frontpagephoinix | Staff posted Yesterday 08:32 AM
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frontpagephoinix | Staff posted Yesterday 08:32 AM
Prime Members: Metroid Prime 4: Beyond (Nintendo Switch 2)
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The strongest parts for me were the combat and motion control implementation (wiimote style). The kind of sub-aiming Prime 4 uses in combination with the traditional lock-on the Primes have been using is the improvement the combat the series needed. It is very snappy; especially since there are settings to let you dial it in. I wish these settings options could be patched into Prime 1 Remastered. Having said that, I think system's strengths are not very pronounced if going dual stick because you have to slide your curser rather than the curser just being instantly where you point (i.e., traditional controller aiming vs the improved way). I wish I still had a wii to compare this 3 and 4 on this. Boss fights are also great because of this and the rest of your kit. I remember seeing the reviews and going "oh no" but when I got to the first real boss I went "no wait, this is good!!". Then the bad parts happened...
The weakest parts of the game are the ones people keep bringing up: annoying companion characters, a bland overworld, and baffling endgame (hunt). These all compound on each other as they tend to interact. There is an annoying companion that will frequently interrupt you and you have to travel to in order to implement some upgrades. The overworld functionally has no purpose other than be a place to collect green rocks. The final area of the game has the most contrived companion usage and leads to hunting green rocks to close the game out. Admittedly, the endgame green rock hunt can be mitigated by casually collecting them throughout the playthrough, but it's still meaningless padding.
I feel the controls alone justify the game being an interesting experience. The biggest issues come with the baggage of the game being Prime 4. Both in critical reception and design.
Edit: This was supposed to be a comment to Prash9999, but slickdeals is being silly.
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