@@The_Ostrich I think they removed it because it caused some sort of performance problem or shown flaws with the remaster's new geometry? (I'm not a programmer so I dont know the intricacies of remastering a game and updating the visuals) It's such an obvious detail that it makes more sense that they intentionally removed it for some reason.
@@bioforest6602 Its not a technical issue, the problem lies elsewhere. Your missiles, super missiles and power bombs all cast a dynamic light on the environment when they explode, so the engine supports that feature.
Beams not illuminating the environment is an unfortunate loss. It’s a small detail, but one which establishes your presence and impact on the world around you.
It is. I imagine it was a frame rate concession; there’s no way that was casually overlooked given all the other details. Maybe they can add it back if the game gets re-released on ‘Switch 2’ in a trilogy pack 😉 add a higher difficulty mode and it’s 10/10
I think it was a compromise between gameplay integrity vs visuals, and the new lighting system probably made the thermal visor sections of the game too bright, thus they elected to remove the illumination rather than heavily tweak it and risk running into issues
The fact the original even put Samus’ reflection in her visor is such a subtle yet important effect to actually feeling as though you are in the suit. This game has such detail that holds up to this day in an incredible way.
I don't like the fact they have caked her eyes in make-up now, thats unrealistic, no woman would do that when she's wearing a helmet and in a war zone.
That's how I first found out samus was a woman. I shot the wall as a kid and saw the reflection and was just amazed and shocked because I thought she was a man
i literally just read about the chozo ruins entrance room in an off-shoot orange scan stating that it once was a large structure that has been eroded away after so many thousands of years of wind and sand deteriorating the structure. Never have I noticed the strong wind gusts or sand pouring through the cracks until today! Awesome attention to detail in both!
Very unfortunate to see the loss of lighting on the beams, Morph Ball and (less importantly, but still weirdly noticeable) the Pulse Bombs. It feels odd that they left out such details in an otherwise amazing remaster/remake, which improves on almost everything else.
I'd also argue a few other things are worse. Having to shoot multiple times with almost every weapon before you can charge is just stupid (3 times regular beam, 2 times wave and plasma beam, 1 time ice beam). At the very least they should've given the players the option to do it like before. Now it quite literally objectively just takes longer to start charging a shot. And I'd argue the wind in the sandy areas being more pronounced in the original was actually better.
@@thenonexistinghero It's not that clear whether the overall charging time has increased though. A nitpick by me is the lighting on metal surfaces, they look opaque here, like the Suit, while in the original they were glossy, better looking.
@@thenonexistinghero The vid shows it doesnt? Every time I see them both go immediately into charge, after their respective beam shots, at the same time.
I haven’t played this game since the game cube version back in the day, and something that I appreciated much more this time around was all the lore you get from your surroundings. All the information about the creatures is really well thought out and rich in detail, it gives you a greater sense of being on an adventure and not only unravelling a story, but also learning about an entire ecosystem full of life, and why that life looks the way it does. The world building in this game is so subtle and creative.
Why does nobody mention that it shows a reflection of the room itself now? People act like it just shows nothing. There are several of these mirrors and they all now show a unique "reflection" (albeit a static image) of the room they're located in for Remastered. The player reflection in the original was really primitive and its jank was somewhat mitigated by the low resolution. In Remastered, they probably couldn't find a way to feasibly make a real-time reflection look as good as everything else without it affecting performance.
The most surprising one of these to me was the magmoor caverns lava. In my head the way it looks now is the way I remembered it looking in the original so to see it side by side looking so much better now is amazing
This video shows just how visually great the GC version really was. My beefs about the lighting and lighter snow don’t detract too much though. The remaster has been an absolute joy. Overall it looks incredible!
I never really saw the two compared side by side like this and I have to say, for a gamecube game, the original metroid prime actually aged fairly well. as for the hit to the projectile lighting, I feel like that was to emphasize heavier use of the thermal visor in the dark areas (regardless of the version, still one of my least favorite parts).
Was definitely a hardware limitation. They really wanted this to run at 60 fps without ever dropping frames. There is no way they would remove such a feature for 2% of the game where you use thermal.
@@caloreen1992While the use case is small overall, thermal is a quarter of your visors and seeing into he dark was a big component of the idea behind thermal visor. I find in the original I preferred to just skirt this entirely and only ever used thermal when absolutely necessary. Now you kind of prefer to use it for the dark sections of Hydra labs which I did appreciate but damn I miss that lighting effect more.
@@AnyVideo999 I get it. To me it seems dumb to make all these new textures for the area, then you cant even see them when the lights go out xD. To me, it would make more sense, if the hardware could handle it, to keep the lightning from the gun and have less visor use. This would put more emphasis on the new graphics.
@@AnyVideo999 I always prefered the X-Ray visor for dark areas once I got it. Cleaner looking. Yes, you get a shorter view distance but at no point did I ever have any real problems with that, I knew where I was looking, and what was around me, I just could see better with that than the Thermal lol. Thermal did look cool though but it was never my favorite.
A lot of people also don't remember this detail, but if you shot the power beam a lot, like by itself or after a fight, it produced heat waves over the barrel of Samus's beam cannon in the original. I noticed it being gone in the remaster and it seems a lot of people never noticed it. It was my favorite detail I always noticed growing up.
The beams still do have particle lights, but their radius has been DRASTICALLY reduced. You can test it by firing very close to a wall, especially with charged shots. I'd gladly trade a few frames per second for larger radii though :(
@@Daigon95 If the Gamecube snow effects weren't done with a particle system, then the devs managed to pretty much equal the final results anyway. The Gamecube version also more dynamic in movement, and regardless of method displays an order of magnitude more flakes than the Switch. Watch and pause the side-by-side comparisons above, the Switch version is nearly barren of particles while the Gamecube screen is covered in them. (You can even count the visible flakes in comparable areas, I wasn't exaggerating when I said the difference was an order of magnitude.) No matter the reason, the Switch version guts the visual effect almost entirely, turning a dangerous heavy snow into nothing.
