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From IGNCube:

Quote:January 23, 2003 - Sources at Texas-based Retro Studios told IGNcube this morning that the company is in planning stages for a sequel to the hit GameCube adventure Metroid Prime. Executives at the company recently made an internal announcement to employees that the project has been cleared by Nintendo.

No details were given about the sequel, but one employee under the condition of anonymity did note that team members were throwing around the idea of including a multiplayer mode in the sequel.

No release date has been set for the project, but a tentative date of sometime in 2004 is likely.

We contacted Nintendo for official comment, but the company did not return our phone calls in time for publish.

We will of course be tracking the development of the game over the next several months. Stay tuned to the site for more.

This inspired me to go play Metroid now. I haven't played in a while... *runs*

Is there anything you'd like to see done differently?
-They should have a level where you fly your spacecraft, maybe shoot at space pirates or something.

-Spend a little more time on the graphics [The graphics in MP were awesome, but could have been better].

-Some kind of multiplayer option [Co-op would be great].

-Do whatever they did to Prime that made it so freaking awesome.
Awesome news. All I can say is WOOOOOOOOOOOOOOOOOO!!!!!!!!!

Multiplayer like the kind in Four Swords would be nice, along as it wasn't just co-op in the regular single-player mode. Metroid games are designed around one person exploring the entire world, so a multiplayer mode would have to be quite a bit different.

I'm not sure if flying bits would fit very nicely into Metroid. Maybe a spin-off title, but not the main series.

Here's what I want in a Prime sequel:

-Better graphics, as GR said. They didn't even use any bump-mapping in MP, which was strange. They could have had lower-poly environments and models if they had used bump-mapping, which would free recourses for other cool graphical touches.

-More music from Super Metroid. At least the Brinstar theme.

-Less enemy respawning. Well at least enemies like the chozo ghosts who were a bit of a pain in the ass to fight over and over. It should be easier to destroy enemies that respawn.

-A stupid dual-analogue mode for big cry-babies that couldn't play the game without it. Then once they use that control scheme they'll see how much better the default one is for Metroid.

-Keep the hint mode turned off as default. Poor DJ. :D

-A third-person wall jump or screw attack, if it's at all possible. Just a thought.

-More weapons, visors, balls, suits, etc.!


And finally, I want whatever magic potion those Retro guys drank while making Metroid Prime. They had to have been on some sort of magical 'shroom or whatever to make a game that amazing on their first try.
Agreed about the hint mode thing OB1, poor me AND LL, or do you not care about him? You hate him don't you?! Just admit it!

Anyway, flying LEVEL? Metroid isn't about levels...MAN! It's all one level, except M3 and MP had one introductory level. Seperating it into sections would be bad. OB1, I do believe that Prime is a spin-off series.

Adding wall jump isn't too needed, but screw attack and the full version of the space jump sure are Metroid staples. Making them 3rd person would mean that jumping normally would eventually turn into a 3rd person thing later in the game. That would make the controls suddenly shift, or change how certain jumping areas are handled. Now, you may think a first person screw attack would make you dizzy, but there's nothing that says they have to spin the camera too. Just add some wacky electric stuff on the sides of the visor to indicate the attack is active or something.

The respawning wasn't much of a problem for me because I enjoyed the fighting. However, they could easily reduce it to a level that isn't bad at all if they went and did the Kingdom Hearts thing. Basically, instead of refilling the old room after taking a few steps into a new room, make it so you have to go at least 2 rooms away before it is filled up again. That way, if you go one way and realize it's the wrong one after already going too far into the room, you can go back without fear of enemies.

Bump mapping would have BEEN the "other cool graphical touches" that using fewer textures would have freed up. Of course, it's very likely that they will simply get better and better at this. The next one should likely have bump mapping so it's no biggy. Actually, often the illusion of texture was given to many things in that game without using bump mapping, mainly the creatures.
Quote:OB1, I do believe that Prime is a spin-off series.

It's a prequel, not a spin-off title. A spin-off title would be something like Luigi's Mansion or Mario Golf.


