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Eten

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Everything posted by Eten

  1. No. Kraid was a Zebes entity. The reappearance of Kraid at least has to make sense. It wouldn't have in the Prime games.
  2. Well, after Super Metroid, I thought that it would be impossible to have another game taking place after it. The Metroids seemed extinct, the Pirates were stopped, and Zebes was gone. Fusion proved me wrong, and in a very good way. I think it is fair to expect the possibility of being proven wrong again.
  3. That makes a lot of sense. But if you just had a guess, what would go on after Fusion?
  4. Now that we have seen the completion of the Prime series, I think it is time for us to hammer out what Retrostudios needs to do for their next 3D metroid. Plot: Phazon is gone. We can possibly see a 3D remaking of Metroid, Super Metroid, or even Fusion. Another "Prime" put in the middle of the series. Continuation of the main arc, which is all the Metroid games outside of Prime, and would be placed after Fusion. -My trust puts them at a Metroid, Metroid II, or Fusion remake. This is what I would feel comfortable with them doing. -I'd enjoy a 3D Super Metroid if it were as awesome as Super Metroid. I don't trust them to make it awesome enough for Super Metroid...ya see... Metroid fan boyism possessiveness. -I have a feeling they won't make any remake. I hold the same reservations about post-fusion Metroid, because then they'll need to include good story. Story Presentation: You see all the stuff you guys argued about Prime 3's story presentation, compared to something like Super Metroid, or Fusion. I would prefer a Super Metroid... you get goosebumps with the prologue, then a lot of it is almost literally in the backround, and doesn't intrude on your actual running around. Compared to Fusion, you constantly went from objectives to objectives. Story Presentation really requires a story to be good itself, which ties it to the plot above... Gameplay: Wiimote controls and speedier stuff changed a lot for the better. However, they can't pull an Echoes. That is, make a second game sticking to the first just because the first worked when it did. I propose they need changes to their standard gameworld, in Super Metroid flavor. This is what I'd like to see: -I want them to "break" their world. The "this is platform, that is scenery" breaks immersion. Change it to make the two fluidly combine. This would result largely in removing all those invisible slides and walls that make it impossible to go places that looks like you could go. -Related to this, you have rooms. Room by room loading and room loaded dumps worked out wonderfully on the gamecube(especially with it's naturally fast loading times). The Wii is a similar, but different piece of hardware. While often called the gamecube 1.5, it wouldn't hurt to change the style of world loading. Preferably, more seamless and open. -Momentum. MOMENTUM. This little trick is the secret to popular games. EX: The Momentum and physics like interaction in Super Metroid, or Halo. Super Metroid has remained the most fun of all 2D games- it has many strengths, but one thing that it has had that none of the others have had is momentum! -Items. Along with the above, a major, "next step" to gameplay would be to add items we haven't seen. Especially ones such as the Speed Booster, which changed the level layout of all future 2D metroid games. I never would expect something like the Speed Booster introduced in the first two Metroid Prime games. However, with the wiimote for aiming, as we saw in Prime 3, controls are much more flexible now. A "run and shoot" is the goal, and can be combined with the speed booster for fluent, fast, and fun game. Screw attack and flip jumps. The key to truly fluent gameplay is not have the control/transition between a flip jumping Samus and first person view very lengthy or jarring. Same for Morphball. There is no reason to restrict Samus's movement by putting in sickening camera "swings" when you go third person. Just toggle, and reduce the time it takes. People would be less bothered, really. With that, remove wall jump from the screw attack. In fact, with scenery change, allow more ledge grab and freedom with wall jumps. Space Jump. A previous problem, I'm sure, of having flip jump like space jump of 2D metroids, was control, and breaking worlds. As for control... well, put that wiimote to use, like you did for boostball aiming in Prime 3. During the height of your flip jump, point and press a button, and samus flips again in that direction. Afraid of breaking worlds? Put Samus underground, or in enclosed space stations. If you really have to, invisible ceilings are acceptable. There is no reason to reduce the enjoyment of items by limiting to specific areas just because you're afraid when the guy keeps space jumping way way way up, he'll have immersion broken as instead of traveling across continents he hits a ceiling. =P Spider ball. If you want to avoid immersion breaks, spider ball tracks! Morph ball slots! A morphball charging a Chozo statue is one thing, morphball based locks throughout a pirate base is another. Keep that to visors and shooting, nobody goes "oh cool" when you hop up into a bomb slot and bomb it. Spider ball tracks, get it to certain different objects which can be scanned which look like a natural part of the environment. It is magnetic, so say Samus can spider ball on certain metal materials.. the trick is, you wouldn't recognize it except through thinking... "the spider ball MIGHT work on that" and... visor use! Grapple beam. It was done well in Prime 3. It was fun. If it is possible, combine the momentum and physics and let Samus start swinging stuff into each other. Instead of just ripping things off of flying things, why not just grapple them and slam them into the ground? Or, if you grapple something big, and it moves, it swings YOU around. Lastly... just a personal favor. Bring back the completely separate, green warhead Super Missle!
