"You view Samus from the classical third-person point of view, but rather than simply being restricted to two dimensions, she can now wonder into the screen as well. This extension makes it visually feel reminiscent of last year’s Shadow Complex – strange, given how much that in turn was inspired by this series."
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Not really. Shadow Complex was 2.5D. The gameworld was three dimensional in SC, and you could shoot...
Not a bad list, but...man, what I wouldn't give for R.C. Pro Am.
Who's to blame? For sales slowdown of a console and handheld that, by all rights, SHOULD be slowing down at this point in their respective life cycles (unless there's some bigger price cuts on the horizon)? Good grief. They weren't as profitable this quarter, and people act like the sky is falling. Relax folks, Nintendo has been turning a profit since day one on Wii.
@Mastiff
The digital D-pad makes sense, IMO. Sakamoto was adamant about having the snappy feel of digital controls, and they built the entire game around that. Tossing in analog as an afterthought would probably make the game feel much more sluggish in analog mode. You could set up the analog stick to only recognize 8 directions like digital with a 0-1 input, but then you run into trouble not quite aiming where you're supposed to with the thumbstick, leading to many un...
Sometimes I wonder just how many current gamers have played Super. Metroid has never been a huge series, so it's entirely possible that a lot of people who were Sega Genesis owners never went back and DL-ed Super. Their loss.
Heh, same here. First gaming day I'll be taking off from work since Corruption.
Some old school difficulty is plain old cheap. And some of those games were made extremely difficult (or vague...like Castlevania II) to artificially extend the game's length.
But if you want that difficulty...go online. Download an 8-bit revival game like Megaman 9, or play FPS against a team of aces.
Shh, Mahr. No talking sense allowed.
It's tough to get a handle on older sales figures. Everyone hates on VGChartz because they're so inaccurate for early sales, but they're usually at least in the ballpark for LTD sales. Here's how MH performed on PS2:
http://www.vgchartz.com/w...
After being completely reassured about this game after seeing it in motion...I'm just a little bit worried about theater mode. Not because of its inclusion; its length is what has me concerned. Almost 2 hours worth of cut scenes?
The standard Sakamoto-helmed Metroid usually clocks in around 6-12 hours, and a first play through of 8 hours or so of gameplay with 2 hours worth of cut scenes? That seems a bit much. Possibly spending 1/5 of our time watching the game inste...
Too. Much. Win.
I'll be taking a day off of work to enjoy this one.
:twitch:
Awesome sauce.
Shh...no talking sense allowed, man.
This does make me wonder if the cut scenes will be skippable. Kinda makes sense for any speed runners who will be replaying this game over and over; 2 hours of cut scenes kinda gets in the way there.
(Also makes me wonder how long the game will be, overall. Sakamoto's Metroids have been about 6-12 hours long on first play through. With 2 hours of cut scenes, and his desire to do "no more than is necessary"...
So...you're just not very good at this whole internet thing, are you?
Well hello there, wave beam. How ya doin' shinespark? Hello Super-Metroid style stacked beams.
Been too long. Welcome back.
And holy f*** that ice level looks great.
(Am I the only one that loved how Samus waved off the federation troops?)
Umm, Prime 3, Mahr. Unless you're one of the folks that don't consider Corruption to be "Metroid-y" enough.
;)
Wow. Nearly two hours worth of cut scenes for that theater mode? On one hand, that's awesome, because I like the idea of a Metroid movie, and I don't want it screwed up by handing it off to a Hollywood director. OTOH...with that many cinematics, this better not be a typical Sakamoto-style 6-12 hour Metroid. This thing better be as long, or longer, as the Primes.
Good read, though. The guys at Team Ninja really seem to "get" what Metroid is about.
Wow, Kotaku. This actually isn't too bad of an article. Even-handed, to boot, with the author admitting some of the problems they had with the game have to do with the controls' learning curve.
This game won't be for everyone. I expect scores to be all over the place. And I'd expect a few reviewers to have this person's initial problems, then they'll quit and go review the game. Their loss, I suppose.
A concrete timeline matters more to a series like Metroid, because it's all about one character's adventures in that universe. OTOH, LoZ gives us many different Links during many different eras. Doesn't really matter to me. I never once thought while playing TP "hmm, I wonder where this falls in a LoZ timeline." But that's JMO.
^
This.
If you want a sword fighting game, this is it. Nothing else even comes close (yet; Zelda looks promising). They nailed the controls, IMO. But the problem is...well, there isn't much else to RS2. Think of it as a M+ launch title; it was the first full-on action/adventure game to utilize the peripheral.
It's also a very pretty game, but it's kinda shallow. The level design is prosaic, to be kind (one can only beat up so many tra...
Quality post, hatch.