Metroid Primed

I did it: I’ve finally completed Metroid Prime.

I’ve been playing this game for a very, very long time–at least a year and a half. It came bundled with my Gamecube, and I’ve been playing it off and on ever since then. I’ve played through it in short bursts: several months of inactivity, followed by one or two weeks of Metroid progress, followed by more months of inactivity. I’ve been playing it so long that I’ve come to associate certain periods of my life with Metroid levels that I was playing through at the time (“Remember when we got married?” “Oh yeah–I was looking for Arm Cannon upgrades in the Phendrana Drifts!”).

But now that I’ve finally finished the game, I’m here to report that it is truly a king among games–living proof that the art of game design is not dead. Almost every aspect of gameplay is polished; the whole game was obviously put together by people who understood exactly what made some of those old-school Nintendo adventure games (the original Metroid, the Zeldas, etc.) so fun.

Some of the things that set it apart from the crowd:

  • It lets you explore the game world at your own pace. The game periodically tells you know what your next “big objective” is, but lets you take your time getting there, and leaves you free to find your own route to the goal. You have plenty of time to explore the gorgeous game world, search for secrets and equipment upgrades, and basically just strike out off the beaten path.
  • It’s light on player frustration. Metroid Prime is quite difficult at times, but it always plays fair: the obstacles and enemies all have patterns or solutions that can be figured out through careful observation and experimentation. Death is actually fairly rare (except in a few particularly difficult spots), and it’s almost never the result of a random misstep or accident (like missing a jump).
  • The “boss fights” are uniformly excellent–some are easy, others are hard, but all of them are beatable with a bit of practice. The final battle was no disappointment at all–it was very memorable, and just the right level of difficulty.
  • It handles “backtracking” well. The game world is quite large, but you’ll find yourself quite often returning to places you’ve already explored–sometimes on route to another destination, other times to pick up an item or find a secret that you missed earlier. But instead of being boring (as it is in many games that employ this gameplay technique), this actually turned out to be one of the most fun parts of the game–environments often change after you’ve explored them, and many times new equipment and weapons let you solve puzzles in previously-explored areas that you couldn’t before. All in all, the backtracking really lets you get to know the game world well–it feels like you’re gradually learning all the secrets of the world, rather than (as in other games) taking a whirlwind tour through a level that you’ll never see again.
  • It’s not first-person shooter, despite its surface appearance. Metroid Prime is really a platform exploration-adventure game at heart, and that more than anything else is what makes it so fun. Its heart is very firmly in the 8-bit-adventure-game genre, even if its graphics and gameplay are much updated. It doesn’t waste time with the shallow glitz that defines many games today; you’ll find no brooding anti-heroes, scantily-clad babes, oppressive and gritty atmosphere, or super-detailed shock-value violence here. It made me remember that games are supposed to be fun.
  • The protagonist, Samus Aran, is just incredibly cool. She’s like an anti-Lara-Croft.

There you have it: far more detail than you ever wanted about Metroid Prime. Pardon the length of the post, but I figured that a game which has occupied me for so long deserves a longer-than-average discussion. It’s an amazingly good game. Now to start thinking about the recently-released sequel…

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Run out the guns

I’m currently reading about the naval aspect of the Revolutionary War, and am finding it incredibly interesting. The Revolutionary War is one of those periods in history about which I should know far more than I actually do; it’s marked by some truly larger-than-life people and events.
One such person is John Paul Jones, a name familiar to me since grade school, but about which I actually knew very little until now. I knew he was famous in regard to the colonial Navy in some way, but that’s about it. I just finished reading about the battle that made him a household name for generations to come–the fight between his ship the Bonhomme Richard and the HMS Serapis. Jones’ ship was outgunned and outclassed, but he stubbornly (or stupidly, I suppose) refused to surrender, shouting the famous “I have not yet begun to fight” (or a phrase along those lines; history is uncertain about the exact words–but they were Fightin’ Words, whatever they were).
Anyway, I thought it was a fun and inspiring story, so if you’re not familiar with it, you might enjoy reading a short recounting of the battle.
One aspect of the battle not mentioned in that brief version of events is that the French-captained frigate Alliance, a member of Jones’ squadron, showed up on the scene mid-battle and fired several broadsides… into the Bonhomme Richard. A bit of research on my part has not turned up a satisfactory explanation for this. The author of the book I’m reading believes that battlefield confusion on that scale is unlikely, and that the Alliance hoped to sink the Bonhomme Richard, finish off the badly damaged Serapis, and claim credit for the kill. (I’m sure there’s a joke about the French in there somewhere waiting to be told, but I’ll nobly refrain.)
Interesting stuff!
update: Here’s a much more detailed description of the battle, if you’re up for a longer read. It seems to chalk up the Alliance incident to incompetence, not treachery.