The lighting is a major loss. I had it rough in many areas where the game was just too dark. Unfortunately the thermal visor looks like a fuzzy mess on top of it, so it was a bit painful, especially in the lab. Still a great remaster regardless.
Here's the thing about beam illumination. It's still there, but not as strong because the effect is handled differently. In the original game, the effect was handled by manipulated the polygon vertex coloring in the environment. It works, but goes pretty wacky when the polygons span a large area away from the beams, as it has to interpolate between all 3 points of a polygon triangle. If one point is full yellow (for the main weapon), but another point is far enough to be black, the mid section between the two is yellow at 50%. There's no cutting off midway, and when polygons get pretty large for an environment, it is much more noticeable. In the remaster, it's more of a point of light, making the effect more accurate, but they also made it not as strong. You can see it right from the start of the game when you first enter the structure and go through the tunnel. Now, in the particular section in the video demonstrating it (or the lack thereof), you see nothing because that area was intended for using the thermal visor rather than cheesing through it using the beams for lighting it. They purposefully made the beams not light up the environment. If anything, that was an oversight in the original game.
Or, you can see the effect is still there by seeking to timestamp 06:46 when Samus charges up the weapon and fires. It's there, but not nearly as pronounced.
Idk I tend to believe its a hardware limitation thing... Having to keep dynamically rendering light from your weapons could have caused two or three frames to dip and they opted to lock it at 60fps at all times without exceptions. Its incredibly off firing the plasma beam later in the game and it not emiting any light whatsoever, I can't imagine that being by design.
@@The_Ostrich Running with Status Monitor (via CFW) while the game is running, and it reports that there is still plenty of available load on the GPU to handle something like this.
Hopefully we get some updates to fix the beams and morph ball not emiting light, it honestly looks like a bug. Or at the very least they should fix it in future remasters. metroid prime 2 would look pretty dope with modern illumination, since you spend so much time in dark places.
Indeed! Such a simple cool effect. If they remaster MP2, it would be pretty dumb of them not to include dynamic weapon lighting. I mean, one of your weapons is called, "LIGHT BEAM". It better cast light on the surrounding environment. Where as dark beam should do the opposite. But whatever.
The darkness in the Pirate Labs post-Thermal Visor may have been tweaked in the PAL version of the GameCube release. I remember a similar situation in the Trilogy version.
The visor face reflection is far better realized in OG. It's subtle, easy to miss, tastefully tinted and more realistic because why wouldn't a futuristic suit with advanced tech not have something as basic as anti-glare coating on its visor? More than anything, you shouldn't have Samus' face appear in this much detail and clarity all the time throughout the game, up close blown up over the entire screen with no tint or anything, it devalues the enigma of her actual looks and spoils the series classic ending scene where she removes her helmet. They cranked this effect up so hard it's distracting. The fact that you can easily tell what her eye color is from just this effect is a sign of bad design choice of lack of restraint. Just because the technology allows you to do this now doesn't mean you should dо this.
Agreed. This remake is literally unplayable. Eye colour is a major spoiler which undermines the climax of the game tremendously. What were they thinking?!
I agree, the new effect is jarring and tacky, I'm surprised that Nintendo allowed it to be in the final version of the game. P.S. since a lot of clueless smartasses are replying to your comment, I have to specify that I'm NOT being sarcastic, the new effect does look cheap.
I didn’t know her reflection was so ugly in the original. This is an example of when a remastered comes out and it updates to the point where you feel like it always looked like this when you played it 21 years ago
The X ray would also show Samus moving her hand with beam combinations and firing her arm cannon in the original while it remains still visible yet static in the remake.
No it doesn't. It's the exact same in the remastered, to the point that the wrong hand symbols are using for power beam/plasma beam just like in the original. Samus' trigger finger was in 3, not the original.
It's insane how well they remastered Metroid prime by just the graphics and the fact it doesn't even slow down at all as shown by infamous games like Scarlet and Violet.
The Remasterbis amazing for sure, but losing the small details like the illuminating light is a loss for sure. With the beam and even the morph ball like why? It gave them a unique feature and we definitely needed the light from the morphball but I guess they wanted to make the gamer a little harder lol
One of my favorite mods for the Spyro Reignited Trilogy added a colored light on Sparx that lit the environment. It looks SO much better. A little light can go a long way.
I like some of the new details but I really don't like how they removed the light effect in your shoots or when you morph into a ball. Something that I really love in fps games is how your shots iluminates a dark area.
Also, the "new animation" when pointing Samus' arm cannon at a nearby wall in the remaster is actually inverse kinematics attempting to point the end of the barrel such that the beams will actually make contact with where the reticle is sitting. It's likely in the game as a byproduct of the pointer support.
It's great that a lot of subtle details were added, but I wish they kept a few things from the like Samus creating light sources and some of the heavier environmental effects like the heavier snow and sandy wind.
@@deepcovergecko I know the reason why they toned down the effect to give better emphasis to the environment, but the heavier snowfall somehow still looks better to me.
I absolutely love the remaster. The only thing I've ever actually complained about was the environmental lighting of enemy attacks and Samus' attacks and the fact that charge beam now automatically fires shots before charging. Makes consecutive charge beam firing take longer and also makes fighting certain enemies a bit harder too (wave trooper) And even then, I still absolutely love the remaster.
actually the charge time is the same, in the original there is a delay before you can charge, in the remaster the delay is filled with the automatic shots. you can see an example in this video they hold the button at the same time 6:46. though I'm not sure if its the case for other beams than power beam and I'll need to test this myself. but it does seem to raise your overall dps ultimately making the game easier. Not saying I like this change, honestly I think it takes away from the immersion since you don't have full control over your shots.
vidéo très intéressante!! à part les effets de lumière que nous avons perdus à certains endroits, le jeu a été entièrement recréé et amélioré. merci à cette vidéo de nous permettre d'apprécier le travail accompli.
