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Boutros said:
Khuutra said:

It was an expansion on earlier arguments that had been made.

I acknowledged that some levels were open, but they were the exception. Necessary back-tracking doesn't change the fact that it was designed so that you mostly fought enemies in a cone where you could easily aim at them with an R button press and some twitching.

I never said the controls weren't good, I said that their intent was different.

You still haven't made an argument concerning how Metroid Prime owes anything to Goldeneye. I am not taking you seriously in the context of this discussion until you do; until that time you're just repeating yourself to no effect and no end.

I don't really want as I haven't played Metroid Prime enough to compare every aspects of the game with Goldeneye.

What I said and what I still believe is that Metroid Prime wouldn't have been the way it is without Goldeneye (mostly the FPS aspect). After the release of Goldeneye 007, Miyamoto actually wanted to make Ocarina of Time a FPS:

"Apparently prompted by a love of Rare's Nintendo 64 shooter GoldenEye, which is another of the three reasons to own a Nintendo 64, Miyamoto wanted to make OoT a first-person shooter too.

"I thought that the FPS system would be the best way of enabling players to take in the vast terrain of the Hyrule Field. Besides, by not having the player’s character on the screen, we can spend more time and machine power on creating enemies and the environments," said Miyamoto."

So it's no surprise that Metroid Prime went the FPS way.

That's why I said that Goldeneye was a major influence.

A better attempt, but no cigar, since this doesn't actually refer to Metroid Prime in any way.

Perspective isn't enough, regardless.