Cygnus X-1
Member
This preview is a little bit cold.
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.
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.
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.
Mejilan said:Absolutely correct.
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)
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.TheGreatMightyPoo said:Has any source had issues with the controls???
False.Pimpbaa said: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.
Sharp said:False.
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.
lancubap said:Last preview (probably)
Voilà. If you have again the will, discuss !
John Harker said:So... casual Wii gamers, are you going to buy this?
GDGF said:I am hardcore-casual, and I will buy.
I will also destroy the fabric of the multiverse with oxymorons.
Mithos Yggdrasill said::lol :lol :lol Definition of hardcore-casual ?
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!*)
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
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.
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.
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.
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.
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.
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.
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.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.
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.
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.
Exactly.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.
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.
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.
biodegradablebean said:I think they're only used for scrolling through scan data, so you wouldn't have to reach them very quickly.
Wollan said:Sorry for wandering in on you like this but has the European/Australian release date been given yet?
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.
Wollan said:Nintendo need to improve their worldwide release dates (as always). Is Mario Galaxy and Smash Bros 07 for Europe?
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.
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.