I prefer the denser snow effect, adds so much atmosphere. The new effect is TOO light. Also prefer the heavier sand winds. Both these original examples add a heightened sense of reality, of verisimilitude, to games, making them feel more immersive. Shots illuminating interiors is a very sad loss, but heat distortion was good effective addition. I first saw this effect in Ocarina Of Time’s Fire Temple on N64 - adds so much atmosphere, yet the effect was bizarrely removed in subsequent Ocarina Of Time console ports
@@LocrianDorian I said the new effect was TOO light - still room to manoeuvre for some added density. Regarding GameCube original, never had visual problem with snow effect, though who knows how some felt. I remember thinking how pretty and gob-smacking it all looked
Phendrana drifts loses a bit of comfy points for making the snow smaller and having less of that fog effect. I get why they did it. But it's definitely a downgrade on why I loved that level.
If you scrub through the side-by-side comparisons, the Switch version *does* sometimes show a flake or two that are around the same size as the largest flakes on Gamecube. The Switch version not only seems to display at most a tenth of the total flakes as the Gamecube, they are also more skewed towards being much smaller.
I'm 99% sure the lighting effects are an oversight that'll get fixed in a patch, not a deliberate choice. Like how they were using the wrong door textures at launch.
99%? I think it was a frame rate concession. Dynamic lighting is taxing on the framerate, and solid 60fps was a must. There’s no way they changed things like her hand moving off a charge shot, or her gun lifting against walls; yet they forgot this…
@nintendokings I don't mean they forgot - I mean they already had issues with shaders being applied in other places. My guess is that it's already in the game- just not working quite right yet. I'm prepared to be wrong though. The switch isn't exactly the most powerful hardware, and the framerate issue is a fair point.
@Bryce Olson They could add it, but in testing with the new lighting effects it probably caused inconsistent frame drops in some more lighting heavy areas.
4:56 was something i noticed right away when going in dark places.. Now you use your visor more lol I am glad they lowered the sound of the ghosts in the remaster
I prefer the exaggerated weather and environmental effects from either game. The snow and blowing sand from the original, and the pouring sand from the remaster, for example.
Don’t know if this is in the original version as well, but when swapping beams while in x-ray you can see samus’s hand move to various gestures roughly matching the beam icon.
The beams do illuminate de environment. I've noticed it in several areas, and admittedly it was toned down. Bout there are several rooms where it happens.
Those missile reflections showing Samus' face reminds me so much of how you could see her face in the menu in Corruption. What's more, you could also see the veins on her face slowly turning blue due to the Phazon in her.
Very bizarre how her face reflection doesn’t match the botched face reveal at the end of it. The reflection at least looks like a upgraded version of the original while her actual new face at the end is completely different. It’s like they had two different teams working on it.
The shame about the beams not lighting the environment. You never really appreciate something until it's gone. At least everything else makes it worth it.
Can you shoot while standing right in front of a wall in the remaster? I heard about game developers using that "aim gun off center" animation as an indicator for the player that there's not enough room for the character to hold their weapon in between the character and the wall.
The shot reflections are in the remaster too (except for the wave beam strangely) in some corridors but the illumination box around the shot is very small so if you shoot parallel with a wall, it illuminates it a little and when the shots land, they do the same. Strangely I saw the effect only at some corridors between the rooms and it’s missing at most other places! Really a shame they left one of the most significant features out- so weird that in total darkness the room is completely dark when you shoot making a big dosconnect between the player and the space:/
You put in such incredible effort to recording the footage! The remaster artists did great too. I sure hope the lighting removal is a better design choice and not technical limitations. Metroid Prime had a reasonable VR mod for it. I sure hope this version can be modded into VR someday! Unless ... Nintendo is trying to be two steps ahead and this is already prepared for their super secret VR plans 🤔
1:12 the face reflection creeped me out at first because it was on the space station, and it was an almost, translucid part of only the left side of Samus' face - basically only her eyes appeared very briefly and suddenly. Then I shot a couple more missiles to the wall and became amazed by how polished this game is.
Losing the lighting effect is very unfortunate. The remastered is a lot darker than the original and losing the lighting effect exacerbates this since I used to fire the beams to light up very dark areas throughout the game, not just in the Hydra Lab. I also don't like how you have to shoot three times even without charging. I hope that they address the lighting effect and maybe make the shooting three times thing an option in a patch or at least in future entries if they so choose to make 2 and 3.
Beams and morph ball not illuminating the environment is a let down but you have to consider the fact that this engine was developed for the GameCube and optimized for the switch. Some sacrifices had to be made in order to run it a locked 60 fps smoothly in the switch's aging hardware. They did an amazing job with the visuals and optimizing the game. Hope Metroid Prime 4 is developed to run on new hardware.
One difference I noticed that's absent from parts 1 and 2 of your videos: the missile ammo counter. In the original, it was a count of remaining missiles and the gauge on the side giving you a rough idea of how low you are. In the remaster, it displays your total missile capacity underneath your remaining ammo.
I honestly think the way the reflection worked on the visor in the first game was way more realistic and cool. It's nice the game doesn't just shove it in your face whereas the new one REQUIRES you to notice the effect.
Remaster looks amazing. There's still some things I prefer from the original. Namely the beam lighting, and Samus' armor. Idk what it is, but the original looked so much better. And the remaster feels like it went abit heavy with the glowing in areas it has no business to. Like Ridley's eyes. Or parasite queen's mouth. Still, solid remaster overall. (Now do prime 2 nintendo! That one is my favorite and seeing it remastered I'd absolutely buy it in a heartbeat.)
I saw somebody in the comments of another metroid prime remastered comparison video call the remaster "low effort" and that it doesn't have a "realistic art style" like the original 💀
I hope there is an updatr to fix the ambiet light the brams and morph ball provided, the game is too dark for me to play on portable mode because of the lack of lighting.
