, which makes them semi-visible before you get the X-ray visor but not enough to make the visor unnecessary.

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iammacio · March 14, 2019

Can't wait to watch this :)

J
Jason Sims · March 14, 2019

Tony Hawk trick was a nice touch.

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Mustafa Haddara · March 14, 2019

I was initially surprised to hear that you had gripes with this game, because basically all of the coverage I’ve seen/read of Metroid Prime has been universally positive, and I enjoyed it a TON when I first played it. But, after I watched the episode, I was pleasantly surprised: all of your criticisms made a lot of sense, were very thoughtful, and ultimately managed to articulate issues in the game that I didn’t even know I had! Really enjoyed this one, thanks Mark. I can’t wait to hear your take on Echoes!