  5. Her end-game suit actually has a small noticeable difference from her orange and yellow fusion suit. She actually reclaims her original varia suit(technically it is her end-game Super Metroid suit, gravity suit included) parts(thus the reason why she is able to use her ice beam again at the very end). It has a more "armor" look to it than the fusion look itself, but still retains a few of the aesthetic differences, which overall generally just give the suit a sleeker appearance. Plus, she's got the whole adaptable chozo tech infused power suit + Metroid vaccine X-parasite absorbing properties. Pretty cool if you ask me for the main protagonist of the Metroid series to leave Fusion with her suit fused with that Metroid energy ability. I forget which stage of suit(varia, gravity, phazon) in Prime 1 with the fusion suit looked the best...
  6. PED suit is awesome. Or hyper mode anyway. More I play the game the more I realize I can do with it, especially for speed. Hands down, the new controls, level design, new features like boost ball aiming, the start with early abilities, and hyper mode from the PED suit make Prime 3 the most fun and replayable for amateur speed runners like me over any of the other prime games. My complaint about the PED was how it looks. It isn't all *that* bad and it does grow on you, but I liked the Varia suit better, and the gravity suit from previous games. About tanks and the PED suit...spoilerThey do effect how fast your phazon level goes up on Phaaze. Going through there on 1 tank, you have to be very very fast. Want to know the best "new" Samus suit look ever? End of Fusion, after you re-obtain your original suit parts from the killed SA-X. Hard over 2 hours, before 4, less than 100%... http://www.vgmuseum.com/end/gba/c/mfu-32.png I eagerly look forward to when they make the game following the events of Fusion with this suit design as the start.
  7. Officially 15:14 for me to beat it on my first time, with 84%. I never left it unpaused or just sat to soak in the environment. I did not however have any hint system on and let myself move through the environment in my exploratory pace, without free wandering to the point I wasn't attempting to track down the path to my next objective. It was common for me to do one full spin to look at all the walls before I moved on, just to make sure I wasn't missing anything, but never lingered. I think an average player playing purely for speed and new the paths to take could beat the game at any % in ~5 hours average. This really makes it fitting for Metroid game duration.
  8. obviously, but "bowling for bots" made me laugh.
