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

lancubap

Member
IGN said:
E3 2007: Hands-on Metroid Prime 3: Corruption

It plays better than any first-person console game ever... really. And it's one of Wii's best lookers, too.

by Matt Casamassina

July 11, 2007 - For some reason, Retro Studios' anticipated first-person adventure sequel, Metroid Prime 3: Corruption, doesn't photograph well. Many of the officially released screenshots of the title look bland, a complaint raised all too often by message board addicts. But we've just compiled two hours with a two-level demonstration of the title and we can tell you, it sure looks good in motion. The game runs in 480 progressive-scan and true 16:9 widescreen mode, which is a first for the series. The artistic presentation of the space stations, craft and planets that make up the universe is very impressive, seemingly more on par with the original Prime than its purple-drenched sequel. Textures are crisper and polished with extra effects such as specular highlights on Aran's ship, for example. Environments are larger and architecture more defined. And while it may seem trivial to some, the inclusion of bloom lighting goes a long way, as bright sources like lava and monitors now glow with welcomed style and realism. All of this and the title seldom dips below a fluidity of 60 frames per second.

We're realists. Metroid Prime 3: Corruption can't and doesn't look as good as some of today's cutting-edge games on more powerful consoles. But for Wii, a console that so far hasn't proven that it is even dramatically more powerful than GameCube, it's stunning.

Something has gone terribly wrong at a drifting space station. Terminal text displays an eerie message: "Cryogenic systems stable. Corrupted life support anomaly detected." The computer systems have become infected with some kind of new virus, they begin to malfunction and meltdown, and Dark Samus appears to be involved. A real-time cinematic showcases the beginnings of the storyline for Aran's latest adventure, and we catch a glimpse of Dark Samus as she breaks free from a room full of high-tech equipment, very probably signaling the start of the corruption that spreads across the galaxy.

Samus, though, is asleep. The long-time heroine of one of Nintendo's most popular franchises is also adrift in space and she's not wearing her trademark suit. The camera pans in on the blonde-haired, blue-eyed beauty as she opens her eyes and looks around her cockpit. Just outside, we can see the vast expansion of space, stars twinkling in contrast to the great blackness. This is how Prime 3 begins and it seamlessly teaches you some of the game's integral new Wii controls from the comfort of Aran's ship. You can look around the cockpit with the nunchuk's analog stick and you can point to various switches and levers with the Wii remote. A simple tap of the A button may bring up displays, activate boosters, and so on. Retro Studios hasn't suddenly given you the freedom to roam the galaxy - this is still a very controlled situation created specifically to familiarize you with the basics - but it's very atmospheric all the same.

After you point to a center console, Samus places her hand on the device and her ship gains in speed and veers to the right, directly toward a fleet of Galactic Federation Fighters, giant-sized spaceships quite capable of blowing Aran to smithereens. Over the radio, one of the Federation soldiers audibly asks Samus to identify herself. Yes, there's voice work in Prime 3 and judging from the two-level demo, quite a lot of it. Once Samus is on foot again, she can freely walk through the space station and talk with all of its occupants. Naturally, the heroine herself remains mute, but now all of the mechanics and troopers have something to say and the acting is very well done and believable. Another button in the cockpit area brings up a display surrounded in an extraterrestrial alphabet. Here, you use the Wii remote to control Aran's hand so that she can select the right letters to identify herself to the fleet. With that done, she's clear to land on the floating galactic base called Flagship Olympus, where more tutorial controls and story await.

Before leaving her ship, Samus dons her trademark Varia Suit, which is immediately equipped with a number of abilities normally obtained later in Metroid titles. She can transform into morphball form. She can double-jump. She can charge her beam weapon. And she's got three visors available, including both the scan and battle, in addition to a third. Selecting the visors is handled intuitively with the Wii remote. You simply hold down the minus button and flick into one of three directions - left, right, or up - to transition to the various visors. When scanning, you can clearly see Aran's eyes reflected in the visor - not only during gun-muzzle flashes, but the whole time. The plus button is used to activate hyper mode, which seemed locked for the demo.

