17th April 2006, 8:41 AM
hahaha like after walking around for a bit, mold grows on your gun and visor :D Ohh, it could even lock up some oof your gears so when you try to fir a missle you get a jamming sound so you have to fire a few normal shots to clear it up..
I was thinking about Prime 3 and a side from story, I keep thinking of what direction thy'll go for the beam weapons. I really, really hope that Prime 3 brings back the pick and choose system of Super Metroid where you could turn certain things off or on and mix powerups and beams. Back in the day, Samus would get a plethora of beam types and they had nothing to do with elements, they didn't even make sense logically because they were each different and belong in a group like elementals or dark and light energy, plus I hope Prime 3 moves away from having 4 beam types.
The other important factor from Metroid 1, 2 Return of Samus, Super Metroid and Metroid Fusion is the ability to freeze enemies and use them as stairs. But let's remember that Retro is composed out of Turok and Iguana team members you KNOW they want to experiment with different weapon types. I say give Samus an ice beam, as quick as the power beam, and then give her an actual grapple beam switch. Imagine you ice up a baddie, throw the grapple beam on them and you could A. Swing from them, or B. Once grappled on, charge it up to to use the body of the baddie as a mace. this would work great in areas that are dark and you could grab a baddie who has a biolumenecent quality to use as a flashlight or a baddie who explodes when killed to open a new passageway. Just grab him and throw him on the wall that needs to be a sploded.
Also I say I say lets get rid of the bastardization of the space jump and either remove it all together or, when you get the power up it gives you the infinite jumping ability from Super and Fusion, bring the screw attack back but use it as a weapon that activates when you jump, allowing you to kill things just by jumping in to them (instead of as a tool primarily used to cross large gaps, that's what the grapple beam is for). So lets bring a new mechanic in to play: You see a platform to high to jumpp to, there's nothing to grapple on to but you need to be here. You take a running a jump, and at the hight of the jump you grapple beam straight down and pole vault to the platform, you could even have entire areas where you cant touch the ground directly and have to traverse the area entirely by pole vaulting.
since we're playing with the grapple beam, lets take the way we killed the Meridia boss in Super and make it a main stay. You fire the grapple beam at an enemy, press a button, and you electrocute it. You'll take a small amount of damage too, but of course there will be some enemies who can only be damaged this way. But combine the above with this, and you can grab a baddie, electrocute him, and touch him to other baddies to electrocute them as well.
3-D movement is going to be a big mechanicc in the next Prime, so things like this will really add to the immersion/ let's take another main stay, the spiderball. It first appeared in Metroid II Return of Samus and allowed to become a sticky glob and move up walls, on the cieling etc. In the prime series it required the use of magnetic rails which allowed for some awesome puzzles. I saw we combine the best of both worls and create a spiderball that can use magnetic rails bbut also use the gooey mode to latch on to anything, the difference being that is that gooey mode doesnt last long and you cant bomb jump or boost jump while in this form, this would allow for even more complex puzzles as well as crazy 3-D fields of play that require the player to think outside the box in order to reach certain areas, or very much like Quadrasix in Echoes, make large enemies that require the player to actually latch on to them in spiderball to either travel on them or hit weak points.
Boosting and shinesparking, two things that should have been in the earlier prime games but have been absent. I think the only way these mechanics are going to work is if they're from a third person. shinesparking requires forethought of the entire level and if you get confused which direction you need to go, it gets frustrating quickly. Boosting can be first person, no issue there, but when at full speed, you press a button and enter shinespark, at which point it becomes third person. When you jump, you get a second to choose a direction in full 3-D around you and then take off in a straight line in that direction, but lets give the player a little play to compensate movement. When you land and kill the shinespark, it re-enters first person.
God....... fucking E3 is still like 20 days away!
I was thinking about Prime 3 and a side from story, I keep thinking of what direction thy'll go for the beam weapons. I really, really hope that Prime 3 brings back the pick and choose system of Super Metroid where you could turn certain things off or on and mix powerups and beams. Back in the day, Samus would get a plethora of beam types and they had nothing to do with elements, they didn't even make sense logically because they were each different and belong in a group like elementals or dark and light energy, plus I hope Prime 3 moves away from having 4 beam types.
The other important factor from Metroid 1, 2 Return of Samus, Super Metroid and Metroid Fusion is the ability to freeze enemies and use them as stairs. But let's remember that Retro is composed out of Turok and Iguana team members you KNOW they want to experiment with different weapon types. I say give Samus an ice beam, as quick as the power beam, and then give her an actual grapple beam switch. Imagine you ice up a baddie, throw the grapple beam on them and you could A. Swing from them, or B. Once grappled on, charge it up to to use the body of the baddie as a mace. this would work great in areas that are dark and you could grab a baddie who has a biolumenecent quality to use as a flashlight or a baddie who explodes when killed to open a new passageway. Just grab him and throw him on the wall that needs to be a sploded.
Also I say I say lets get rid of the bastardization of the space jump and either remove it all together or, when you get the power up it gives you the infinite jumping ability from Super and Fusion, bring the screw attack back but use it as a weapon that activates when you jump, allowing you to kill things just by jumping in to them (instead of as a tool primarily used to cross large gaps, that's what the grapple beam is for). So lets bring a new mechanic in to play: You see a platform to high to jumpp to, there's nothing to grapple on to but you need to be here. You take a running a jump, and at the hight of the jump you grapple beam straight down and pole vault to the platform, you could even have entire areas where you cant touch the ground directly and have to traverse the area entirely by pole vaulting.
since we're playing with the grapple beam, lets take the way we killed the Meridia boss in Super and make it a main stay. You fire the grapple beam at an enemy, press a button, and you electrocute it. You'll take a small amount of damage too, but of course there will be some enemies who can only be damaged this way. But combine the above with this, and you can grab a baddie, electrocute him, and touch him to other baddies to electrocute them as well.
3-D movement is going to be a big mechanicc in the next Prime, so things like this will really add to the immersion/ let's take another main stay, the spiderball. It first appeared in Metroid II Return of Samus and allowed to become a sticky glob and move up walls, on the cieling etc. In the prime series it required the use of magnetic rails which allowed for some awesome puzzles. I saw we combine the best of both worls and create a spiderball that can use magnetic rails bbut also use the gooey mode to latch on to anything, the difference being that is that gooey mode doesnt last long and you cant bomb jump or boost jump while in this form, this would allow for even more complex puzzles as well as crazy 3-D fields of play that require the player to think outside the box in order to reach certain areas, or very much like Quadrasix in Echoes, make large enemies that require the player to actually latch on to them in spiderball to either travel on them or hit weak points.
Boosting and shinesparking, two things that should have been in the earlier prime games but have been absent. I think the only way these mechanics are going to work is if they're from a third person. shinesparking requires forethought of the entire level and if you get confused which direction you need to go, it gets frustrating quickly. Boosting can be first person, no issue there, but when at full speed, you press a button and enter shinespark, at which point it becomes third person. When you jump, you get a second to choose a direction in full 3-D around you and then take off in a straight line in that direction, but lets give the player a little play to compensate movement. When you land and kill the shinespark, it re-enters first person.
God....... fucking E3 is still like 20 days away!