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Metroid Prime 2 interview


Jack
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Are they sorting out the controls?

Are you sorting out your ineptitude?

From IGN's interview roundtable:

When we released Metroid Prime, we did get some feedback with people saying, "Why didn't you make this dual-analog control?" They said that what we did was not how first-person shooters were supposed to work. We replied that we didn't make a first-person shooter -- we made Metroid. That's what we decided and that's what we're staying with.

Nice to see the team is sticking to their guns and doing what's best for the game rather than trying to satisfy the haters who where probably never going to give the game a chance anyway.

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Are you sorting out your ineptitude?

:)

When we released Metroid Prime, we did get some feedback with people saying, "Why didn't you make this dual-analog control?" They said that what we did was not how first-person shooters were supposed to work. We replied that we didn't make a first-person shooter -- we made Metroid. That's what we decided and that's what we're staying with.

Nice to see the team is sticking to their guns and doing what's best for the game rather than trying to satisfy the haters who where probably never going to give the game a chance anyway.

Or it's them copping an ego in the face of the bleedingly obvious.

We replied that we didn't make a first-person shooter -- we made Metroid.

Which is a first person shooter, morons. (not you, the interviewed guy)

It's not as though the Gamecube's joypad doesn't have that second analog stick after all, crying out, begging to be used.

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Which is a first person shooter, morons. (not you, the interviewed guy)

It's not as though the Gamecube's joypad doesn't have that second analog stick after all, crying out, begging to be used.

Ocarina of Time has a heavy reliance on bows and arrows, and the slingshot, used in first person mode. Are you pissed they didn't do mouselook style controls for those sections?

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:angry:

Nice to see the team is sticking to their guns and doing what's best for the game rather than trying to satisfy the haters who where probably never going to give the game a chance anyway.

Or it's them copping an ego in the face of the bleedingly obvious.

We replied that we didn't make a first-person shooter -- we made Metroid.

Which is a first person shooter, morons. (not you, the interviewed guy)

It's not as though the Gamecube's joypad doesn't have that second analog stick after all, crying out, begging to be used.

.::: Not. This. A. Gain.

Can't we create a sticky with subjects that should never ever be discussed again? ;P

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It's a first person game involving shooting. Whether that makes it a first-person shooter (which to me means Doom or Quake certainly, and the likes of System Shock far less of a sure thing) or not is a personal thing. If they don't think it's an FPS and it's more of a Metroid game, that's up to them.

Frankly I agree with them, it's got more in common with Metroid than Doom- all the backtracking, respawning enemies, and so on.

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It's getting a bit silly, finding ways to get rid of all those abilities all the time, though.

Of all the excuses i could've thought of, just being nicked from her was pretty far down the list. I thought they would've said that Prime absorbed them along with the Phazon suit, which had a certain logic.

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Well the new game at least has justification for new weapons... isn't it kinda like Ikaruga with dark/light enemies, each is more vunerable to different weapons?

.::: Yup, Light and Dark Beams will both be ammo'ed btw. So you'll have to use them sparringly. I'm wondering what this'll mean for the other beams though. Will some be dropped or do you have to 'equip' up to four beams?

But Light will work on Dark enemies and Dark will work on Light enemies. The beams are also used to create protection bubbles of some sorts, although crystals can be shot in the environments to create the same effect.

If that won't be distilled into a special suit, I don't know what will, though.

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Perhaps the light and dark beams will be just a "mod" for your other beams.So you could have a basic beam,basic dark and basic light with a limiter being that you have to charge the dark/light beam more than a normal charged beam.

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Ocarina of Time has a heavy reliance on bows and arrows, and the slingshot, used in first person mode. Are you pissed they didn't do mouselook style controls for those sections?

The n64 pad didn't have two analog sticks, so z-lock was a smart move for the time.

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It's a first person game involving shooting. Whether that makes it a first-person shooter (which to me means Doom or Quake certainly, and the likes of System Shock far less of a sure thing) or not is a personal thing. If they don't think it's an FPS and it's more of a Metroid game, that's up to them.

Frankly I agree with them, it's got more in common with Metroid than Doom- all the backtracking, respawning enemies, and so on.

I come from the 'call a spade a spade' school.

Is it a first person game involving quite a lot of shooting?

Yes. Therefore, it is a first person shooter.

See also: Deus Ex in this regard.

Or, if you want to be more generous, you could call them all First Person Adventures, which is more inclusive. But that's still no excuse for shoehorning the controls around locking triggers when

A: It has clearly been done with better results in other console FPA games

B: The cubepad actually has the facility to allow dual axis control.

If the cube pad did not have that capability, I'd understand. The n64 managed it with Goldeneye, but only through a sort of hack that replaced the second analog stick with the 4 yellow buttons. It was sufficient for the time.

But nowadays they really have no excuse.

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I honestly find MP's control method more intuitive than Halo... not only that but it's a control method that allows you to fight in a different way to your average geNeric FPS.

Theres no point retreading old ground, but the Metroid Prime control set up is not only fantastic IMO, it's easily the best way of doing what it set out to do.

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MP's method is far better on the plain and when nonchalantly disabling enemies, but it is a pain in the arse at targetting and maintaining targets on things above and below your view. Still, it does make the wandering around far more relaxing, you can have a hand free for a cup of tea when you're not jumping or shooting.

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it is a pain in the arse at targetting and maintaining targets on things above and below your view.

Ah, but it's that hammering of the right trigger to lock on and shouting of "ARGH YOU BASTARD" that makes the game for me.

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Ah, but it's that hammering of the right trigger to lock on and shouting of "ARGH YOU BASTARD" that makes the game for me.

yes, 'ARGH YOU BASTARD' and the joyfull clunking sound of the R trigger being pressed when all your housemates are in bed

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