Samus controls better in Prime 3 than she ever has before. In fact, the heroine's tight maneuverability and speed nurture a level of accuracy never before possible in a console-based first-person experience. Retro has included three different sensitivity levels for fans, so if you're the type who prefers a big bounding box and slower turns, you can do that. However, we highly recommend that all gamers play Prime 3 with advanced controls, which shrink the bounding box so that Samus turns quickly when your on-screen reticule begins to stray in any direction. Previously, Call of Duty 3 was the benchmark for accurate controls in a first-person game on Wii, but Prime 3 blows that title out of the water. If you've played any FPS-style game on Nintendo's system before, you will probably be running and gunning in Corruption and absolutely loving the freedom and speed of the controls in a matter of seconds, not minutes. It really is the new benchmark and simultaneously proof that smart studios can really utilize the Wii remote and nunchuk for some dazzling results.

Having noted that, either we've gone crazy or Retro has actually loosened up the advanced control setting, not tightened it, since we last played the game in New York. It's still very responsive and maneuverable, but it doesn't seem quite as speedy as it was before. Perhaps we were merely so overjoyed at the working controls when we went hands-on at New York that our memory of the affair was distorted.

In Metroid Prime 3, you can lock-on to enemies by holding down the Z button. This function is not nearly as important as it was in the previous games since the new and improved manual aim is so responsive, but it's still helpful when you want to quickly cycle between foes. However, there is one invaluable new change to the mechanic that you can toggle on or off depending upon your preference. You can now lock-on to enemies and retail manual aim with the Wii remote, essentially enabling you to pinpoint shoot Space Pirates and other baddies if you so desire. If you'd rather not bother, turn it off in the options menu and forget it ever existed.

Press the 1 button at any time and you'll bring up the map, options and logbook screens, where you can easily change your control sensitivity and toggle lock-on with manual aim on or off. You can also reverse visor select and hyper mode to the plus and minus buttons if you prefer.

Walking about the Flagship Olympus, you will quickly notice that the environments and occupants are more interactive and that Samus is a figure to be respected. While some mechanics when approached will spout lines like, "I've got duties to perform, we'll talk later," Fleet Troopers are sometimes in awe of Aran. "Did you really take out an entire planet of Space Pirates," one such character asked us after we triggered a conversation with him. Meanwhile, there are all sorts of animated system checks and scan points that Samus must push with her palm, pull with her hands, or look into to be examined. You will regularly pull backward, twist to the left and then push forward again with the Wii remote to unlock doorways, and using gestures to activate these points doesn't feel gimmicky it all; it's highly immersive.

Eventually, the Flagship Olympus is attacked by Space Pirates and everything goes to hell. As you run through darkening corridors, you will see smaller craft crash into the Olympus, which breaks the airlock and causes troopers to be sucked into space. The environments themselves will become destroyed, creating new walkways and holes for Samus to explore and traverse, with the ultimate goal of getting off the doomed satellite.

The second level of the demo is called SkyTown Elysia and it takes place on another planet entirely - one whose mix or organic and high-tech environments hovers in a spectacular sky setting. The objective is to "get the Aurora back online" and "reach the Seed." The level itself is comprised of a network of hovering railways that Samus can traverse by first locking onto a starting point with her grapple beam and then riding the railway like a dangling rollercoaster. It's awesome. While locked on with your grapple beam, you can look around the environment, target enemies in your path, and blow them away. At certain points, Aran will encounter cannons that, when in morphball form, blast her across chasms so that she may continue onward. Also quite awesome. Eventually, you encounter Steamlord, a huge flying robot that fires green ripple lasers your way. He's surrounded by minions, whom he repairs just as soon as Samus blasts them, so you'll have to take him down immediately.

We had our doubts that Prime 3 would come together. Having spent some quality time with the game, though, it is rapidly becoming our most anticipated Wii project. Retro Studios seems to have nailed the controls and (perhaps more than ever) the atmosphere. We simply cannot wait to see and play more.

That's it ! More previews later. Discuss !
 
1up said:
The conclusion to the Metroid Prime trilogy sees Samus battling her evil alter ego once more, along with rogue warriors, space pirates and the malfunctioning robot brains that rule the galaxy. Oh, and probably some metroids, too, somewhere along the line.