Quote:Adding wall jump isn't too needed, but screw attack and the full version of the space jump sure are Metroid staples. Making them 3rd person would mean that jumping normally would eventually turn into a 3rd person thing later in the game. That would make the controls suddenly shift, or change how certain jumping areas are handled. Now, you may think a first person screw attack would make you dizzy, but there's nothing that says they have to spin the camera too. Just add some wacky electric stuff on the sides of the visor to indicate the attack is active or something.

It was just a thought. I really can't think of much that would make for a better 3D Metroid game.


Quote:Bump mapping would have BEEN the "other cool graphical touches" that using fewer textures would have freed up. Of course, it's very likely that they will simply get better and better at this. The next one should likely have bump mapping so it's no biggy. Actually, often the illusion of texture was given to many things in that game without using bump mapping, mainly the creatures.


No no, that's not what I meant. Using bump-mapping in a clever way like with what they're doing in Halo 2 and Doom 3 would allow for lower-poly models and environments to look very high-poly. For instance, look at the new Master Chief model. He's actually comprised of less polygons than the Halo 1 Chief model, but thanks to clever bump-mapping placement he looks ten times better. They're doing the same thing to vehicles and environments as well. But Prime didn't use any bump-mapping at all, which is puzzling since the GC's first big game (Rogue Leader) showed us just how well the GC can utilize that effect.
Storywise? Nope, it's actually integral now. However, gameplay wise, it took the series in a different direction, side to side specifically :D. If they made a sequal with this gameplay mechanic, it would likely be called "Metroid Prime 2". They are apparently planning on still continuing the 2D style, with the original team, and the next one would be called Metroid 5 (just as all except Metroid 1 and Metroid Prime have had numbers in their titles). That's what makes it spin-off to me. However, that's not a bad thing at all. I love it.

Multiplayer is something that is sure to draw loads of sales, even if it's just standard FPS multiplayer. In fact, that kind of simple afterthought style multiplayer mode would have been just the thing to add to MP before it's release. I mean, Goldeneye's multiplayer was an afterthought, and something they didn't see how it could work, until they actually played it. It could be the same here. Anyway, I just think that a little Multi mode could really have boosted sales of MP even more. Sure, they are doing great now, but some people here think that vastly approaching the million seller mark just ain't good enough (and since it's Metroid, maybe they are right :D). People might like just running around with MP's very non-standard (and kinda awkward) controls and just blasting people and finding powerups here and there (with monsters maybe running around too), especially if the level designs were good. Anyway, since they are actually considering it from the start now (assuming this is the case), they very well should go all out and make it a very different kind of multiplayer, with exploring and such.

It could be like Four Swords, but there you were with the other Links more often than not, and actually cooperating to solve problems (very unique, except that was MY idea that I had since LTTP, and what irony that it was realized in LTTP's remake). Rather, you may start out in one room, and then choose to go seperate paths all to reach one goal (or go with each other, but none of the puzzles would really need the other's help), where you would be desperatly trying to find as many power ups as possible before reaching each other at the end, where the most powerful would win (maybe) in a battle you go against in that last room. If you die before you reach the last room, you respawn in the starting room with all your stuff you collected. I dunno, I'm just thinking of how it could work. My idea probably would suck in actual playing of it...
Well, it can't technically be a prequel, because the Pirate Data talks all about Zebes. So it's at least after Metroid 1.

But at the same time, it's not really a spin-off either. It's the same character doing the same thing, just in 3D. A spin-off would have to be something different from the rest, and MP really isn't.

Although I agree that it will probably be called MP2.

Anyway, good news. I hope they include multiplayer as well. That would rock.
Yeah, we all know Metroid is a one player game, but so is Zelda. There's no reason a seperate weirdness that is multiplayer can't be tossed in.

Oh, and yeah LL, we know it's not before M1. We know it's between M1 and M2. It's just a prequal to M2.
Right.

But it's not a spin-off title. Who gives a damn about chronology here? Just because it doesn't take place after Metroid 3 or 4 doesn't mean that it's a spin-off game.

