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New Metroid Other M Gameplay Trailer

maharg said:
I think they'll probably just avoid putting you in situations where switching needs to happen that quickly. There's nothing wrong with a more limited control scheme so long as the game doesn't demand you do things with it that are unreasonable.

Same goes for the auto aim. As long as the combat is designed in a way that enemy ambushes are fast and require quick reflexes, auto aim wont be a problem at all. Its all about context.
 
EatChildren said:
Same goes for the auto aim. As long as the combat is designed in a way that enemy ambushes are fast and require quick reflexes, auto aim wont be a problem at all. Its all about context.


And apparently, just randomly shooting won't win you battles, since you also have to learn how to dodge.
 
Although the dream of a true 2D/2.5D Metroid is still yet to be realised, I don't mind the approach Nintendo are taking with this one. It's actually really fresh stuff for Metroid, and though it may end up being unsuccessful, a bit of change doesn't hurt. For all we know, the game could introduce new concepts and features to the Metroid formula that we'll soon consider vital to the series.

Really, at this stage my only major gripe is the storytelling and voice acting, it just doesn't come across the way I hoped it would and feels to generic for my tastes, which is disappointing considering the Metroid universe is actually quite original and fresh as far as the gaming industry goes.

The switching of perspectives is actually a pretty decent idea I think. As said before, it shouldn't be a nuisance as long as the need to switch to first-person doesn't have to happen immediately. It definitely seems much more tailored to exploration segments where you can spot things that you wouldn't normally see in third person, as well as boss battles.

As far as the auto-aim in 3rd person goes, I don't mind it. Shot placement was somewhat important in the 2D Metroids but combat overall was far from the focus of the game. Enemies were merely a way to add variety and fun to exploration, and that seems to be case here. We'll see how well Nintendo handle the combat, but the extra Melee moves actually look like fun, and battles against Space Pirates and the like should be great.

Love the pirate design too. I liked how Echoes had them, but for the most they weren't faithful in the Prime series. These ones are. I just hope the Metroids (if there are Metroids) make a better impression here. They were absolute wimps in the Retro Studios games.

Also, nice to see some varied environments. We've seen a lot of the metallic stuff, but the fire caverns, forest area and snowy wasteland, whilst generic, are appreciated.
 
Oh wow...I loved Metroid Prime but somehow couldn't work up the motivation to play the sequels. I wasn't expecting to be excited for this either, but that video was pretty awesome. Only really concerned with how it's going to feel controlling Samus with a dpad.
 
Hmm, watching it again, Prime was unparalleled when it came to outdoorsy, ruinous wild designs, but I am loving the art direction in the space ship sections.
 
Mael said:
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?

I'm not going to argue any further but I will say that your comparison here is why this argument began in the first place. It's pathological and renders itself irrelevant. Both games cover entirely different fields of interactivity even though they're third-person. They require different schools of thought and encourage vastly different forms of play.
 
robor said:
I'm not going to argue any further but I will say that your comparison here is why this argument began in the first place. It's pathological and renders itself irrelevant. Both games cover entirely different fields of interactivity even though they're third-person. They require different schools of thought and encourage vastly different forms of play.

But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
 
Mael said:
But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
It's just a matter of design.

If the platforms/obstacles are laid out in alignment with the 8 fixed directions you can input with the d-pad (or even better, aligned to only 4 directions), and the camera isn't spinning around the character all the time and keeps it's overall alignment with the possible movement axis, the game wouldn't be any different than a top-down 2D game with jumping elements. And those played fine with d-pads.
 
M3d10n said:
It's just a matter of design.

If the platforms/obstacles are laid out in alignment with the 8 fixed directions you can input with the d-pad (or even better, aligned to only 4 directions), and the camera isn't spinning around the character all the time and keeps it's overall alignment with the possible movement axis, the game wouldn't be any different than a top-down 2D game with jumping elements. And those played fine with d-pads.

But then that limit the extent of the use of the 3rd dimension....
Then again it can give the retro vibe to earlier Metroid game that way....
I guess it"s another case of playing explains everything.

I'm still not seeing the advantage from a design stand point though....then again I never use the nunchuck in nsmbw either.....
 
Panajev2001a said:
Little Big Planet :P.

(z-layer changes with analog stick == meh...)

That's not really 3d movement though, you're moving between discreet planes, that's hardly what you do in Other M.
 
robor said:
Give it a few months and you will.

I don't think you can ever say that a D-Pad is categorically better than an analog stick for 3D movement.

