The bottom line
Metroid Prime 2 splits its world into self-contained, Zelda-like temples, which makes a huge Metroidvania map easier to remember and explore. Its flaws are small, and it points to a middle path between Metroid and Zelda for the genre.
Key takeaways
- Players can't fairly be asked to remember a whole Metroidvania map. 3:24
- By the end of Super Metroid the explorable space is so large that finding the way forward is daunting.
- Leave such a game for a couple of days and you come back completely lost.
- Prime 2 splits Aether into separate areas, each played through in turn. 0:55
- Agon Wastes, Torvus Bog and Sanctuary Fortress each take a few hours of exploring, power-ups, keys and a boss.
- You then leave and, for the most part, never return, so you can forget each area before the next.
- Two items break the pattern by sending you back to an earlier area. 2:58
- The Seeker Missiles and Power Bombs are the only mandatory items found outside the current area.
- These were the only two times the player got stuck, even with hints turned off.
- The Dark World adds tension but wastes its puzzle potential. 5:41
- Dark Aether is claustrophobic, full of enemies and drains health with radiation, so each jump between worlds feels different.
- Puzzles where one world affects the other turn out to be a single button press, and the idea is dropped.
- The late-game hunt for nine Sky Temple Keys kills the pace. 9:24
- About 13 power-ups are needed before the hunt can even start, and five keys need the very last item, the Light Suit.
- The game forces a victory lap just when you feel ready to fight the final boss.
It shows a really interesting route that Metroidvanias could take: somewhere in-between Metroid and Zelda, with smaller areas that allow for more focused exploration, and more complex puzzle solving.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 A sequel that rebuilds exploration
Retro changed how the world is explored, and the biggest change is the layout of Aether.
- The areas hang off a hub, like Zelda's dungeons. 1:13
- All three areas connect to the Great Temple.
- The areas also link to each other later on.
- Earlier Metroids had zones too, like Norfair and Brinstar, or Phendrana Drifts and Chozo Ruins.
- Prime 2 commits to the idea harder. The areas are even called temples, like in Zelda.
2:58 Two trips back that break the pattern
Both backtracking moments go against the promise that you only need to remember one area.
- Each item sends you back to a place you thought you had finished. 2:58
- The Boost Ball from Torvus Bog works on a half pipe at the Great Temple's front door.
- The Spider Ball from Sanctuary Fortress leads only to dead ends there.
- The Power Bomb's path is a forgettable Spider Ball track in a room off the Torvus Bog boss fight.
- It is like getting the hammer in the Fire Temple, then crossing Hyrule Field to use it in the Forest Temple.
- Remembering earlier areas can pay off. Seeker Missiles open a door in Agon Wastes to the optional Darkburst.
5:03 More complex areas and a second world
Small areas allow richer design, and the Dark World adds a second layer to each one.
- Three boss keys can be found out of order. 5:22
- Power-ups still come in a fixed order, so each area stays linear.
- The keys add a little extra challenge and non-linearity.
- Dark Aether is mostly used to get past blockades. 6:27
- A blocked Light World path means going through a portal, then finding another portal back.
- It is kind of cool, but rarely a head-scratcher.
- Safe spots are bubbles of light energy.
- The Dark Suit makes you far more resilient to the radiation.
- One locked door has its controls only in Dark Aether, and activating them unlocks the door in both worlds.
6:59 The Dark World puzzles that never happen
Prime 2 sets up puzzles where one world changes the other, then solves them for the player.
- The two-world puzzles ask for no memory or planning. 7:23
- In the Torvus Bog basement, a Dark Aether laser moves a mechanism in the Light Aether copy of the room.
- A locked Torvus Bog gate opens only in the Light World, but a portal sits right beside it.
- Zelda has done this well, as in the Mermaid's Cave in Oracle of Ages, where the past changes the present.
- The expected puzzle was to memorise the Light room and place the laser blind from Dark Aether.
- After Torvus Bog the idea is dropped, and Sanctuary Fortress has no cross-world puzzles. What remains is a maze of portals between two largely disconnected areas.
8:45 The Sky Temple Key hunt
Prime 2 repeats Prime 1's end-game scavenger hunt, and the way it gates the keys makes it worse.
- The nine keys are spread across Dark Aether. 9:16
- Three are in the Sky Temple grounds. Dark Agon Wastes, Dark Torvus Bog and the Ing Hive hold two each.
- All forward drive stops just when you feel ready for the final boss.
- In Prime 1, most Artefacts were only reachable at the very end, so you couldn't pick them up while exploring.
- The game asks you to faff around for a good few more hours.
- Clues make the hunt fun, but the Dark Visor gate makes it feel empty. 10:05
- Scanning keybearer corpses gives a place-name clue to find each key.
- You need the Dark Visor to see the jellyfish critters holding the keys.
- The Defiled Shrine looks like an empty, pointless room until you return with the Dark Visor.
- Three keys are available at once and one more after the Power Bomb.
- Fast travel between the three zones and the hub is unlocked to ease the hunt.
11:39 Optional goodies, backtracking and verdict
Prime 2's rewards are earned and its flaws are small, so it deserves more love than it gets.
- Optional pickups are earned. 11:41
- Energy tanks, missile and beam ammo upgrades, power bomb slots and secret charge beams reward returning with new power-ups.
- Most sit behind small puzzles, platforming or feats of strength.
- Rarely do you just open a door and find an energy tank.
- Backtracking after each boss is the main annoyance. 12:14
- You power up the Dark World reactor, then the Light World one, then walk to the main temple for your next mission.
- Retro forgot one Zelda feature: instant teleport out of the dungeon after the boss.
- The ammo system and some annoying bosses are the other small flaws.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Metroid Prime 2 splits its world into self-contained, Zelda-style temples to ease the memory load of Metroidvania exploration, but it undermines that promise with item detours, a thin Dark World puzzle concept, and a late-game key hunt. The Echoes case shows how a good structural idea only pays off if the game keeps to its own rules.
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