Reviews from

in the past


8.1 For everything better it does than Prime it also does worse, I think I enjoyed Prime more but I do remember enjoying Prime 2 more back when, it's a more interesting game as a whole (but at the same time I find the world lacking) and further from the usual Metroid linearity than before but it just feels like it's different to be different at times. It emphasises exploration a bit more which fits it's genre more but also means a whole lot more backtracking where I found Prime 1 to be a lot more linear with lesser or more streamlined backtracking. Which I both like more and less for different reasons

I felt drawn to this game over the original despite being terrified of the dark world. Was real cool, and the multiplayer is a neat diversion when not playing the campaign. Remaster when?

This and the first game are some of the best fps games ever made


My favourite of the Trilogy because it's not as easy as the other Prime games. A great selection of upgrades, enemy and boss variety with a very dark and bleak atmosphere. Unfortunately the location variety has suffered a bit at the beginning of the game with very same-y looking areas, but i don't mind it that much. They still feel all different enough for me to not ruin my love for this game. What this game improves upon immensely compared to Prime 1 is the forced backtracking. It's basically non-existent here, making the experience much better as a result.

Hated this game. Do not get the hype at all.

Worst out of the primes but still great. I like the dark vs light motif is cool but switching back and forth is annoying. The areas are kinda similar for most of the game but Sanctuary Fortress is amazing.

HOT TAKE OF THE CENTURY - METROID PRIME 2 IS JUST AS GOOD AS THE FIRST ONE.

Now granted - this is assuming some stuff about the way you're playing. There's three pretty massive issues that can stop plenty of people from enjoying this one.

1) AWFUL save placement in Agon Wastes - I just used save states during that part, but if you don't use them this is probably so much more painful.
2) Dark World draining your health - Don't wait until your health is all the way back up!! There's health pickups everywhere!! Don't be a coward!!
3) Both starting areas are pretty gray - If you can't have me at my Temple Grounds, you don't deserve me at my Sanctuary Fortress. 😙

But aside from the above? My GOD I loved this game. There's so many little improvements from the first.

Big open rooms that make the planet feel less claustrophobic, while still keeping things tight and tense when the devs want to mix things up. Dramatically more unique area theming, meaning you get way more than just the "ice area" or "lava area" of Prime 1. World design that uses ESPECIALLY creative vertical and interconnected maps compared to the "hallway" approach of the first game. Different beams that actually require some on-the-fly strategy to mess with. World progression that's convenient to navigate AND avoids having the solution be a room you forgot about on the opposite side of the planet (most of the time). Tons more focus on kinetic movement! Making Samus feel so much more powerful at the end compared to the start!! The Dark World genuinely making you feel powerless and spooked!! Actually fun bosses!!! (most of the time).

Even the ability to use mouse and keyboard on PrimeHack was such an improvement for my overall immersion...I wish I could use this control scheme for the first game's remaster. It's SO good.

I think there's some totally fair points against Echoes, like the Dark World's areas totally blending together, dimension hopping being fairly underbaked, the love-it-or-hate-it implementation of Zelda elements, and some pretty tanky enemies here and there. I also can't ignore the fact that emulation and some minor cheats - like automatically skipping the world transition cutscenes - definitely impacted my time with it, and in a more "vanilla" play-through I probably would be much more annoyed.

But even with those in mind...I still think Echoes deserves way more love. It's easily the most underrated entry in the Metroid series, and with some minor fixes, it's JUST as fun as the first Prime entry. IMAGINE what this game could look like with an official remaster!!

I'm eating SO good as a new-ish Metroid fan wowwww.

hopelessly biased because it's the first metroid i played as a kid, but i love this game to death and legitimately think it has some of the most fully-realized and unique locals the series has seen. also the artifact hunt is way less awful.

Another brilliant reimagining of the Metroid formula in 3D, just as the original Prime which leans a bit more into horror themes than other Metroids. I would absolutely recommend it to anyone who has played the first Prime, but keep a guide handy because the dimension-switching mechanic becomes tedious pretty quick. This is a game I play once every five to ten years, but I find it too frustrating and repetitive compared to the original Prime to play more than that.

I really enjoyed the game leaning into horror aspects, especially with the possessed soldiers at the start, which is a sequence that will always creep me out. I also love the soundtrack of Echoes, it sounds alien, scary when it needs it, and some excellent ambiance. Echoes has great environments and art for its major zones, however they are not as distinct as the environments of Prime.