That said, if the game is designed properly, the lack of an analog stick doesn't have to hamper the experience. I don't doubt that the game plays well based on listening to conversations on podcasts and reading hands-on impressions, but I would never go so far as to say that a D-Pad improves the experience over an analog stick.
 
Mael said:
But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
Crash Bandicoot 1-3 on PSX. 2 & 3 even supported analog controls but the d-pad controls still worked better.
 
divisionbyzorro said:
I don't think you can ever say that a D-Pad is categorically better than an analog stick for 3D movement.

That said, if the game is designed properly, the lack of an analog stick doesn't have to hamper the experience. I don't doubt that the game plays well based on listening to conversations on podcasts and reading hands-on impressions, but I would never go so far as to say that a D-Pad improves the experience over an analog stick.


is it even true analogue 3d movement? I've been asuming there's multiple planes that you shift back and forth between, like Guardian Heroes but maybe without the transition animation between.
 
levious said:
is it even true analogue 3d movement? I've been asuming there's multiple planes that you shift back and forth between, like Guardian Heroes but maybe without the transition animation between.


I think it depends on the situation.
I think for the most part, it's fairly linear, but some places you can move more freely.
 
The game will drop, people will claim the controls are unresponsive and not suited to a dpad, videos of people doing insane speedruns on the same fucking controls will surface, nobody will care until Other M 2 comes out and it's motion only, and those same people who called the controls unresponsive will use those aforementioned speedrun videos as proof that the game "absolutely CANNOT control properly via motion like it can on a dpad, take this video for example:..."
 
nincompoop said:
Crash Bandicoot 1-3 on PSX. 2 & 3 even supported analog controls but the d-pad controls still worked better.
*puts flame shield on*
These games sucked anyway, the way the perspective showed the game would to plenty unwaranted stupid death >.>
Not exactly a good example.

edit :
I was going to edit it to soften the blow but screw this I hated theses games!
 
Mael said:
*puts flame shield on*
These games sucked anyway, the way the perspective showed the game would to plenty unwaranted stupid death >.>
Not exactly a good example.
You sure you're thinking of the right games? The camera always gave you all the information you needed. Even during the scrolling into the screen parts it's panned far enough back to allow you to react to what's in front of you. Please don't confuse "I suck at this game" for "this game sucks".
 
Threi said:
The game will drop, people will claim the controls are unresponsive and not suited to a dpad, videos of people doing insane speedruns on the same fucking controls will surface, nobody will care until Other M 2 comes out and it's motion only, and those same people who called the controls unresponsive will use those aforementioned speedrun videos as proof that the game "absolutely CANNOT control properly via motion like it can on a dpad, take this video for example:..."
:lol
 
nincompoop said:
You sure you're thinking of the right games? The camera always gave you all the information you needed. Even during the scrolling into the screen parts it's panned far enough back to allow you to react to what's in front of you. Please don't confuse "I suck at this game" for "this game sucks".

I'm not confusing anything, I'm just saying I hate these games so it stand to reason that the first expression to come to my head is : 'this sucks'

in short, I don't care whether or not the games sucks, I hate it either way.
 
Mael said:
I'm not confusing anything, I'm just saying I hate these games so it stand to reason that the first expression to come to my head is : 'this sucks'

in short, I don't care whether or not the games sucks, I hate it either way.
That's nice but it's still proof that a 3D game can use dpad controls and still be totally awesome and be loved by everyone on the planet who isn't named Mael.
 
nincompoop said:
That's nice but it's still proof that a 3D game can use dpad controls and still be totally awesome and be loved by everyone on the planet who isn't named Mael.

Yeah but that doesn't show me in any way how a 3d game can use a dpad better than an analog stick, after all I give a rat's ass whether or not you'll have fun with it if I hate it myself :-/.
And that could still be the makers of the crash games not exactly knowing how to implement an analog stick(not saying it is)...
Heck Nights would have been a better example here...
I mean at least you're not navigating a fucking line that makes me wonder what was the point in not making the game 2d >.>
 
If they can retain the exploring and also great atmosphere with a moody soundtrack - it will certainly be my goty - I'm just worried about the closed off areas - that was my biggest complaint about metroid fusion
 
Mael said:
Yeah but that doesn't show me in any way how a 3d game can use a dpad better than an analog stick, after all I give a rat's ass whether or not you'll have fun with it if I hate it myself :-/.
And that could still be the makers of the crash games not exactly knowing how to implement an analog stick(not saying it is)...
Heck Nights would have been a better example here...
I mean at least you're not navigating a fucking line that makes me wonder what was the point in not making the game 2d >.>
It has nothing to do with them knowing how to implement analog controls correctly. The levels obviously were designed with the standard control scheme in mind (just as M:OM is being designed), so the analog controls in Crash 2 and 3 ended up being a pointless addition. Not sure what the point of your Nights example is since Nights IS played on a completely linear plane (unlike Crash Bandicoot) and it WAS designed with analog controls in mind.
 
nincompoop said:
It has nothing to do with them knowing how to implement analog controls correctly. The levels obviously were designed with the standard control scheme in mind (just as M:OM is being designed), so the analog controls in Crash 2 and 3 ended up being a pointless addition. Not sure what the point of your Nights example is since Nights IS played on a completely linear plane (unlike Crash Bandicoot) and it WAS designed with analog controls in mind.

