Today I have something very special to share with you! I recently commissioned an awesome 3D printer artist who goes by the name of Adrian Garcia (https://www.instagram.com/adrian_garcia_art/). He has created many other Metroid-inspired pieces, including this Chozo statue. Once I saw it I knew I had to have one for my own. Adrian was incredible to work with, updating me on all the progress along the way. He also “improved” his original design using special textured paint to give it that stone look and I couldn’t be more pleased with the results. Unfortunately the photos I took, while high res and sharp, really do not do justice to this piece. It really does have to be seen (and touched) to be truly appreciated. Here’s some more details on the statue, enjoy the pics and vid!
Printed with PLA filament on an Ender 3 printer.
Statue was made in 6 individual parts and assembled together.
Each piece took 8 hours to print.
Model was sculpted in Blender 3D.
Details were added with acrylic paint, and then a final layer of stone textured paint on top.
Lots to be said about this demo. First off it’s breathtakingly gorgeous. Sprite art of the finest caliber. Fans of Metroid Prime will recognize many of the same locales and enemies and even musical themes, which have been intelligently translated into 2D, astoundingly well. In the brief amount of time I spent with the demo, I was able to get to visit the rainy Tallon Overworld, the mysterious Artifact Temple, and the sandstorm-laden Chozo Ruins, but wasn’t able to progress much further than that. I will need to spend more time with it.
From what I can tell, the main items to collect in the demo are Power Grip, Missiles, and Morph Ball. I never found the Bombs or Charge Beam but maybe I need to play a little more. Starting items are Power Beam and Scan Visor. It also requires a mouse and keyboard. No controller/joypad use has been integrated in. I’m not sure if it’s planned either, as the game seems to be designed around using m+k play style. Fans may recognize the 360 aiming style from Samus Returns but for me, it harkens back to the old game Abuse. Anyone remember Abuse? No? Well then…
Since the game doesn’t immediately tell you the controls before you start (Despite the Readme saying otherwise) or even allows you to configure them, I’ll describe them here:
A key – Move Left
S key – Kneel
S 2x – Morph Ball
D key – Move Right
Q key – Scan Visor toggle
Space Bar – Jump, Release Grip
Mouse movement – Aim cursor
Left click – Shoot, Switch back to Battle visor, Lay Bomb
Right click – Scan items, Missile
Esc key – Map/Status/Logbook
I really wish the game allowed for a 2X or 3X Windowed mode. 1X Windowed mode is far too small for comfort for me, but Full Screen on my 1080p monitor seemed to do just fine. Definitely worth playing for all Metroid fans.
PS: Don’t quit when the credits roll, the game isn’t over!
Development for this game has been five years thus far. You can contact any member of Team SCU by visiting the official Prime 2D forums.
Well not really, but this eye-opening interview with Synamax – the sleuth who figured out nearly every sample used on the Prime soundtracks – shows how some samples were taken almost in-tact and were then crafted into what we know as the bgm for the Prime games.
This isn’t a new thing – composers do it all the time – but it might take a little bit away from the “magic” and “artistry” that we give to master composer Yamamoto-san. Synamax believes “there’s absolutely nothing wrong with that.” And I concur. In the music world, samples are a tool. The extent of how you use those tools determines how we should judge the art.
Both Kiwi Talkz and Synamax prove themselves to be huge Metroid fans and the interview is a fantastic watch/listen if you’re interested in hearing about a breakdown of the game’s iconic soundtrack. Do not miss!