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Metroid Prime Hunters

Metroid Prime Hunters is a first-person action-adventure developed by and published by exclusively for the handheld console. It serves as the third installment in the series and the first to incorporate significant multiplayer elements alongside its single-player campaign. The game's story is set between the events of and Metroid Prime 2: Echoes, where protagonist races against six rival bounty hunters—Kanden, Sylux, Spire, Trace, Weavel, and Noxus—to collect eight ancient artifacts called Octoliths scattered across the Alimbic Cluster, in order to unlock a powerful ultimate weapon and prevent it from falling into the wrong hands. In terms of gameplay, Metroid Prime Hunters emphasizes exploration and combat in a 3D environment, utilizing the Nintendo DS's dual screens and touch controls: the top screen displays the first-person view, while the bottom touch screen handles aiming via stylus input, with the D-pad or face buttons managing movement. The single-player Adventure mode involves navigating four planets and space stations, solving puzzles, acquiring upgrades and weapons like the Volt Driver and Imperialist, and engaging in boss battles against the rival hunters, often requiring backtracking to access new areas. Multiplayer supports up to four players wirelessly via local ad-hoc connections or (now discontinued since 2014), offering modes such as , , and bounty hunt, with players selecting from the seven bounty hunters, each equipped with unique visors and abilities for strategic variety. The game was first teased in 2004 as a demo titled Metroid Prime Hunters: First Hunt, which focused on multiplayer and helped demonstrate the 's capabilities shortly after its launch. Full development, led by NST with contributions from on the , expanded it into a complete title, incorporating story elements and single-player content while retaining the demo's core multiplayer focus. It was released in on March 20, 2006, followed by on May 5, 2006, and Japan on June 1, 2006, and later re-released on the in 2016, though without online multiplayer support. Critically, Prime Hunters received positive reviews for its innovative touch controls, impressive 3D graphics on the hardware, and engaging multiplayer, earning scores like 9/10 from , which called it the best handheld at the time despite a steep . awarded it 8.6/10, praising the precise aiming and multiplayer depth but noting criticisms of linear level design, repetitive encounters, and control fatigue from prolonged use. The title sold approximately 1.1 million units worldwide and remains notable for introducing multiplayer to the sub-series, influencing later handheld action games.

Gameplay

Single-player campaign

The single-player campaign in Metroid Prime Hunters, titled Adventure Mode, places players in control of in a first-person action-adventure format, emphasizing exploration, combat against alien creatures, and environmental puzzle-solving across the remote Alimbic Cluster. The mode begins with Samus responding to a telepathic , leading to a quest involving the collection of ancient Octoliths scattered across five interconnected locations: the space stations Celestial Archives and Vesper Defense Outpost, the planets Alinos and Arcterra, and the Oubliette. Gameplay encourages non-linear progression, where players revisit areas with newly acquired abilities to unlock previously inaccessible paths, scan collectibles for lore entries on the Alimbic civilization and its artifacts, and battle minibosses alongside environmental hazards like lava flows on Alinos or ice mechanics on Arcterra. Core mechanics revolve around Samus's suit capabilities, starting with the Power Beam for rapid-fire shots (chargeable for increased damage), homing Missiles launched via the touch screen, and the Morph Ball transformation for navigating tight corridors and vents by rolling and deploying up to three Bombs. Progression involves defeating six rival bounty hunters in boss encounters—such as the agile or the melee-focused —to acquire their signature sub-weapons, including the Volt Driver (an electric homing projectile from Kanden) and the Magmaul (a lava-based from ), which expand combat options against foes like swarming insectoids or armored guardians. These weapons integrate into Samus's arsenal, allowing players to switch between them on the touch screen for varied tactical approaches, such as using the Shock Coil's chain lightning for . The hardware is leveraged for intuitive controls and interface: the top screen shows the 3D environment and first-person view, while the bottom touch screen handles aiming (via drag for precise targeting), selection, and map navigation, with the dual-screen setup displaying status like energy (100 units base, expandable via Energy Tanks) and missile count on the lower portion. Two primary control schemes are available— Mode for touch-based movement and aiming, or Dual Mode using the for locomotion and face buttons for aiming—accommodating different playstyles, though the touch aiming provides quicker environmental scanning and shooting. switching is touch-based: the default enables standard , while the Scan (activated by tapping its icon) logs data on enemies, objects, and by holding L to analyze targets, revealing hidden details like weak points or puzzle solutions, such as color-coded blast doors in maze-like hallways. Combat loops feature encounters with diverse alien threats, from floating jellyfish-like drones that require charged shots to evade and destroy, to larger minibosses like a pill-bug creature that deploys lightning mines before morphing into a humanoid form for close-range assaults. Puzzles emphasize environmental interaction, such as using the Morph Ball to roll through spiraling platforms in vertical chambers or scanning mechanisms to activate portals, with the dual screens aiding by showing a on the bottom for orientation during . Collectibles like Missile Expansions (orange icons hidden in crevices) and lore scans (77 entries detailing Alimbic history) encourage thorough , while and ammo pickups auto-attract during beam charges to maintain momentum in intense sequences. Certain multiplayer unlockables, such as additional arenas, can be accessed post-campaign to extend replayability.