Here are a few complaints: the beam SHOULD light up shit. And the morph ball should be lighting up hallways. :/ Those are my biggest complaints and 2 things that nintendo SHOULD NOT have removed. -.-
I know Retro Studio was recently looking for a Lighting Artist. Seeing the Morph Ball and projectiles not lighting up the environment makes me see why.
Highly unlikely, missiles, super missiles and power bombs all cast dynamic light upon exploding, so the engine supports it. We'll see, they might patch it in.
My main complaint with the remaster is that areas that clearly needed better lighting did not receive it. Adjusting my gamma balances it out, it's just annoying that I needed to adjust my display because some parts of Tallon are so ridiculously dark that you can't see it at my default settings 💀
The option to play classic or modern is really cool. Using the right analog to aim is a huge upgrade. I still play in classic but I may use the new features on my second run
You forgot to mention that ALL save stations now heal you to max. This never used to be the case. You used to have to go out, farm a room for a few minutes, and THEN save. All in all though, I am very pleased to see the side-by-side comparisons. Hoping they update the game to include some old features, like the Metroid Fusion-Crossover stuff, the Original NES Metroid port, the option to toggle projectile lighting (for those with epilepsy), and also: some more animations for cutscenes. For instance: beating Omega Pirate now, instead of Samus holding a pose of electro-static shock empowerment with her arms out and seizing from the transformation from Gravity Suit to Phazon Suit, she instead just kind of appears with the new suit standing there. I was really looking forward to seeing new cutscenes, but most of them remained the same. Still a beautiful-ass remake. Hoping they do MP2 and 3 while we eagerly await MP4.
The remaster is fantastic but the loss of projectiles lighting up the environment is a painful one. Was an amazing and immersive effect.
They could still patch it in.
@@The_Ostrich
I think they removed it because it caused some sort of performance problem or shown flaws with the remaster's new geometry? (I'm not a programmer so I dont know the intricacies of remastering a game and updating the visuals) It's such an obvious detail that it makes more sense that they intentionally removed it for some reason.
@@bioforest6602
Its not a technical issue, the problem lies elsewhere. Your missiles, super missiles and power bombs all cast a dynamic light on the environment when they explode, so the engine supports that feature.
@@The_Ostrich It takes way less calculations to do dynamic lighting from one source rather than a constantly moving source of light.
@@caloreen1992
Wrong
Beams not illuminating the environment is an unfortunate loss. It’s a small detail, but one which establishes your presence and impact on the world around you.
It is. I imagine it was a frame rate concession; there’s no way that was casually overlooked given all the other details.
Maybe they can add it back if the game gets re-released on ‘Switch 2’ in a trilogy pack 😉 add a higher difficulty mode and it’s 10/10
It does illumante in some areas if you really look. But it definitly has been changed to be less.
I get the impression they didn't want you to cheese dark areas without using the thermal or xray visor
I think it was a compromise between gameplay integrity vs visuals, and the new lighting system probably made the thermal visor sections of the game too bright, thus they elected to remove the illumination rather than heavily tweak it and risk running into issues
It's probably my biggest complaint with the remaster. Which is a good thing I'd say since it really is a pretty minor thing.
the lava was honestly one of the best changes in the remaster, the original lava looked like spicy pizza sauce,
Original: Happy Fun Sauce
Remaster: HOT HURTY SAUCE
Mmm pizza
@@drdca8263 My wife and I are eating some right now! 🥰🍕
Technically, the original was more life-like, but since _reality is unrealistic_ they made it more like how people expect it to look.
@@HenshinFanatic I mean it is other planet, it doesn't have to be earth-like
The difference between the original Magmoor Caverns and the remastered is just insane
Same with Phendrana, but in both cases, it may have been hardware limitations
I liked old Magma better than new Lava.
Imagine how insane it could have looked on modern hardware
@@RikoFlex67 ?? The remaster IS how it would look on modern hardware?
@@caloreen1992 Ps5
The fact the original even put Samus’ reflection in her visor is such a subtle yet important effect to actually feeling as though you are in the suit. This game has such detail that holds up to this day in an incredible way.
I don't like the fact they have caked her eyes in make-up now, thats unrealistic, no woman would do that when she's wearing a helmet and in a war zone.
@@GreatSageSunWukong I’m a man and would cake my eyes in war paint like that. 🫡
@@matjb smear all over the place when you take your helmet off, you'd look like a panda.
when fight the fliying pirates atacks this effect is not present in remastered
That's how I first found out samus was a woman. I shot the wall as a kid and saw the reflection and was just amazed and shocked because I thought she was a man
i literally just read about the chozo ruins entrance room in an off-shoot orange scan stating that it once was a large structure that has been eroded away after so many thousands of years of wind and sand deteriorating the structure. Never have I noticed the strong wind gusts or sand pouring through the cracks until today! Awesome attention to detail in both!
Man I noticed the sand falling from the walls, but I'm wondering how i never noticed those huge gusts of wind at your feet.
Bob is only reduced in dual-stick-mode. With the pointer controls it's still there, surprisingly.
poor bob... what did he do to deserve that treatment?
Very unfortunate to see the loss of lighting on the beams, Morph Ball and (less importantly, but still weirdly noticeable) the Pulse Bombs. It feels odd that they left out such details in an otherwise amazing remaster/remake, which improves on almost everything else.
I'd also argue a few other things are worse. Having to shoot multiple times with almost every weapon before you can charge is just stupid (3 times regular beam, 2 times wave and plasma beam, 1 time ice beam). At the very least they should've given the players the option to do it like before. Now it quite literally objectively just takes longer to start charging a shot. And I'd argue the wind in the sandy areas being more pronounced in the original was actually better.
@@thenonexistinghero It actually doesn't take longer. The charge speeds were adjusted for this change.
@@Seiyol The video here quite clearl y shows that it does take longer.
@@thenonexistinghero It's not that clear whether the overall charging time has increased though. A nitpick by me is the lighting on metal surfaces, they look opaque here, like the Suit, while in the original they were glossy, better looking.
