Retro Studios on why they didn't do dual analog in Metroid.

SantaC

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Retro explains that dual analog is not a good setup in a platforming enviroment. So haterz begone!

We kind of went through this with the first Metroid Prime, where we all felt that the dual analog scheme [used in popular multiplayer shooters like Halo] was a very valid control scheme," says Pacini. "Many games use it and it's successful. It just didn't seem like a control scheme that would work well in a platforming environment. We consider Metroid Prime to be kind of an adventure game -- it's not necessarily a first-person shooter. So having controls that would allow the player to easily shoot and jump and grapple and things like that, really didn't lend themselves too well to a dual analog setup, because you want your primary firing thumb not to be using the stick. If you want to jump with it, how are you going to do that? It's very difficult. So that was kind of what we used. That's why we came up with the lock-on method for Metroid Prime 1. In Metroid Prime 2, we felt that so many of our game mechanics were ingrained with this current control setup that we felt the only way to make this game as high quality and polished as possible in the time that we had for this particular product, we couldn't develop a game with two different control schemes. The control scheme that we had on the last game, we enjoyed. I know some people had some great comments about it and some negative comments about it, but we've made some improvements to it, and we felt like we really had to concentrate on one control scheme to make this game the best we could."

Not sure where it originally comes from. A recent Interview I guess. Thanks to hglatino on ignboards.
 
Scrow said:
metroid prime control setup is a-ok. i wish everyone would just get over it.

They won't, but whatever. Took me little time to get used to it anyways.
 
Scrow said:
metroid prime control setup is a-ok. i wish everyone would just get over it.

I'm not in love with the game itself, but I never saw a problem with the controls.
 
RevenantKioku said:
They won't, but whatever. Took me little time to get used to it anyways.

Agreed. The Prime control scheme sucked, but I got used to it after an hour or two. It doesn't really prevent you from playing or enjoying the game.. it's just not... Natural feeling.
 
I love Metroid Primes controls, the game is perfection IMO.


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-SB
 
Man can't even Retro themselves shut up the haterz?

that's a very prolix way to say "our japanese overseers wouldn't let us."

Let's not bash the japanese. I am sure Retro has so much freedom that they can choose to do their down control setup. They said they thought about doing both, but it didn't work out, so why would Nintendo stop them?
 
The controls work perfectly for the type of game it is,I love dual analog in Halo,but its not needed in MP,end of story.
 
I never really had a problem making the transition from traditional console FPS control to Metroid Prime's. Just as Retro said, it's NOT a traditional FPS. The control for the game, after the initial learning curve, felt pretty natural to me and I'm hoping they keep it approximately the same in the sequel. It'll be nice to pick that game up and feel at home with locking-on, etc.
 
Same here. No problem converting from the likes of Halo or Timesplitters 2 to Metroid Prime. I agree that Metroid is platformy, and thus the control scheme is great.
 
The controls are fine. People just like to bitch about them because they don't like changing their habbits.

"Oh my God! You mean I have to use different buttons?!"

Yea, shit like that...
 
While I don't mind MP's control scheme, I'd wish they'd turn it into a 3rd person style game. All this first person shit is for the birds, I want to see my girl. :)
 
i guess if i was an FPS fan, i would've bitched about the controls, but i never had a problem with them. People seem to think that because the game plays moslty in the first person view and you shoot a lot that it should have FPS controls, but the focus is moreso on exploration than it is on accurate shooting.

It would still be really cool if they did include a standard dual analog setup. If not just to ssquelch the haters, to see how feasible it would be. Weapons and visors would probably share the D-pad.
 
almokla said:
gamers like you should quit gaming ...

it takes you step by step, through the controls just like a tutorial at the beggening of the game ..

I was being sacastic.
 
SyNapSe said:
Agreed. The Prime control scheme sucked, but I got used to it after an hour or two. It doesn't really prevent you from playing or enjoying the game.. it's just not... Natural feeling.


Thank you. I'd say that 90% of the people I know who play FPS games feel this way. It didn't ruin the game and, in all honesty, wasn't even the games biggest flaw, but there were certainly many better control scheme options that included natural freelook. The MP control scheme is just .. awkward and unnatural in first person.
 
Nerevar said:
Thank you. I'd say that 90% of the people I know who play FPS games feel this way. It didn't ruin the game and, in all honesty, wasn't even the games biggest flaw, but there were certainly many better control scheme options that included natural freelook. The MP control scheme is just .. awkward and unnatural in first person.

So, what do you think the biggest flaw was? :)
 
It was only one of the elements that drove me crazy about that game, the other big one being the shitty AI. The game should have been in 3rd person, the lack of dual analog is just irresponsible, they know it is an issue with many gamers yet still refuse to even offer the option. Stupid!
 