What's new for E3: Pure, uninterrupted gameplay. We were able to go hands-on with two portions of the game, which reveal some big surprises. We already knew about the revamped control scheme; what we weren't prepared for were some of the other changes -- like the fact that this is one chatty game. The first 20 minutes of Corruption begins quite unlike any other Metroid game ever, with Samus in the cockpit of her spaceship. She enters a planetary orbit crowded with starships and is asked to input a security code to land on the fleet flagship. (Players perform all of these in-ship actions.) Once she lands, she treks through the large starship to meet up with a military officer who has summoned Samus as part of a team of bounty hunters whose mission is to undo the corruption that has infected the organic supercomputers that help guide the interplanetary government.

The meeting is interrupted by a space pirate attack and Samus is forced to battle her way back to the docking bay where her ship is located as pirates board the flagship and begin to attack. Her route is frequently beset by explosions -- at one point a damaged starcraft smashes into a corridor shortly ahead of her, and a couple of crewmen are blown into space before a massive bulkhead closes to seal the vacuum-exposed area... forcing Samus to find a less direct route in the process.

It feels a great deal like the Pillar of Autumn stage in the original Halo, except even more dramatic and intense. The opening area serves as a tutorial of sorts as players become accustomed to the game's controls, but it's also no mere cakewalk -- there are dangerous enemies present. In short, Retro is announcing its intentions with the game right up front: More action, more intensity.


The amped-up challenge is made somewhat possible by the new control scheme, which makes Corruption feel more like a standard first-person shooter than previous Primes. The nunchuk analog stick moves Samus about in the now-standard console control scheme (forward/back/strafe) while the Wii remote causes her to turn by pushing the targeting reticule to the edges of the screen. Holding down Z locks on to foes; moving while locked on causes Samus to circle-strafe. Lock-on also causes missiles (fired with the down button on the Wii remote) to home in on foes.

The second section of the game we played through brought us a surprise. Set in Skytown, a floating city on planet Elysia, this area marks a change for the Metroid series in that it's not physically connected to the area immediately preceding it. A hallmark of the franchise has been its immense, labyrinthine world connected by tunnels and passages, but that doesn't seem to be the case here. The layout of Skytown also feels incredibly straightforward compared to the Metroid norm, a series floating islands connected by rails. There's a charming retro vibe to this area, with Samus beset by a series of simple droids commanded by a machine called Steamlord; this overlord remains hidden except when one of its minions has been downed in combat, at which point it reappears only long enough to repair the broken droid.

In addition to Samus' usual combat and scan visors, we also caught a glimpse of a third visor which gives the appearance of night vision, although Nintendo's rep wasn't able to tell us exactly what its purpose was. More obvious was the usefulness of the grappling beam, which comes as standard equipment from the beginning of the game; not only does it allow Samus to swing to new areas, it can also attach to various objects and wrench them loose (with a real-world yank of the nunchuk attachment).

What we like: The faster, more fluid control scheme really changes the feel of Metroid Prime, but not for the worse. One of our biggest complaints about the past two games was that they tended to drag a bit toward the end, and that was partly due to Samus' sluggish movement.

The new interface takes some getting used to -- but what doesn't? We needed a little time to get a handle on mouse-and-keyboard controls the first time we played a modern PC shooter; we needed a little time to learn to deal with dual-analog controls the first time we played Halo. But after thirty minutes, we were (mostly) controlling Samus as naturally as any other FPS hero.

Corruption's visuals look a whole lot better than they did last year; clearly Retro has spent some time polishing up the game's graphics.

Oh, and for those keeping tally of Metroid/Alien comparisons, you'll be happy to know that Corruption begins with a computer error reading for someone's cryogenic sleep. (And they totally killed Newt, those bastards!)


What we dislike: We're definitely not sold on Corruption's new approach to level design. Sure, it could be good, but a large part of what makes Metroid Metroid is the ability to backtrack, re-explore, find alternate paths and break sequence. Corruption really does feel like Halo in a lot of ways -- not just the intro section, but even Skytown. Not in the good way, but rather in the "linear stage designs and frequent repetition of level elements" way. Did you hate Halo's Library? Well, pilgrim, you may have to grit your teeth a little when you play through Skytown.

