Metroid's condemnation of having a similar view point as previous Metroid Primes.... wait.... there's more views than first person shooting? I'm confused on why that is bad. I'd hope in the future that if you were to give us ratings on, say Halo, Unreal, etc, that you be sure and rate them just as fairly and state how it's been done before.
I meant that to me the viewpoint, while similar to the previous games, felt constrained and unnatural when combined with the controls of MP3:C. I loved it when it was used in MP and MP2:E.
I disagree with Mario's graphics. I've played it, and it looks very very cool on the eyes, very bright, lots of colors that don't annoy (me), sharp, almost no hint of polygons, it's a completely different appearance than any other game... (we've already discussed the Mario Sunshine to Mario Galaxy comparison in another thread. Needless to say it was locked due to the overwhelming opinion that Galaxy > Sunshine, just from simple comparisons... I don't think you'll win that fight)
Oh, I'm not denying the graphics were awesome. I'm just saying that they could have used the shading, shiny and reflective effects that they obviously took time to develop more times in the game. Sunshine's graphics were 'better' because they could afford to develop one style and have it suit all of the very similar environments (basically tropical beaches). Galaxy was as good as it could have been seeing as the style had to suit every kind of scene imaginable. On playing more of the game, actually, my opinion of the graphics has improved (Melty Molten Galaxy is the best level in a video game ever.)
Honestly, if you had a tough time playing MP3 and you hate games like WarioWare, I think you may have bought the wrong console...
No. All I wanted was Metroid Prime 2's engine with better graphics and a new world map. They over-engineered it and then didn't have enough time to polish the result to something that appeals to the Metroid Prime fans. I basically represent their core audience, so if I don't like it there is a problem. I loved Wario Ware; it just didn't suit a Metroid game.
A lot of the time, people having trouble with the Wiimote lagging also have sensitivity set to an extremely wrong setting. Don't blame the game if the controls seem to lag or be inaccurate; you probably just need to set sensitivity higher. This has been the case in pretty much every complaint post on the GameFAQs forums concerning MP3's controls being "too loose". That, or they were over-exaggerating their movements and/or not watching where their target reticle was aiming.
Well, I didn't know that and its not obvious how or where I should change the settings or even what they should be changed too. You cannot expect your audience to go searching for technical information. The initial conclusion that the game is broken is an understandable working hypothesis.
So you're telling me that, because you suck at FPS games, the controls are horrible?
I don't want to play FPS games. I want to play Metroid Prime. That's why I didn't buy an Xbox 360.
MP3 has the best controls of any console FPS i've ever played. I'm no uber pro FPS player, but I had no problem getting used to MP3's control scheme. But maybe that's becuase i'm a PC gamer(mostly).
Well, I didn't like them. That's my opinion in my post and I can't change it because it's “good for an FPS”.
2-player SMG is fantastic for anyone who isn't good at games in general, or a friend who likes to "watch" people play games. Don't count it out just yet.
I have tried it - My brother did the second player and helped a little, but it didn't add much to my or his experience.
And there's a lot of complaints about having to shoot at doors that don't open immediately.... most people don't understand that Metroid 'doors' are a way of masking load times and memory issues.
The doors are a great scheme for masking loading, and I accept that it is neccesary to provide the graphics quality in the game. I still don't like how long it takes for the doors to open, however.
The best way to mask load times (and I've seen a few games do this) is to do a form of pre-emptive loading. You have the program make an educated guess on where the player will go next, and load accordingly as they approach. Alternately, you can have the game pre-load each potential area the player can reach from their current area while they're in said current area. It doesn't eliminate load times entirely, and really doesn't work if the player suddenly turns around and goes back the way they came (unless you use cache loading, which some systems lack the available RAM to do effectively), but it works well enough.
That is what they do already. We're lucky the rooms load as fast as they do.
Its pretty hard to add an awesome FPS control system to a game - and not turn the game into some form of FPS, which is what Metroid is NOT about in any form. I actually found the FPS elements BROKE the autoaiming concept in the game.
Bingo!
Metroid Prime II is the far superior "Metroid" game - it just didn't have the polish or attention to detail that MP3 did.
That's my opinion too. Metroid Prime 2 had an improved engine but a lack of insight and effort in the level design in comparison to Metroid Prime. I wanted MP3 to have the MP2 engine's improvements with the inspired design of MP.