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Retro Studios
  
[February 20, 2002]

   First a brief summary of the most controversial game maker of last year…

Back in 1999 it was announced that Nintendo would fund the up-and-coming new studio in Austin, Texas, Retro Studios,  who would soon be hailed as the “Rareware of America”. The studio is located in one of the most advanced game development facilities in the US with state-of-the-art motion capture studios, sound studios and cutting edge graphics, all funded by Nintendo, of course. During Space World 2000 Nintendo finally unveiled the mysterious next generation hardware, codenamed “Dolphin”, to the public for the first time eventually receiving its official name, the Nintendo GameCube. During the show, several new GameCube games were shown to the press, not the least of which was a new Metroid, a turn of events that understandably shocked the gaming world. It was soon revealed that none other than Retro Studios, Nintendo’s newest second-party developer, was leading the project. For almost a year silence fell over the development of this hotly anticipated title and many Nintendo followers were beginning to question the progress of the title. During the period between August 2000 and May 2001 two Retro Studios projects were canned, a football game and a car combat game, which caused a major disturbance in the gaming community. Rumors of Nintendo dumping Retro started to spread and suddenly the excitement from the previous Space World looked rather dismal. It wasn’t until E3 2001 that Retro Studios gave pessimist something to drool over. A short clip of Metroid Prime and their other project, Raven Blade, were shown. Both titles generated a lot of buzz and once again faith was rejuvenated, if only for a short time. At the convention I asked Mr. Miyamoto myself about the progress of Metroid Prime and he answered, “You will not be let down. It will be worth the wait,” and this boosted the image of the game tenfold. But, all good things come to an end and for Raven Blade that couldn’t be truer. Shortly after E3 it was announced that Retro Studios’ promising Action-RPG was canned and all remaining team members (the ones who WEREN’T fired) were reallocated to the Metroid Prime project to meet the release date. In a single shot of unfortunate news Retro Studios, was again, on the black list. It didn’t help that Nintendo chose to not present a playable version of Metroid at Space World 2001, an event that would supposedly disband all negative rumors surrounding the game. This did not happen. The few screen shot leaked from media showed poorly rendered characters and horrid looking backgrounds. It looked far from a polished product and this left a bitter taste in many mouths across the nation. A few months after Space World it was learned the lead programmer of Metroid Prime left the Retro to work for another company- this particular news not sitting well with journalist. It wasn’t until recently, when Retro Studios next glimmer of hope would come to attract gamers back, the January 2002 issue of Nintendo Power included three pictures that showed one the most polished and attractive games yet on the GameCube.

            Back in 1996 when Super Mario 64 launched with the Nintendo 64, it was known that several of the game’s programmers quite game development altogether because of the taxing nature of such an ambitious project. Yet, through all the delays, blood, sweat and tears, when the game finally released it was hailed as the best game in history. I think we can look at Metroid Prime in the same light because, for one, Shigeru Miyamoto is overseeing the project personally, and two, Retro Studios still has the most talented team of designers and programmers of  any studio this side of the western hemisphere.

            When the switch to first-person was announced the majority let out a unanimous sigh and harked the game would never live up to its predecessor. Firstly, why couldn’t it live up to its predecessor? Is there a more efficient way of fussing precise targeting for high intensity shooting situations? Remember, Mario and Zelda are both very different games from the Metroid series. Where Mario and Link rely on hand-to-hand combat, Samus has a cannon strapped to her arm. 3rd-person would make targeting quite awkward, even with a precise “Z-Targeting”. In the Legend of Zelda: OoT what happened when Link tried to aim an arrow or slingshot? The camera shifted to first-person until he, a) manually targeted an enemy, or b) found the enemy in his sights then locked on via Z-targeting. What does this mean for Metroid Prime? Think of it as an “opposite” combat system to that of Zelda. Instead of always being in 3rd-person you’re in first and when the situation calls for it the camera seamlessly shifts to 3rd. (Much like the switch to first-person in Zelda) For those veteran Metroid players out there you should well know a standard Mario-esque 3rd-person shooter would not work at. To fit Samus into the realm of a 3D world the games mechanics must evolve accordingly. The atmosphere can still remain “Metroid” but the gameplay must change to serve a better purpose. Trust me disbelievers this will pay off like you never expected.

            When GoldenEye was released many believed the first-person genre, although exhilarating and entertaining, had reached its peak as far as innovation. But time moved on and like every great art form new candidates arose. Deus Ex, the first RPG-Adventure, cast players in the role of a Metal Gear-style spy espionage plot that rocked the gaming world. The first-person genre was revitalized and now it seemed there were many more places it could go. Halo is a testament to that with unparalleled game design and ingenuity it single-handedly made the XBox worth purchasing. Before these landmark games, many believed first-person shooters to be for online frag fest or simply to blow apart as many assailants as possible. Now, we can see that the seeds have been planted and this seemingly linear genre is now the garden for the best single player experiences ever. Oops, did I mention Half-life?

            Several designers and programmers came from none other than Valve, the development house behind the most infectious PC shooter of all time, Half-life. To many, it is just the host to the uber popular Counter-Strike, but to some it was its compelling one-player storyline that engrossed fans to no end. Now, take the mechanics of all these incredible games, Halo, Deus Ex, GoldenEye and Half-life and carefully craft these elements around the world of Metroid and what do you have? Possibly the greatest game of 2002.