About Night I'm more speaking of the moments where you're not the jester and you're exploring for stuff and all.

And my point about Crash is that you're not going to convince me with something I don't find good.
I mean that's akin to me saying that yes plane are awesome for traveling, just look at the A380!
If you reply that the a380 is a crap plane that it's very design repels you, I would chose another plane (like the concorde or something) to prove my point.
 
But the reason you dislike Crash Bandicoot has nothing to do with the controls. It still stands as an example of a 3D game with really good controls, regardless of whether you think the camera perspective leads to unnecessary deaths for some reason.
 
nincompoop said:
But the reason you dislike Crash Bandicoot has nothing to do with the controls. It still stands as an example of a 3D game with really good controls, regardless of whether you think the camera perspective leads to unnecessary deaths for some reason.

3D controls and camera are intrinsically linked. You can't separate the two.

Take RE. Those controls sucked. Why? Because the camera was fixed. Pushing "up" to go forward doesn't make sense with that camera. But if the camera is floating behind the player, a la RE4, pushing "up" to go forward makes sense of a sudden.
 
divisionbyzorro said:
3D controls and camera are intrinsically linked. You can't separate the two.

Take RE. Those controls sucked. Why? Because the camera was fixed. Pushing "up" to go forward doesn't make sense with that camera. But if the camera is floating behind the player, a la RE4, pushing "up" to go forward makes sense of a sudden.
What does this have to do with the argument over d-pad vs joystick controls? Or the controls in M:OM or Crash Bandicoot, for that matter?
 
nincompoop said:
What does this have to do with the argument over d-pad vs joystick controls? Or the controls in M:OM or Crash Bandicoot, for that matter?


Well, I think parts of M:OM use a similar control and camera method to RE4, so that kind of links them.

Cat in the Hat said:
This may of been said already but.....HOLY SHIT


While it has already been said, it also can't be said enough.
 
Why the hell do people act like they already have played the game? Why are people complaining about stuff that we don't know how it works or if it is that way in the whole game? Wait til the game comes out, seriously.

Anyways, I hope this turns about to be a great installment in the Metroid series, because I'm starved for a new Metroid.
 
This game looks like it'll be amazing. Oddly enough my favorite part of the trailer was the part with the RE4 style camera (though strangely enough it made me think of arkham asylum for some reason.)
 
joseph1594 said:
Why the hell do people act like they already have played the game? Why are people complaining about stuff that we don't know how it works or if it is that way in the whole game? Wait til the game comes out, seriously.

dudethisisneogaf.gif
 
joseph1594 said:
Why the hell do people act like they already have played the game? Why are people complaining about stuff that we don't know how it works or if it is that way in the whole game? Wait til the game comes out, seriously.

Complaining about games you haven't played is what internet message boards are made for. Even Nintendo knows this.

v46s75.jpg
 
So is it confirmed that you always need permission to use different weapons? I can accept that during the tutorial and first mission but that would really hinder the feel of the game once you start exploring more levels on your own (assuming the marines and the cmdr don't follow you most of the game).
 
Agent Unknown said:
So is it confirmed that you always need permission to use different weapons? I can accept that during the tutorial and first mission but that would really hinder the feel of the game once you start exploring more levels on your own (assuming the marines and the cmdr don't follow you most of the game).


No, it's not confirmed.
In fact, probably after you leave the ship, you won't be seeing much of Adam or the SF Troops.
So you won't have to worry about "getting permission".
The only reason you have to get it for the first boss is because Adam is worried about Samus blowing up the ship.
 
last I heard, the game handling of upgrades is similar to all the previous game. except this time its logical (instead of losing all your ablities for no reason, you have them all, the GF just don't allow you to use them)
 
One thing that struck me, in the previews they all talk about a "Bottle Ship". Wouldn't Battle Ship make more sense? :lol.


Or is there something I'm missing here?

Dammit, the trailer is filled with so much goodness, I want this game *now*.
 
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