Multiplayer features

Metroid Prime Hunters features a robust multiplayer component designed for up to four players, emphasizing competitive battles with seven distinct modes that leverage the Nintendo DS's hardware capabilities. The core modes include Battle, a standard where players compete to score the most kills within a set time or point goal; Capture, a capture-the-flag variant involving stealing and returning Octoliths to base; and Nodes, where teams or individuals capture and hold control points for 10 seconds to earn points. Additional modes such as (last player standing with limited lives), (delivering Octoliths to goals), (securing a central area for points), and Prime Hunter (where killing the designated "Prime Hunter" transfers the powerful role to the victor) provide varied strategic depth, with options for team play in most modes. Connectivity supports both local and online play, innovating on DS-specific features for accessibility. Local wireless multiplayer allows single-card Download Play, enabling guests without a cartridge to join using the host's game for up to four players in a 10-meter range, or multi-card play for full mode access. Online Wi-Fi Connection facilitates global matches, requiring broadband setup and friend codes via the Friends and Rivals roster for non-random games, with smooth performance reported in battle modes. Voice chat integration uses the DS microphone for pre-game communication in lobbies or strategy discussions with registered friends, activated via the X Button, adding a social layer for trash-talking without in-match disruption. Players customize loadouts by selecting from seven playable hunters—Samus Aran and six rivals—each with unique weapons, alternate forms, and abilities to promote balance across playstyles. For instance, Kanden wields the Volt Driver for vision-distorting charged shots and transforms into the agile insect form for flight and wall-clinging; Weavel uses missile pods via his Halfturret alt-form, splitting into a remote for dual positioning. Arenas, often drawing from locations explored in the single-player adventure like planetary ruins and facilities, support these mechanics with multi-level designs, power-ups such as health-restoring Energy Balls, instant weapon pickups, and temporary boosts like Double Damage or . Balance is maintained through settings like adjustable damage levels, toggles, and radar visibility, ensuring no single hunter dominates all scenarios. Certain multiplayer elements, including additional arenas like Fault Line or Stasis Bunker and cosmetic unlocks such as hunter license borders, are earned through objectives in the single-player campaign or repeated matches, such as completing 25 wins for a . This integration rewards progression while keeping multiplayer focused on real-time, stylus-aimed combat.

