tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles forum trix offline shop online shop links
You are here » articles » archive » Electronic Theatre Special Report: E3 2005: NintendoDS: Metroid Prime: Hunters
 
Hardware Manufacturers

Nintendo

Sony

Microsoft

 

tl.gif (159 bytes)
Welcome to the Electronic Articles
tr.gif (156 bytes)

 

Electronic Theatre Special Report: E3 2005: NintendoDS: Metroid Prime: Hunters

            Every NintendoDS fan who managed to bagElectronic Theatre Image one of the early release models will have already fallen in love with Metroid Prime: Hunters. Regardless of the fact that the title received was merely a demo, most thought the game was easily the most revolutionary title not only on the NintendoDS, but that the industry had seen for several years. Retro Studios have now decided to offer us a new take on the game, which makes the original First Hunt demo look little more than a steaming pile Metroid turd.

            Running at a much higher resolution than the demo coupled with a higher frame-rate, crisper textures and clearly more polygons per character there’s no doubt that the difference between the two versions is on par to the difference between F-ZeroX and F-ZeroGX. The layout of the Touch Screen has changed drastically also and, seemingly more responsive, now makes allocations for additional weaponry as well as variations respective of each individual character, which leads me nicely onto how the game actually plays

           Electronic Theatre Image In the preview build available at the Electronic Entertainment Expo (E3) only multiplayer options were available. From a total of four selectable characters – still including Samus Aran – a level selection consisting of a single arena was available.  In total there were three options for gameplay mode and, while each seemed to differ drastically, finding out the objectives set by each was decidedly difficult with three other players intent on blasting you to the other side of the planet before you’ve moved into the next corridor. One of the gameplay selections did require you first to collect a bomb, then reach a destination point and execute detonation of the device before you died, dropping the bomb where you lay.

            Each of the characters playable featured drastically different physical appearances and abilities. The jumping abilityElectronic Theatre Image of each character varied, as did the amount of damage each could take and speed. Also, each character had a totally different basic weapon and Morph-Ball ability. Samus and two others maintained a variation of the original ball (one being spiky – allowing it to climb walls) while the fourth character transformed into an amazingly quick slug-type beast, capable of dropping some rather nasty bombs.

            As a newer rendition of a title already previewed extensively, I can’t see how Retro Studios could have pulled-off such a feat between the launch of the Demo Cards (about 7 months ago) and this years E3. But they did. And I feel congratulations are in order, at least, for the multiplayer mode.

 

Kev J.

29/05/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 

 
Xbox
xbox.gif (6131 bytes)

 

PlayStation 2
playstation2.gif (5681 bytes)

 

GameCube
© Electronic Theatre 2003-2005 - email: kjoyce@electronictheatre.co.uk