They’re infamous for selling their games over and over again, but what better way to archive and celebrate an achievement like Metroid Prime than by letting you walk around that space and appreciate it up close? Lauded at the time for pretty frills like rendering Samus’ HUD in-game, it nearly feels like a UI designed for VR. I am now absolutely convinced that Nintendo needs to get into VR, and this is how. It’s a bit disorienting moving in and out of tunnels, but kicking around ball Samus from above gives a nice sense of scale and weight to an otherwise silly mechanic. And the morphball, hoo boy-I’d play an entire VR game designed around it. It’s similar to how a dancer focuses on a single point while spinning to avoid getting dizzy. Lock-on combat targeting slingshots you around space pirates, but because I was focusing on and perfectly orbiting my enemies, nausea was limited. After adjusting to the controls and disconnect between Samus’ body movements and my own, I got back into the groove without much trouble and almost no hint of motion sickness. Metroid Prime is my favorite game of all time, and revisiting it year after year always reinforces my love for its quiet alien landscapes, but actually ‘seeing’ those spaces in VR uncorked a well of love I didn’t know was inside of me. James: Wes didn’t understate my childlike wonder when playing Metroid Prime in VR.
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