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Saturday, May 31, 2014
News::Mighty No. 9 is looking solid but uninspired (and very blue)
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News::Hegemony Rome: The Rise of Caesar Out Now In Stores
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News::Let's Play Minecraft - Episode 105 - Enter the Negatower Part 2
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News::PSXE Watch Dogs Review: Shooting For The Stars, Coming Up Just Shy
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News::1985FM Podcast 84: Bit Miners of the Mushroom Kingdom
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News::Indie Graphics Builder A SteamFirst Look
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News::Microtransactions in Console Games: Does a Dark Future Await?
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News::Watch 10 Minutes of Hilarity in Watch Dogs Online Free Roam
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News::Wolfenstein: The New Order review | PCGamesN
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News::Wasteland 2 Preview - Mouse n Joypad
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News::Fallout 4: 10 Core Lessons It Must Learn From Skyrim
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News::Stick It To The Man Review I Play Legit
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News::Octodad: Dadliest Catch Review - Made For Gaming
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News::Top 10 Fixes for The Stomping Land Crashes, Stuck launcher, Change resolution, UDK.exe, Slow FPS
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News::Northern Shadow, Skyrim meets Banished in a new open world RPG
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News::Kotaku: An Indie Game That Nails The Joy of Swinging
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News::Does The Public Know Who Develops Call of Duty?
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News::World of Speed - New Stunning Screenshots Show Sunny Azure Coast Track
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News::Five Worst Game Launches
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News::The Wolf Among Us: Episode 4 - In Sheep's Clothing Review | WGTC
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News::Kotaku 'Shop Contest: Let's Mario Kart Everywhere: The Winners!
We know where Mario Kart 8 is right now — on the television set of nearly everyone with a Wii U — but last week the game was all over the place, thanks to the magic of our weekly 'Shop Contest. Too bad we had to hide the real winner.
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News::Indie Spotlight: Shadowcrypt
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News::ViewSonic Launching New Full HD 1080p Gaming Monitors For PS4, Xbox One, PC
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News::The Forest: First Impressions (Early Access)
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News::What Gamers Want: Anticipated Releases from June 1 to June 7, 2014
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News::Why Valve's Steam Controller Still Has Potential
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News::A Gaming Headset With Bass You Can Really Feel
There's having sound reach your ears, and then there's having sound touch your ears. Outfitted with haptic technology, the Mad Catz F.R.E.Q. 4D Stereo Gaming Headset licks the inside of your ear canal with bass. It's more pleasant than it sounds.
Having stepped on the unit more than once over the course of the past three weeks (you're welcome, Mad Catz), I can attest to its durability. That doesn't preclude it from feeling slightly cheap. There are metal bands connecting the ear cups to the head piece, but beyond that it's fancy plastic with excessive detailing I've come to expect from Mad Catz. The company wants to be sleek and futuristic, but these random flourishes give the product more of a toy feel. If you plan on picking up a Mad Catz F.R.E.Q. 4D Stereo Gaming Headset, prepare to be just a tiny bit disappointed every time you use another headset and your ears aren't filled with pleasant vibrations. It's an addictive aural sensation — I've found myself making excuses to use the headset more often than I normally would. If it weren't for that ever-present extremely mild discomfort, I'd never go anywhere without it.
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News::Call of Duty: Ghosts Invasion DLC Mutiny Map Preview
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News::Watch Dogs Early Impressions
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News::The Amazing Spider-Man 2 Review | ENE3
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News::Dumb Idiot Ideas: Sonic Boom's Sticks vs Mario Kart's Mercedes
Max and I have a chat about some interesting new characters coming to the Wii U. However, Max has an ulterior curiosity that may just ruin everything forever. Which would you choose: Sticks the Badger, or the Mario Kart Mercedes?
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News::Max: The Curse of Brotherhood Review | 3rd-strike.com
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News::Week-End Digital Fest May 30th Edition Featuring WildStar, Watch Dogs, Wolfenstein TNO and more
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News::Retrospective: Metroid Prime
Ignore the cheery red and yellow Space Quarterback trappings: Metroid has always been a restless and difficult series, an introvert among the pixies and plumbers of the Nintendo catalogue. Serious, complex and unfriendly to newcomers, Samus Aran’s adventures trade in elegant dread rather than clear-cut heroics, replacing the smiling clouds and summer skies with slimy rocks and echoing catacombs.
The difference is visible on every level: Mario goes left to right, a breezy sightseer on a predictable journey. Metroid, however, has always been about heading downwards, boring deeper into increasingly remote locations. And rather than the chummy ever-expanding cast of the Mushroom Kingdom or Hyrule, Metroid’s lineup is tiny and largely static. This isn’t about being part of the gang, it’s about quiet, lonely toil on the frontiers of space.
