Metroid Prime 2: Echoes proved to be another success for Retro Studios, and was declared by many publications to be the GameCube’s finest offering of 2004. Unfortunately, even as many exclusive games received positive reviews, Nintendo’s fourth major console ultimately failed to match its predecessor, the Nintendo 64, in terms of sales, having moved approximately ten million fewer units. While not considered an outright failure, it paled in comparison to the competing Xbox and PlayStation 2 consoles. When Microsoft released their newest console, the Xbox 360, it was clear Nintendo had found themselves in a sink-or-swim predicament.
Around the time the GameCube launched in 2001, Nintendo conceived a new project. Shigeru Miyamoto, one of the company’s premier game designers, stated that the concept for this project, codenamed Revolution, involved focusing on a new form of player interaction. When it was unveiled in the E3 gaming conference of 2005, fans learned that the console primarily employed motion controls. Suddenly, after nearly a decade of lagging behind Sony and then Microsoft, Nintendo’s console, dubbed the Wii in 2006, became the talk of the town. When it launched later that year, it managed to outsell the Xbox 360, itself a hot seller.
Nintendo chose to showcase the Wii’s controller, the Wii remote, with a modified version of Metroid Prime 2. They demonstrated that Retro’s upcoming project, the concluding installment to their trilogy, would take full advantage of this novel control scheme. Though not comparable to the problems which plagued the development phase of Metroid Prime or its sequel, director Mark Pacini related in interviews the difficulties he and his team faced when creating this game. One of the biggest concerns was that they had too many buttons for the amount of functions they wanted to implement. The game was slated to coincide with the Wii’s 2006 launch, but the project ended up being delayed until the following year. Despite being the second sequel to one of the GameCube’s most beloved titles, the game had a minimalistic marketing campaign. The press speculated that it was part of Nintendo’s new focus on casual games for their newest console. Only after it was pointed out did they release a preview. Named Metroid Prime 3: Corruption, this game finally saw its official debut in North America in August of 2007, whereupon it too amassed critical acclaim from several publications. Considering that Metroid Prime and its sequel were the products of particularly troubled productions, what were the developers at Retro capable of under less taxing circumstances?
Playing the Game
Six months after Samus’s expedition on Planet Aether, she headed for the G.F.S. Olympus to meet with the Galactic Federation. While there, she met three other bounty hunters: Ghor, Rundas and Gandrayda. Ghor is a cybernetic warrior capable of merging his body with a large armorsuit, Rundas is an ice being from a frigid world, and Gandrayda is a shapeshifter capable of perfectly replicating other organisms. The four of them were called for an important assignment.
Twenty years ago, the Galactic Federation announced a breakthrough technology: an organic supercomputer dubbed Aurora. They were originally designed for scientific purposes, but now, they’re used in government, business, and military roles as well. This network has allowed communities to access tremendous databases, proving to be an invaluable resource. The bounty hunters were informed that their assignment was to cure the system of a Space Pirate virus. However, before they could act, the outlaws attacked a Federation outpost on Planet Norion. In response, Fleet Admiral Castor Dane orders them to defend the installation.
Shortly after Samus arrived on Norion, she encountered her nemesis, Ridley, the leader of the Space Pirates. After fighting him off, she along with her fellow hunters were commanded to activate the facility’s defense cannon to blast an incoming meteor. Said object, called a Leviathan seed, was made of Phazon, a deadly, radioactive substance Samus previously encountered on Tallon IV and Aether. Before she could activate the defense systems, Dark Samus, an enigmatic being whom Samus clashed with on Aether, appeared and attacked them. Everyone was critically injured, but Samus retained just enough of her strength to turn on the cannon before collapsing.
Samus has woken up one month later only to learn that Dark Samus’s attack caused a strange side effect – her body began to produce Phazon. She finds that her suit has been modified with a Phazon Enhancement Device (PED). She then learns the three other hunters had been sent on separate missions on different planets. Seven days prior to Samus’s awakening, they lost contact with them. She now has a twofold mission: she is to discover the whereabouts of the missing hunters and destroy the Leviathan Seeds currently residing on the planets to which they were sent. Knowing the full danger these seeds have presented her in the past, Samus resolves to complete this assignment and hopefully save the galaxy from Dark Samus’s machinations once and for all.