Culex said:
So, what do you think the biggest flaw was? :)


No story interaction - it was basically only presented if you scanned everything and read the text. Same thing that sucked about lots of other games (like Doom 3 and the stupid PDA). I understand that it goes with the empty, derelict planet feel, but I would like a bit more of an interactive story.

Plus I hated the whole "enemies only visible in certain visors" thing. If they did that, they should have at least made it logical.
 
Regardless of the reasons, I continue to stand behind their choice. I don't want Dual Analog in Prime.
 
dark10x said:
Regardless of the reasons, I continue to stand behind their choice. I don't want Dual Analog in Prime.


Can you recognize that some people would prefer at least a hybrid control scheme? I want freelook that I can use naturally, especially in a game that focuses so much on exploration as MP.
 
Whatever. I don't see how difficult it would be to just throw in an optional dual-analog setup for those of us who can't stand the original setup. If the dual analog does not work well in the context of the game, at least they can go "See? I told you so!"

I was prepared to fork out the money for MP2E if it had dual analog despite the huge amount of games coming out this hols (I'm a 3-consoles owner who has a gaming PC, so you can imagine.....) but now I guess not. If they want to be obstinate about things then Nintendo and Retro can go screw itself if MP2E does not sell well this hols......

Sales -1
 
For the people wanting dual analogs, what button configurations would you choose? i admittedly hadn't given it much thought, but i just can't see MP working as well with a dual analog setup.
 
Nerevar said:
No story interaction - it was basically only presented if you scanned everything and read the text. Same thing that sucked about lots of other games (like Doom 3 and the stupid PDA). I understand that it goes with the empty, derelict planet feel, but I would like a bit more of an interactive story.

Plus I hated the whole "enemies only visible in certain visors" thing. If they did that, they should have at least made it logical.

There was nothing wrong with the story. I'm not going to defend the scanning aspect, but if you took the time to do it, you were rewarded with a great plot and some nice tidbits of info from earlier Metroid games. Other than that, you don't need a huge story in a game like this. The game pretty much unfolds itself as you traverse the planet. It's Metroid afterall.

There was nothing wrong with the visors and not seeing the enemies. The only major enemies you couldn't see were the Chozo Spirits and one Omega Pirate boss, and all you needed was the damn cool X-Ray visor to see them.
 
aoi tsuki said:
For the people wanting dual analogs, what button configurations would you choose? i admittedly hadn't given it much thought, but i just can't see MP working as well with a dual analog setup.


easy, left control stick is move forward / back and strafe. Right control stick is freelook. Have a "trigger" button (ideally the same as the lock-on button) that, when pressed, allows you to use the right control stick to switch visors. Otherwise, right control stick looks left / right / up / down (except, as noted before, when locked on - it changes visors). I don't understand why this would be so hard to implement, and would work wonders for the playability of the game IMO.

culex said:
There was nothing wrong with the story. I'm not going to defend the scanning aspect, but if you took the time to do it, you were rewarded with a great plot and some nice tidbits of info from earlier Metroid games. Other than that, you don't need a huge story in a game like this. The game pretty much unfolds itself as you traverse the planet. It's Metroid afterall.

I wasn't complaining about it - I just thought it wasn't a very creative way to present it. Compared to other high-profile FPS games, the method of "scan things to read story text" is somewhat antiquated. I wish they could've been more creative in it's presentation, that's all.

culex said:
There was nothing wrong with the visors and not seeing the enemies. The only major enemies you couldn't see were the Chozo Spirits and one Omega Pirate boss, and all you need was the damn cool X-Ray visor to see them.

I agree, but I don't think it was handled well, or logically. It would have been cool if they had done something that made logical sense (like an enemy that hides underground or something that you can "see" it's skeleton with the x-ray visor and avoid it). Once again, not a major problem, just I wish they could've been a bit more creative.

In case you can't tell, my complaints with the game are all pretty minor. It's a great game that has a few flaws that make it not perfect in my eyes. You don't have to go into rabid fanboy defense mode just because I won't admit it's perfect.
 
aoi tsuki said:
For the people wanting dual analogs, what button configurations would you choose? i admittedly hadn't given it much thought, but i just can't see MP working as well with a dual analog setup.

the halo 2 control scheme plus assigning some button for that lame scanning and locking.
 
then I want metroid style lock on controls in Halo 2.

I mean it should be an option that those of us who want it should have access to, right?
 
Deg said:
Its obvious. Only a crazed fanboy would say that seriously.

Of course it was obvious to you, since you typed it. If you noticed, no one else thought you were being sarcastic.
 
Nerevar said:
Thank you. I'd say that 90% of the people I know who play FPS games feel this way.... The MP control scheme is just .. awkward and unnatural in first person.

Spot on.

