Last but by no means least, the earlier titles benefit from a new 16:9 ratio and liberal use of bloom; it’s a testament to the quality of the seven-year-old Prime graphics engine that it needs such little work to stand up today. Rarely has there been such a strong advert for amazing art direction overcoming hardware deficiencies. Samus Aran’s adventure is filled with details and effects that really bring the world to life: whether it be the dense foliage of the Tallon Overworld or the icy plains of Phendrana Drifts, every location is dripping with atmosphere.
There are a few minor differences that only the most observant of pedants will notice; minute details such as the heat blur caused by Samus’ arm cannon overheating are missing. They don’t affect the experience in any meaningful way but their absence is a little bizarre.
The original Prime is still the high water-mark for the series, with near-perfect pacing, the greatest variety of locations and the most gripping story. Perhaps even more so than Super Mario 64 and Ocarina of Time, the game is a perfect example of how to make the jump from 2D to 3D, with Samus’ grapple beam, morph ball and visors allowing for incredibly effective use of the 3D environment.
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Kaz Hirai Video Interview - the first of Kikizo's interviews with the man who went on to become global head of Sony.
Ed Fries Video Interview - one of Xbox's founders discusses an epic journey from Excel to Xbox.
Yu Suzuki, the Kikizo Interview - we spend time with one of gaming's most revered creators.
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Rare founders, Chris and Tim Stamper - their only interview? Genuinely 'rare' sit down with founders of the legendary studio.
The History of First-Person Shooters - a retrospective, from Maze War to Modern Warfare