Unless Intelligent Systems is making another GBA Metroid game, I'd like for the next Retroid game to take place sometime after Metroid Fusion, and I'd hate for it to be called "Metroid Prime 2". And if IS is making a new GBA Metroid game, make that one Metroid 5 and the next Retro game Metroid 6 or something.

Let's try to come up with some new Metroid names. Here's what I have so far:

Super Ultra Metroid Fusion Prime

Metroid: The Phazon suit comes back to life AAAGGGHHHH!!

Metroid: A Samus Tale
Metroid: What are the Zerg doing here? Oh, revenge for ripping off their idea for the X parasites...
Or how about Metroid spin-off games:
  • The Legend of Metroid: Kazoo of Phazon. Rescue the princess and win the intergalactic Talent/No-Talent Contest!
  • Morphball Racing! Drop bombs behind to pop the competition in the air and win.
  • Metroid Xtreme Beach Morphball. I'm sure this would be popular among the PS2 and XBox core audience.
  • Super Samus Sisters! Samus and Shan bounce on Goombroids and battle the evil hammer-throwing King Kraidpa.
  • Metroimon. Capture alien creatures and then use them in battle! Gotta catch 'em all!
  • SAPY : Samus Aran Pro Yoyo-ing. Use the Morphball and Grappling Hook to preform various extreme tricks.
YAYAYAYA! okay... *thinks*

Flying would be cool as a bonus. Like having multiple planets to fly between. But than that just seems off for Metroid. Reminds me of Starfox Adventures. But just as my girlfriend pointed out, being able to go between different planets somehow, would be awesome. Imagine finishing up Tallon IV, fighting the second to last boss, and then discovering that you have to explore a totally new planet! Or even a spacestation or meteor etc.

Vehicle Upgrades. Imagine getting a powerup that allows Samus to become a Tron-esque Lightbike. Or maybe even attaching fin life structures or engines for water travel. Or how about a force field that creates a hampster ball? You can fire shots through it, though they're only 25% their original strength, but you gain 75% more defense from enemies and the elements such as fire and acid. Maybe the hampster ball could travel over water. Or take a different approach, give Samus the ability the convert gravity and magnetic fields in to energy so she can litteraly use her hands to propel herself over land and over/thru water at simmilar speeds as seen in her Boost upgrade. It would be like flying but only inches above the ground. Whatever they do, some kind of vehicle needs to be in place for getting to places quickly. I cant tell you how many times I wished Samus could use Mario's Water Cannon.

More variations of enemie's ways of being destroyed. Basically, give every enemy 20 ways to be killed by Samus.

Using other enemie's weapons. How cool would it be to break off a Pirate's arm still connected to his javeline/sword and throw it at other enemies or use it against other Pirates. Or stealing one of their jetpacks to fly around for a few seconds before it automatically detonates or make it fly in to other enemies.

Power Surges and Damaged equipment. During battle, you take a shot to the face and oops, you're now breathing toxic gases. Do you stay and fight then look for fresh air or do you run. Or maybe if you beat them, you'll find a quick fix for your visor from one of their devices. The potential is endless. You could also make it as simple as losing power to the left leg, so Samus has to stand in one place but still be able to turn until her Suit's computer can reroute some of your energy and use it to re-power the leg. Again, endless potential.

More wild animals. Not stalking creatures who want to harm Samus. But simply wild animals trying to survive just as Samus is. This would be mostly just for effect, but you could use them in ambushes by scaring them in to a stampede or just to make small diversions.

Hand to Hand, Tackle fighting. Wrestling with your enemy. This of course would open up strange new ways of playing, for example sneak attacks and being able to hold your enemy and crack their neck in silence.

Mutiple camera angles. The screw attack can be in first person and still work, it would just confuse the shit out of people playing the game, so allow for a 3rd person camera while performing the maneuver. Mountain climbing, running etc should be in first person, but change it when you need to do complicated jumping techniques, such as Wall jumping.

The ability to create traps. Being able to simulate a hologram of a door when it's actually a mine shaft. (enemies drop to their deaths trying to chase you) or use it to create a hologram of a horrible beast to keep baddies away from you while you work on something, like cracking a door lock. Alternatively, Samus should be able to set up cameras. Keep a general rule like "Only 3 cameras can be used at once at any time".. This way you can check your map for a feasable route and then select the camera you placed there to see if that hallway is going to be riddled with baddies or not.