Story

Setting and characters

Metroid Prime Hunters is set in the remote Alimbic Cluster within the Tetra Galaxy, a region far beyond the reach of the . This ancient area was once home to the advanced Alimbic civilization, a peaceful and technologically superior race that mysteriously vanished thousands of years ago, leaving behind powerful artifacts and ruins. The game's events occur between the conclusion of and the beginning of Metroid Prime 2: Echoes, placing it in the timeline of Samus Aran's adventures shortly after her victory over the Metroid Prime parasite. The protagonist is , the iconic bounty hunter who serves as an operative for the . Equipped with her signature Power Suit—enhanced from prior missions with features like the Morph Ball for navigation—she responds to a regarding a potential ultimate power in the Alimbic Cluster. Competing with her are six rival bounty hunters, each drawn by the same enigmatic lure and possessing unique abilities and alternate forms that reflect their backgrounds. Sylux, a mysterious harboring a deep grudge against the and Samus herself, pilots the advanced ship Valor and transforms into the agile form for reconnaissance and attack. Trace, a from the feared Kriken race, seeks supremacy through technological augmentation and uses the alt-form for versatile combat. Spire, the last survivor of the silicon-based Diamont species, embodies a zen-like warrior philosophy and adheres to walls in his Dialanche form while pursuing Alimbic secrets to revive his people. Kanden, a failed genetic experiment turned ferocious soldier, suffers from neural instability and deploys the Stinglarva alt-form in his quest for a weapon to match his rage. Weavel, a cybernetically rebuilt commander, aims to bolster his forces and utilizes the turret-like Halfturret form for heavy firepower. Noxus, a honorable from the reclusive Vhozon , fights to ensure the ultimate power does not fall into unworthy hands, transforming into the bladed Vhoscythe alt-form. Opposing the hunters is the antagonist Gorea, a malevolent alien entity imprisoned eons ago by the Alimbics within their artifacts, now manipulating events to achieve freedom. The narrative is driven by a galaxy-spanning telepathic message promising "the secret to ultimate power" in the Alimbic Cluster, which activates ancient technologies such as the Skull Cavity key, essential for accessing the civilization's hidden strongholds and lore.

Plot

Samus Aran receives a telepathic transmission from the distant Alimbic Cluster in the Tetra Galaxy, promising the discovery of an "ultimate power," which prompts her to investigate on behalf of the . Arriving first at the volcanic planet Alinos, she encounters a group of rival bounty hunters—Sylux, Weavel, Kanden, , Noxus, and —who have been similarly drawn by the signal and are competing to claim the power for themselves. This inciting incident sets off a interstellar hunt, with Samus navigating hostile environments to secure ancient artifacts known as Octoliths before her competitors can. The narrative unfolds across several key locations in the Alimbic Cluster: the fiery terrains of Alinos, the frozen expanses of Arcterra, the derelict Vesper Defense Outpost orbiting a , and the ruined Celestial Archives . At each site, Samus battles the other hunters to seize their Octoliths, while also confronting guardian creatures protecting additional artifacts. Through in-game scans of Alimbic technology and lore, revelations emerge about the long-extinct Alimbic civilization, an advanced race that forged the eight Octoliths to imprison the rampaging alien entity Gorea in a sealed chamber called the Oubliette after it decimated their society millennia ago; the telepathic call originates from Gorea, luring victims to free it. These conflicts highlight the dangers of unchecked power, as the hunters' greed mirrors the Alimbics' fateful hubris in tampering with such forces. Assembling all Octoliths unlocks the Oubliette, leading to the climax where Samus confronts and defeats Gorea in a multi-phase battle, destroying the creature and causing the chamber to ; she escapes just , ensuring the threat remains contained. The resolution underscores themes of power's corrupting influence, with Samus reporting back to the on the averted catastrophe. A depicts Sylux harboring a personal vendetta against Samus and the , foreshadowing potential future confrontations, while the events bridge to broader lore by occurring between the Phazon crises of and , emphasizing the 's reliance on Samus amid escalating galactic dangers.

Development

Concept and design

Metroid Prime Hunters was first announced at the Electronic Entertainment Expo (E3) in May 2004 for Nintendo's newly revealed DS handheld console, marking a departure from the single-player focus of the Metroid Prime trilogy developed by Retro Studios, with a demo included as a pack-in at the system's launch. The project, led by Nintendo Software Technology (NST), shifted toward a multiplayer-heavy spin-off to leverage the DS's dual-screen and touchscreen capabilities, adapting the first-person adventure style of the Prime series for portable play while emphasizing competitive arena-style battles. The game's design drew inspiration from the exploratory first-person perspective of the Prime series but reimagined it for the DS's hardware, incorporating touchscreen aiming to enable intuitive control in a handheld format. Multiplayer elements were influenced by fast-paced arena shooters, aiming to create intense, wireless experiences among bounty hunters that encouraged strategic variety and replayability. Core design goals included expanding the Metroid universe by introducing a roster of rival bounty hunters, each with distinct motivations and abilities, to provide players with diverse playstyles beyond and foster multiplayer depth. The story was deliberately set between the events of and Metroid Prime 2: Echoes to integrate seamlessly into the trilogy's canon without conflicting with established lore. The rival hunters were conceptualized with unique alternate forms and weapons to differentiate their combat roles; for instance, Sylux was designed around agile, trap-setting mechanics via the Lockjaw drone, allowing for high-mobility ambushes that contrasted Samus's versatile arsenal and promoted varied tactical approaches in both single-player encounters and multiplayer modes. According to lead designer Richard Vorodi, early development emphasized strong silhouettes for each hunter to ensure visual distinction, with backstory sketches provided to artists to inform their alien physiologies and personalities. Narratively, the game centered on a high-stakes race among bounty hunters to claim ancient alien artifacts promising , evoking classic sci-fi tropes of forbidden and rivalries that lure ambitious warriors into a trap. This concept framed the adventure as a deceptive quest orchestrated by a cosmic , heightening through moral among the hunters and underscoring themes of deception in the universe.

