Of course, all of my ideas could simply founder on BioShock's somewhat controversial save system, which privileges completing the game over genuinely frustrating challenges, at least on normal difficulty. But enough about BioShock. Allow me to dig into Metroid Prime 3: Corruption, or, at the very least, slice off a little piece of the "assignments" that you've given me, Professor.
You said that you hoped that I'd gotten further than 10 percent of the way through Metroid Prime 3. I have! I'm now 18 percent of the way into the game. It's not quite a passing grade, Teach, I know. But the dog ate my Wiimote I have reasons. I could say that it's because my Wii is in my office rather than in my Crown Heights apartment, but the last two games that I beat--BioShock and Halo 3--were finished in an office building (2K's, around midnight on a Friday, after they forgot to kick me out) and in a midtown hotel (where Bungie's Luke Smith watched us finish the fight on co-op heroic). No, the reason that I haven't gotten further in Metroid Prime 3 is that because while the game does many, many terrific and admirable things, Metroid is a franchise that should never have made the jump from 2-D third-person to 3-D first-person.
(I am Stephen's raging bile duct.)
I love 2-D Metroid. Not the classics, because I was a latecomer to games. But I played the Game Boy Advance titles Metroid Fusion and Metroid Zero Mission from beginning to end and had an absolute blast. The look, the moody music, the sense of solitude as Samus goes about her mission, the thrilling sense of empowerment-yes, Mr. Blow, I said it: empowerment--as you not only acquire new weapons and abilities, but the "aha" that goes off as you remember that area that you couldn't get to before, realizing that, yep, now you can, and backtracking to that area to proceed to the next mysterious area of the game. Having only gotten seriously into games in 1999, I haven't played nearly as many 2-D side scrollers as you have, but for my money, those two Metroids are not only among the best of their kind, they're two of the very best games I've played.
Retro Studios deserves every bit of praise for its yeoman's work in transforming the Metroid experience into 3-D first-person. But for me--and I fully realize this is something of a minority opinion--I've always believed that there was something fundamentally misguided about the decision to rebirth Metroid in this manner. The mechanics that are at the heart of Metroid, most notably backtracking and scouring the environment for hidden passages, don't translate well to first-person gaming. I'm generally not a fan of backtracking in 3-D games, but that goes double for first-person shooters. (Yes, I know that the Metroid Prime series has been described as first-person adventures.) When I play an FPS, there are two cues I use to determine whether I'm headed in the right direction: if I see enemies ahead, or if I see a new area. It's all about forward movement, so having to backtrack throws me off completely.
With the 2-D Metroid, I could much more easily maintain a mental map of where I'd been, so backtracking wasn't a problem. And if I ever got lost, there was a simple one-to-one visual correspondence with the games map. The 3-D Metroid Prime, unfortunately, compounds my backtracking difficulties with its 3-D map, which you yourself acknowledge is confusing in our first Vs. Mode Gaiden. And since Metroid is about steadily developing one's mastery over an environment that is not completely navigable at the start, Retro couldn't simply eliminate backtracking and design the game around a simple proceed from point A to point B. The end result is two great tastes that don't quite taste great together.
(I am Stephen's mournful sorrow.)
You also asked me about the controls. I've never had a problem with FPS controls on a console, so I'm not prepared to declare, as did our friend Chris Kohler, that it "reinvents the FPS control scheme for the better." I will say that the "advanced controls," where you can lock the camera perspective and look around freely, works well, and that it creates a reasonable facsimile of a mouse and keyboard. It's still not as precise, however, and the game did occasionally lose track of where I was pointing. Some of the gestural controls worked well (throwing out my nunchuk arm and pulling it back for the grappling hook; flicking my Wiimote hand up and down to make the morph ball jump) and others were just okay (rotating knobs, pumping pumps and pressing buttons.) I didn't find any of it a great leap forward in immersion, but it offered some nice things as far as control, and I could see this becoming the gold standard for Wii FPS games.
The button layout, however, was another matter entirely. Firing and jumping worked just fine; I briefly debated switching them around, since the default scheme puts jumping on the trigger, but since the idea didn't cross my mind until I'd already been playing for 30 minutes, I decided against it. Lock-on and morph ball on the nunchuk also worked well. But I wasn't happy with the use of the plus and minus buttons for Hypermode activation and visor switching, nor the D-pad for missiles. And it's clear from the way that Retro was forced to stack missile types rather than allow missile switching as they had in previous entries that they struggled with the Wiimote's limited layout. You asked me what I thought they should have done. I think they should have taken a page from Wii Play as well as Nintendo's own recent history and shipped their own Wiimote with the game; one that sported kidney-shaped plus and minus buttons around the A button, like the X and Y buttons on the Gamecube controller. I know you'll agree with me.
(I am Stephen's utter disbelief.)
That said, Metroid Prime 3 may well be the best art directed game of the year. And that's saying something, considering BioShock's astonishingly realized, is-it-really-real-son sense of place. If I do finish Metroid Prime 3--I know you're skeptical, but with GameFAQs at my side, I just may surprise you--it will be because of the game's visuals. You urged me to get my ass off of the planet Bryyo, where I'd gotten stuck a few times, and onto SkyTown, Elysia where I am now. Boy, were you ever right. From soaring high above the planet on the zip lines, watching the sunlight bouncing off the rolling clouds to the various classes of robots rolling, hovering and shuffling their way through the level, I hereby declare that while the subtitle for Metroid Prime 3 may be Corruption, it shall henceforth be named Metroid Prime 3: Ocular Masturbation. An important part of the joy of playing games is the shock of the new, and the art direction here is propelling me to keep fitfully exploring when a couple of the game's mechanics are having the opposite effect.
Did I forget anything? Oh yeah, boss battles.
(I am Stephen's finite patience.)
All right, all right. I'll talk about that next time.
Cheers,
N'Gai