Enemy AI. Set traps, ambushes, figure out weaknesses, etc. Imagine getting to that hallway that was empty on your camera. When you walk in you see sparks... it's your camera but a device is attached. And before you figure out that the Pirates sent you a fake image you see the room is full of them.

There's too many ideas to mention and I have school early so blah.
hahahaha! that was genius LL!

But I heard Hal is creating a spin off too called Samus Millionaire where Samus dates Japanese executives who think that she's a millionaire! But then they show them that she actually has no money and they jump out of buildings, it's actually quite sad.
LOL, multiplayer deathmatch mode with lock on and no side step... thats a good one. They damn well better fix those crappy controls.
ya know, my stance on the controls is that they are the best controls for the game. For the gamplay in Metroid Prime, the current controls are the best, considering that quick gun and visor shifts are important. Unfortunately, they don't take into account the fact that FPS players might be interested in the game, and that FPS players want to feel comfortable with it immediately. It's like coming up with a database application that's above and beyond everything in the market, and then not making it compatible with Microsoft Excel.

But unlike Nintendo, Retro isn't ass-stubborn. They'll realize that a large enough portion of their market wants an alternate setup, which warrants the alternate setup: Here's my alternate setup:

FPS Mode:

Analog stick:
up and down-move Samus forward and back (respectively)
left and right- strafe Samus left and right (respectively)

C stick:
up an down- look down and up (respecively, with option to reverse)
left and right- look left and right (respectively)

R-trigger:
-analog speed of shots
click- initiate charge, release click for charge shot

Z: morph ball

L-trigger: missiles

D-Pad:
Up: Beam 1
Right: Beam 2
Down: Beam 3
Left: Beam 4

B: scan visor
A: combat visor
Y: Unknown visor 1
X: Unkown visor 2

Morph Ball Controls:
The best would be no change, but if alternate controls are available, make movement the same, charge with L-click, bombs with D-up, super bombs with D-left, other functions at D-down and D-right.

Control Options:

Switch C-stick with Analog stick.
Switch ABXY with D-pad
Actual look option (up means up, down means down)
Switch Morph Ball controls
Lookspring (default is off)
More...

I think this is what FPS fans are looking for. I hate the lookspring, and I think most people that care enough to change to the FPS setup will want it off as well.

I'd also make the hint system off as a default, but I think that just makes sense. Hopefully, there is a way to sense that the player is lost (only the first time being lost) and remind the player that there is a hint system in the options menu. This reminder should only come up once.

I think Metroid multiplayer has the potential to really kick ass. A few cool options:

missiles: select number you start with
Beams: Select default beams and beams that can be collected in-game
Morph Ball: on or off
morph ball bomb: select number you start with (if above is on)
More...like in all standard FPS's

Modes:
Default mode: Visors act just like in Metroid Prime, when energy runs out, you die.
Rock-Paper-Scissors with visors: battle visor sees anyone using Xray, Xray sees anyone using heat, heat sees anyone using battle. The delay between switches is an option agreed upon by the players. Best for Online.
Rock-Paper-Scissors with beams: plasma beats ice, ice beats wave, wave beats power, power beats plasma. The delay between switches is an option agreed upon by the players. Best for Online.
Scan Mode: (more of an option than anything) when you "spawn," you choose a limb that has a weakness (left leg, right leg, left arm, right arm, head). Shots that hit other parts of the body give half the amount of normal damage, shots to the chosen weak part of the body give 2 times the normal amount of damage. A competitor can find the weakness with the scan visor.

Please, please write more...
NA, what do you mean there is no side stepping in Metroid Prime? I do it all the time. Hold L to lock on to a wall and then move sideways. Or, more importantly, lock onto an enemy and strafe just like Zelda. They even included a boost so you can dodge out of the way quickly by tapping B. It works great.

But you are right. It would be bad to have weapons that lock on in a multiplayer game. Good thing Mario Kart doesn't have that. The game would be horrible then.