@@thenonexistinghero The vid shows it doesnt?
Every time I see them both go immediately into charge, after their respective beam shots, at the same time.
I haven’t played this game since the game cube version back in the day, and something that I appreciated much more this time around was all the lore you get from your surroundings. All the information about the creatures is really well thought out and rich in detail, it gives you a greater sense of being on an adventure and not only unravelling a story, but also learning about an entire ecosystem full of life, and why that life looks the way it does. The world building in this game is so subtle and creative.
In the Chozo Ruins, there is a small mirror where you can see Samus reflection in the original game. Such reflection is missing in the remaster.
-reflex- reflection
yeah I noticed that when playing and it made me sad :(
Yeah it even has a description as a "highly reflective surface" if you scan it.
Why does nobody mention that it shows a reflection of the room itself now? People act like it just shows nothing. There are several of these mirrors and they all now show a unique "reflection" (albeit a static image) of the room they're located in for Remastered.
The player reflection in the original was really primitive and its jank was somewhat mitigated by the low resolution. In Remastered, they probably couldn't find a way to feasibly make a real-time reflection look as good as everything else without it affecting performance.
true but the fact that you couldnt see samus in it was disapointing, its not about a simple room reflection its about seeing yourself in it
3:27
Original game lava = crusty pepperoni pizza
Remake = glowing tomato soup
The most surprising one of these to me was the magmoor caverns lava. In my head the way it looks now is the way I remembered it looking in the original so to see it side by side looking so much better now is amazing
The original game based it on the look of actual magma. The remaster seemed to change it to what people *expect* magma to look like.
This video shows just how visually great the GC version really was. My beefs about the lighting and lighter snow don’t detract too much though. The remaster has been an absolute joy. Overall it looks incredible!
Hey congrats you have more than a thousand subscribers 🥳
Definitely one of the best channels to get all the little details.
Excellent finds! I’d add some animation changes that people have picked up on (like Samus running cutscene vs Metroid Prime)
I never really saw the two compared side by side like this and I have to say, for a gamecube game, the original metroid prime actually aged fairly well. as for the hit to the projectile lighting, I feel like that was to emphasize heavier use of the thermal visor in the dark areas (regardless of the version, still one of my least favorite parts).
Was definitely a hardware limitation. They really wanted this to run at 60 fps without ever dropping frames. There is no way they would remove such a feature for 2% of the game where you use thermal.
@@caloreen1992While the use case is small overall, thermal is a quarter of your visors and seeing into he dark was a big component of the idea behind thermal visor. I find in the original I preferred to just skirt this entirely and only ever used thermal when absolutely necessary. Now you kind of prefer to use it for the dark sections of Hydra labs which I did appreciate but damn I miss that lighting effect more.
@@AnyVideo999 I get it. To me it seems dumb to make all these new textures for the area, then you cant even see them when the lights go out xD. To me, it would make more sense, if the hardware could handle it, to keep the lightning from the gun and have less visor use. This would put more emphasis on the new graphics.
I don't like the new thermal visor
@@AnyVideo999 I always prefered the X-Ray visor for dark areas once I got it. Cleaner looking. Yes, you get a shorter view distance but at no point did I ever have any real problems with that, I knew where I was looking, and what was around me, I just could see better with that than the Thermal lol. Thermal did look cool though but it was never my favorite.
Been waiting for your analysis!
A lot of people also don't remember this detail, but if you shot the power beam a lot, like by itself or after a fight, it produced heat waves over the barrel of Samus's beam cannon in the original. I noticed it being gone in the remaster and it seems a lot of people never noticed it. It was my favorite detail I always noticed growing up.
They did include it, but changed it to a smoke effect instead for some reason.
How can a game be this incredible so many years later?
Can we acknowledge how great the visor eye animations are?
My first time playing Metroid Prime. Picked up the remastered copy & it's been incredible 👍
I feel sorry for you. The remaster is a neutered experience.
@@Domi39 well don't feel sorry, it's a fantastic game.. any little nitpicks about it don't matter to me. Just grateful I finally got to play this gem.
@@Domi39 how is it neutered?
@@Domi39 it's really not you're just an old gatekeeper
@@Domi39booo 👎
The beams still do have particle lights, but their radius has been DRASTICALLY reduced. You can test it by firing very close to a wall, especially with charged shots. I'd gladly trade a few frames per second for larger radii though :(
Es increíble ver como un juego aún después de más de 20 años se sigue viendo como si fuera ayer, Metroid Prime estuvo muy avanzado a su época
Ive never been so impressed with the care that went to environments that the remaster. Every room is unique, no repeated textures. Well done art team
Definitely prefer the snowfall from the GC version.
Agree, the remaster version is not really more realistic, it can indeed snow like in the GC one.
Same. And the stronger dust winds.
@@joueusedelacave7798 Difference between Alpha Transparent extremely low res texture snow vs Modern particle effect snow
@dibdap237 Wasn't also the rain more heavy when landing on Tallon IV?
@@Daigon95 If the Gamecube snow effects weren't done with a particle system, then the devs managed to pretty much equal the final results anyway. The Gamecube version also more dynamic in movement, and regardless of method displays an order of magnitude more flakes than the Switch. Watch and pause the side-by-side comparisons above, the Switch version is nearly barren of particles while the Gamecube screen is covered in them. (You can even count the visible flakes in comparable areas, I wasn't exaggerating when I said the difference was an order of magnitude.) No matter the reason, the Switch version guts the visual effect almost entirely, turning a dangerous heavy snow into nothing.
The lighting is a major loss. I had it rough in many areas where the game was just too dark. Unfortunately the thermal visor looks like a fuzzy mess on top of it, so it was a bit painful, especially in the lab. Still a great remaster regardless.
Yeah i found the visors looked worse as my only complaint for the R. Loved it anyways but yeah that was a little rough.