  9. Back to spoilers. So I finally beat Mogenar on Hyper difficulty. Been trying him a couple times each day and today I took him down in one try with 3+ energy tanks left. The secret? Well, besides avoiding every single hit, hitting the orbs with charged shots right when the open followed by a full voley of power beam shots every single time, using the charge beam in hyper mode for faster broken orb killing, and getting 3x bombs on the feet on a charge followed by 3x bombs after the charge so it breaks and you can use the stun time and lack of stomp to 6x the other foot... is... Collecting the large amount of energy that drops right after you break an orb. Break an orb, go into Hyper right away and charge up while moving around for your opening to collect that energy. Solution to door loading times. Shoot them well before you get there. I've just been flying through Skytown. I started using the boost ball for movement speed- smart idea. Try boosting into a group of those robots, you get a token for "bowling for bots". You also move rather fast, obviously. Not finding any real sequence breaks. I have to say I can't figure out what ship missile expansions are for... Dealing with enemies comes down to three things(which makes hyper difficulty more fun) Missiles, Ignoring them, or Hyper Mode. Stopped just before I have to drop the spire on the shield. On my first run, I just used Hyper Mode all the way through, I figure I'm going to do the same this next time. Not too excited to do it though. Overall, there seems to be a lot of opportunities to perfect your speed, and reminds me much of Super Metroid speed runs that had 0 sequence breaks and aimed to get under 3 hours. However, I'm hoping there will be some cool or interesting sequence breaks will be discovered.
  10. Really? It didn't have that "round" building shape at all, or even the same cloud structure. It's loaded with Chozo statues and sculptures, odd robot shapes and curving, and decorative lines, not to mention it's "emptiness" that makes you feel alone. The way all of Skytown stayed afloat were through very visible, rumbling and even noisy rockets. That's one thing I can say for certain for for MP3:Corruption- it was very good on the Metroid feel.
  11. Ugh, QFT. I was thinking at that very moment... wow, I do not have a real problem with a single moment in the entire game. "Horrible little narrative during credits" @#*$%
  12. I couldn't tell what would make some doors take as long as they did. Small rooms could take a long time, large rooms are fast, opens more readily when I'm being shot at, other times it seems that the doors wouldn't open until I killed things. Overall it wasn't a lot of waiting. But weird.
  13. Is that really Spoiler worthy? What got me was the quality of her suit, then her face is just... weird. EDIT: I thought the same thing in Prime 1 too.
  14. Damn, Mogenar is hard! on Hyper difficulty. Once he is down to two orbs, he charges when shielded w/ phazon feet extremely fast after sending off a shockwave. I get rushed for almost a full tanks worth of damage while I'm still in the air jumping.
  15. What I want to see Retrostudios do next with Metroid? 3D remakes of Metroid and Super Metroid. Zebes is the most bizarre and coolest location of the Metroid series. Furthermore, I'd really like to see them implement the speed booster while imitating the exact feel of Super Metroid in a 3D environment.
  16. Vortex. Be sure to suck the energy in with the charge beam, and hold it. You might be missing the energy, not because it drops, but just because it is hard to see. I don't remember what, but something else in that fight can drop energy too.
  17. I'm on Hyper Difficulty on Mogenar right now. He regenerates his unbroken orbs very quickly, and taking no damage is very vital because the requirement of using Hypermode. I found something neat while fighting him, as I was trying to use more missles on the unbroken orbs to speed things up before he regenerates them all. If you hit him with an Ice Missle anytime he has is mouth open for any reason(laughing, phazon beam, etc) it freezes him temporarily, giving you a good bit of easy shots on the orbs. Hyper Difficulty makes for a good challenge, especially if you are playing for speed. You are REQUIRED to go into Hyper mode because of the rate and frequency that creatures/space pirates go into their phazon empowered form, and how much damage you'll suffer w/o Hyper mode's immunity. A few things I've learned to make things go faster- you can knock a space pirate off of a ledge and into an abyss to kill them with the knockback on missles or charged shots. You can get a "charged" shot with very very little holding of the fire button, even though it doesn't hold the power of a fully charged shot, it still looks and acts like a charged shot. This allows you to use rapid charged shots to throw a pirate over an edge very quickly. It is much faster to use three rapid charged shots to kill a pirate over normally killing them on Hyper Difficulty. Rapid charged shots are also very useful for clearing debris and opening large canisters quickly. So far, it's really fun.
  18. Haha... truth. It's like "omg noo! I jumped and landed on the wrong pixel in the 17th identical room in Brinstar in a labyrinth that seems to go on forever and the likely path is some obscure block in the bottom of a fake pile of acid and now I get knocked back through the door and get owned on the other side for 3 energy tanks worth of damage!!" Fusion's story is very good. It had a real challenge to continue the story after Super Metroid(which is likely to always be the number 1 Metroid title...) and it managed to do that perfectly.