You just need to get the idea that this is something new, not a FPS. Metroid Prime does not follow the rules of a FPS, and there is no need for it to play EXACTLY the same as TimeSplitters 2 in multiplayer. If you want that experience, you probably already have TS2 or some other game like that. There really is not much diference between the traditional FPS games. WHY DO YOU WANT ANOTHER COPY OF THE EXACT SAME THING?!?!?! Now maybe it will be like JFG's or DK64's mutliplayer deathmatches and not really work. But maybe it will. Maybe it will be better than those "stuck in rut" FPS games. Heaven forbid.
Arse, that setup sounds pretty nice actually. However, I wonder if adding more refined controls might make some battles too easy? I also like those interesting battle ideas for multi. Anyone have any opinion on my idea, so much as it is?

Oh and LL, wow your skills with the art of sarcasm are deadly powerful! It's totally unexpected when you do it, but wow is it ever effective. Just remember, sarcasm is like any force, it can be turned to darkness...
Too easy? When I made the setup, I thought it would be much HARDER to use than the lock-on. I mean, it's LOCK ON. You're constantly facing the enemy, so there's no getting lost. But maybe for FPSers, the alternate setup is easier?

Oh, one slight appendix: To scan, first enter scan mode (B) and press L. Like in the normal control setup, the thing to be scanned is indicated by visor cues. I thought (L) would make the most sense so that Samus can move and look while scanning. In addition, it has the function of the normal setup which makes Samus automatically return to battle visor when the fire button ® is hit. Unfortunately, there is one less function in this control setup: you can't switch from scan to battle automatically by hitting the missile button. It's sad, but it's a small sacrifice.
Oh, you REMOVED lock on eh? Now that you mention it, you didn't specifically say that the shot button fully clicked would also engage lock on. I just assumed that...

Well, with that in mind, who would want to use the second one when an actual function is removed from the control setup? That's like using JFG's default controls!
FPSers were screaming for FPS controls, and the setup is what FPS controls are. Now FPSers want FPS controls AND lock-on? Now I have to crawl into my whole and think for another 10 million years, coming out momentarily every year to hint that I'm working on something "revolutionary," claim that it's a secret because I don't want the competition to find out, and come out after 10 million years with a watergun.

I love you, Nintendo. :D
:D, I think they just want to have their own mode, while not loosing any functions.

However, let's just ignore the whole control scheme thing. Whenever I walk into a game store, I often watch people playing the demo games. When I watch them play Metroid, I notice first they are confused by the layout, but eventually (right about the time they figure out they can morph into a ball, or when they learn they can charge the gun), they really get into it. Then, it resets, and they leave in frustration :D. This is assuming the control sticks haven't loosened to the point where you can only run left, because the GCN controller's stick is no match for the wrath of store display life.
Mario 64 had a brilliant idea in the control concept. If you hold down a button, another button will now do something different. Banjo Kazooie used it too.

In Metroid Prime, when you press R you can aim, if you click it, you'll see your targeting icon. But why not make it so that when you depress it slightly, you can aim while running and side stepping (Control S=movement/Camera S=aim, clicking it will make you stay in one place and activate such features as Leaning (look around corners without being seen), "Z-Targeting" (if aimed at an enemy) and alter some buttons so that perhaps instead of X being Morph Ball Mode, it now let's Samus use alternate diversion weapons. Such as rolling out gas grenades (harmful to enemies (unless they have filtration systems) but also creates a barrier to hide in, then Samus could use a visor such as heat to see through the smoke) or light grenades (to blind enemies) etc. I think offering a sniper mode might come in handy too. But instead of using her arm mounted cannon, she could simply press A while in Sniper Mode to 'mark' an enemy so that the Radar will produce a beep as it gets closer.

Now L is free to be whatever we want, I suggest a brand new weapon is assigned to L that can also be used for Grapple Beam. Maybe that if Samus sees a Grapple Object, it works the same, she swings. But maybe it can grab enemies as well now with a special upgrade. Grabbing an enemy from 200 feet away and shoving a gun in their nose and watching their eyes light up with fear as you blast them, leaving brains on your visor would be pretty cool. But how about allowing Samus to connect on to walls and cielings ala Spiderman. We have a Spiderball, how about a Spider Beam? an upgrade to the Grapple Beam. You could use it to quietly get in to position during an ambush, use it to grab enemies from far away (who are sniping you) or even through certain materials such as glass (throwing their bodies through the glass) and allowing Samus to run on cielings and walls. Opening up lots of different puzzles that could be used with this powerup acquired.

