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    Akai_Tenshi's GameLog for Metroid Prime: Hunters (DS)

    Sunday 10 February, 2008

    GameLog #2

    Personal Gameplay Critique:

    As Samus, the player’s primary objective is to progress within the game and defeat all enemies. Players may also choose to search and explore for secrets and new areas within each world. Enemies within adventure mode include a multitude of different robots, hunters, and organisms. In order to advance in the game players are required to use their analyzer which scans and helps players identify and unlock doors, buttons and portals within the game. In addition, players are forced to use Samus’ “morph ball” capability in order to fit into small areas and tunnels.

    Primarily, Metroid Prime rewards players by introducing new weapons and boosting Samus’ energy (hit points) and ammunition capacities (capacities are fixed for multiplayer). Although not exactly an intentional in-game reward, but there’s an amazing feeling of supremacy if you’re good at multiplayer. Three differently sized energy packs (health) are also awarded frequently throughout both multiplayer and adventure mode to recover lost health. As far as weapons go, Samus (or whatever hunter players choose) begins with a stock “Power Beam” and Missile La,uncher and is able to obtain six different additional weapons. Each weapon opens specific doors and each specializes in killing a particular enemy hunter (only in adventure mode). Ammunition is never scarce and players can backtrack to Samus’ ship, which automatically reloads all weapons.

    All in all, Metroid Prime: Hunters is a breakthrough game for the Nintendo DS. It may not be worth the adventure and might not be the most enticing FPS, but for players looking for an amazing hand-held multiplayer experience, Metroid Prime: Hunters is a vital game to have stashed.



    Design:


    Metroid Prime: Hunters is not an excellent game in comparison to other games of the FPS genre, but it is the first and foremost in its Nintendo DS league. There are some gameplay aspects in which the game could use more innovation to provoke player incentive in adventure mode. Primarily, the gameplay coupled with the multiplayer system is what earns my five star rating. Playing a 3D FPS on a hand-held is an astonishing accomplishment alone, but Metroid’s multiplayer mode is what sets it aside and makes this game addicting.

    As stated earlier, Metroid Prime: Hunters is a 3Dimensional, FPS and adventure game. Design and graphics of the game has an overall Quake III and Quake III Arena feel, in both the adventure and multiplayer modes. I found myself constantly reminded by all the futuristic doors, rooms and weapons in Quake III as I was playing Metroid Prime. Obviously the enemies and violence are a lot less vulgar, but Metroid Prime has relatively identical play, pace and mechanics (especially in multiplayer). Probably the only major differences between the games are the hunters' ability to morph into a smaller objects and the scanner system, which Samus uses to open doors and paths. However, coupled with similar level design and overall gameplay, Metroid Prime brings Q3A to the palms of the hands. The graphics technology isn’t quite as nice as Quake III’s potential, but I see it as a scaled down screen size. Regardless of possible drawbacks, Metroid Prime: Hunters revolutionizes both design and graphics technology for the Nintendo DS.


    I feel that Metroid Prime: Hunter’s gameplay lacks as far as incentive goes in adventure mode, but multiplayer mode brings near gameplay perfection. I personally enjoy different types of FPS games and when I’m tired of all Counter-Strikes and Call of Duties, I’m ready to take on the Quake and Unreal Tournament type games. Metroid nailed that satisfaction and did so within a handheld console.

    As I’ve been mentioning throughout this gamelog, the multiplayer mode is what set Metroid on the podium. The multiplayer system is split between “local play” and the “Nintendo Wi-Fi Connection play.” Multiplayer’s nonstop action keeps players on their toes and automatic respawning allows for players to continue hunting (also increases game pace). However, probably the biggest innovation is the implementation of the “Hunter’s License,” which keeps track of player’s rank, record and accomplishments. Having permanent shareable information adds more incentive into playing multiplayer. My only complaint about the multiplayer mode is that it only supports up to four people and because of this, maps are relatively small.

    Thanks to Metroid Prime: Hunters, Nintendo DS owners and their friends can now enjoy hours of multiplayer fun alongside famous titles such as “Mario Kart” and “Mario Party.” In the end, Metroid Prime: Hunters has definitely paved the way and set the standard for handheld multiplayer first-person shooters and I plan to see a multitude of offspring titles in the near future.

    Comments
    1

    I ran into problems the last time I tried to add this log, because this is a new title on the website. Sorry for any inconvenience.

    Sunday 10 February, 2008 by Akai_Tenshi
    2

    Very well done gamelog. Very insightful Design section. Keep up the good work, and don't worry about the late issue, but please to ensure a late submission will not happen again try and give yourself more time to deal with possible issues such as this.

    ~Sheena Marquez (TA)

    Tuesday 12 February, 2008 by SheenaMarquez
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