Retro’s Metroid Prime installments proved that first-person gameplay is every bit as viable on consoles as it is on PCs. With the transition from the GameCube to the Wii, they were able to add another degree of innovation on that front. The key to their success for Metroid Prime 3 lied in the Wii’s selling point: its novel motion controls. It is played with a Wii Remote and its Nunchaku attachment. The control stick on the Nunchaku is used for advancing and strafing. Instead of utilizing an auto-aim system, you must point the remote at onscreen enemies in order to shoot them. You make Samus turn by pointing the remote towards the edges of the screen.
Metroid Prime 2 was notable for taking the series in a more action-oriented direction, boasting a wider array of boss fights and a higher difficulty. Metroid Prime 3 continues down this trail, as there is far more emphasis on gunplay and quick thinking in the face of danger, arguably creating the fastest paced installment in the series thus far. It is, perhaps, a natural consequence of wishing to showcase the hardware’s new capabilities. After all, it would be counterproductive to conceive a game that allows players to shoot enemies by physically aiming at them only to not make action the forefront.
Even so, the Metroid ethos ultimately shines through, and writing it off as a creatively bankrupt first-person shooter would be a grievous error in judgement. You will explore several alien environments in your quest to stop Dark Samus. Once again, the scan visor can be used to get information on the wildlife and gradually build a backstory through the pieces of lore you can uncover.
I could see some people struggling with the motion controls, as becoming fully accustomed to them takes some practice. Once you do, you will be astonished how well they work – especially in light of the game having been released only a year after the Wii’s debut. Then again, one might say that, number of buttons aside, Retro was given the ideal controller for their concluding installment, as its properties were tailor-made for the shooter genre.
The game also mostly lives by the rubric established by the original Metroid Prime. Samus’s Power Suit is capable of firing a beam and launching missiles. The former can be charged by holding down the appropriate button, though it lacks the percussive power of missiles. That being said, you’re only afforded a finite amount of missiles, so it would be wise to conserve them for when you really need them. One notable deviation is that beams can no longer be switched. Once you’ve obtained the first beam upgrade, it overrides the standard one. Keeping in the spirit of the series, however, the new beam is still used for puzzle solving in addition to boasting a superior damage output.
The original Metroid Prime could be seen as a straight interpretation of the series as a first-person adventure game. Once they established a formula, Retro decided to experiment with it in their sophomore effort, Metroid Prime 2 with its dual-world mechanic. This helped give it an identity distinct from its predecessor despite retaining its core elements and overall aesthetical presentation. Metroid Prime 3 continues this trend by means of its Hypermode mechanic.
With her newly modified PED Suit, Samus is capable of utilizing the Phazon within her body, turning it into a powerful weapon she can use to smite her foes. It is entered by holding down the “+” button. In this state, Samus is invulnerable to most enemies, and her own attacks receive a noticeable boost in power. Hypermode could be seen as the result of the developers asking themselves, “What would happen if we were to give the players a power they would normally obtain and use in the final battle when the game begins in earnest instead?” It’s an interesting change of pace from standard conventions, and Retro proceeded to balance it in a way which seamlessly ties it into the story in true Metroid fashion.
At first, Hypermode exits automatically after twenty-five seconds, so you can’t stay in it indefinitely. Furthermore, entering Hypermode sacrifices Samus’s energy tanks, meaning she will be susceptible to enemy attacks if she’s low on health and the immediate threats have not been satisfactorily dealt with. These methods are a good way to balance out what would normally break the game’s challenge, but what I particularly enjoy about this mechanic is that Retro introduces it early only to make players never want to use it unless absolutely necessary. A certain event will have Samus enter a state of Phazon overload, forcing her to vent all of the excess. After this, remaining in Hypermode for more than ten seconds runs the risk of terminal corruption. The bar indicating her Phazon levels will turn red and if it completely fills, she will be fully corrupted, turning her into a second Dark Samus.