So it could work like this:

A) Fire (Hold to Charge) (Charge+other buttons=Combo)
B) Jump (Press again to Space Jump; Sidejump while in Targeting); Antigrav Combo
Y) Missles; Combo Beams
X) Morph Ball; Diversion while Leaning; Cloak Combo

L) Grapple Beam; Spider Beam; Another Combo?
R) Aim/Lean; Target

Control S) Move; Lean
Camera S) Change Weapon; Look while Aiming

Z) Activate Tracker Mode


Tracker sounds better than a "Sniper Mode" where you cant shoot. Also while tracking you can switch between different visor modes. You use the Camera S to zoom in and out (up and down) and left and right would control different factors depending on the visor you're using.

Combat = Brings the object in to focus
Scan = Activates Nanoscanning (Learn more of your enemy)
Heat = Allows you to change the sensitivity of the heat visor
X-Ray = The Farsight is back! Allows you to alter the X-Ray depth field

Other things could be added to the tracker as well, like marking a door so you know it's the exit without having to check your map. Your radar could give a different kind of beep as you get closer to it. How about instead of my camera idea, you could simply rlease a tracker on to whatever you're looking at (it would be invisible to the naked eye) and allow not only to track something electronic (a door) and life forms, but if you place one on a wall, it becomes a motion detecter that it will give off a beep on your radar to let you know something has passed by that location if even you're in a different room. (this would be great for "SA-X" type encounters)

Hmm... maybe you could use the tracker on a computer that opens a door so you can remotely open it from another area of the level. Heh, maybe the tracker could even send small shocks in to whatever it's connected to. This could work on enemies to drive them nuts (make them leave an area or become more agressive and on wild animals to cause them to become frantic and attack nearby baddies, again creating diversions Used in conjunction with eachother, you can create huge traps and watch your enemies fight eachother. That scene in Prime where you let the Metroids kill the Pirates was too good just to be a one-time only affair, it should be a controlled aspect of the game.

Since Y fires a Missle and Charging with A then pressing Y fires a Comco Beam, let's make Charging A and pressing X allows Samus to become invisible for a short time (using a retrieved powerup). And Charging A and pressing B gives Samus a short burst of antigravity, you would aim your travel and your rate of speed by shooting (ala Mario Sunshine, again this would be found from a powerup). I'll add that to the list of moves.

Man the ways to the sequel's control schemes and gameplay mechanics are endless...

As for multiplayer I think it should be centered around a sort of race. Imagine 4 people starting in a semi circle at the base of a mountain, they are all Samus in different colors and outfits, depending on what you unlocked (bikini Samus!), and of course you could be other humanoid forms such as a Space Pirate, and the idea would be whoever is the first to find a specific object/defeat a specific enemy is declared the winner. The idea here would be that any of the 4 players could try to stop their friends from reaching the goal by using different attributes of their character. Each character and style would offer different attributes and drawbacks. If going after an object, it could be a computer to activate which is burried in traps and such, and depending on the level you choose, may even require you to work together to reach the computer or artifact. The other form of multiplayer could be called Fox Hunt where a special enemy (A Metroid for example) will be running from all 4 of you, the killer is the winner. But the Metroid (or whatever) can, and will attack as well if cornered (It could be made to attack the person with the most energy the least, etc). This would also create versions of teamwork so then perhaps the idea of "Teams" should be introduced. You could also load the level with enemies to make the level more interesting for advanced players.

Also, instead of chasing a Metroid, you could all be CHASED by the Metroid or perhaps a mini boss from the one player game. Natural hazards could prove useful here too, like having to play on a level that is being bombarded by small meteors or while in an ice cave which falls apart from sound (making players reserve their cannons and bombs and try to make traps instead).