Production

Development of Metroid Prime Hunters was led by (NST), Nintendo's internal development studio based in , with consultation from to ensure consistency in art and character design. Producer , who had overseen the series, managed the project's alignment with established lore and overall production. The core team, numbering up to 30 members, included director Masamichi Abe and lead technical engineer Colin Reed. Work began in 2004, coinciding with the Nintendo 's reveal, and continued through 2006, with playable demos showcased at 2004 and a more advanced version at 2005 that highlighted multiplayer features. Following the 's launch in November 2004, the team focused on polishing the full game, incorporating feedback to expand online capabilities. Key technical innovations centered on leveraging the hardware, including dual-screen functionality where the top screen displayed the first-person view and the bottom handled visors, maps, and interactive elements like radar. Stylus-based aiming allowed for precise, mouse-like targeting without a lock-on system, enhancing the fast-paced shooting mechanics. integration enabled online multiplayer for up to four players, a novel feature for handhelds at the time, with voice chat added late in development using the DS . The team faced challenges in adapting to the DS's limitations, such as optimizing 3D graphics by scaling down models and assets from the Metroid Prime console games to maintain framerates while preserving visual fidelity on the smaller screens. Touchscreen controls required careful balancing for shooting precision, avoiding fatigue during extended play, and the absence of motion controls necessitated reliance on button and stylus inputs for movement and aiming. Circuit-based level designs and clear silhouettes helped mitigate visibility issues on the dual screens. Audio production was handled by composer Lawrence Schwedler, who created the soundtrack using custom sound banks and MIDI rendering adapted for DS constraints, blending orchestral-inspired Metroid Prime themes—guided by series veteran Kenji Yamamoto—with electronic elements to suit the sci-fi atmosphere. Art assets, including Samus's suit and ship, were adapted from prior Prime titles, with new bounty hunter models designed for DS visibility through vibrant color palettes and distinct shapes. In testing, early multiplayer features were refined by restricting chat to friend-code lobbies before and after matches, preventing potential abuse in public play while preserving . This adjustment, along with graphical optimizations like reflective Morph Ball effects, was implemented during a development delay to enhance polish.

Release and marketing

Promotion

Metroid Prime Hunters was first publicly revealed at the in 2004, where showcased an early version of the game to highlight the innovative use of the 's dual-screen setup and controls for aiming and interaction, positioning it as a natural evolution of the series for portable play. A playable demo titled Metroid Prime Hunters: First Hunt was bundled with the launch of the console in late 2004, allowing players to experience a training mission as and introducing core mechanics like touch-based targeting, which served as an early hype-builder for the full release. At 2005, presented an updated hands-on demo emphasizing the game's multiplayer mode, further demonstrating wireless connectivity and competitive bounty hunter battles to engage attendees. Nintendo promoted the game through features in its official magazine, , with Volume 202 dedicating coverage to character profiles, multiplayer strategies, and single-player previews in the lead-up to launch. Television commercials aired in the United States, directed by filmmaker and featuring cinematic sequences of a grave digger burying defeated bounty hunters, underscored the game's intense rivalries and Samus's role among interstellar competitors. These ads, along with tie-ins bundling the First Hunt demo with hardware, targeted existing enthusiasts and new DS owners by framing Hunters as an accessible, on-the-go extension of the franchise's first-person adventure formula. Promotional events at the Nintendo World Store in hosted hands-on multiplayer tournaments and contests, offering prizes like DS systems and game copies to build community excitement around online features. Online promotions encouraged player submissions for custom hunter names in multiplayer modes, fostering engagement through personalized online identities. Overall, the campaign focused on leveraging the DS's unique hardware to attract series veterans while introducing the theme to broaden appeal among portable gamers.