It’s strange, then, that this ageing franchise, away from screens for almost a decade, should beat Mario and Link to become what some would argue is the standout title on the GameCube. But the reason for its triumph turns out to be very simple: Metroid Prime is all about atmosphere and detail.
And the clues were there from the outset. That controversial shift to firstperson, seen as a sign that Retro, an untested developer, was accidentally backing over one of 2D platforming’s most cherished rose gardens, turned out to be a canny move. Rather than suggesting a new focus on gunplay, the change of perspective is there to put you not only into Aran’s helmet, but straight into her world too. Metroid had always been about immersion in an alien environment, so the new viewpoint simply feels like coming home. Maybe, for once, the series just needed technology to catch up with its own best interests.
And from the orbiting Space Pirate laboratory through to the decaying and corrupted planet interior of Tallon IV, it’s the world of Metroid Prime that truly makes it a classic. Like Half-Life 2, the game would rather tell its tale in stone and moss than cutscenes, speaking most coherently through the places that ancient calamity has left behind. Prime deals in archaeology as much as narrative. The caverns you travel through, the long-dead world you explore with its crumbled buildings and forgotten purposes, its ancient security systems and dormant switches, are far more than just the setting for a wider story – they are the story. And it’s a surprisingly downbeat one at that: a tale of consequences and failures, of decaying remains, pollution, and the terrible aching loneliness that follows disaster.
What’s surprising, then, is that the environments themselves at first seem oddly generic. Why get excited about another ice level, another world of lava and fire? These have been the stock set-dressings of videogames since their birth, the props designers reach for when they’re half-asleep or facing a deadline. But with Prime it’s the treatment, the way the game uses tiny details to create a sense of isolation, of oppressive weight above and around you, that makes such tired ideas fresh again. It’s the smashed computer panels, the tumble-down walls, and the terrifying prospect of an empty specimen case. Instead of levels, Metroid Prime has locations that feel real. Instead of enemies, it has developed a believable ecosystem – the creatures you fight emerging from the same environment that powers the story.
But, as ever with Metroid, that perfectly gloomy tale is just one of two narratives at work. The other one is told in the slow but steady accumulation of new weapons and powers, the legacy of a series that understands much more about rewards than Xbox 360’s Achievement system ever could. In Metroid, weapon upgrades are more than just bigger, better toys: they provide an elegant solution to the problem of pacing, opening up new areas and new possibilities, turning the constant backtracking into a deliriously exciting treasure quest. Gamerpoints are one thing, but a morph ball is something else: where will you use it? And how? This is a game that needs you to pay attention, to sit up straight and take notes, a game that asks you to remember whereabouts you saw that tempting gap that you may now be able to pass through.
None of this was new to Metroid Prime, of course, but whereas some iterations of Zelda and Mario feel weighed down by their cumulative history of mechanics and traditions, Prime uses old tricks not because it has to, but because it can make them work; those it can’t use, it ditches with little ceremony. On paper, drip-feeding and backtracking don’t seem to make for a particularly thrilling game. But the results, when they’re as well-judged and unsentimental as this, are both classically traditional and utterly revolutionary. Devastation has never been so colourful, lonely exploration has seldom been so exhilarating, and a game that rates patience and concentration above almost any other virtue has never been so endlessly gripping.
The post Retrospective: Metroid Prime appeared first on Edge Online.
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News::Watch Dogs SongSneak Songs Locations Guide
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News::Best of Kotaku, The Week of May 26
Is E3 seriously only a week away? Kill me now. Or just go catch up on our best stuff from this week over at Kotaku Selects.
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News::Possible Prey 2 Details Leaked, Arkane Studios Developing
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News::GRiD Autosport Now Available For Pre-Order - GRiD 2 Owners Get 10% Off
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News::Rebellion teases huge news for Sniper Elite franchise coming next week
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News::Premium Beta Launches For Elite: Dangerous
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News::Cross-Server PvP And The City Of Steam: Arkadia 2.6.1 Update
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News::Dev's forget to add Save Feature to The Forest
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News::Watch Dogs - walkthrough and game guide
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News::Call of Duty: Ghosts Invasion DLC Pharaoh Map Preview and Gameplay
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News::Deadlight Review | TechRaptor
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News::Dragon Age: Inquisition: A Possible Breach In The Veil
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News::6 Things You Need To Know To Beat Watch Dogs
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News::Exclusive Interview: Sniper Elite III
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News::IndieCade Reveals Full E3 Lineup
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News::Max The Curse of Brotherhood Review - GamesReviews
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