I think a 'goal oriented' multiplayer experience would be the best way to go. I really like Arse's ideas too.
Well, because N_A brought it up, we won't kill it until he's satisfied (never).

Appendix B: A few changes, and after thinking for a while, DJ's method works best.

R analog: analog shooting
R-Click(tap): initiate/change lock-on target
R-Click(hold): charge up shot, release digital click to release charge
L analog: missile
L-Click(while charged up): beam combo

If the item locked on is a swingy object (you know what I mean), R-Click(hold) initiates the swingy beam.

While this adds the lock-on functionality, I have issues with it. The irk I have with this setup is that to charge up a shot, you must first change targets. This would piss players off in areas with multiple enemies, although it would be fine for most bosses. Any suggestions?
if only nintendo had the button on the analogue stick...just push down on the stick to lock on...it'd work flawlessly with your setup...too bad.

a slightly less perfect way to add lockon would be to have the L trigger do it. when not fully depressed, the lock feature is enabled, click to fire a missle.

well, those're my ideas
Quote:Originally posted by Laser Link
NA, what do you mean there is no side stepping in Metroid Prime? I do it all the time. Hold L to lock on to a wall and then move sideways. Or, more importantly, lock onto an enemy and strafe just like Zelda. They even included a boost so you can dodge out of the way quickly by tapping B. It works great.

But you are right. It would be bad to have weapons that lock on in a multiplayer game. Good thing Mario Kart doesn't have that. The game would be horrible then.

You just need to get the idea that this is something new, not a FPS. Metroid Prime does not follow the rules of a FPS, and there is no need for it to play EXACTLY the same as TimeSplitters 2 in multiplayer. If you want that experience, you probably already have TS2 or some other game like that. There really is not much diference between the traditional FPS games. WHY DO YOU WANT ANOTHER COPY OF THE EXACT SAME THING?!?!?! Now maybe it will be like JFG's or DK64's mutliplayer deathmatches and not really work. But maybe it will. Maybe it will be better than those "stuck in rut" FPS games. Heaven forbid.


Amen, LL!
yeah, big guy, I wish I had the analog stick-click as well. I also thought of the L button like that, but then I thought, "how are we going to change targets?" and it's obvious: tap L. But then, what if you just want to fire a missile? You'd automatically switch targets before firing the missile, a yucky solution at best. That's why I went for the option above...it's slightly less irritating...of course, all of this is worthless because there's no jump! silly me! :-) Now, if there were a double-stick-click, the control-click would be jump, and the C-click would be initiate/change target. Oh well.

Lazy, your ideas are great, but everything needs to be put together to see if it'll all work. Occasionally you sound like there are a million buttons on the GC controller. For example, the depressed R-button. Sure, you could aim when R is depressed, but then you can't switch beams. See if you can fit all of that onto the Gamecube controller, because I doubt it will all fit.
I know this will probably start a heated debate which will degenerate into random name-calling and use of much profanities and capitalized words, but...I found the controls in MP to be extremely well thought out and very, very easy to use. There were a few times when the controls bothered me, but those occasions were very rare. I'd give the controls a 9.5

They should leave the controls as they are unless they manage to come up with a better way to make all the functions work with a different control scheme.
Right, NA is acting as if Retro blindy chose that control scheme. They worked like crazy trying to figure out the best control scheme for the type of game that Metroid Prime is. NA and others can't stand the control scheme becuase they exptected the game to be Half-Life. The controls for Prime are perfect for Prime, and I wouldn't have it any other way.
Arse, you can change weapons with the Camera S as always except while Tracking or Running while aiming. If you want to change weapons simply click the R button all the way in to stand still, change with Camera S then unclick, and you're off and running with the new weapon. Otherwise you can run without aiming and change weapons as in Prime. But the method above would let you run and look simultaneously as in Goldeneye or PD.
I liked the Metroid Prime control scheme... I found it very easy to use and perfectly fine for the game. I don't see why everyone hated it so much... IMO in some ways its better than a dual-analog scheme because you don't have to use the poorly positioned right analog stick as much... ( I know others here say that they don't have a problem with it, but as I've always said, I find that lower position (in every console controller since the PSX) pretty uncomfterble to use... the main analog position (for NGC/X-Box) is great, but the D-Pad/other analog just isn't. Oh, I can use it, but prefer when I don't have to... I don't find it particularly comfterble...

