Welp, I was content to let sleeping dogs lie, but then you all bumped the thread and got me annoyed with this game all over again
I think we're talking past each other a bit - a lot of the defenses of the game are responding to straw men or criticisms no one has made, as opposed to the actual complaints I and others have levied.
You need to memorize the map and go with the flow, you will unlock/collect most things on your path if you do.
It’s still great, if you have a good memory and map reading skills you can avoid getting lost too often but many it seems struggle with it.
It is a game about exploration. The main thing you have to do is explore, find your route, remember where to come back.
It is not a corridor or an open-world where you can't get lost.
Prime 1 is an incredible game. It is not, however, a perfect game, and it's natural that some people are going to be put off more by its flaws than others. Yes, some of the pathfinding can be unclear at times on your first run, and tracking down the 12 artifacts can be tedious.
Who exactly is complaining about getting lost? Where is this coming from? The game literally includes a map, how would getting lost even be possible?
It appears that many who enjoyed the game aren't actually reading or comprehending the criticism, and instead assuming if someone didn't like the game, it's because it was "too hard" and they should go play baby games and leave Metroid Prime to the galaxy-brain chads. A perfect example:
Metroid is the kind of game that still requires investment, memorization and thinking from the player, which is something that has gradually disappeared to the profit of bloated/tedious "work-games" where you turn off your brain and are rewarded with progress for simply doing a dumb, infinite list of tasks that are constantly reminded to you.
If you can't invest yourself in a game, don't play something like Metroid.
Who is asking for a list of tasks? What on earth are you talking about? I'd really love to have a meaningful discussion on the merits of this game and game design in general, but you've got to put a bit more effort into understanding what others are saying.
Otherwise there's really no point to this forum.
What exactly requires memorization or thinking? If there was no in-game map that would make sense, but there is - what do you need to memorize? At any point in the game your only goal is to move along mostly linear corridors to get to areas you haven't been yet - what about that requires thinking? I would agree that your enjoyment is going to depend in large part upon how invested you are in the world, but my point is that there is extremely little there to draw you in, and the gameplay you will be engaging with in the process is lacking. It just isn't up to today's standards. Everything has been done better elsewhere.
l think Metroid Prime is a masterpiece. Metroid is really a series for a niche audience, the gameplay asks a lot from the player and some people will get worn down.
It is indeed asking a lot - a lot of repeated traversal of the same corridors and fighting the same enemies.
That does indeed wear you down,
because it's not fun. It's not good design. It's not engaging. It's precisely because the game
isn't asking enough as far as exploration and creative decision making in the moment-to-moment gameplay that it becomes boring. It's not that it's
hard, it's not
taxing my poor smooth brain or my reflexes, it's just repetitive.
I totally believe that you and others consider it a masterpiece, and I'm really not even trying to change your mind. I honestly, truly just want to know:
what is it that makes it a masterpiece in your opinion? Trying to put aside nostalgia (which is exceptionally hard for all of us), mechanically, what does this game do in its design that hasn't been done better since?
I don’t feel like writing a whole reply at the moment but reading OP’s post I feel like they really don’t understand what a Metroidvania is…
Maybe not. This is what I stated in the OP:
To me, the biggest draw of the Metroidvania style is the progressive acquirement of new tools that allow new actions and access to new areas. I'll see something I can't access yet, but then acquire the necessary tool, allowing me to come back and try again.
What would you say are the defining characteristics of a Metroidvania?
I personally found the game's way of delivering narrative via scan logs to be a good fit for the game's setting, but I can also see how others may not care for it and prefer more direct storytelling via cutscenes/dialogue.
As I stated in the OP, I love scanning as well:
I actually really appreciate that kind of storytelling and piecing together what happened to the previous civilization and the details of what the space pirates are working on. However, I think that should be additive, not the entirety of the game's story.
Put another way, it shouldn't be possible to complete the game and have no idea why the main character is where they are, what they are doing/trying to accomplish, what this metal dragon is and why they're chasing it, etc. The
bare essentials of the plot shouldn't be optional or dependent on knowledge of previous games.