With the game now properly localised in most major languages there's no excuse to miss out - so all Europeans out there be sure to catch up on the fun the US has had since August. Samus' next stop: Australia and New Zealand a touch under two weeks time.
We also have a new affiliate! For anyone who speaks French be sure to check out Metroid Master. CVG have also posted Part 2 and Part 3 of their History of Metroid series, swing by for an entertaining read.
With a little over a week till the long awaited European release of Metroid Prime 3, Nintendo has granted PAL regions the same downloadable Metroid Prime 3 Preview Channel the US received back in August.
Simply enter the Wii Shop Channel and click the Wii Software button to find the preview waiting for you there. So far six videos can be seen, all of which were shown in the US preview - so there's probably few Metroid fans out there who haven't seen them yet. Still, it sure is a treat to see them again the way they were meant to.
So mark your dates, the game launches in Europe next Friday (October 26) with the Australian/New Zealand launch just under two weeks later (November 8). Then around the world we can finally see what all the fuss is about.
A new feature crossed off the to-do list today is a handy RSS news feed I've been meaning to put together recently. Simply subscribe to this RSS 2.0 file to pick up all our latest news in your favourite RSS reader (I've added the link beside the News archive in the menu as well).
Finally! Super Metroid has at last arrived on the European, Australian and New Zealand VC - nice timing too with only two weeks till Metroid Prime 3's release in Europe. This marks the availability of the game across all major global regions, so grab 800 points and get to it!
One other item of interest comes from a recent flurry of announcements from a Nintendo conference. The North American release for Smash Bros. Brawl has been pushed back to February 10, 2008 (the Japanese release is late Jan), so we'll need to wait a little longer before taking Zero Suit Samus for a spin.
Samus is back in the limelight at the official Smash Bros. website, this time with a few snapshots of her special moves performed while un-armoured.
Poor Pit... be sure to swing over and have a read of the new moves - sounds like Zero Suit Samus won't be so defenseless like in Zero Mission, unless Zebesians turn up as Assist Trophies perhaps?
Music4Games have recently conducted an interview with the sound team from Retro, as well as renowned Metroid composer Kenji Yamamoto. We don't usually hear much from the man behind the aural masterpieces gracing the series, so be sure to drop by and have a read of the entertaining insight into the development of the Prime series' sound and music. It's great to hear how well Yamamoto-san and the sound team at Retro Studios collaborated on the Prime series, working on projects like these from either side of the Pacific certainly wouldn't have been easy.
M4G: How do you go about composing a score for a Metroid title. Have there been any particular influences you've had in mind while composing for the series? Do you use primarily software-based sound banks or hardware? How do you decide which themes you will reuse from previous Metroid titles? Have you conversed with Hirokazu "Hip" Tanaka regarding his work on the original Metroid game on the NES?
Yamamoto-san: When creating the theme song for Metroid, I used the inspiration I felt when I saw the title screen of this game. To me, it's very important to get inspired by the title screen when creating music, so I asked Retro to submit the title screen design at an early stage of the development.
Of course, I'm aware that this is a very difficult request to ask for at the very beginning of the development--when the game itself isn't even finalized--so I knew what I'd get would not be polished enough to be the final title screen. But I could use the faint shape of the design and the rough movement as my inspiration to start designing the music.
I didn't use the sound bank to get inspiration. I didn't have any specific influences for composing Metroid music. I watched the footage first, and used the inspirations I got by playing the guitar and piano to organize the music.
M4G: Given the fact that Metroid Prime 3 was originally intended as a launch title, how was the sound team able to refine the audio in the extra nine months of development time?
Retro Studios: We were of course disappointed with it not being a launch title, but I know that if we had made launch, it would have been at the expense of overall game quality. Really, there was no "extra" time. We are always trying to add as much value as humanly possible to the player. Sometimes that just takes longer than you initially expect.
Yamamoto-san also hints at his involvement in the next Metroid project (whatever and whenever that may be). The chance of seeing more CD soundtracks for the series is also brought up, but with nothing concrete set in stone yet. But not to worry, remember to drop by our game sections to pick up a selection of the music heard across the board if you wish. Thanks to GoNintendo for the alert.
Today marks the tenth anniversary of Gunpei Yokoi's passing, the man behind Metroid, Nintendo's Game Boy, Kid Icarus and a host of other games and technology which significantly boosted Nintendo to the fun-loving world they enjoy today. Metroid and Samus wouldn't be what we know them as today if it weren't for this man, and his legacy certainly lives on with each new adventure Samus embarks upon.
Take a moment to remember his efforts next time you boot up a Metroid game, with the series enjoying 20 years and ten major titles his original work will truly never be forgotten. See his Wikipedia entry for more information and be sure to have a read through this Escapist column from back in March for a detailed look at his achievements at Nintendo and beyond.