  19. That's why I think most people's attitudes towards the story are from the "Aeris shouldn't have died" line of thinking. When the icicle takes out Rundas, you are surprised, just as is Samus. It's a shock, and not what you wanted to see. You share Samus's frustration as she makes her shots after Ghor. It worked well, it just wasn't what people wanted to see. No warm fuzzies. Also: "not only do we have another gameplay element". More elements are not always better. That just as easily could have disrupted the flow of the game or changed the feel too much for it to feel like Metroid. Samus... was orphaned, lost her parents, raised by Chozo. The Chozo have disappeared. Adam and even the Baby Metroid were lost. To me, at the end as she sits outside her ship with her helmet off at Skytown and the flashbacks of the other Hunters that story element of their death seemed very fitting.
  20. Super Metroid. I'm not sure... exactly what you mean. You start off, it's a solid story intro. First moments on Zebes, then a surprise Space Pirate intro. Zebes was revealed to be a Space Pirate home of operations once again. Later, You see evidence of what they were trying to do with the baby Metroid. Mochtroids, the empty Metroid Capsule, sand creatures in Maridia, etc. Then the final encounter is basically entirely a scripted story event. I really wouldn't say that Super Metroid had no story, and the things that were there added a ton to its immersiveness. How is Metroid Prime 3 any different? A "well thought out story with deep and evolving characters and situations that can't be predicted or disputed" is subjective. And sounds very much like "Aeris shouldn't have died" arguments. EDIT: I had to make an edit because I was suddenly compelled to say that Fusion had a fantastic story. I think I've said that before.
  21. Metroid Prime 3 is good. The best of all Metroid 3D titles. I'd put it second to Super Metroid, right above Fusion and Zero Mission. Graphics are gorgeous. I saw the frame rate drop once when I had just went through a door from a large room to a large room, while getting shot through the door, I fired off a shot and the screen was abundant with particle effects as I lassoed a zip line. The stutter was for a second. Frame rate was perfect at all other times. Artwork is amazing. If this was a rating, this would likely be the games strongest, exceeding the maximum rating. 15/10. Every room has abundant detail. Nothing ever looks repetitive. Lighting, atmosphere, the patterns on the floors and walls in the different environments are incredible. Many "artwork" objects can be scanned, allowing yourself to be more immersed in the world. The enemies are equally detailed. Controls. I would put my bet on this games FPS controls over mouse and keyboard. It is fun, natural, and fast to use the Wiimote to aim. Locking on to grapple targets is easy and smooth. I actually was eager for the next lever or control which required use of the wiimote to operate- it felt very real, rather than gimmicky. Morph ball is easier to control and transition is smoother than in the two previous Metroid Prime games. Gameplay. Due to the controls, Metroid Prime 3 is hardly the same gameplay as the previous Prime games. Things are smoother and faster. Color coded enemies and doors are gone- it is now about being fast enough to blast your enemies rather than cycling beams to hit them with the right color. Metroid-esque exploration is back, thanks to fantastically improved level design. Elevator shafts, which were the previous major methods of transporting between zones, have been exchanged with multiple landing sites for your spaceship for the better. There is no more key-fetching tasks, to the benefit of the game. In this game, Samus retains a number of basic abilities, like the double jump, morphball, morphball jump, charge beam and bombs from the start of the game. This makes Samus more flexible(and fun) in general from the start, without limiting the new paths and item based exploration later. A few item combinations turn out to be really unique and fantastic for gameplay. Such as the ability to Zoom in on hidden weak points on targets with the X-ray visor when locked on and blast these weakpoints through targetting with the Wiimote and the Nova beam- which can bypass the outer shells of some enemies, in the middle of action.. These sort of setups allow Samus to counter enemies quickly, as long as she has the right tools. Story. While it isn't something to get very excited about, the story does drive the game, and is executed very well. It was only as if by some curse was there one bad line of Voice acting, halfway through the ending credits you'll get a corny line. The rest is all done very well. It is a fitting story for the final Metroid Prime game, and adheres well to the Metroid universe. Lastly- what I call the Metroid factor. As a game that is part of a series, there are certain things in which a player will come to expect. Things like flavor and theme. And indeed, this game is almost off the charts in the Metroid factor. The environments and enemies are drenched in it. It is easy to imagine that the minds of the developers from Metroid and Super Metroid were extracted, and that their ideas and creations that were limited to 2D at the time were projected into the 3D world of of Metroid Prime.