Seriously, why does the thermal visor have to look like low-res pixelated garbage in the remaster?
Here's the thing about beam illumination. It's still there, but not as strong because the effect is handled differently. In the original game, the effect was handled by manipulated the polygon vertex coloring in the environment. It works, but goes pretty wacky when the polygons span a large area away from the beams, as it has to interpolate between all 3 points of a polygon triangle. If one point is full yellow (for the main weapon), but another point is far enough to be black, the mid section between the two is yellow at 50%. There's no cutting off midway, and when polygons get pretty large for an environment, it is much more noticeable. In the remaster, it's more of a point of light, making the effect more accurate, but they also made it not as strong. You can see it right from the start of the game when you first enter the structure and go through the tunnel.
Now, in the particular section in the video demonstrating it (or the lack thereof), you see nothing because that area was intended for using the thermal visor rather than cheesing through it using the beams for lighting it. They purposefully made the beams not light up the environment. If anything, that was an oversight in the original game.
Or, you can see the effect is still there by seeking to timestamp 06:46 when Samus charges up the weapon and fires. It's there, but not nearly as pronounced.
Idk I tend to believe its a hardware limitation thing... Having to keep dynamically rendering light from your weapons could have caused two or three frames to dip and they opted to lock it at 60fps at all times without exceptions. Its incredibly off firing the plasma beam later in the game and it not emiting any light whatsoever, I can't imagine that being by design.
@@The_Ostrich Running with Status Monitor (via CFW) while the game is running, and it reports that there is still plenty of available load on the GPU to handle something like this.
@@stuartmcallister3341
Yeah? Whats the average load on GPU in any given instance and in combat?
@@The_Ostrich The plasma beam still emiting neat red light especially in dark areas. I really don't understand why the power beam cant do the same.
First thing i tried was Samus's Reflection while shooting a beam, it's my all time favorite detail in videogames. Not disappointed
Hopefully we get some updates to fix the beams and morph ball not emiting light, it honestly looks like a bug. Or at the very least they should fix it in future remasters. metroid prime 2 would look pretty dope with modern illumination, since you spend so much time in dark places.
Indeed! Such a simple cool effect. If they remaster MP2, it would be pretty dumb of them not to include dynamic weapon lighting. I mean, one of your weapons is called, "LIGHT BEAM". It better cast light on the surrounding environment. Where as dark beam should do the opposite. But whatever.
The game finished development in 2021 and doesn't have any glaring bugs, so I doubt it will get any patches.
The light emission does exist but the radius of it has been drastically reduced, where it will only light up when the beam is nearest to the wall.
I kinda prefer the subtle visor reflection of the original, as seeing her face was something rare, but still, truly amazing overall.
The darkness in the Pirate Labs post-Thermal Visor may have been tweaked in the PAL version of the GameCube release. I remember a similar situation in the Trilogy version.
Yea, they added a black fog to force you to use the visor. It looked a lot better and more natural on the older version.
@@Bchulo88
Agreed. That was dumb of them.
The visor face reflection is far better realized in OG. It's subtle, easy to miss, tastefully tinted and more realistic because why wouldn't a futuristic suit with advanced tech not have something as basic as anti-glare coating on its visor? More than anything, you shouldn't have Samus' face appear in this much detail and clarity all the time throughout the game, up close blown up over the entire screen with no tint or anything, it devalues the enigma of her actual looks and spoils the series classic ending scene where she removes her helmet. They cranked this effect up so hard it's distracting. The fact that you can easily tell what her eye color is from just this effect is a sign of bad design choice of lack of restraint. Just because the technology allows you to do this now doesn't mean you should dо this.
Nah it's better in the remake.
I know, it looks so so so so so bad
I noticed in the original and that was how i realized Samus was a woman.
Agreed. This remake is literally unplayable. Eye colour is a major spoiler which undermines the climax of the game tremendously. What were they thinking?!
I agree, the new effect is jarring and tacky, I'm surprised that Nintendo allowed it to be in the final version of the game.
P.S. since a lot of clueless smartasses are replying to your comment, I have to specify that I'm NOT being sarcastic, the new effect does look cheap.
Hope they Remaster Prime 2 Echoes and Prime 3 Corruption someday.
oh boy this is interesting! i noticed alotta changes but most seemed for the best? at least one or two werent better 😅
The original aged well.
I didn’t know her reflection was so ugly in the original. This is an example of when a remastered comes out and it updates to the point where you feel like it always looked like this when you played it 21 years ago
The X ray would also show Samus moving her hand with beam combinations and firing her arm cannon in the original while it remains still visible yet static in the remake.
No it doesn't. It's the exact same in the remastered, to the point that the wrong hand symbols are using for power beam/plasma beam just like in the original. Samus' trigger finger was in 3, not the original.
It's insane how well they remastered Metroid prime by just the graphics and the fact it doesn't even slow down at all as shown by infamous games like Scarlet and Violet.
headbob is reduced depending on the controller set up
The Remasterbis amazing for sure, but losing the small details like the illuminating light is a loss for sure. With the beam and even the morph ball like why? It gave them a unique feature and we definitely needed the light from the morphball but I guess they wanted to make the gamer a little harder lol
It's likely a deliberate choice to keep the system from running too slow with it on top of all the other lighting the game now does.
One of my favorite mods for the Spyro Reignited Trilogy added a colored light on Sparx that lit the environment. It looks SO much better. A little light can go a long way.
I like some of the new details but I really don't like how they removed the light effect in your shoots or when you morph into a ball. Something that I really love in fps games is how your shots iluminates a dark area.
Really my only gripe
Also, the "new animation" when pointing Samus' arm cannon at a nearby wall in the remaster is actually inverse kinematics attempting to point the end of the barrel such that the beams will actually make contact with where the reticle is sitting. It's likely in the game as a byproduct of the pointer support.
ive been waiting for this video haha thx!!
I miss head bobbing.
