
Metroid Prime Hunters is a first-person shooter and adventure game for the Nintendo DS handheld video game console. It was developed by American video game developers Nintendo Software Technology, and was released by Nintendo in North America in March 2006, in Europe and Australia in May 2006, and in Japan in June 2006. When the Nintendo DS launched in 2004, the console included an early demo of Metroid Prime Hunters, titled Metroid Prime Hunters: First Hunt, in most regions.
At the beginning of the game, the governing body of the galaxy, the Galactic Federation, asks bounty hunter Samus Aran to investigate a mysterious message that originated from the Alimbic solar system. Traveling throughout the system, Samus discovers that long ago, a creature named Gorea destroyed most of the peaceful civilization that once lived there, the Alimbics. Before it could do more harm, the Alimbics sealed Gorea away. Samus learns that Gorea sent the transmission to the Galactic Federation, and that she must defeat the creature before it escapes its intergalactic prison.
Reviews were generally favorable towards the game, which received an aggregated score of 85% from Metacritic and a 84.04% from GameRankings. Praise focused on its gameplay and graphics, while criticism targeted its control scheme. Metroid Prime Hunters received several honors, including an Editors’ Choice Award from IGN, which also named the game the Best DS Action Game of 2006. Nintendo Power gave it awards for Best Graphics, Best Shooter/Action Game, and Best Wi-Fi Functionality. Over 410,000 copies of the game were sold in North America in its first month of release, and it was the fourth best-selling game during its debut month in Japan.
Single-player
Although games in the Metroid Prime series have usually been classified as action-adventure games, Nintendo chooses to categorize Metroid Prime Hunters into the more specific first-person adventure genre to highlight the focus on navigation and discovery. The game differs from its predecessors with the removal of assisted aiming, more action-oriented gameplay, and the inclusion of a multiplayer mode.[1] The player controls Samus Aran, who is equipped with a Power Suit that allows her to access her gunship from anywhere. She can scan any object in the game; the gunship will return relevant information retrieved from its database. An Arm Cannon is attached to the Power Suit, which she uses to attack enemies. To enter small tunnels, Samus can roll into a Morph Ball, an alternative form of the Power Suit that decreases her size substantially. In this form, she is given an unlimited supply of bombs but is only allowed to use three at a time. She can use the bombs to defend herself and destroy small objects.
In Metroid Prime Hunters, the Nintendo DS’ top screen shows Samus’ HUD as seen from her visor, which displays the amount of remaining ammunition for the currently selected weapon along with her health; in multiplayer games, the number of kills and time remaining in the round are also shown. The bottom touchscreen displays the radar. When using the default control scheme, movement is controlled using the D-pad, and aiming is controlled by dragging the stylus along the touchscreen.
Multiplayer
Metroid Prime Hunters features a multiplayer mode that supports up to four players and includes voice chat capability. In it, the player is able to control Samus or one of six other bounty hunters featured in the single-player mode. Each bounty hunter has a unique alternative form, such as Samus’ Morph Ball, and a special weapon. The game host can set options for point and time limits, and restrict the use of radar. Computer-controlled players of varying skill levels can be added to games if the maximum of four players is not met.
In Hunters, you reprise the role of Samus Aran, everyone’s favorite bounty-hunting heroine. You’ll search a small batch of planets in an area known as the Alimbic Cluster for a cryptic “ultimate power” that’s said to be hidden in the system. The key to this power involves finding and unearthing eight different artifacts called octoliths. Why not three? Because then it’d be called the tri-force or something. These octoliths are scattered across a few different planets and space stations. Samus isn’t the only one searching out these octoliths, though. You’ll come across several other bounty hunters with unique weapons and abilities that will duel you during your trip and attempt to steal your hard-earned octoliths. Lose a battle with one, and they’ll steal them–beat the same bounty hunter later, and you’ll recover your lost octoliths.
Controlling Samus is one of Hunters‘ strong points, at least once you get used to the controls. The default scheme has you dragging your stylus on the bottom screen to aim your weapons, while you use the D pad to move forward and backward or strafe left and right. Left-handed input methods also exist, so southpaws needn’t fret over the prospect of using their right hand to aim with the stylus. The shoulder button lets you fire your selected weapon, while double tapping the touch screen will let you jump. Unlike the Metroid Prime games on the GameCube, there is no lock-on. You have to do all your own aiming. The stylus method can be a little awkward to learn for some, and it induced cramps in our hands at first; the temptation exists to switch the controls to the more familiar D pad and face buttons for your movement and aiming scheme. But if you stick with the stylus control, you’ll find that you have much more precision over your aiming, and you’re able to execute circle-strafes and other FPS-style maneuvers with ease. Up the sensitivity and you’ll even be able to spin 180s, which can be key in multiplayer. In many ways, Hunters‘ unique control gives it a precise and speedy feel much closer to the keyboard-and-mouse input of PC shooters than you can get from typical dual-analog stick control schemes on console shooters.
The downside to the interface is that to switch weapons, change into morphball mode, or access your scan visor, there are small touch panels on the touch screen that you need to tap. It’s possible to accidentally drag your stylus over these areas and unexpectedly swap to missiles, for example. It’s also less than ideal to take your eyes off the main screen to find exactly where you need to press to swap weapons in the midst of battle. These compromises are not all that burdensome though, and the tradeoff for speedy, precision aiming is definitely worthwhile.

| Metroid Prime Hunters | |
|---|---|
| Developer(s) | Nintendo Software Technology |
| Publisher(s) | Nintendo |
| Director(s) | Masamichi Abe |
| Producer(s) | Kensuke Tanabe |
| Designer(s) | Richard Vorodi Jonathan Johnson Michael Harrington Chris Donovan |
| Writer(s) | Richard Vorodi |
| Composer(s) | Lawrence Schwedler James Phillipsen |
| Series | Metroid |
| Platform(s) | Nintendo DS |
| Release date(s) |
|
| Genre(s) | Action-adventure, first-person shooter |
| Mode(s) | Single-player, multiplayer |
| Rating(s) |
|
| Distribution | Physical |



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