Following, editors Fran Mirabella (IGNcube), David Smith (IGNPS2), and Dave Zdyrko (ex-IGNPS2) offer up their impressions of Metroid Prime -- spoiler free.
Fran Mirabella, IGNcube
When we got a hold of Metroid Prime, I polled around the office to see who might be interested in checking it out with me. Unexpectedly, David Smith who isn't exactly your largest GameCube supporter was all too willing to join in the hunt for evil, and likewise I remember that former IGNPS2 editor, also Smith's roommate and a good friend of mine, Dave Z. is a huge Metroid fanatic. So, we all decided we would engage in the Retro Studios developed goodness together. A part of me also wanted to do this because I'm a little out of control when it comes to the franchise. That is to say, I've got the collectibles, I know Samus Aran is 6'3" and 198 lbs., and my favorite game of all-time, when I'm forced to choose, is Super Metroid. In a way, having Smith and Zdyrko around was a good way to keep me in check, because on the one hand I was likely to be overcritical, but also I might get a little too excited about the smallest accomplishments. With this system of checks and balances in order, we got to work.
The game kicks off very much like the store demos that are available now. Above Tallon IV, Samus Aran explores a devastated Space Station and finds that the Space Pirates have been up to no good again. Sure enough, Samus ends up parking her ship under the cover of rain on the uncharted Tallon IV. What Metroid fans will be happy to hear is that Aran begins with absolutely nothing. We won't spoil the details, but by the time you arrive on Tallon IV the only thing you have is your blaster. You cannot roll into a ball, charge your blast, shoot missiles, or anything of the sort. For me, this put an indescribably huge smile on my face. It was the first big sign that Retro Studios and Nintendo had not forgotten what the series was about -- exploration and the thrill of being rewarded for it.
It didn't take long before I got the feeling of Super Metroid all over again. As we tried to navigate the 3D worlds we found there was access to much more than you might expect. We managed to push our way into Magmoor Caverns, a very hot place, without the Varia Suit. This was all at the beginning of the game, and it felt just like old times to have to hightail it back to a cooler area and make the mental note that we could return at a later time. There were many corners of the huge world that desired to be explored, and as we did just that we found that the to-do list became exceedingly large; ice patches blocked access to energy tanks, platforms were too high to reach, and ball passages were littered everywhere. Example: I'm in the Phendrana Drifts, the ice area, and I see a sheet of ice blocking a hole that leads downward. After scanning it, you realize it must be melted. It was a very long time before I returned to explore that pathway. This is one example of at least 100. You see so much -- grappling hooks, magnetic ball tracks, ice beam doors, etc, etc. -- that you realize you must return to later. Indeed, this is no shallow and flawed attempt to create the Metroid universe. In my mind, it is more perfect and faithful to the original 2D games than I could have possibly every imagined.

Furthermore, in terms of pure gameplay design I found myself in awe at how much attention to detail there was. The gameplay is incredibly varied -- more than any Metroid before it. Retro Studios throws an incredible amount of cleverly designed platforming stages at you in addition to puzzles and action sequences. If there's one thing that is consistent and extremely well done throughout the entire game it is the pacing. You are rewarded at every corner. It may be something as simple as completing a 2D-esque ball puzzle carved into a wall or using one of the visors to reveal something you never thought was there, but there is always something. I can't stress how rewarding Metroid Prime is to play.
It offers up an incredibly detailed and cleverly conceived gameplay experience that radiates with the kind of polish that Nintendo coats its Legend of Zelda series with. Even the much-debated controls work wonderfully. Many don't know how to label Prime: first-person shooter or first-person adventure. I've come to accept that you can call it whatever you want, but this is Metroid brought into 3D. If you want to call it a first-person shooter, though, don't go trying to pick apart the controls. There is no dual analog movement for very good reasons. Platforming, for starters, would be extremely complicated trying to use dual analog. With the installed control system, platforming is easily the best it has ever been in first-person perspective. Somehow there is an incredible amount of platforming required, and it never falters.
On the technical side of things, too, there is a lot to fall in love with. Metroid Prime's engine is perhaps the most stunning I've seen on GameCube. Like the gameplay design, the foundation that supports it is very, very polished. Load times are nearly non-existent as you travel from world to world. It's just like the previous Metroids. Loading is hidden behind the opening of doors and traveling down elevators. Regarding the latter, the load times are still very transparent. Furthermore, the art direction is stunning, jaw-dropping, fantastic, extravagant, lavish, and every other positive adjective you can think of. The worlds look organic with totally unique architecture that will absolutely blow your mind. It's a completely believable sci-fi environment, and the art direction plays a huge part in that.

It's the same for the sound design, featured in Dolby Pro Logic II. The music, composed by Kenji Yamamoto who did the Super Metroid soundtrack, is once again pure genius. The atmosphere fits in almost every instance and there are an innumerable amount of audio cues that affect you. It's the same for the sound effects, many of which can be attributed to a fellow who actually works at Dolby. It's top-notch work all around, and you're not going to believe it even after you've seen and heard it.
We'll have the full review for you soon, but feel free to do yourself a favor and pre-order this game immediately. It is that good and offers up around 30 hours of true, unrepeated gameplay time from start to finish. That doesn't even include all the extras and secrets you can find.
Let me leave you with the most uttered word whilst playing Metroid Prime: "Wow!"
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Gamers Spirit | The whole world of Videogames!!