Rush2thestart said:Is this supposed to be some way of writing me off or something?
You are clearly a person who can accept change. RE4's similar to Other M in some respects.
Rush2thestart said:Is this supposed to be some way of writing me off or something?
The item obtaining was the thing I really had a beef with in this game. It just seemed like every time you were in peril, you were just given the thing to save you from it.AniHawk said:I think a sequel shouldn't be afraid to go crazier with the level design, and be more like Super Metroid/Metroid Prime when it comes to upgrades. Even the Metroid Fusion system of Kill Boss, Get Item would be nice.
Instro said:Reached Sector 2 tonight, I am definitely loving the combat and just the overall speed and mobility of Samus. The boss battles so far have also been awesome. Still not really finding many issues with the VA(actually pretty good) or dialogue(at few awkward spots), dunno what people were getting worked up over. Story seems interesting so far, props to Nintendo for that. I am not a fan of the sequences that make you hunt around for tiny details in fps mode, kind of annoying since it takes me forever.:lol
Quick question, is it possible to dodge while in first person mode or no.
robor said:Uh, SM follows Metroid 1's core design. It has an inherent relationship with exploitative gameplay, much like Metroid 1. It is also known as iterative design. The most basic approach to good game design.
robor said:NEVER said it was unplayable. I more so implied it was unbearable, which it is. I do not consider it a worthy game in the franchise because of the main factors stated in my recent post. It's a NES game, and most importantly, it was an experiment of which many more mechanics were implemented and refined later on. Young devs = inexperienced in game design at the current time. It was not unpopular in the NES period.
robor said:Yes I have played the game, how else would I go into such details? We most certainly experienced it differently, that's for sure. Because there was a lack of definition in ALOT of environments in that game, and I found the navigability to be archaic and problematic at best.
robor said:I did not state that sequence breaking gives leeway for making the game harder (even though it is challenging). Ever. The game has difficulty settings, from easy - normal - hard. Sequence breaking however, is an important aspect in the Metroid games and was found by accident.....until Zero Mission which openly embraced it. This is a great feature to the series because it divides the main experience with the possible pathways to enrich the longevity in the game.
robor said:Well a lot of Metroid fans would seriously disagree with you, vehemently. Fusion on the other hand is completely different type of Metroid game following a different core design from Metroid 1.
robor said:Except, again, it was not intentional by the developer. In ZM, they intentionally molded the levels AROUND sequence breaking. Yes the other games have it, but by level design, it is superior in ZM.
Except they didn't iterate anything! We're getting the very same powerups every time!robor said:I never said there was, it was the one thing that carried over into the sequels, it was the right design choice at the time and still is now.
LOL dude. Get to the back of the line.Mael said:Am I the only one actually hating the 1rst person parts where you get to scan something to advance and can't do anything else?
Mael said:Am I the only one actually hating the 1rst person parts where you get to scan something to advance and can't do anything else?
EatChildren said:I disliked the first one or two because I wasn't sure exactly what I was supposed to be doing, but after I realised their purpose I didnt mind them, as finding what to point at took me no more than five seconds. They were over very quickly.
No one likes those.Mael said:Am I the only one actually hating the 1rst person parts where you get to scan something to advance and can't do anything else?
Chet Rippo said:I'm just going to say that the start menu map is terrible and highly unhelpful. The mini map is more accurate then it.
Diffense said:The bottom line is that Other M gets a definite Galactic Federation thumbs up from me.
radioheadrule83 said:I give it a customary thumbs down. Only because I'm young and naive, and greet light smiles with bitterness, and Adam knows my feelings so well and confession time, there's no denying that I see him as a father figyure!
Just kidding, glad to see some positive impressions, I'm loving it too!
Dialogue question from Sector 2 - spoilers!!:
In Sector 2, Samus finds a body and says something along the lines of "The corpse showed signs of Metroid <insert word here that describes WTF metroids do to people>... Metroids here? Impossible. They are extinct, the baby was the last of its kind"
so what was the word she used to describe that again?
Koodo said:This game would have not controlled better using an analog stick.
It would have been nice if you could see more of the detail (like what's on your HUD/mini map) when you zoomed in and kept the birds eye view when zoomed out. I also would have liked to be able to toggle the HUD/mini map on and off.Diffense said:So true.
Why can't you rotate it?