Sidestepping on this game you literally glide, no footsteps.
they did such a great job udpating the graphics, and making it still feel how i remember it looking as a kid.
It's great that a lot of subtle details were added, but I wish they kept a few things from the like Samus creating light sources and some of the heavier environmental effects like the heavier snow and sandy wind.
the heavy snow looked too cartoony, glad they minimized it in the remaster.
@@deepcovergecko I know the reason why they toned down the effect to give better emphasis to the environment, but the heavier snowfall somehow still looks better to me.
I enjoyed this comparison video. Straight to the point with each example
This just shows how ahead of it's time the original was, it's amazing how good it looks even when compared to this beautiful remaster.
I absolutely love the remaster. The only thing I've ever actually complained about was the environmental lighting of enemy attacks and Samus' attacks and the fact that charge beam now automatically fires shots before charging. Makes consecutive charge beam firing take longer and also makes fighting certain enemies a bit harder too (wave trooper)
And even then, I still absolutely love the remaster.
The power cannon actually acted the same way in later games like Prime Hunters. It shot 3 times before the charge beam starts to form.
actually the charge time is the same, in the original there is a delay before you can charge, in the remaster the delay is filled with the automatic shots. you can see an example in this video they hold the button at the same time 6:46. though I'm not sure if its the case for other beams than power beam and I'll need to test this myself. but it does seem to raise your overall dps ultimately making the game easier.
Not saying I like this change, honestly I think it takes away from the immersion since you don't have full control over your shots.
@@RukiHyena I'd rather shoot 3 times instead of the waiting delay to charge a shot.
vidéo très intéressante!! à part les effets de lumière que nous avons perdus à certains endroits, le jeu a été entièrement recréé et amélioré. merci à cette vidéo de nous permettre d'apprécier le travail accompli.
I prefer the denser snow effect, adds so much atmosphere. The new effect is TOO light. Also prefer the heavier sand winds. Both these original examples add a heightened sense of reality, of verisimilitude, to games, making them feel more immersive. Shots illuminating interiors is a very sad loss, but heat distortion was good effective addition. I first saw this effect in Ocarina Of Time’s Fire Temple on N64 - adds so much atmosphere, yet the effect was bizarrely removed in subsequent Ocarina Of Time console ports
I think the weather effects and lighting effects were reduced due to system limitations.
@@justinmadrid8712 very possibly
I disagree, it's much nicer to be able to see things clearly.
@@LocrianDorian I said the new effect was TOO light - still room to manoeuvre for some added density. Regarding GameCube original, never had visual problem with snow effect, though who knows how some felt. I remember thinking how pretty and gob-smacking it all looked
@@MightyJonE totally agree. In my memory the lava levels definitely HAD the hot air flickering effect. Thats how impressive it looked. 😅
Phendrana drifts loses a bit of comfy points for making the snow smaller and having less of that fog effect. I get why they did it. But it's definitely a downgrade on why I loved that level.
Thats EXACTLY what i feel too!
If you scrub through the side-by-side comparisons, the Switch version *does* sometimes show a flake or two that are around the same size as the largest flakes on Gamecube. The Switch version not only seems to display at most a tenth of the total flakes as the Gamecube, they are also more skewed towards being much smaller.
The new face reflection in the visor is absolutely beautiful, she actually looks like a human woman now!
Original Metroid Prime Dev Meeting
How many weather effects do you want?
Nintendo: Yes!
I'm 99% sure the lighting effects are an oversight that'll get fixed in a patch, not a deliberate choice.
Like how they were using the wrong door textures at launch.
99%? I think it was a frame rate concession. Dynamic lighting is taxing on the framerate, and solid 60fps was a must.
There’s no way they changed things like her hand moving off a charge shot, or her gun lifting against walls; yet they forgot this…
@nintendokings I don't mean they forgot - I mean they already had issues with shaders being applied in other places. My guess is that it's already in the game- just not working quite right yet.
I'm prepared to be wrong though. The switch isn't exactly the most powerful hardware, and the framerate issue is a fair point.
@@Thrillhou the games be complete for nearly 2 years. it's not an oversight. they couldn't add it in for technical reasons
@Bryce Olson They could add it, but in testing with the new lighting effects it probably caused inconsistent frame drops in some more lighting heavy areas.
4:56 was something i noticed right away when going in dark places.. Now you use your visor more lol
I am glad they lowered the sound of the ghosts in the remaster
Been waiting for this video for awhile!
I prefer the exaggerated weather and environmental effects from either game. The snow and blowing sand from the original, and the pouring sand from the remaster, for example.
Ngl, after watching your metriod dread little details. I was wanting the day you would make this video. Worth the wait.
Both are incredible examples of technical know-how, art, and design. Metro is Prime is a Masterpiece!
A patch to fix the gun fire lighting and the game is perfect
Don’t know if this is in the original version as well, but when swapping beams while in x-ray you can see samus’s hand move to various gestures roughly matching the beam icon.
It was. Perhaps my favorite detail from the OG
The beams do illuminate de environment. I've noticed it in several areas, and admittedly it was toned down. Bout there are several rooms where it happens.
Those missile reflections showing Samus' face reminds me so much of how you could see her face in the menu in Corruption. What's more, you could also see the veins on her face slowly turning blue due to the Phazon in her.
Very bizarre how her face reflection doesn’t match the botched face reveal at the end of it. The reflection at least looks like a upgraded version of the original while her actual new face at the end is completely different.
It’s like they had two different teams working on it.
Yea her full head reveal at the end feels like a "stand-in", right b4 they animate the face and add the extra details in post. imo
The shame about the beams not lighting the environment. You never really appreciate something until it's gone. At least everything else makes it worth it.
0:36 I'd assume that the new effect is a side effect of the higher resolution. I'm not sure you'd even notice the new effect on an SD display.
Can you shoot while standing right in front of a wall in the remaster? I heard about game developers using that "aim gun off center" animation as an indicator for the player that there's not enough room for the character to hold their weapon in between the character and the wall.