Another new aspect of Metroid Prime 3 I find refreshing is how much more of a prominent role Samus’s gunship plays. In previous titles, it only functioned as a glorified save point. It was justifiable in the 2D installments, as Samus’s adventures were primarily underground and in Metroid Prime 2 when Aether’s atmosphere severely damaged it, but it felt like a facet of the setting the games never expounded upon. Out on the field, you can use the Command Visor, which allows you to remotely take control of the ship. The visor detects hotspots, and the executed functions depend on context. For example, using it on a beacon will cause the ship to land there. You can even use the visor to conduct a bombing run to destroy obstacles and large enemies Samus couldn’t on her own.
For the first time in the series, entering the ship allows you to examine its interior. Among other features, Samus’s gunship is outfitted with a transmission console, a blast shield, and a computer that allows her to fly to any known destination. Admittedly, most of these are only used when the situation warrants it, but the ability to fly the ship to any discovered landing point makes navigation far easier than in any game in the series thus far.
Anyone who has read my reviews of the first two Metroid Prime installments will probably believe that, having said everything good about this one, this is the part in which I describe how tedious the endgame key hunting is. That moment will never arrive, for I am proud to say Retro learned from their mistakes by making the process much more reasonable. Scattered throughout the various worlds are batteries you can use to power machines in a dilapidated space station. By exploring this area, you can access the final stage. How is this any different from collecting artifacts in the first game and hunting down temple keys in the second? Not only are some batteries impossible to avoid, you don’t even need to find them all to complete the game as long as you’re careful about how you use them. This further alleviates the monotony of backtracking to the point of being a non-issue. If your main focus is to complete the game as quickly as possible, you will only have to go out of your way to find a few of them.
All in all, Metroid Prime 3 stays true to the gameplay of its predecessors – albeit with a new control scheme. The Morph Ball tunnels are still fun to navigate, almost turning the process into its own separate game, the boss battles remain equal parts memorable and creative, and the environments manage to tell a story all their own. After establishing that it also eliminates the few persistent issues haunting the subseries from its first installment, only one question remains. Coming off of two critically acclaimed games, does Retro stick the landing?
Analyzing the Story
WARNING: The following section will contain unmarked spoilers for Retro’s Metroid Prime trilogy.
Countless times have there been instances of the third entry in a trilogy failing to live up to the reputation of its two predecessors. Was the Retro Studios staff able to successfully defy this all-too-common trend? I believe that answer to this inquiry to be a firm yes.
How they accomplished this task is too complex to parse in a single sentence, but to begin with, Metroid Prime 3 sets itself apart from previous entries by featuring a far richer plot. While Samus interacted with one of Aether’s denizens in her last adventure, this game goes a step further in that for this mission, she is constantly receiving feedback from the Galactic Federation. The previous games had shades of this in the form of their hint systems, but Metroid Prime 3 justifies its presence by having Samus receiving new orders from mission control. As with Metroid Fusion, this switch is something of a point of contention, as many longtime fans have suggested that it discourages exploration, which is what they consider to be the series’ greatest appeal.
Metroid Prime 3 is also similar to Metroid Fusion in that I will relent it’s not necessarily a great example of the Metroidvania subgenre. It’s a bit more accurate to describe this game as a methodical, occasionally open-ended action title with an extensive backstory that incidentally takes place in the Metroid universe. Because of this parallel, I find myself making the same argument in its defense. That is to say, focusing on what it is rather than proposing what it should have been reveals Retro perfectly captured the type of experience they were shooting for, exceeding all expectations.