Distribution and sales

Metroid Prime Hunters was released for the in on March 20, 2006, in on May 5, 2006, and in on June 1, 2006. The game was distributed exclusively as physical cartridges worldwide, with no digital version available at launch due to the absence of a platform for titles at the time. It retailed for $34.99 USD upon release. Over 410,000 copies were sold in during its debut month, ranking it fourth on NPD sales charts. Lifetime sales have reached approximately 1.08 million units globally. Regional variations included color-coded indicators in multiplayer modes to denote player regions: green for versions, blue for , and red for . The release featured additional credits not present in other versions. The PAL version was compatible with regional hardware standards, though the itself was largely region-free. The standard edition came packaged with the cartridge and an instruction manual. No major bundles were offered for the full game, though select retailers provided free Nintendo DS Rumble Paks as a launch promotion while supplies lasted.

Reception

Critical response

Metroid Prime Hunters received generally favorable reviews upon its release in 2006, with critics appreciating its adaptation of the series to the while highlighting both its strengths and limitations as a handheld . The game holds an aggregate Metascore of 85 out of 100 on , based on 54 critic reviews, reflecting broad praise for its atmospheric single-player adventure and innovative multiplayer features. Reviewers frequently commended the immersive atmosphere, which captured the exploratory essence of the Prime series through dark, alien corridors and a sense of isolation, despite the scaled-down scope for portable play. The graphics were also lauded for their technical achievement on DS hardware, delivering fluid 3D environments and detailed character models that pushed the system's capabilities. awarded it a 9 out of 10, calling it "the best handheld developed to date" for its polished single-player mode and successful integration of DS touch controls, though noting a high . The single-player campaign was seen as addictive and faithful to the series' roots, emphasizing fast-paced action and hunter variety, with playable characters like and newcomers such as Sylux adding distinct abilities that encouraged replayability. scored it 8 out of 10, praising the "fast and furious" gameplay reminiscent of III in multiplayer arenas and the overall sense of impending doom in exploration segments. Multiplayer modes, particularly the Wi-Fi-enabled battles, were a standout, described as "a cut above" previous offerings by , which highlighted the diverse hunter roster and seamless online connectivity as essential draws. gave it 8.6 out of 10, emphasizing the precise aiming via and the thrill of competitive deathmatches, positioning it as a strong evolution for in portable form. However, criticisms centered on control scheme awkwardness and content brevity, preventing it from matching the depth of earlier entries like . Many outlets, including , pointed to "cramp-inducing" touchscreen mechanics that complicated aiming and platforming, especially during extended sessions, leading to frustration in precise moments. The single-player story mode was often called short, clocking in at 8 to 10 hours, with linear level designs and repetitive boss encounters that felt underdeveloped compared to the expansive worlds of console predecessors. specifically noted the limited variety in environments and multiplayer restrictions, such as battle-only online modes against random opponents, which could lead to repetitive experiences over time. Overall, reviewers viewed it as a solid but imperfect , excelling in innovation yet falling short of the series' pinnacle in narrative and exploration depth.

Commercial performance

Metroid Prime Hunters achieved lifetime sales of approximately 1.08 million units worldwide. This total marked an underperformance relative to the first , which sold 2.84 million copies globally. The game's sales were bolstered by its strong debut in , where it sold over 410,000 units in the first month alone, positioning it as one of the top-performing titles at launch. In contrast, performance in was weaker, with lifetime sales reaching just 90,028 units. Released in March 2006, Metroid Prime Hunters entered a highly competitive market, following major successes like Nintendogs and Mario Kart DS that had driven console adoption since the system's 2004 launch. The title's emphasis on multiplayer modes, including local wireless play supporting up to four players, appealed to group gaming and contributed to its regional popularity, particularly in where it ranked among the top DS games of 2006. However, the official online servers, which enabled broader competitive , were shut down on May 20, 2014, limiting long-term engagement.) Despite its modest figures and lack of major sales awards, Prime Hunters helped sustain momentum for the Metroid series on handheld platforms, paving the way for subsequent and entries. Positive critical reception likely aided initial purchase decisions amid the crowded .