In combat, I felt EXTREMELY limited by the controls and it bothered me a lot. I don't like feeling vulnerable in a game because of the way the controls are setup. And I put in at least 6 to 8 hours before I gave up completely so don't bitch about how some of us never gave the game "a chance".
 
borghe said:
then I want metroid style lock on controls in Halo 2.

I mean it should be an option that those of us who want it should have access to, right?

No you don't. You don't care about the damn game, why even bother fabricating something like that?

The actual core gameplay of Halo would not be fully functional if they were to use the Prime style control scheme. Prime's gameplay was DESIGNED around the control scheme they used, Halo was not and would not work properly with it.
 
nerevar's suggestion sounds good. It would not take anything from Metroid Prime. It would be a deluxe control scheme, an enhanced one. I bet the experience would be ten fold aswell tsk tsk.
 
Nerevar said:
easy, left control stick is move forward / back and strafe. Right control stick is freelook. Have a "trigger" button (ideally the same as the lock-on button) that, when pressed, allows you to use the right control stick to switch visors. Otherwise, right control stick looks left / right / up / down (except, as noted before, when locked on - it changes visors). I don't understand why this would be so hard to implement, and would work wonders for the playability of the game IMO.
How would you jump? The Z button?!

Considering jumping is like 80% of the game....No sir I don't like it

what about weapons? They'll need a button now. Then that offsets ball-mode and missle.


Missles have to stay where they are cause they have to work in conjunction with A. So what, hit start to go into ball mode? No sire I don't like it.
 
How would you do dual-analog with Metroid Prime anyway? The game was designed for quick switching of weapons with the C-Stick. There's wouldn't be a free button to switch between looking around and changing weapons.
 
BS. They personally can feel however they want about the controls, but adding the option for a different control scheme would have been extremely easy, and they knew people wanted that option, whether they read forums or not, it was mentioned in just about every single review of the game. They didn't have to permanently change the control scheme, but the option for a different one would have been great.

drohne said:
that's a very prolix way to say "our japanese overseers wouldn't let us."

Ding Ding Ding! And we have a correct answer!

Maybe it has something to do with the Japaneses problem with FPS and motion sickness? More probably the reason was the fact that this control scheme is "original" and Nintendo doesn't want to be seen as "copying" other companies even at the expense of a dying console. Whatever it is, I definitely smell the familiar fragrant stink of Nintendo Exec hands on this raw deal. Like reeky, hairy hands filled with pus, bubbling with disease, with loose bits of rotting flesh dangling- handling and massaging month old raw bloody meat seeping with maggots and waiting to be fed to a now almost nonexistant pack of wolves possessed by hunger, thirst, and brand loyalty. It's feeding time again boys, soon Iwata will give you your precious again, been awhile since you ate last, eh?
 
aoi tsuki said:
For the people wanting dual analogs, what button configurations would you choose? i admittedly hadn't given it much thought, but i just can't see MP working as well with a dual analog setup.

Same setup as Halo. Replace grenade button (Left Trigger) with Jump. Now there would only be the D-pad which can be used for the selection of visors and weapon. So this can be circumvented by assigning one of the ABXY buttons to toggle between visors and weapons. With such a control scheme, I don't see how the game experience would change in anyway.

The reason given by Retro sounded awfully lame. The best gaming companies in the world (ideally speaking) listen to their fans and implement things that the fans want and not give lameshit reasons for not doing something which a substantial portion of the userbase wants.....
 
Che said:
When will some people understand that Metroid is not a freakin FPS?

When it's not in first person and there isn't any shooting. I mean, honestly, that's the style of gameplay used in the game. You can say everything you want about it being a first-person adventure game or whatever bullshit Nintendo is feeding you this week but it simply isn't the case. Just like the original Metroid games were platformers, this one is a first person shooter regardless of any "exploration" you might do.

Can anyone honestly tell me the game wouldn't have played better with standard FPS controls? Exactly what actions would you not be able to do?
 
I really don't think a dual analog scheme would allow for smooth gameplay when fighting the types of enemies presented in the game. They attack very different from your traditional FPS.

When you add in the fact that you often need to jump around various platforms while fighting these enemies, I don't think it would work too terribly well.

I don't think the Cube triggers would function well as action buttons either.
 
Tenguman said:
How would you jump? The Z button?!

Considering jumping is like 80% of the game....No sir I don't like it


Look, it clearly isn't 100% thought it, but you get the gist of the idea. It really doesn't intrude on the current control scheme at all except maybe adding an extra split-second to weapon switching or visor switching as you hold down a trigger key. The basic keys of the game wouldn't have to be remapped at all.

And I think the lock-on is important in this game, that's why I was suggesting something that is a hybrid of free-look and lock on control. Unlike most people, I care more about natural freelook while moving than about dual-control in combat.
 
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