Like Metroid Prime 2 before it, we’re introduced to the overarching villain, Dark Samus, relatively early. Resurrecting the primary antagonist is a trickier proposition than most people give it credit for. On one hand, and as Ridley’s repeated survivals have indicated, a popular villain can keep people interested in following a series. Then again, it generally doesn’t pay off if it turns out they were brought back only for the author to retread ground sufficiently covered in an older work. The important thing to remember is that Samus’s mission in Metroid Prime 2 was to destroy Dark Aether; therefore, Dark Samus’s survival doesn’t automatically nullify her accomplishments. Quite the opposite – it gives Samus, and by extension the player, even more of a motivation to discover the means by which she can rid the galaxy of this powerful threat.
Even though she returns as the main antagonist, Retro went in a different direction with her character. While in Metroid Prime 2, she clashed with Samus many times, for this installment, she has a noticeable, persistent impact on the plot, yet isn’t fought until the very end of the game. Her biggest contribution to the storyline is when she infects the four bounty hunters with the Phazon spores. From there, you discover one by one that all of the hunters have been fully corrupted, forcing them to bend to Dark Samus’s will. Upon defeat, she appears so she many absorb their remains only to vanish immediately afterwards. It’s an intriguing example of the antagonist learning from their mistakes. After repeated losses against Samus, she resorted to far more indirect, manipulative tactics to deal with her nemesis. Considering Samus manages to be a dynamic character despite never uttering a word, it’s appropriate that the same could be said of her doppelgänger.
Dark Samus’s presence also justifies the name of the trilogy itself. Metroid Prime is the designation assigned to a creature on Tallon IV heavily mutated by Phazon that was slowly causing the planet to decay. The parasite resided in the Leviathan seed’s impact crater, and prior to Samus’s encounter with it, her suit had been corrupted by Phazon. As the creature breathed its last, it latched onto Samus. Though she escaped its grasp, she was separated from her Phazon Suit in the process. From there, the remains of Samus’s suit merged with the biomass, and Metroid Prime was reborn as Dark Samus. It’s thematically fitting that the trilogy is named after the force which drives the plot of all three games, and the creature goes through a definable arc most antagonistic characters lack.
As evidenced by its subtitle and the plight of Samus’s colleagues, corruption is a running theme throughout the game. As Samus destroys the Leviathan seeds, the Phazon within her body grows, corrupting her further. Whenever she enters Hypermode, she runs the risk of meeting the same fate as her fellow, fallen bounty hunters. You don’t want to enter Hypermode, yet you must several times to circumvent obstacles or defeat enemies immune to normal attacks. It’s a game mechanic that also serves as an internal struggle, and maintaining it properly allows players to comprehend the enormity of Samus’s situation.
Perhaps the best reason why I can declare that Metroid Prime 3 is an effective finale is because it avoids the common pitfall associated with trilogies. Metroid Prime took place on a single planet, and your overall goal wasn’t clear until you made a significant amount of progress. Metroid Prime 2 also took place on a single planet, albeit with a dark reflection, but your ultimate objective was handed to you early. Finally, Metroid Prime 3 has you explore multiple worlds while carrying out a dynamic mission whose goals change to fit unexpected developments. Though it’s true the relative length of the game is comparable to the two that came before and thus none of the worlds are as extensive as Tallon IV or Aether, it still successfully makes the experience grander in scale than either of them.
Moreover, a bond the first two Metroid Prime installments shared was that one Leviathan seed catalyzed their plots. Both pitted Samus against the creatures brought forth by these space objects, and it was consequently an arduous struggle to eliminate their influence. In Metroid Prime 3, when you destroy a Leviathan seed on Planet Bryyo, it marks the end of the first act. By the endgame you will have eradicated three of them. With this, Retro effectively used their canon to gradually give players the full scope of the trilogy’s central conflict, staying true to the template of the original Metroid Prime despite going in new directions with it.
During the game’s final sequences, it’s revealed that all Phazon originated from a distant planet named Phaaze. The planet, and by extension, the substance itself, is a sentient being that has been sending Leviathan seeds to various planets in an effort to spread itself throughout the galaxy. This provides a great explanation for why a material that the Space Pirates originally went to great lengths to obtain suddenly became common enough to the point where even ordinary Federation troops were using it – the Phazon is knowingly and actively spreading itself.
