The game was also a technical masterpiece.
- 60fps with water ripples, dynamic lighting, bump maps, high geometry, complex particle system, and various full screen effects like the visor.
- Still the best camera system ever made in a game. Transitioning from ball to first person in such cramped environments is no small feat. First person platforming actually works. Custom camera setups everywhere. The morphball stays in view almost all the time no matter the geometry, or how fast the ball is accelerating or in which direction. Shout out to the programmer mostly responsible for it, who sadly died too young from cancer a few years after Prime. Another of the main programmers also died young a few years ago, one of the co-founders of Bluepoint.
- First ever console game to have ragdolls.
So many other little details in the game. Like... when you fire the charged ice beam at something, the ice extends behind the enemy in the direction it was hit. I remember showing that to someone who was near the end of the game and some other features too they hadn't noticed, and they couldn't believe it.
The fetch quest at the end sucked. I think the game came together so late (and with sooooo much crunch) they didn't realize how big the game already was when that padding was added.