Unfortunately I think Echoes suffers from people wanting the sequel to Prime to be more difficult. Quite a few of the bosses go beyond challenging to frustrating, either they are just too tanky or they feel like filler for a small upgrade. They attempted to make a few bosses easier in the Trilogy release, but, while better, there are still plenty of issues. The bosses in Prime were mostly unique, named enemies, in Echoes, there are multiple bosses just named some variant of “<Power up> Guardian” which could have been replaced with a puzzle or some other method of discovering new abilities.

Having to manage beam ammo is also a huge change from any previous Metroid installment, and I find it to be more cumbersome instead of being an interesting balancing act. The annihilator beam, which uses both ammo types for each shot, ends up rarely getting used in my play throughs because it feels so wasteful, which is such a shame because it is one of the coolest weapons in the franchise.

As said above, dimension-hopping is an interesting mechanic that quickly becomes tedious and repetitive. You’ll pick up an item in a room, have to back track a good amount to a portal, switch dimensions with the brightest light your screen has ever produced, and and then back track to the other dimension’s version of that room. I find myself aimlessly wandering until the hint system finally kicks in because I end up having no idea where to go next, an issue I don’t have in other Metroid games. They found a way to double the back tracking!

Some mechanics are cool to see in 3D, but feel clunky and inconsistent, such as the screw attack and wall jumping with the screw attack. These could probably be written off as the game is over 20 years old, but nothing stopped my progress and fun harder than a wall jump sequence, the timing never felt natural or obvious, and was not very forgiving, thank god they don’t have shinespark.

Lastly, I really do not enjoy the scavenger hunt before the final sequence, it really pads out the playtime and only really adds new areas specifically for the scavenger hunt. I do not think I would ever be able to find all nine keys on my own without a guide, and I would not recommend trying to for any player. It is an ok excuse to use all of your abilities before the game ends so you can grab all of the expansions you missed, but I do not think it is worth stopping the momentum dead for one last string of backtracking. It takes 1-2 hours with a guide, I’d guess closer to 4-6 without one because the keys are invisible with the regular visor, they do not make any sound or other indication, most move, and most are obstructed or hidden on top of being invisible. I hope any sort of remake would give you more help than just single text hints for each key, maybe highlight a set of rooms on the map, so the player knows where to look without completely holding their hand.

Metroid Prime 2: Echoes is a sequel to the first Metroid Prime, developed on its engine in the span of a bit less than two years, though it apparently had to be rushed in a few areas to make that deadline (This caused it to release right after Halo 2 and right before Half-Life 2 which... ouch). Following up on the first game's success, the studio took inspiration from Metroid Fusion, wanting to make a more challenging and narratively-focused experience. The overall plot is still simple, though: Samus Aran follows an emergency message sent by a Federation ship to a planet named Aether, where she discovers the remainders of a war between the peaceful Luminoth and the Ing, a horde of aliens born from another dimension, Dark Aether. That's not to say that intended focus on storytelling doesn't come across, though. The first few hours of the game see you trying to piece together what happened to this Federation group, and the Luminoth's lore is discovered piece by piece through scanning the environment. This may be a wild guess but I feel Half-Life was an inspiration here, and it worked quite well. The Scan Visor (my beloved) returns in full force, firing on all cylinders to flesh out every part of the world, from the wildlife, to the Aether/Dark Aether war, to the fates of humans and space pirates who set foot on it.

Speaking of the worldbuilding, it's a pretty good improvement. The Luminoth are sort of akin to the Chozo, but them not being a franchise stable makes them feel a lot more fresh, and their struggle against the Ing is well fleshed out and detailed, with some interesting turns. That said, the Ing themselves are kind of boring. By this point in the franchise we already had Phazon and the X as all-devouring unknowable horror villains for the franchise, and a third one really feels a bit redundant. They also are just not that interesting compared to the more Lovecraftian Phazon and the more TheThingian X. The return of Space Pirates feels so token that it's kind of out of place, also. I love those goobers but they just don't really matter here. Same for the Metroid. Something that does matter is the art design- Aether is beautifully alien and every corner of it is a delight to look at, and much more interesting than Prime's lush but kind of standard elemental biomes. It does come at the cost, however, of a more generally drab color palette which fits the style super well but does make rooms feel just a bit more samey. As intriguing as the areas are, the fact that they're all yellowy makes entering a new one much less awe-inspiring than it was in MP1. The soundtrack, while still good, is also nowhere near the perfection of the previous game's. At least, Samus' two new suits both look fucking awesome.