Half the time it shows you going in a different direction from the mini-map.
It's good for a birds eye view but you end up having to ignore it most of the time.
kiryogi said:Predation
etiolate said:I wish I could understand the people calling this game great. I just can't lower my standards that much.
It's already been discussed to death, but there's no reason they couldn't have included it as an option. There are some people (myself included) that find the tiny d-pad very uncomfortable to use. They could have still done the 8 way movement the d-pad provides on the analog stick. It also would have made aiming in first person easier because your controller is already pointed at the screen. For an action game that's fast paced like this, you can see how this could be beneficial.Koodo said:This game would have not controlled better using an analog stick.
The foundation is great, but the flaws surrounding it keep the complete experience from being great. Hopefully they make another one and fix all the problems.etiolate said:I wish I could understand the people calling this game great. I just can't lower my standards that much.
I guess I forgot to address the aiming issue. Auto-aim (to me) was the only logical solution that could tie up the whole package. Not only did it rarely aim somewhere I didn't want it to, the few times it did were practically made null after acquiring the Diffusion beam (which is found extremely early in the game). I honestly do not understand why anyone would want a reticle on their screen (the screen is already dense enough without it); on top of that, manual aiming would require an analog stick, which, as I already explained, would be a worse control option (in my opinion).Mael said:That never was the problem, the problem was that with analog movement it frees up the wiimote and allow control of the aiming.
etiolate said:I wish I could understand the people calling this game great. I just can't lower my standards that much.
Koodo said:I guess I forgot to address the aiming issue. Auto-aim (to me) was the only logical solution that could tie up the whole package. Not only did it rarely aim somewhere I didn't want it to, the few times it did were practically made null after acquiring the Diffusion beam (which is found extremely early in the game). I honestly do not understand why anyone would want a reticle on their screen (the screen is already dense enough without it); on top of that, manual aiming would require an analog stick, which, as I already explained, would be a worse control option (in my opinion).
The majority of Samus' movements also seem to be critically tied to the auto-aim. I don't see how they would translate as effectively to a manual aim, and these movements are integral to the gameplay.
Koodo said:I guess I forgot to address the aiming issue. Auto-aim (to me) was the only logical solution that could tie up the whole package. Not only did it rarely aim somewhere I didn't want it to, the few times it did were practically made null after acquiring the Diffusion beam (which is found extremely early in the game). I honestly do not understand why anyone would want a reticle on their screen (the screen is already dense enough without it); on top of that, manual aiming would require an analog stick, which, as I already explained, would be a worse control option (in my opinion).
The majority of Samus' movements also seem to be critically tied to the auto-aim. I don't see how they would translate as effectively to a manual aim, and these movements are integral to the gameplay.
Auto aim works really well in third person. In first person it's a lot worse because not only do you have to shoot missiles from this perspective, but you have to also be locked on. This requires you to hold down the "B" button when you enter the mode because you often don't have much time to line your aim up. One of the problems with this is that you sometimes lock onto the wrong target. It could have been remedied if when you switched to first person you were already in a free look mode and then you pressed a button to lock on - kind of like Metroid Prime 3. The way they did it just doesn't make a whole lot of sense especially when it worked so well already in MP3. Also, because you only have one button to shoot with - the A button - there are times when you don't want to use missiles which means your reticle has to be over the target, but not locked on. This has already been discussed as well, but using something like the minus button to toggle to missiles would have fixed this in first person and allowed them to be shot from third person as well.Koodo said:I guess I forgot to address the aiming issue. Auto-aim (to me) was the only logical solution that could tie up the whole package. Not only did it rarely aim somewhere I didn't want it to, the few times it did were practically made null after acquiring the Diffusion beam (which is found extremely early in the game). I honestly do not understand why anyone would want a reticle on their screen (the screen is already dense enough without it); on top of that, manual aiming would require an analog stick, which, as I already explained, would be a worse control option (in my opinion).
The majority of Samus' movements also seem to be critically tied to the auto-aim. I don't see how they would translate as effectively to a manual aim, and these movements are integral to the gameplay.
etiolate said:I wish I could understand the people calling this game great. I just can't lower my standards that much.
MadOdorMachine said:Auto aim works really well in third person. In first person it's a lot worse because not only do you have to shoot missiles from this perspective, but you have to also be locked on. This requires you to hold down the "B" button when you enter the mode because you often don't have much time to line your aim up. One of the problems with this is that you sometimes lock onto the wrong target.
