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Official Metroid Prime 3 Corruption Hands-on Thread - ALL Previews here

syllogism said:
That's a pretty cool title music, but I'm still disappointed how none of the new Metroid games have been able to match or surpass Hip Tanaka's tunes in the original game. Even Super Metroid fell short.

What :lol I can't even remember the music in the original... well I mean I can and the stuff I can was far surpassed in Super Metroid, IMO.
 
studio810 said:
I hope so, in RE4 for the Wii you have to use the plus and minus buttons throughout the game and it wasn't bad at all.

I don't know for you, but I find that the +,- and home buttons are more accessible that the d-pad on the wiimote. I can reach them without disturbing my aiming, which isn't the case of the d-pad (except maybe the down of the d-pad)
 
brandonh83 said:
What :lol I can't even remember the music in the original... well I mean I can and the stuff I can was far surpassed in Super Metroid, IMO.

You are correct, Super Metroid's music is superior in everyway
 
Mejilan said:
Absolutely correct.

No, Zero Mission had updated versions of some of the most timeless classic video game music of all time. It has far superior music than Super Metroid.
 
agent069 said:
I don't know for you, but I find that the +,- and home buttons are more accessible that the d-pad on the wiimote. I can reach them without disturbing my aiming, which isn't the case of the d-pad (except maybe the down of the d-pad)

this is my exact issue with dev's using d-pad for stuff you gotta constandly access/reload/etc.

...in my case, when I'm holding the wiimote...well...like a remote and not a blunt object, I have to constantly adjust my grip to access the d-pad and its rather annoying....
 
TheGreatMightyPoo said:
Has any source had issues with the controls???
Not that I've seen, some complain about having to press the "minus" button for visors but all the aiming/shooting impressions I've seen have been very positive.
 
I wanted to throw in another compliment on the title music. One thing the Prime series has done is nailed the music...
 
Last preview (probably)

Shacknews said:
E3 07: Metroid Prime 3: Corruption Preview
by Chris Remo Jul 13, 2007 9:13pm CST


Metroid Prime 3: Corruption has a lot to prove. It's supposed to be the first game to really nail first person shooter controls with the console's motion-sensing remote. It's supposed to push the system's graphics hardware. It's supposed to show that "hardcore" games can be done on the Wii.
Does it do all of these things? Does it do any of them? Based on my time with the game behind closed doors at E3, my suspicion is that it will achieve all three.



First and foremost, the controls are excellent. As previously reported, Metroid Prime 3 has three sensitivity settings offering varying levels of control. At the bottom end, the game uses a large "bounding box" for aiming, which makes it fairly easy to aim but makes for rather deliberate turning. In Advanced mode, the camera moves even with relatively little movement of the reticule, making it closest to PC-style controls. In the end, however, it is not the basic design of the aiming controls so much as their top-notch execution that makes Metroid Prime 3's implementation so much better than that of previous efforts such as Red Steel or Call of Duty 3. Turning and aiming with the Wii remote and nunchuk simply feels great and, unfortunately uncommonly in Wii action games, remarkably natural.

On their own, without using the enemy lock mechanism seen in the other Prime games, Prime 3's basic aiming controls already work extremely well. The inclusion of locking, however, keeps the game feeling like Metroid rather than straying too far into twitch FPS territory. Even better, by default Advanced mode switches on a free aiming option that keeps the camera locked onto the targeted enemy while allowing the aiming reticule itself to be pointed anywhere on the screen. This can be toggled on or off in any sensitivity level, and is a well thought out addition to the series. Using the free aiming option you can, for example, stay locked onto a boss for easy strafing and continued visibility while still manually targeting his smaller minions or projectiles.

Switching visors by holding down the minus button and gesturing at the desired visor works much better than it might sound, and can be performed in a split second. There are new visors in addition to the standard combat visor and scan visor, such as the infrared night vision visor, used to make your way through dark areas. In a welcome change, Samus' weapons now stack as in Super Metroid, rather than remaining separate armaments as in the previous Prime titles. The only element that I did not find to be extremely smoothly integrated in terms of controls is the missiles, which are fired by pressing down on the remote's d-pad--having constant easy access to missiles requires holding the remote slightly higher than usual. Finally, in a nice touch, Samus can jump in morph ball form simply by flicking the remote up. This allows for easy bomb jumping; just jump up, lay a bomb, and jump up again at the appropriate time, without the need to carefully time multiple bomb explosions.