Now granted, the first two Metroid Prime games did have their problems, but that mostly centered around the fact that players were forced to retrace their steps through the entire game in mindless fetch quests. Streamlining the game could work, but many Metroid fans may balk at the radical change that Corruption seems to represent.

And the controls, while fluid and fast, are also a little cumbersome in places. Using the Wii remote's + and - and 1 and 2 buttons still doesn't feel natural, and the - button in particular is used excessively. Appealing though this new faster take on Metroid may be, the previous games' slower pace did make possible their complex control schemes. We're not convinced that speed and intricacy necessarily make good bedfellows.

Finally, Nintendo didn't actually let us see any of the "corruption" element -- Samus can go into "hyper mode" to take down enemies, but risks permanently messing herself up if she's hyper for too long -- for which the game is named. Bad Nintendo! No cookie.

Voilà the second one. More shortly.
 
hmm linear level design? really? hope it is just hard to judge from the demo..

repetative rooms doesn´t sound fun though :(
 
SpokkX said:
hmm linear level design? really? hope it is just hard to judge from the demo..

repetative rooms doesn´t sound fun though :(

I really wouldn't worry too much. It's early in the game, and early stuff in Prime and Echoes was linear before it branched out. Plus it's an E3 demo.
 
WIRED BLOGS said:

Hands-On: Metroid Prime 3 Mindblowing


By Chris Kohler EmailJuly 12, 2007 | 2:55:49 AMCategories: E3 2007

Mp3_e3_2007_04Earlier this evening, I had the chance to sit in front of a lengthy demo version of Metroid Prime 3: Corruption. I armed myself with the controls and Chris Baker sat next to me and we lost ourselves in the mesmerizing world of Metroid. From all appearances, this is a brilliantly designed game, with perfected Wii motion controls.

WIRED and TIRED, after the jump.

WIRED

* The first-person shooter controls. This has been a big "what if" ever since they showed a knocked-up version of Prime 2 using the Wiimote at Tokyo Game Show in 2005. Would it really work? That demo was the proof of concept. The E3 demo that followed was the first shot at a workable engine. This year is perfection. Turning by moving the Wiimote reticule, which is large but unobtrusive, towards the side of the screen feels great -- you move fast enough for the gameplay to work, but not so fast that you get confused.
* Free-aim-lock-on. Or whatever it's called. When you set the game to "Advanced" controls, you can lock on to an enemy by holding the Z button, but still shoot wherever you want on the screen. This lets you keep a major target in your sights always, but hit smaller targets -- like the weak antennae on the top of an otherwise indestructible bug boss. If you don't want all this freedom you can use the standard lock-on system, which will auto-aim your shots. But why, when you have the precise Wiimote?
* The grappling hook. Oh man, this is fun. You get close enough to a grapple point and you can tap Z (yes, the button that's also used for strafe and lock-on) to grab it and start swinging like Tarzan. That's not new. But you can also use the grapple to pull down objects -- by holding Z, flicking the nunchuk forward as if you were tossing out a line, then yanking it back. And then i figured out that you can also do this to enemies. Oh, oh.
* The Sky City. This is where Baker and I spent our entire hour, even though we hear there's another demo level that's just as good. (Tomorrow, i hope.) The Sky City, which looks a lot like you're wandering around Bespin, is filled with platforms necessitating double-jumps, perilous grappling areas, and lots and lots of fun Morph Ball segments. Rolling as the Morph Ball feels just like normal. In fact, what surprised me so much about everything is how totally at home I felt playing it.

TIRED

* I wasn't a fan of some of the button layouts. To page through text (fully voice-acted) after you scan something or see a new object, you have to reach down and hit the 1 button. Ew. Also, to put on your visor, you have to hold down the minus button. Again: ew. I did a lot of futzing around with the buttons before I got the right ones, sometimes. Kind of distracts from the simplicity and immersion of the controls.

Is Metroid Prime 3 going to be the FPS of the year? Well. Nintendo says so. I don't think any serious person would advance such a theory unless Halo 3's single-player really, really bites. But this might really hold its own with shooter fans, and become the game that teaches other developers how to do an FPS on Wii. They've shied away from the genre since Red Steel launched to mixed reviews, but this could be the game that makes it clear that it's not a bad idea.