The area itself is quite difficult to navigate, as there are no save points, and the circumstances surrounding your ingress mean that you only have a limited time to complete it. Fortunately, as was the case with Metroid Prime and its sequel, a successful run will leave you with a sense of accomplishment not many other games can provide. It’s a tough, yet fair challenge that makes you earn the ending cinematics.
Drawing a Conclusion
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Retro had a seemingly impossible task when they set out to create their trilogy’s final installment. They needed to take the canon of two games, which rank as some of the best in the GameCube’s library, and send it off on a triumphant note. To say they succeeded is a gross understatement. Make no mistake – I’m not insinuating that Metroid Prime 3 wouldn’t have been good if the first two games didn’t set it up for an easy victory. Even if it were a standalone title, it would deservedly be heralded as one of greatest action games ever made. That it nicely warps up a solid trilogy is the mere icing on the cake.
Whatever the case may be, if you have not played any of these games, I strongly encourage you to do so, and the good news is that it’s easy to obtain a digital copy. Across every medium, one would be hard-pressed to find a more solid trilogy than the Retro-developed Metroid Prime games. It’s to the point where I think it should be studied by anyone attempting to create a trilogy themselves because they executed it nearly flawlessly. Metroid Prime 3 strikes a good balance between having a greater sense of scale while also not completely obviating its predecessors, which to this day still stand as excellent, classic titles in their own right. It is because of this that I steadfastly believe Metroid Prime 3 reigns supreme as the finest game in the franchise.
Final Score: 9.5/10
Yeah, my verdict exactly. I was a bit concerned in the opening section as it seemed a bit arcadey, but then it just exploded into this amazing experience and the closing section, as you plunge down into nuclear areas, is incredible. Retro Studios really did themselves proud with the trilogy.
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I’m glad I managed to answer my question from before! After two solid games, it’s incredible that Retro managed to outdo themselves with this one. That final area has one of my personal favorite moments in gaming wherein I managed to defeat the Aurora Unit when the bar was almost completely full – I was, at most, two seconds away from terminal corruption when I won.
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Absolutely. I’m hoping, before Metroid Prime 4 comes out, Nintendo will release the trilogy on the Switch. That’d be pretty amazing to play – handheld mode!
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Corruption is a more than satisfying conclusion to an epic series, and I mean that both from a gameplay and story perspective, which is quite a feat. I am glad you agree! I don’t mind the fact that its level design is more streamlined than that of its prequels; I like Metroid games to be rather complex in terms of structure, but I think Corruption strikes an awesome balance between complexity and accessibility by dividing the overworld into different planets, which was rather unique for the franchise.
Anyway, awesome review for a masterpiece of a game! I can’t wait to see what its sequel will look and play like. It has a lot of work to do to reach the level of quality achieved by its predecessors.
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If it’s one thing I’ve noticed about the Retro-developed Metroid Prime games, it’s that every entry had a treasure trove of things that could have gone wrong. The original ran the risk of destroying the franchise’s chance of making it into 3D, the sequel had a chance of being a broken mess considering they rushed about 70% of it in three months, and the finale could very easily have been a disappointing resolution considering what high standards preceded it. And yet every time, they managed to exceed expectations, forming one of fiction’s most solid trilogies. I had no idea of the sheer amount of risk taking that went into each entry before reviewing these games – it’s quite admirable.
Corruption itself strikes a really good balance between being a great conclusion while also being able to stand as a masterpiece in its own right. I’ll be looking forward to seeing what this new company can do with the franchise. This fresh perspective could be exactly what the franchise needs after its rather dismal showing in the 2010s. Then again, there’s also that Metroid II remake coming out later this year…
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I am desperately looking forward to that remake! =D
Anyway, yeah, it is amazing – when you put it like that – that these games turned out to be as excellent as they were. Retro did a masterful job.
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Nice review once again and great job reviewing the entire trilogy. Loved mp3, I wasn’t too big on the bosses but loved many of the additions. Motion controls were so good that I actually never used the lock on during this game, as an added challenge. Also loved the intro sequence being in the cockpit of the ship. Hope they port the trilogy to Switch one day.