  22. The Metroid games have never had massive story lines, but the Original Metroid, Metroid 2, Metroid 3, Fusion line all had what I could call a good story.(with Super Metroid's delivery of the story being the best) In addition, I group those games into one line or story. In Prime to Prime 3, you have a story taking place between Metroid and Metroid 2. In them, the primary "thing" you are fighting against is Phazon. Its connection into the rest of Metroid line is weak- the best I can come up with is guessing that the radiation they refer to to make the last Metroid in Super Metroid reproduce asexually is actually Phazon, which is a stretch. There is no real element that ties itself into that "other" story line, or even strengthen it. Even on its own, Prime 1 did not set the stage for a dramatic series of awesome story lines or games, and Prime 2 had the most waste of a story and the worst- Prime 2's only real importance was the introduction of Dark Samus who was hinted at in Prime, and a small introduction to the GF. So given Prime 3s backround and bar set by the previous two Prime games, I expected little more than the conclusion of the Phazon threat, which was performed. As for the rest- you have to imagine its impact on the game if it were executed. Spoilers:For example, your interactions with the other hunters to see the effect of the Corruption on them over time would have probably been handled with cutscenes. If not, you'd have been looking at different gameplay elements altogether- a tag team across Sky Town, for example, would very likely lose the games open feel of exploration at that point. Yet the inclusion of other hunters was better than no inclusion- The process of being corrupted wouldn't have as much impact, and for Boss fights and small story line hiccups, such as obtaining Ice weapons and the Plasma beam, wouldn't be as memorable if they came from "local" bosses over the corrupted hunters. The other aspects- I thought that the Corruption of Samus and it's effect on the game was handled well. It tied very well into the flexible powers of Samus's power suit, firing off Phazon energy suited that minor theme well. In addition, the real enemy in this game was Dark Samus and her actions, which kept the prime series continuous. So altogether, I thought that the Story was fitting and that expecting more from it would have been expecting something that wasn't Metroid (prime).
  23. Launch competitive online RTS and FPS titles for the Wii gogo. LETS GET SOME ONLINE PIKMIN WARFARE!
  24. I finally beat this. 76% completion, 15:14. I've yet to give it a full rating or Metroid game ranking. I figure I have to play it one or two more times- I need attempts for 100% completion, on a harder difficulty, and for at least a Trial speedrun. Spoilers: Upon beating the game on normal I unlocked "Hyper" mode, a difficulty tougher than Veteran. Final Boss was not difficult. It was pretty cool, but I feel that the very very tail end of this game was the least interesting of it all. It might be because of my lack of information from not having all the lores, but even though I saw the AU being the fight(they look like motherbrain...) I didn't get enough information to know WHY it was all going on and what purpose did it really serve. I agree- needed more story on the other Hunter's getting corrupted. I could have dealt with Rundas like it was, but it would have been better if at least for Ghor you actually worked with him first uncorrupted. Whoever came up with the X-ray visor+Nova Beam(screw it, I'm calling it the damn Wave beam.) combo when fighting enemies deserves a medal. Lastly, I want to know why I simply magically managed to make it off of Phaaze and through the wormhole over having an escape sequence.
  25. B fire Advanced controls Hints off Since the start. It may be why I love the feel of the game so much. Very Super Metroid-y in exploration.
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