Another one. More if happens.
 
Destructoid:
Sorry. I’m getting a little overboard with my title, but to be honest, I’m having a hard time trying to retain a professional demeanor after playing Metroid Prime Corruption – it’s just that good.

The controls for Corruption are so responsive, so correct, and so intuitive, that I’ve finally been convinced that the Wii is the new home for first person adventures. I know that those are some bold words (and that games like Red Steel have left a pretty bad taste in player’s mouths), but if you play Corruption for just ten minutes, you’ll become a believer too.

I don’t know what those folks at Retro studious did, but strafing, and run ‘n’ gun tactics have never felt so good or so natural before. Without even thinking about it, you become immersed in the game; running, jumping and rolling through levels like you were born to it. Oh, and the camera? Perfect.

Seriously, Corruption is so wonderful to play, that I just may not want to go back to the ol’ dual-sticks again.

They tend to be a little harsher on Nintendo so take it fwiw.
 
Corruption really does feel like Halo in a lot of ways -- not just the intro section, but even Skytown. Not in the good way, but rather in the "linear stage designs and frequent repetition of level elements" way. Did you hate Halo's Library? Well, pilgrim, you may have to grit your teeth a little when you play through Skytown.

Ouch. I don't like what I'm reading here.
 
I'm disgusted with the way the prime series has gone. The first one was a work of art about isolation and exploration, but the second and now the third are filthy halo clones filled with stupid music and sci-fi gimmicks. Retro guys if any of you read this... well you suck. And if nintendo forced you to do this, then they suck.
 
Then again, you can return to planets you already visited. So maybe backtracking is still in order. Or this will be another Fusion.
 
Pedobear said:
Then again, you can return to planets you already visited. So maybe backtracking is still in order. Or this will be another Fusion.
I still loved Fusion though, because even though there was a bit of a forced linearity, it still maintained that sense of dread and isolation quite immaculately. And there still was an element of exploration.

I'm still excited for MP3 because it's Metroid, but the vids and previews do nothing for me.
 
The vids I think look the best of the franchise so maybe we won't think the same of Retro's child. :D
 
I like that the controls are nice, but other than that WTF have they done to Metroid? Linear levels, feels like Halo?
 
Darunia said:
Ouch. I don't like what I'm reading here.
That sounds completely UNLIKE Metroid Prime. What are they doing?!

I still fear that they will focus too heavily on combat and dull the exploration aspects. All of those morons who complained about backtracking (a great part of the experience) may have caused this...
 
I'm sure it will have branching paths, funny everyone bitched and bitched about backtracking in previous Prime games, now Retro makes some changes to appease those people and they bitch about it being too different.

The game is looking great.
 
I don't know how anyone can read any of those previews and not come away excited. There's some element of linearity in all of the games -- they have a narrative to follow after all... and I do think that items and abilities, combined with confirmed control of the ship, will probably mean returning to planets after you've been there (a la Metroid DS but better)

The opening moments sound awesome
 
radioheadrule83 said:
I don't know how anyone can read any of those previews and not come away excited. There's some element of linearity in all of the games -- they have a narrative to follow after all... and I do think that items and abilities, combined with confirmed control of the ship, will probably mean returning to planets after you've been there (a la Metroid DS but better)

The opening moments sound awesome

I can tell you how. The game doesn't sound like a Metroid game.
 
Seeing how Skytown is structured i think that its linear design may be a normal choice. There are a lot of litle island floating and wires linking them. How can you make a complex level design on a such simple theme? Then, it's the first part of the game too, i'm optimistic about the whole game. It's gonna rock, retro spent to much time on it to disappoint.
 
Please...just because the demo showed a linear part of the game, this has nothing to do with the final product. This is still very much up in the air. Wait for final previews or reviews before freaking out.
 
dark10x said:
That sounds completely UNLIKE Metroid Prime. What are they doing?!

I still fear that they will focus too heavily on combat and dull the exploration aspects. All of those morons who complained about backtracking (a great part of the experience) may have caused this...


Well, in a recent interview, they said there was still backtracking and went out of their way to say that it was still a metroid game..

They said they wanted to make the backtracking less confusing, but returning to previous areas to find new paths was still a big part of the game.