The shot reflections are in the remaster too (except for the wave beam strangely) in some corridors but the illumination box around the shot is very small so if you shoot parallel with a wall, it illuminates it a little and when the shots land, they do the same. Strangely I saw the effect only at some corridors between the rooms and it’s missing at most other places! Really a shame they left one of the most significant features out- so weird that in total darkness the room is completely dark when you shoot making a big dosconnect between the player and the space:/
here i was expecting just upscaling, but damn they really did remaster it
It's honestly more a remake then a remaster.
samus face looks beautiful in the reflect. she got them beautiful eyes
You put in such incredible effort to recording the footage! The remaster artists did great too. I sure hope the lighting removal is a better design choice and not technical limitations.
Metroid Prime had a reasonable VR mod for it. I sure hope this version can be modded into VR someday! Unless ... Nintendo is trying to be two steps ahead and this is already prepared for their super secret VR plans 🤔
1:12 the face reflection creeped me out at first because it was on the space station, and it was an almost, translucid part of only the left side of Samus' face - basically only her eyes appeared very briefly and suddenly. Then I shot a couple more missiles to the wall and became amazed by how polished this game is.
Same, first time i saw it i got jumpscared
Thank you for making this!
Losing the lighting effect is very unfortunate. The remastered is a lot darker than the original and losing the lighting effect exacerbates this since I used to fire the beams to light up very dark areas throughout the game, not just in the Hydra Lab. I also don't like how you have to shoot three times even without charging. I hope that they address the lighting effect and maybe make the shooting three times thing an option in a patch or at least in future entries if they so choose to make 2 and 3.
I never knew that doors taking a while to open in the original was because the environment on the other side needed time to render.
Beams and morph ball not illuminating the environment is a let down but you have to consider the fact that this engine was developed for the GameCube and optimized for the switch. Some sacrifices had to be made in order to run it a locked 60 fps smoothly in the switch's aging hardware. They did an amazing job with the visuals and optimizing the game. Hope Metroid Prime 4 is developed to run on new hardware.
One difference I noticed that's absent from parts 1 and 2 of your videos: the missile ammo counter. In the original, it was a count of remaining missiles and the gauge on the side giving you a rough idea of how low you are. In the remaster, it displays your total missile capacity underneath your remaining ammo.
The remaster was based around the pal version, the new counter is based on said version
I honestly think the way the reflection worked on the visor in the first game was way more realistic and cool. It's nice the game doesn't just shove it in your face whereas the new one REQUIRES you to notice the effect.
Man they really dropped it on the lighting from bombs and beams.
The missing light of beamshots is the worst
Remaster looks amazing. There's still some things I prefer from the original. Namely the beam lighting, and Samus' armor. Idk what it is, but the original looked so much better. And the remaster feels like it went abit heavy with the glowing in areas it has no business to. Like Ridley's eyes. Or parasite queen's mouth. Still, solid remaster overall. (Now do prime 2 nintendo! That one is my favorite and seeing it remastered I'd absolutely buy it in a heartbeat.)
I saw somebody in the comments of another metroid prime remastered comparison video call the remaster "low effort" and that it doesn't have a "realistic art style" like the original 💀
I'm crying 😭😭😭
I hope there is an updatr to fix the ambiet light the brams and morph ball provided, the game is too dark for me to play on portable mode because of the lack of lighting.
The rain effect on her arm also changes direction when looking up and down.
Idk if anyone noticed the sounds of the beams were different when you shot them inside a tunnel or out in the open
Here are a few complaints: the beam SHOULD light up shit.
And the morph ball should be lighting up hallways. :/
Those are my biggest complaints and 2 things that nintendo SHOULD NOT have removed. -.-
I know Retro Studio was recently looking for a Lighting Artist. Seeing the Morph Ball and projectiles not lighting up the environment makes me see why.
I think it's cool that in the visor reflection when shooting missiles, Samus' eyes constantly shift over to look at her missile count
The lighting of the shots was definitely my favorite detail of the game. Sucks that they removed it.
Im mad that they still kept the artificial darkness in the labs. That area looked way better on gamecube
I wonder why they would remove the beam lighting? Frame rate issues?
Highly unlikely, missiles, super missiles and power bombs all cast dynamic light upon exploding, so the engine supports it. We'll see, they might patch it in.
@@The_Ostrich No they won't
Can't kill Ice Beam Pirates with missiles after freezing them. Can you guys confirm if that wasn't the case in the GC version?
i noticed that if you jump and or land in to water there are no splashes on the vizor like in the original gc version
and i think in the remastered if you shoot water it moves
My main complaint with the remaster is that areas that clearly needed better lighting did not receive it. Adjusting my gamma balances it out, it's just annoying that I needed to adjust my display because some parts of Tallon are so ridiculously dark that you can't see it at my default settings 💀
The option to play classic or modern is really cool. Using the right analog to aim is a huge upgrade. I still play in classic but I may use the new features on my second run
Im looking forward to playing this but im terrified of the underwater sections in the original and now they look even more realistic.
You forgot to mention that ALL save stations now heal you to max. This never used to be the case. You used to have to go out, farm a room for a few minutes, and THEN save.
All in all though, I am very pleased to see the side-by-side comparisons. Hoping they update the game to include some old features, like the Metroid Fusion-Crossover stuff, the Original NES Metroid port, the option to toggle projectile lighting (for those with epilepsy), and also: some more animations for cutscenes. For instance: beating Omega Pirate now, instead of Samus holding a pose of electro-static shock empowerment with her arms out and seizing from the transformation from Gravity Suit to Phazon Suit, she instead just kind of appears with the new suit standing there.
I was really looking forward to seeing new cutscenes, but most of them remained the same.
Still a beautiful-ass remake. Hoping they do MP2 and 3 while we eagerly await MP4.
Samus makes sure to nail the eyeliner routine before she goes on each of her space pirate raids.