Just as seemed to be the case with many GameCube games, even the better looking Wii games do not seem particularly photogenic--of course, there have been sadly few Wii games that look good enough in motion to even make such comparisons worthwhile. Fortunately, Metroid Prime 3 breaks the trend, and indeed looks far better in real-time than in its official screenshots, most of which have been bafflingly blurry. The game is unquestionably a marked step up visually from its GameCube predecessors and, even more importantly given the drop-dead gorgeous art design of Prime 1, seems to be a glorious return to form from an artistic standpoint after Metroid Prime 2: Echoes. At several points during the playable demo, parts of which took place on craggy isolated plateaus in the midst of a sprawling alien world, I felt compelled to simply stand still and look around for a moment before continuing on my way, prompting my Nintendo rep to ask if I was stuck.

Gorgeous touches abound on both small and large scales. Skyboxes are beautiful eruptions of unearthly color, serving as an excellent backdrop for sequences such as grappling beam rollercoaster rides. Character models are clearly using more polygons and higher-resolution textures, leading to a cleaner look overall. When using the slightly darker scan visor, Samus' face becomes lightly visible in reflection, highlighting the inherent solitude so crucial to the affecting atmosphere of Metroid games.

Of course, a relatively brief demo does not allow for a detailed judgment on finer points of game design, particularly with a franchise so intricately constructed as Metroid. Retro Studios designers have noted that the game has less extraneous backtracking and tighter overall balance than Echoes, which received criticism for over-design in some areas, so hopefully the overall game reflects these apparent changes. From a basic mechanical standpoint, however, it seems clear that Retro has managed to completely nail the elements that have proven so difficult for most Wii developers: the controls, and the graphics. Given the masterpiece that was Metroid Prime, it is little surprise that Retro would be the studio to pull it off, but it admittedly comes as a relief nonetheless. Bring on August 27. Let us hope other developers take notice and learn.

Voilà. If you have again the will, discuss !
 
I'll definitely be picking this up when it comes out. Being able to free aim and lock on at the same time is a nice addition. The only issue I'm really concerned with is the backtracking. Let's hope they tone it down a bit this time around because it was pretty ridiculous in Prime 2.
 
Mithos Yggdrasill said:
:lol :lol :lol Definition of hardcore-casual ?

Wait, let me think one up.

Hardcore-casual: One who is cultured enough to enjoy a Final Fantasy or Zelda, but who's heart belongs to classic quicky style arcade type games. He favors uncomplicated control schemes, but can handle even the hardest. Usually only buys a handful of games per year, but is an educated enough gamer to ensure that that handful is quality.



(*boom!*)
 
GDGF said:
Wait, let me think one up.

Hardcore-casual: One who is cultured enough to enjoy a Final Fantasy or Zelda, but who's heart belongs to classic quicky style arcade type games. He favors uncomplicated control schemes, but can handle even the hardest. Usually only buys a handful of games per year, but is an educated enough gamer to ensure that that handful is quality.



(*boom!*)

Heh, I don't know. Hardcore-casual to me sounds like you're really really casual. Like, your so casual you're hardcore about it. You prefer games that involve boards and dice, and you haven't yet discovered pac-man. Occasionally you play games at Wild Tangent (once every 5 or 6 months) :lol

Now that's hardcore casual
 
John Harker said:
Heh, I don't know. Hardcore-casual to me sounds like you're really really casual. Like, your so casual you're hardcore about it. You prefer games that involve boards and dice, and you haven't yet discovered pac-man. Occasionally you play games at Wild Tangent (once every 5 or 6 months) :lol

Now that's hardcore casual

:lol You're probably right about that. I hereby change the term I defined to casual-hardcore.


(this reminds me of a scene from a movie or tv show that I vaguely remember)

(oh yeah, it was that pirate-ghost, ghost-pirate scene from an episode of South Park)
 
This was my top game of E3 (in terms of stuff that actually had new stuff on display, so not counting the Valve games, BioShock, or Fallout 3). Holy crap the controls feel good.
 
hey remo, what's your take on parish's impressions that the game is moving more toward action? not calling him out or anything--just curious if you feel the same way.
 
the missiles, which are fired by pressing down on the remote's d-pad--having constant easy access to missiles requires holding the remote slightly higher than usual.