Legacy

Re-releases and modern availability

Metroid Prime Hunters was re-released on the , initially launching in on September 30, 2015, followed by on June 2, 2016, and on September 15, 2016. This digital port emulates the original version with added save states for convenience, but lacks support for the game's wireless multiplayer features, including multi-card play and DS Download Play, due to hardware limitations. The game displays in its native 4:3 , with options for TV stretching but no native mode. As of November 2025, no additional ports, remasters, or re-releases have been made available for modern platforms like the , despite ongoing speculation fueled by the anticipation surrounding Metroid Prime 4: Beyond's 2025 launch. Fan-created mods for PC , using tools like DeSmuME, have emerged to enhance playability, including custom controls and widescreen support, though these are unofficial and require original ROMs. In 2025, the game has seen renewed interest through retrospectives and replay videos, often praising its portable design and narrative ties to the broader lore ahead of Prime 4. Contemporary players note that the story and exploration hold up well, but the touch-screen controls feel dated on original hardware, leading some to recommend for modern setups. Preservation efforts face challenges following the Nintendo Wi-Fi Connection shutdown on May 20, 2014, which rendered official online multiplayer inaccessible, leaving the game offline-only on original and versions. However, original cartridges remain backward compatible with the and New XL families, ensuring local play options persist. Culturally, Metroid Prime Hunters is often regarded as an underrated in the series, with fans advocating for a port or remake, particularly after the success of Metroid Prime Remastered in 2023, to introduce its unique characters and multiplayer elements to new audiences.

Appearances in other media

Elements from Metroid Prime Hunters have appeared in subsequent Metroid games and related media, expanding the roles of its characters and lore within the franchise. The game's bounty hunters, including Sylux, Kanden, Weavel, Spire, Trace, and Noxus, are featured as unlockable trophies in Super Smash Bros. Brawl (2008), showcasing their designs and abilities from the Alimbic Cluster adventure. These collectibles provide brief descriptions of each hunter's backstory and weaponry, integrating them into the broader Super Smash Bros. crossover format. Sylux, the blue-suited bounty hunter introduced as a rival to Samus Aran, returns in Metroid Prime 3: Corruption (2007), where he is selectable as a playable character in the game's multiplayer mode alongside other hunters like Kanden and Weavel. His presence ties back to the events of Hunters, with his ship appearing in the special 100% completion ending, subtly advancing his grudge against the Galactic Federation. Sylux is positioned as the primary antagonist in the upcoming Metroid Prime 4: Beyond (scheduled for release on December 4, 2025), depicted in official trailers attacking a Federation facility and confronting Samus directly. A November 14, 2025, promotional trailer further highlights Sylux's vendetta, directly referencing elements from Hunters. The Alimbic civilization's artifacts from Hunters are referenced in Galactic Federation data logs aboard the derelict spaceship Valhalla in Metroid Prime 3: Corruption, linking the ancient Octoliths and Stronghold technology to ongoing Federation research on alien relics. Backstories for the bounty hunters, such as Sylux's mysterious origins and hatred for Samus, are further detailed in instruction manuals for Metroid Prime Hunters and Corruption, as well as in Metroid Prime 4: Beyond promotional trailers that highlight Sylux's vendetta. Samus Aran's Varia Suit variant from Metroid Prime Hunters appears as collectible stickers in Super Smash Bros. Brawl, enhancing her representation in the fighting series. This suit also inspires a Mii Gunner costume in Super Smash Bros. Ultimate (2018), allowing players to equip a similar armored outfit for ranged combat. The game's multiplayer arenas have influenced fan-created mods, recreating competitive modes in remastered versions of later Prime titles for modern platforms. These appearances have broadened the Metroid universe by incorporating Hunters' interstellar concept, establishing Sylux as a recurring and enriching connections across titles.

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