MadOdorMachine said:
1. If this were any other game besides a Metroid or Team Ninja game, would you feel the same way? If this would have been a Zelda game (let's say Skyward Sword) and you would have been required to kill certain enemies with a sub weapon (bow and arrow, bombs, etc.) in first person mode like this, would you still give it such high praises?
Yes. If Zelda was Wiimote only and it worked, I would defend it. I am not praising the controls, I am saying they work.
MadOdorMachine said:
2. How do you think someone who has either never played a game or hasn't played a game since the NES will react to the controls? Do you think they will find them inviting or be confused by having to switch between the two set ups so much?
I think someone who hasn't played a game since NES will have troubles learning a game as fast-paced as metroid, controls aside. That is due to videogames being foreign to them for so long. At the same time, I believe that theory applies to
people having troubles with the controls here as well. Switching from first to third person is not confusing at all, on the contrary, it's an extremely simple concept.
You point when you want to point. That's all there is to it. However, it's a foreign mechanic to many gamers. (most are used to pressing a button/not manipulating the controller itself)
Difference being, a casual gamer will claim the game is beyond them, their ability is flawed, not the game. A gamer, however, will claim the game is flawed, not their ability.
MadOdorMachine said:
3. Can you think of any other game that requires as drastic and constant change of the control set up as this? I can't think of one and there's a reason for that.
Yeah, the reason for that specifically is that the Wii's unique control interface. Also, the control set up is not very drastic. All you are doing is pointing at the screen when you want to point at the screen. Outside of the forced look segments, YOU control when and how you implement the first person mode. If the transition stays awkward throughout the game it is because YOU are using it at awkward moments. In that boss battle video highlighted above you do need to use first person mode. The point is, though, that you have to decide when it is the best time to use it. If he goes right up to ridley's face and tries to shoot a missle at it, and gets killed, why is it the game's fault? Why is it the control interface's fault? That is where some of the unique difficulty of the game comes into play, and difficult doesn't automatically equal flawed, especially when there are people who don't have problems with it.
There are parts in metroid prime where you can't effectively fight bosses until you scan them first, or use the x-ray visor to uncover weak spots. This is no different. Your X-Ray visor is not your primary combat tool, and neither is first-person in this game. Stop trying to make it become one, stop trying to make a metroid prime out of other m. Conventions in that game are no longer in this one.
MadOdorMachine said:
The game has a control identity crisis. It doesn't know what it wants to be. It's trying to be a third person action game, but the developers hampered themselves. I enjoyed the game, but it has some very, very huge flaws. It's the equivalent to a kid on the playground and saying "I'm only going to play on the swing. Forget the slide, forget the monkey bars, forget climbing ropes, etc. etc. because the first time I ever played on the playground, I rode on the swing."
The game has no such thing. It is Team Ninja's take on Metroid, the fans are the ones having the problem trying to categorize it.