AniHawk said:I don't think it's great either, but behind all the story and cutscenes ruining stuff, there's a good game that's a little more actiony than your standard Metroid. And it's the second best one in the series to hit a console in 16 years.
Koodo said:I guess I forgot to address the aiming issue. Auto-aim (to me) was the only logical solution that could tie up the whole package. Not only did it rarely aim somewhere I didn't want it to, the few times it did were practically made null after acquiring the Diffusion beam (which is found extremely early in the game). I honestly do not understand why anyone would want a reticle on their screen (the screen is already dense enough without it); on top of that, manual aiming would require an analog stick, which, as I already explained, would be a worse control option (in my opinion).
The majority of Samus' movements also seem to be critically tied to the auto-aim. I don't see how they would translate as effectively to a manual aim, and these movements are integral to the gameplay.
kinggroin said:nah.
AniHawk said:I don't think it's great either, but behind all the story and cutscenes ruining stuff, there's a good game that's a little more actiony than your standard Metroid. And it's the second best one in the series to hit a console in 16 years.
You think so? Your controller has to be pointed at the screen to move regardless of whether or not you're holding B down. I'm really interested in this because it seems like another thing they could have fixed. There's already a ton of polish on the camera and automation so I don't see why they couldn't find a work around here as well. I'd like to know how this went about during development.Diffense said:I was about to say this as well.
The first person lock on controls don't work as well in situations where there are multiple foes which is why I never used it then.
I understand why they did the B button 'look' because otherwise you'll exit the mode rather than turn but it is a bit 'clunky'.
However, the only place in the game I was annoyed by this was the sequence at the very end.
I was planning to write about how it was very ill-conceived in focusing on the very thing the engine was not designed to do well when I realised that.you didn't have to defeat all the enemies to end it
That aspect could definitely use some polish but it didn't really hamper the gameplay for me.
Can't argue with you there. It is a shame.EatChildren said:Things I did not have any functional problem with;
- Auto-aim.
- D-pad controls.
- First person rocket shooting.
It's a shame you guys ran into hurdles, either the game's or your own, because it was smooth sailing for me.
And you are completely correct, it is personal preference. But what is personal preference is the design of the game. You are right that most 3D games work best with an analog stick, but Other M is not your standard 3D game. Those old PS1 games that were shoddy on a D-Pad where shoddy because the level design did not align with control design.Mael said:I'll say this is personal preference more than anything,
It's probably the last time I'll give my point of view on it, I mean we don't exactly need the archive full of my view on THAT.
Analog movement works better in 3D, this is known since 96 at the very least. I played numerous games that ended up sucking because of that.
Other M suffer from stiff movements while moving Samus around because of that, another point is that as a result the game is very...square in its level design and the camera is fixed to go around the dpad's limitation.
As a result it controls like some old ps1 FF while on the rendered backgrounds, not ideal to say the least.
the whole animation samus has while shooting and all is really GOOD and nearly make it worth it to have auto aim, except the game doesn't always aim where I want to and as a result there's some unweiildy moments that could have been better.
And also it had another layer of skill to the game for the shooting element.
It doesn't play badly to say the least, but it's not exactly perfect.
There's a control scheme I think would be way better (that we've already seen used)and I didn't get it.
Heck NSMBW actually provided that option (and it's way more dependant on precise moves), so that was possible.
To sum : I fucking hate auto aim, regardless of the game.
Koodo said:And you are completely correct, it is personal preference. But what is personal preference is the design of the game. You are right that most 3D games work best with an analog stick, but Other M is not your standard 3D game. Those old PS1 games that were shoddy on a D-Pad where shoddy because the level design did not align with control design.
The square levels, the fixed camera and the gameplay represent what this game is, and I stand by my statement that D-Pad controls best accommodate this particular design (and you seem to agree as well by saying that these elements were incorporated as a way to get around the controls' limitation, suggesting that they're interrelated). Saying that Other M should have different controls is suggesting that it should have been a different game altogether.
What happened is that the design of the game turned out to be polarizing, which ended up displeasing a group of people. That being said, I actually like that the game is polarizing. It's a statement that Other M succeeded in being a new experience, whether you ended up liking it or not, and this is something sorely needed in an industry that's become so stagnant.