I've always said that one of the most core pillars of Metroid is atmosphere, and the queen of atmosphere is Metroid Prime 2, here. It takes a notably drearier tone than Prime 1's already fairly dark mood did. And that definitely suits the mood of the game in general; Prime 1 felt like the aftermath of a post-apocalyptic disaster, but Prime 2 makes it feel like the apocalypse is still ongoing, in part because you're the final vanguard keeping the Luminoth from going extinct. And while there is certainly something dark in having a big Chozo city with nothing but the remnants of a dead civilization around, there's something a lot darker but also kind of badass about stopping the Luminoth from suffering the same fate at nearly the last minute, but also should you fail, the Ing will be successful in their eradication.

I complimented how much Prime 1 supported its atmosphere by having visual effects appear on the visor, but Prime 2 doubles down on this with effects like blinding lights, the visual of being enveloped in sludge as an Ing attempts to possess you, even up to rather amusingly having an enemy that causes the suit's system to hard crash, making you Ctrl+Alt+Delete to reboot it.

This game's ammo system is smart, in that it forces you to balance out which weapons you use and not JUST rely on what's good. Especially since this game has a rather binary light world denizens are weak to Dark Beam, and dark world creatures are weak to Light Beam system, and both these beams really wreck the enemies they're good against. Almost too easily, but they take it as an opportunity to ramp up the difficulty a bit. Being on Dark Aether saps your health quickly, and they introduce enemies like Space Pirates and Dark Pirate Commandos (basically Chozo ghost reskins) way earlier than in Prime.

They make some really inventive dimension-hopping puzzles, only really faltered by how going through a portal means looking at a loading screen. It really feels like it pushes the Prime engine to its limit, especially with how the levels are just as, if not more expansive than the ones in Prime 1. Prime 2 also asks for a lot less between-area backtracking, the only particularly stand-out moment being going back to Torvus after getting Spider Ball in Sanctuary. But they really tone it down a lot by making it so all the areas are more conveniently interconnected, with there being a shortcut to Torvus right there in Sanctuary so long as you look for it. This also makes the end-of-game Sky Temple Key hunt far more bearable, and even then it doesn't bother me that much. You should be able to get the keys so long as you know where they are and can get to them, but you'll need Dark Visor to acquire them first. Other than that, a victory lap around Dark Aether, an area that was previously difficult and hostile to traverse is earned. Just to flex that it's your stomping grounds now.

And see like, this is why I love Echoes so much. Prime 1 was so close to being up there as one of my favorites of all time if it wasn't for the handful of faults it had, almost all of which get addressed in Echoes. Because the bosses are far more active, fun, and interesting this time around. Even the minibosses kick ass, and I don't mind that much if Spider Guardian is a bit of an asshole, I just think it's impressive that they made a boss that's fought entirely with Morph Ball.

Amorbis is the closest to being a Prime 1 boss, with it largely being three phases of the same thing But More, but they amp it up by having the worms act more aggressive when there's more of them. Chykka and Quadraxis are both awesome multi-phase epics that both almost feel like they could've been final bosses in and of themselves. Quadraxis especially asking you to act fast and figure it out, since there's no save zones in its arena. And the Dark Samus fights are just killer. And the final boss, unlike Prime 1's absolutely delivers both in challenge and scope.

Metroid Prime 2 is the ideal sequel.

Reviewed on Apr 15, 2024


Comments