Every time I begin to play a new Metroid(vania), there's one big question in my mind: What kind of world design are we dealing with? Metroidvanias come in all shapes and sizes. Some hold your hand pretty firmly (Zero Mission, Ori and the Blind Forest), some cleverly dump you right where you're going to be going next (Dread) and some just rely on you to figure things out (Super Metroid, Hollow Knight). In this case... none of those, sort of? Echoes is divided in three big areas (with a fourth, transitional one in-between), rather than several smaller ones, and instead of asking you to travel between them regularly to get more upgrades, they essentially act as massive Zelda dungeons, containing all the items you need to beat them. In paper, this is actually quite smart. It keeps the spirit of slowly unfolding a massive puzzle box, while limiting the slog of backtracking. In execution this system works really well when in place, but it is broken twice through the game (once in the second area, once in the third), and that is half of MP2's biggest mistake, in my opinion. If a player is conditioned to think all they need is in the area they're in, they will hesitate to look outside of it, wasting a lot of their time. Once they do, this conditioning will be flipped, and they will mistakenly begin to believe that they need to search the entire world for the next piece of the puzzle, despite the fact that all the ones they need are all in the same place. It happened to me, and I wasted some hours in complete confusion.

The central gimmick of Echoes' level design is the ability to travel to Dark Aether's version of the world. These areas are incredibly hostile, damaging you overtime and siccing very powerful enemies on you on the regular. It's used fairly well, getting some good mileage out of the levels while blocking off parts of them that would be unnecessary to this dark version. However this system compounds the issue I've mentioned already, because throughout the world there are several portals to Dark Aether that will be opened to the player as they gain more power-ups. Logically one would expect them to contain either a progression item or at worst some nice side thing, but in truth they contain invisible keys necessary to access the final boss. Metroid Prime's fetch quest was my least favorite aspect of it, but you could at least collect its Artifacts at any point, as long as they were accessible to you. In this game, they're invisible (Revealed only by a mid/late game item), and you have no reason to ever guess they're there before the fetch quest officially starts. What this means is that if you ever get the idea to backtrack, whether because you think finding the next plot item will require it or just because you want to check out a place you just gained access to, these apparent dead ends are likely going to be wasting a lot of your time. It's kind of baffling, honestly, making the keys not invisible would completely remedy this issue. Still, when the time for the fetch quest came around, I did at least have fun this time. The problem of incredibly annoying and tanky enemies jumping you during backtracking remains, but you do get a lot of traversal items in the late game and they let you breeze through early areas fairly swiftly. Another thing I want to praise is how almost every optional item has some very cool puzzle tied to it, rather than just being given to you.

The general discourse around Echoes is that it's much harder than its predecessor. I admittedly can't fully testify to that- I'm playing using PrimeHack, which gives the game modern PC controls. It's very fun and feels amazing, but I would assume it breaks the difficulty design just a bit (though so would the Wii's control scheme, I think). So take this all with a grain of salt, but I didn't find Echoes much harder than MP1, most of the time. Dark Aether's damage over time is punishing at the beginning but eventually becomes more of an annoyance, and almost all of my game overs were to a certain few infamous bosses. The first, the Boost Guardian, I actually thought was a really fun challenge, very frantic and tense, with no way to avoid damage over time and needing to quickly pile damage onto him after making him vulnerable. The second, the Spider Guardian, is truly awful. Essentially just a really hard Pac-Man boss, it takes a lot of time to get to and a lot of time to beat, and forces you to deal with Morph Ball physics at their absolute worst. There's a lot of Morph Ball fights in this game, actually, three bosses are fought entirely with it and about as many feature it prominently. I don't mind, it's kinda cool, just a shame that the worst one is so challenging. Some other bosses are also quite great, and while a lot of the mini-boss fights end up feeling like filler, others are actually very elaborate and on par with "main" bosses, which is always a pleasure to see (here's my tier list of the bosses btw). Well, when they don't kill you. MP2 is very stingy with save rooms.

As you can see, I had a lot to say about this game. There were very high highs and low lows in my playthrough, but I'm happy to say I did really enjoy it by the end. Definitely going to check out Metroid Prime 3 sooner than later, I've heard a few things about it that I'm quite interested to verify, both good and bad.

Un bon traumatisme d'enfance, fait dans les règles de l'art