Why did they do this? Why? This can single-handedly break the game! Missiles are such an important part of Metroid and now we have to use the akward D-pad? I think I'm going to cancel my preorder.
 
Scrubking said:
Why did they do this? Why? This can single-handedly break the game! Missiles are such an important part of Metroid and now we have to use the akward D-pad? I think I'm going to cancel my preorder.

Sarcasm aside, I'm holding my Remote right now (well not right now), and going from A to down on the D-Pad is about as awkward as going from A to Y on my Wavebird.
 
Corruption's opening is actually pretty good, much better than the crappy Echoes opening theme. Nothing tops Prime's though. First time I saw it I nearly crapped my pants and it still gives me chills to this day.
 
Yeah Primes opening was brilliant.

Echoes is alright...but very plain. This one looks good, too, but I don't think it will top Prime. I doubt the game itself will top Prime as well, though. But Prime is pretty much perfect.
 
BrodiemanTTR said:
Sarcasm aside, I'm holding my Remote right now (well not right now), and going from A to down on the D-Pad is about as awkward as going from A to Y on my Wavebird.

You're kind of missing the problem. Shifting your grip like that moves your aim slightly on the remote. This is the whole reason that Twilight Princess on Wii uses the B trigger as a unified item button.

On the other hand, the missiles in Prime home in on enemies, so a little bit of cursor jitter isn't going to cause problems. It's a respectable design decision.

Systems_id said:
Corruption's opening is actually pretty good, much better than the crappy Echoes opening theme. Nothing tops Prime's though. First time I saw it I nearly crapped my pants and it still gives me chills to this day.

WTF? The Echoes title screen is just a different musical arrangement of the same theme that Metroid Prime used. It's kind of a stretch to call one crap and the other 'untoppable', when the difference is instrument selection.

Corruption gets credit for having actually new theme music, but that doesn't make Echoes' title screen crap.
 
TwinIonEngines said:
You're kind of missing the problem. Shifting your grip like that moves your aim slightly on the remote. This is the whole reason that Twilight Princess on Wii uses the B trigger as a unified item button.

On the other hand, the missiles in Prime home in on enemies, so a little bit of cursor jitter isn't going to cause problems. It's a respectable design decision.

You must have pretty small hands to have to re-shuffle your hand to press d-pad down. In fact I only have to move to press the 1 (even then not so much) and 2 buttons.
 
God's Vessel said:
You must have pretty small hands to have to re-shuffle your hand to press d-pad down. In fact I only have to move to press the 1 (even then not so much) and 2 buttons.

I think it has more to do with how high you hold the remote than anything else. You can easily push down on the d-pad and the A button without shifting your grip if you hold it with the bottom of your thumb over the A button and the top of it on the lower part of the d-pad. Usually, I tend to hold it in a way where I can push the A button with the top of my thumb, shifting my grip a little higher solve the problem.
 
beelzebozo said:
hey remo, what's your take on parish's impressions that the game is moving more toward action? not calling him out or anything--just curious if you feel the same way.
That is my one concern with the game, actually. The controls are amazing, the visuals are great, the music and atmosphere and environments seem nailed. However, I am concerned about the potential of moving a bit too much away from the "first person adventure" bit.

For me it's not a purely gameplay thing, I also worry about more cluttered and overt storytelling--ie, moving towards Halo or something rather than the sparse, old-school sci-fi storytelling of Metroid. I prefer the latter immensely, I'm not a fan of blockbuster Hollywood storytelling becoming the de facto method in video games. I just hope Retro hangs on to the solitary, sparse, retro style of sci-fi rather than the Halo style.
 
God's Vessel said:
You must have pretty small hands to have to re-shuffle your hand to press d-pad down. In fact I only have to move to press the 1 (even then not so much) and 2 buttons.

The thing is, you do use the minus and 1 buttons in the game. When I was playing, I had my hand in a position such that those were easily accessible, so then when I got to a part where I had to use missiles a lot, it required a bit of readjustment. Obviously right now if I just pick up a Wii remote it's not difficult at all to hit the down button with my thumb, but that's different from a situation where you're in the middle of a game and have been pressing buttons all over the thing unconsciously for twenty minutes.
 