Reading between the lines, I think the backtracking is probably less than echoes or prime and it may be handled in a different way, but I think it's still going to be metroid and there is still going to be a fair amount of backtracking.

We shall see. If they've made the game too linear, that will bother me very much.

edit// oh yeah.. also remember that the demo levels of prime and echoes didn't give a good sense of the adventure elements either. I remember specificly with echoes that some of it was completly out of context with the actual game. If i'm not mistaken, the EGM interview said that this sky city planet is actually from way later in the game and the two sections the press are playing through here aren't actually supposed to be consecutive.
 
Freaking out? This is my most anticipated game this year. But some of the stuff Retro did rubs me the wrong way. I like exploring in Metroid games, especially Primes because they are the best in immersing the playah!11
 
What we dislike: We're definitely not sold on Corruption's new approach to level design. Sure, it could be good, but a large part of what makes Metroid Metroid is the ability to backtrack, re-explore, find alternate paths and break sequence. Corruption really does feel like Halo in a lot of ways -- not just the intro section, but even Skytown. Not in the good way, but rather in the "linear stage designs and frequent repetition of level elements" way.

oh god you whiney "lol, backtracking" ****s killed Metroid

I may not buy this game :(
 
Let's not panic. It could still be amazing. Then again, did Jeremy Parish did the preview on 1Up? That guy is obsessed with repeating in games. He sees stuff like that everywhere.
 
I believe in Retro. Cheer up people. I'm sure that backtracking will be a huge part of the gameplay.
 
PkunkFury said:
oh god you whiney "lol, backtracking" ****s killed Metroid

I may not buy this game :(

I will still buy it, but it might not be until after it comes out and I can read reports from Metroid fans (not nintendo fans)
 
rhino4evr said:
Please...just because the demo showed a linear part of the game, this has nothing to do with the final product. This is still very much up in the air. Wait for final previews or reviews before freaking out.
Please...do not interject any logic into this thread! :D


This is a DEMO. Remember how people were worried about MP1's E3 demo which only showcased the LINEAR frigate?
 
Pedobear said:
Let's not panic. It could still be amazing. Then again, did Jeremy Parish did the preview on 1Up? That guy is obsessed with repeating in games. He sees stuff like that everywhere.

Yes, Parish did the preview :D
 
Landing on Federation flagship? Cool!

Skytown? WTF?

That kind of stuff doesn't fit into Metroid at all. It looks like they're turning Metroid into some sort of RPG, with the talking to people and cliche areas. Tallon IV was the best, Aether was worse, and now this??
 
Yeah, I'm a little worried about the linearity, but in reality I still believe this was made for Metroid fans, no one else, so my chips are still firmly with Retro.
 
Death_Born said:
Landing on Federation flagship? Cool!

Skytown? WTF?

That kind of stuff doesn't fit into Metroid at all. It looks like they're turning Metroid into some sort of RPG, with the talking to people and cliche areas. Tallon IV was the best, Aether was worse, and now this??
Just because it's called Skytown doesn't mean it's a city. It's an area. :lol
 
Oh please, it's not like other Metroid games had actually connected worlds. The elevators were just huge cop-outs. This is no different.
 
DayShallCome said:
Oh please, it's not like other Metroid games had actually connected worlds. The elevaters were just huge cop-outs. This is no different.

So the ship is the new elevator? :P
 
The FPS controls sound like the big advancement. This method needs to be shared with 3rd parties and applied to full on FPS games on the Wii.

I'd even be glad to see Retro work on a completely original FPS title that puts all their experience to use, allows them to explore online multiplayer, and isn't constrained by the specifics and traditions of the Metroid frachise.
 
We're definitely not sold on Corruption's new approach to level design. Sure, it could be good, but a large part of what makes Metroid Metroid is the ability to backtrack, re-explore, find alternate paths and break sequence. Corruption really does feel like Halo in a lot of ways -- not just the intro section, but even Skytown. Not in the good way, but rather in the "linear stage designs and frequent repetition of level elements" way. Did you hate Halo's Library? Well, pilgrim, you may have to grit your teeth a little when you play through Skytown.
Doesn't sound like the Metroid Prime I love.
 
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