            Take into account the precise jumping and movements from previous Metroid games, how will Retro identify these problems? While the answer is not known, we can rest assured it will not be anything like Turok or Half-life, were jumping from platform-to-platform was as painful as giving your dead grandmother an upper thigh massage. The 3rd-person feature I mentioned earlier is integral to the game. Metroid Prime is truly a hybrid game and a unique experience all its own. In the Legend of Zelda: OoT what happened when Link approached a gap? He automatically jumps it without any worry of precise jumping. This could be the case with Metroid Prime but what about all those extremely high jumps the game is so famous for? The latest pics of Metroid Prime reveal something very intriguing- the “Combat Visor”. This [Combat Visor] is most likely the standard viewpoint but suggest different perspectives for certain situations, i.e., “Thermal Visor”, “X-Ray Visor” or “Navigation Mode”. The latter of which would be used for large rooms with several platforms and enemies. One aspect of previous Metroid titles was avoiding enemies on the almost impossibly spaced platforms. A Navigation Mode would fix the camera perspective in a given room for easy accessibility to higher areas. Remember kids, this is only a theory and is not fact as Nintendo has not revealed any gameplay features in Metroid Prime.

            Another nuance I’ve seen debated in many forums is the games distinct heritage in the 2D domain. Many believe it will be hard to implement all the items from Super Metroid, such as the grappling beam, screw attack, wall jump, light speed, bombs, morph ball and space jump. But, if you read my last paragraph I may have directly solved all these problems by observing the few details revealed in Nintendo Power. The “Combat Visor” would allow for X-Ray vision as well as the grappling beam while the morph ball was shown in another picture via 3rd-person. (This would suggest the use of  bombs and possibly the spider ball) The screw attack, space jump and wall jump would be directed to my theory of the “Navigation Mode”, or whatever Nintendo may call it. (I’m basing this on the few 3rd-person screen shots we’ve seen). You can see the editorial about that here. Only certain rooms would call for precise jumping and in these rooms the game would shift to a fixed position that would adjust when Samus reaches higher platforms. (Think of Resident Evil-style fixed camera with Mario 64 maneuverability.) You’ll notice in the “swampy” picture given in Nintendo Power that Samus is looking down on some platforms a good 50 feet away, not a simple jump in first-person. (In fact it would be quite hair pulling) One way of avoiding such a questionable jump is an idea I’ve seen floating around the forums, precision jumping. This unique attribute would grant Samus the ease of targeting a platform (similar to targeting an enemy in Zelda 64) and pressing the jump button, which would seamlessly cast to the next ledge without worry. During the duration of ascent and descent the player could have complete freedom over aiming their cannon or morphing and dropping bombs. Precision jumping could also be used on enemies only Samus would recognize the threat and use a screw attack. A free form of the screw attack in 3rd-person mode is entirely possible given the screens from Space World 2001 and Nintendo Power. Being in Navigation Mode would prevent Samus from using her cannon but allow her to jump and morph freely, giving her access to all her items.

            One unique attribute from Metroid is that the areas are divided into separate rooms, separating the game, in terms of architecture, from others in its genre. If we study the 3D map in the screens we’ll notice this is the case as the rooms are indeed divided by doors or hallways. I know what you’re thinking, “but ALL FPS games have doors and such!” I agree but they do not execute doors in the same manner as Metroid. Rooms in this series are just that, giant rooms with no mini-sections but linear structures featuring advance design to give them the illusion of non-linear constructions. Each room is delicately modeled for the purpose of navigation. Samus enters a room to make it to the next room and repeats the process until she stumbles upon a hidden item or boss, and her one mission is to destroy the Metroid. The beauty of Metroid is its ability to engross players in a world that transcends all worlds by creating an intelligent design of areas that eventually leads to an over-the-top finale. Each room in Super Metroid helped build the overwhelming tone of the game by laying the foundation of a world that was created by an ancient race but destroyed by their own creations. Now, Samus is in those ruins and can visibly see the scars left behind and players feel that they are now in a place they can never escape.

            Another interesting feature, if true, is the ability to receive damage in the form of visible impact. One picture may suggest that Samus’ visor is heavily cracked down the center and to the side indicating a new twist to damage control. Incurring damage could have several affects on Samus if she doesn’t properly repair her suit. A cracked visor could eventually impede her from using her radar or on-screen map. It could also increase the amount of damage she receives or simply obstruct her view. Of course the crack in the screen shot could simple be vegetation growing over the background. If it is a crack then it will be for a substantial purpose, rather than aesthetic. Also, if you notice the small targeting reticule icon in the bottom left corner this may indicate the current choice of controls. An alternate icon could show an eye, signifying different controls for jumping and exploring. The other interesting note is the one picture with two circles encompassing one of the approaching creatures. It appears to be a targeting assistant, similar in arcade gun games where a bombastic circle zeros in on enemies around the room. Also notice the strange hand in the bottom right corner of each screen, I have no clue what this could be referring to but I’m sure we’ll find out soon. Could it be the alternate icon I was mentioning? A “non-Combat” mode perhaps?

            Metroid Prime will do more than transpose this tone from Super Metroid but, I believe, will take it to the next level. Seeing the reflection on her visor of creatures flanking Samus will immerse players in this ambient world of forgotten fantasy. Retro Studios has been working on this title for well over a year now (eventually will add up to over two years) and has implemented features never before seen in a FPS game, or at the very least, never achieved so gracefully. Combat, exploration, challenge and mood will have never been so well balanced. Nintendo damn well realizes how imperative the Metroid franchise is and how much potential it has to continue as a hardcore-based series. Nintendo has cancelled projects before when development takes a turn for the worse. Metroid Prime has been in production for over a year, has been advertised along side the GameCube at launch is to many the most anticipated title in history. Retro Studios has the most advance game studio in America, their entire team is devoted to a single game and legendary father of Nintendo, Shigeru Miyamoto, is overseeing the project himself- Life is beautiful.

For more on Metroid Prime's media controversy read the Metroid Prime: Through the Visor editorial.

Written By Clay Withrow 

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