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Foucault’s pendulum swings back

Everybody wants an apology these days. Now even the Templars want the official “Sorry ’bout that” from the Vatican. I propose that we cut a deal: the Church officially apologizes to the Knights Templar, and in return they reveal where they’ve been hiding the Ark of the Covenant, the Holy Grail, and the Philosopher’s Stone. Sounds fair to me!

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Home again, home again

Well, we’re back from our San Diego visit. It was tremendously fun and quite relaxing, and I’m pretty confident you’ll be reading more about it on this here blog in the near future. It was great to visit with my side of the family, and getting to catch up with Bill, Mark, Tiddo, Arie, and their families was great. I’ve known most of those guys since grade school (in the case of Mark and Arie, since kindergarten!), and it’s great to see how well everyone is doing.
There were a couple people we didn’t meet up with due to various scheduling issues–next time!
Now to get busy re-acquainting myself with glorious Grand Rapids…
update: Wow, so Bill’s brother Robert has bitten the great big banana of blogging. I go offline for a week, and I miss all sorts of excitement.

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Happy Thanksgiving!

Happy Thanksgiving, everyone! Whether your holiday is spent amidst dozens of family and friends or all by your lonesome or anywhere in between, I hope you have a blessed time. For those of you going through tough times for whatever reason, know that your friends are praying for you, and I hope that you’ll find reasons to be thankful even in the midst of difficulty.
Among the things I am thankful for this year is the blog mini-community of which I am a small part. Thanks to all who have commented and discussed on this blog over the last year. (Unless you’re a blog spammer, in which case I hope you meet with a grisly dea–er, I hope you change your ways.)

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California, here we come

Vacation time! It’s frightfully early (by Andy standards, at least), and we’re scurrying around finishing up the packing and preparation for our big plane flight out to San Diego. Michele is busy worrying about how many clothes to pack and how the cats will receive nourishment while we are away. I’d help her out, but my mind is preoccupied with vastly more important matters:

  • …should I pack my bag o’ gaming dice in my carry-on backpack, or in a suitcase to be checked in? What if I need my dice mid-flight?
  • …will my Gamecube Carrying Case set off the Super Nerd Alert at the airport check-in?
  • …what is the minimum number of RPG books I can fit in one duffel bag, and still be able to cover the maximum number of game genres, settings, and styles?

I’m never good at making these sorts of tough, last-minute decisions.
To my California friends and family–see you soon!

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Incredible!

Oh yeah–I knew there was something I wanted to mention earlier, but it slipped my mind. Here it is: you should go watch The Incredibles. It’s one of the most genuinely fun movies I’ve seen in the last year or so. Unless you don’t like things that are good, you will enjoy it.

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I have failed you for the last time

In looking back over the ol’ blog, I realize that I failed to deliver my promised discussion of scary computer games. That’s what happens when you violate Blogging Rule #37 (“Never Make Rash Promises About Future Posts”). Ah well–it’s a topic that interests me, so I wouldn’t be surprised if I discuss it at some point in the near future. But I’m not promising, mind you.

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Catching up

I’m getting caught up on my blog reading. Here are a few noteworthy items I’ve come across lately, for your perusal:

  • Bill has written an excellent essay on prayer and miracles.
  • Fun article on how D&D changed the world. (Side note: have you seen the new 30th anniversary coffee table book? It looks pretty neat-o.)
  • As many of you know, Firefox 1.0 was officially released recently. If you are currently using Internet Explorer and don’t know what all the Firefox fuss is about, give it a try–it’s free and easy to download/install. And don’t forget its hot, email-reading cousin Thunderbird. Wait, that didn’t sound quite right…
  • I’ve been really enjoying the Game Matters blog, by one of the Duke Nukem developers. Lots of good discussion about games, from marketing to gameplay to what-have-you.

Enjoy.

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Quiet, please

You know, this seems like an absolutely spectacular idea:

“Ssssshhhhhhhh.”
Wonderful sound.
And good advice for our country, isn’t it? After all the Sturm und Drang of the past few weeks our country would benefit from an absence of sound. Next week we mark Thanksgiving. Today, in anticipation, and after our fractious election, we could declare National Settle Down Week. National Be Still Week. Or National Give It a Rest Week.
The Great American Ssssshhhhhhhh-Out.

I can’t even articulate how appealing this sounds. You know what? All those problems, worries, injustices, scandals, evil Republicans, evil Democrats, lies, damned lies, and statistics will be there to deal with after Thanksgiving. But maybe just for a week, we could all calm down and find something else to talk about?
I don’t really see our nation’s pundits, talking heads, or bloggers taking this advice. But wouldn’t it be wonderful if the din subsided just enough that we could hear our own prayers of thanksgiving this week?

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