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I know what you mean; it was to the point where I didn’t even know there was a lock-on function on my first playthrough because the controls were so good, I didn’t feel that having them off was a detriment.
I’m sure it will; they’d be foolish not to. I still have my original copies, but there needs to be another release on the Switch so more people can experience them.
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Yea it would be great for more people to experience. I felt these games, more notably prime 2 and especially prime 3 may not have sold as well as they could have due to the lack of marketing. All MP3 got I remember was some YouTube vids.
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I also get the sense that some people dismiss them as token sequels when actually playing them reveals such an assertion couldn’t be further from the truth. Unlike certain other series out there, it really is worth experiencing in its entirety.
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I don’t think I ever really acclimated to the motion controls and because of them, I’ve never really loved this game. 😦
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That’s too bad. I hope you give it another try someday because there’s quite a lot to it.
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I really think the game would be a lot worse if they had tried to keep it in the vein of the first two. Sure, it probably still would have been good, but by that point, even if it was technically better than the previous ones, it’d still feel a bit stale. It needed the action focus, the new speed, and the more energetic story as it moved to it’s conclusion to give it a little shot of energy. It’s not that much different than the previous games, it’s clearly spawned from the same philosophy, but it mixes things up just enough that it’s both familiar and new at the same time. It’s seeing the other side of the moon.
And this isn’t really specific to Metroid Prime 3, but for all the growing pains it had in overall motion controls, the Wiimote made a beautiful IR pointer. It really feels like there should be more shooters making use of it the way Metroid Prime 3 did.
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I’m glad it wasn’t just me who thought that was a wasted opportunity. The first person shooter genre could have really benefited from that excellent IR pointer.
And I totally agree with you on your main point; I admire the Retro staff for going in different directions with their ideas. It’s why I have more respect for this trilogy than, say, the Uncharted series, which tried (and mostly failed) to top itself with each installment, but not really doing much to mix up the gameplay. In the end, I could only give a straight recommendation to the second game because it’s the only one that managed to stand out in my mind while the rest were somewhat forgettable by comparison (and I don’t think it’s too much of a coincidence that it happened to be the first game in the series I played). Metroid Prime 3, on the other hand, is kind of like BioShock: Infinite in that I could see someone declaring it a retread without playing it, yet the reality shows that it uses a provably working formula to go in a direction different enough that it’s far from a mere by-the-numbers sequel. In short, it’s a solid trilogy from start to finish where even the weakest installment utterly eclipses certain other series at their best.
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Was that one picture the new form of Mother Brain?? To this day, that is the most terrifying antagonist I’ve ever seen in any medium *shiudders*
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Nah, don’t worry. Mother Brain is not this game. That’s an Aurora unit, an organic supercomputer designed by the Galactic Federation.
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I really need to play this one again. I really enjoyed it, and the motion controls were so great, and really showed the missed potential other developers had with making first-person games on the Wii. I may have to break out the trilogy soon.
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Good idea. I’d like to read your take on the Prime games. I believe that it’s a great trilogy from beginning to end. The motion controls in the third installment were what did it for me, though the rest of the game follows through as well.
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Awesome review! Glad to hear you enjoy it! I usually hear more about the first one, so it’s refreshing to see such positivity about a later entry. I haven’t yet truly finished it though, so I’ll have to go back before I can form my opinion.
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I have seen at least a few people dismiss the sequels to Metroid Prime as being retreads (and in extreme cases, Metroid Prime itself to the 2D games), and I could see why someone would think that just looking at the surface elements. Actually playing them and seeing what they have to offer reveals such a conclusion would be wildly inaccurate. After translating the original 2D gameplay into 3D with the original Metroid Prime, Retro proceeded to go in completely new directions with their formula, and it’s an extremely solid trilogy for it.
A lot of people consider the original to be the best of the trilogy, but for my money, the third installment goes the extra mile, and manages to capture that certain something even a game as good as Metroid Prime didn’t quite grasp.
Thanks for reading!
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