robor said:
Uh, anything with analog control in 3D space? Come on, I need a list for you? Isn't it obvious

o : O)?
I'm more talking about a game using the wiimote to aim, nunchuck to move and changing perspective. I mean games with dpad are done to death way more by at least 20 ears now
robor said:
So what is it then if accessibility is a cop out? Is Sakamoto just trying to be difficult, does he have some perversion of overseeing a bunch of fellow designers smashing their heads against a wall because he wants to only use the wiimote? Think about it man, he's not doing it to be retarded or difficult, we're talking about a guy who was behind Super Metroid, Metroid Fusion and Metroid: Zero Mission. I mean seriously, if he's made such classics would he sacrifice all that because he wants to be.....shit I dunno hip with just using the wiimote?: "oh hey, guys, I made a 3D game just using the wiimote, now enter me in the hall of fame!! *laughs*".
On that I don't know but what I do know is that a game full of cutscenes is more likely to deter people than the other way. I don't see wiisport with 20min ending, do I?
robor said:
Honestly? Have you seen the trailer? Do you understand how fucking retarded it would be to have an analog stick in that environment? A lot of those sequences have been meticulously crafted with the digital pad, you can see it. So we should tell him to take a hike and tell him "hey buddy, who the fuck do you think you are? using the dplus pad, now go and make me coffee while I fix up your mess". You think this guy doesn't know what he's doing? So he should just graft analog control over what's been designed with the digital pad? I've also yet to see the latency of the pointer function for 1st-person mode. To me it seems exciting and refreshing.
We all know that dpad sucks big time for anything going with diagonal (and require another button to differentiate running from walking to boot). It's not because the game is Metroid that it's gonna change, as long as there's movement in 3D it's best to have an analog stick.
There's a reason we used them in the 1rst place, or we arguing now that mario64 would be better with a dpad or other M is 2d?
robor said:
What I'm seeing in the trailer is chunks of 2D braided with chunks of 3D gameplay to weave a seamless experience with the speed and intensity seen in Sakamoto's previous installments. I see that in the trailer, I totally get what he's trying to do here and I'm excited to see him experiment even further.
All I'm seeing is Samus navigate a 3d decor made of corridor and stuffs like you could do in FFX or any other 3D game with fix'd camera since the 90's, there's auto aim to dispatch any foes you're facing, you can enter 1rst person view by pointing the wiimote (that's very ingenious btw) but you can no longer move while doing so.
Nothing to be overly excited over if not for the fact that it's FINALLY Metroid (as in Metroid 1,2 & 3) with the 3rd dimension put in. At worst it'll be Zero Mission good, at best..... sky's the limit?
robor said:
Oh yes, cutscenes are accessible to the narrative of the game, that's right narrative, nothing more, nothing less. It's also a completely different entity to gameplay. The player will enjoy the narrative and cinematics have been a staple in video games for quite some time (FFVII, yes?) so when I'm talking about accessibility here, I'm talking about gameplay. The first 5-10 seconds of the games interactivity is crucial to convincing the player to involve themselves in the world projected to them. This is Sakamoto's goal. Keep in mind he's been using the same interface for most of his career, so he's honed the mechanisms well into his repertoire of knowledge so he can use his vocabulary of inputs=/=ouputs for player interaction.
Seeing how Retro on their first try managed to outdo his latest outings....yeah.
And again uninteractive cutscenes is not a good way to convey a story in a game anyway (another thing to debater later elsewhere cause here is not the place).
Putting cutscenes ala Final Fantasy everywhere doesn't help the game at all (heck the more there is, the less the game will feel like Metroid). And no I don't need another game to shovel the story into my mouth thank you.
robor said:
Here, let me try to summarize what I think the intentions are of using the wiimote. Sakamoto wants to retain the speed and dexterity of the earlier metroid games and inject that into 3D space. It seemed at the start of Other M's development (or perhaps pre-production phase) he was betting more on 3D space for aesthetic purposes. How ever it came about, Team Ninja came on board and devised a variation of this goal whilst retaining the iconic control layout. I look at the trailer and while yes, there is auto-aiming, it's not auto-aiming in the way I've seen it in other games. It's more on the basis of moving in a fashion that is identical to the 2D metroids, it is also identical to all the abilities you can attain in the 2D metroids as well. Speed booster is back in the game, and I believe that is because of how the game has been built. I'm not gonna go into more detail because really, there isn't much I can detail further (it is a trailer after all) but I'm very confident in what I've seen so far.
Well yeah, that's clearly what the game seems to be doing, still it doesn't change the fact we could have had all that + moving while aiming with using the nunchuk.
analog stick is not ideal for 2d games but it does the job, and as a bonus we get the ability to aim for the foes in the game (while not being as fast as autoaim it's a way better option to empower the player inside the game, again here is the argument of Yoshi's tongue Vs homing attack)
And for the record, Metroid Fusion sold less and had a way worse reception than Metroid Prime. So much that we saw 3 Metroid Prime games and not one game picking up where Metroid Fusion left TO THIS DAY.
And if you ask me, Metroid 4 is not that underrated by fans, but well worthy of the praise it gets. It's very different in atmosphere from any Metroid game and really a great game.