Maybe I just liked it because I have very little experience (just a VERY little bit with PS2 and some Halo) with current-gen controller schemes for FPSes... (and I found Halo and Red Faction's control schemes hard to learn and confusing for quite a while) but I liked it more than the control schemes for those FPSes I've mentioned. I know it makes strafeing harder, but not that much the way I play anyway.

Of course that could just be because I'm no good at FPSes and probably don't strafe correctly anyway. Oh well... its not one of my more favorite genres. The only FPS out now I have even the remotest intrest in getting is Star Wars Jedi Outcast... once the PC version drops to $20 or $30...

Oh, and before you say Metroid Prime isn't a FPS. I know... its really a cross between a FPS and an action-adventure game. However, since its first person, I'd say comparing the control schemes is perfectly reasonable... as long as you consider how the game means you to use them. Like how Metroid Prime's control scheme is just fine for it but might make a standard FPS harder... of course I've never tried that control scheme with a standard FPS so I wouldn't know.
I play lots of FPS's on PCs and consoles, and I love Prime's control scheme.

And for the record, the GC controller is definitely my favorite controller for consoles FPS's. No other analogue stick is as precise as the GC one.
It's also a game where you shoot in first person :D.

In any case, yes indeed whoever complained about the gun and visor selection, you can reverse that setting easily in options. That's something I DID find since it was obvious what it did :D.
Same here.
Quote:FPSers were screaming for FPS controls, and the setup is what FPS controls are. Now FPSers want FPS controls AND lock-on? Now I have to crawl into my whole and think for another 10 million years, coming out momentarily every year to hint that I'm working on something "revolutionary," claim that it's a secret because I don't want the competition to find out, and come out after 10 million years with a watergun.

I love you, Nintendo. :D

HAHAHAHAHAHAHAHAHAHAHA! That's great!

I've been trying to kill of my sarcasm completely, but it still slips out. Sorry NA. I simply don't think you need to complain about the controls so much, that's all.
Indeed.


Man, I've got the sudden urge to play Paper Mario right now... too bad I'm at work... :(
You have sarcasm to eliminate? Me too! Oh wait, I suppose that was obvious, but I also have cynicism, or however that's spelled. Haha! I have more personality flaws than you!
I have quite a few character flaws myself. Let's see: I'm shy, sarcastic, completely insane [only on special occasions], and...is being overly optomistic considered a character flaw?
Nah, I got most of those myself. People get onto me about optimism too, but I don't think there's too much of that. The cup is COMPLETELY full dangit! There's air in there too!
But, you'll see lazy how well-made the Metroid control scheme is once you actually apply yours to a controller. You're just typing things into a keyboard now, and although I have medicine head, holding the controller shows a flaw in your scheme. When you're holding (but not clicking) the R button, the control sticks act like FPS sticks. Unfortunately, you only have one right thumb, which means you can't aim and use ABXY at the same time. Is that a sacrifice you're willing to make? If R-click is lean and Z-target, and you see an enemy through a corner using the Xray, how does the game "choose" which one it will be? Please, please make a complete set of button sets...and see that sometimes simplicity is better.
Quote:Originally posted by Dark Jaguar
Nah, I got most of those myself. People get onto me about optimism too, but I don't think there's too much of that. The cup is COMPLETELY full dangit! There's air in there too!


Did I mention that I suffure from extreme paranoia all the time? And you know what that means, it means...I'm more screwed up than you therefore I win!! Bwahahahahaha!!! :evil:
but DJ has multiple personalities...
You're right, in fact I AM dull. My insanity is too extreme, therefor I need to spice up me brain organs with more life, since dullness is boring with my orange and ingigo violins of +5/+3 ishness.

Anyway, lately all my personas are taking turns and not indicating who they are. It's like my brain has a mind of it's own.

Jerk Persona: Idiot! You already TOLD that joke, like 5 times!