Chris Remo said:
For me it's not a purely gameplay thing, I also worry about more cluttered and overt storytelling--ie, moving towards Halo or something rather than the sparse, old-school sci-fi storytelling of Metroid. I prefer the latter immensely, I'm not a fan of blockbuster Hollywood storytelling becoming the de facto method in video games. I just hope Retro hangs on to the solitary, sparse, retro style of sci-fi rather than the Halo style.

Hmm, I share your feelings, but at the same time I think spare moments where you'll have buddies/voice-overs/epic cutscenes might actually enhance the traditional "metroidy" solitary parts, by creating a stark contrast. I'm hoping it works.
 
StevieP said:
I'm going to take a shot and guess that either they're going to do Icarus, or they're going to be Nintendo's shooter studio (i.e. make an FPS instead of an FPA), an online multiplayer game of course. With the talent they have at the studio (much of which came from a shooter background) it's likely the best course of action and the fruits of their labor will pay off, I'm sure. Man, am I going to miss the Prime games, though.

Wii 2 will probably have another Metroid game from Retro, however, depending on the sales of Prime 3.
Exactly.
 
God's Vessel said:
You must have pretty small hands to have to re-shuffle your hand to press d-pad down. In fact I only have to move to press the 1 (even then not so much) and 2 buttons.

Why are you stating incorrect assumptions about the size of my hands?

Moving your thumb from the A button to d-pad down or vice versa changes the point of your aim. It is a very slight change and can be compensated for, but it happens for everybody.

Moving your thumb from A to X on the GC pad has zero side effects.
 
Wait, what is attributed to the 1&2 buttons then? Maybe it's just me but those are the 2 buttons on ther emote that have horrible placing. Even in Zelda I'd feel a strain in my hand from just using them a couple of times in a short time. They're just placed way too low.
 
Darunia said:
Wait, what is attributed to the 1&2 buttons then? Maybe it's just me but those are the 2 buttons on ther emote that have horrible placing. Even in Zelda I'd feel a strain in my hand from just using them a couple of times in a short time. They're just placed way too low.

I think they're only used for scrolling through scan data, so you wouldn't have to reach them very quickly.
 
biodegradablebean said:
I think they're only used for scrolling through scan data, so you wouldn't have to reach them very quickly.

Oh ok, thanks. The less they're used, the better.

Wollan said:
Sorry for wandering in on you like this but has the European/Australian release date been given yet?

October 26th. Not too long after the American release, but still. The wait will be long. Especially since I've been replaying some Metroids and I have once again come to realize it's my favorite franchise
 
TwinIonEngines said:
Why are you stating incorrect assumptions about the size of my hands?

Moving your thumb from the A button to d-pad down or vice versa changes the point of your aim. It is a very slight change and can be compensated for, but it happens for everybody.

Moving your thumb from A to X on the GC pad has zero side effects.

That's why you move your thumb up so that it's on both the A button and the bottom part of the D-Pad for a game like Prime 3. No problems then. I use a position like that for any games that make you use the D-Pad a lot.
 
thefro said:
That's why you move your thumb up so that it's on both the A button and the bottom part of the D-Pad for a game like Prime 3. No problems then.

Maybe I'm not explaining myself well. I do not expect to have any difficulty playing Corruption. I'm just saying that pressing different buttons affects the balance of your grip and the point of your aim, and that without taking this into consideration, comparisons to GameCube control layouts are incomplete.
 
Chris Remo said:
That is my one concern with the game, actually. The controls are amazing, the visuals are great, the music and atmosphere and environments seem nailed. However, I am concerned about the potential of moving a bit too much away from the "first person adventure" bit.

For me it's not a purely gameplay thing, I also worry about more cluttered and overt storytelling--ie, moving towards Halo or something rather than the sparse, old-school sci-fi storytelling of Metroid. I prefer the latter immensely, I'm not a fan of blockbuster Hollywood storytelling becoming the de facto method in video games. I just hope Retro hangs on to the solitary, sparse, retro style of sci-fi rather than the Halo style.

We have already seen an interview with Mark Pacini and Mike kelbaugh and they have said that this game will be more adventure- and exploring oriented then Echoes. So, don't worry. What I'm REALLY curious to know about, is what will Retro handle after this game. The Metroid Prime franchise is closed, so what's next ?
 
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