Drinky Crow
Banned
I'd rather it stayed 2D. Detailed 3D backgrounds, crazy high-res sprites, segmented monsters: YUM.
Fuck immersion. GO OUTSIDE YOU LOSERS.
Fuck immersion. GO OUTSIDE YOU LOSERS.
You're violating copyrights on my thoughts.Drinky Crow said:I'd rather it stayed 2D. Detailed 3D backgrounds, crazy high-res sprites, segmented monsters: YUM.
Fuck immersion. GO OUTSIDE YOU LOSERS.
You're sidestepping the issue by using what was done as an excuse for what's possible. The fact is, 3rd person 3D platforming is more precise than 1st person 3D platforming... I'd say Retro certainly has the talent to make compelling vertical world designs if given the proper perspective to make intricate platforming viable. And doing so would've broken up the monotony in Prime's backtracking for many I'd wager.Mama Smurf said:You can say the platforming is simplistic, but that would hardly stop Retro from being able to build vertical levels. You just couldn't have the complicated jumping you did in the 2D games (not that they were ever THAT complicated), but they could still be vertical. Retro clearly just decided against it, first person or not.
Well maybe the game was all corridors after the Phazon Mines, I don't really know. But I'd say a good 90% of the environments before that could've been left untouched if switched to 3rd person perspective.Mama Smurf said:There were lots of corridors which Samus would have basically filled from 3rd person. They'd have had to at the very least made them taller, probably wider too. How else could you see the enemies beyond her to lock onto?
But it makes no sense. The move to 1st person was deemed necessary for targeting (I've never heard mention of camera issues outside the corridor thing, and then it was a targeting issue still), that was the line Nintendo gave out.... then why bother with auto targeting? Why keep 3rd person mechanics in 1st person design?Mama Smurf said:Well, Nintendo's reasoning is that they tried 3rd person and it didn't work because of camera issues, but I guess they wanted to keep the other things like lock on when moving to first person.
I disagree! SIR!!Milhouse31 said:The lack of vertical jump is due to the 3D and tight space than the POV.
Probably because N64 was no longer a viable platform.Milhouse31 said:edit : and the original metroid creator was working on a third person metroid at the same time than Retro was working on Prime. Maybe you should ask nintendo why they scraped it ?
drohne said:i never thought metroid prime was particularly strong on immersion anyway. the close juxtaposition of a FIRE LEVEL, an ICE LEVEL, and a RUINS LEVEL was probably more abstract and videogamey than the classic metroid games, even. really it just needed a MINE CART LEVEL. a cute HUD doesn't entail immersion. it's just a cute HUD.
and yeah, metroid should've been:
1. 2d
2. handled by r&d1
prime's lamentable success might mean that we'll never see a real console metroid again. the only thing that restrains my RIGHTEOUS FANBOY BILE is the existence of the rad gba versions. i suppose i can pray for a prime 2 backlash. the central conceit is pretty stupid!
Given they've handed NST (*shudder*) the DS game, we may never get a real Metroid again period.drohne said:prime's lamentable success might mean that we'll never see a real console metroid again. the only thing that restrains my RIGHTEOUS FANBOY BILE is the existence of the rad gba versions. i suppose i can pray for a prime 2 backlash. the central conceit is pretty stupid!
jarrod said:I disagree! SIR!!
jarrod said:Probably because N64 was no longer a viable platform.
jarrod said:You're sidestepping the issue by using what was done as an excuse for what's possible. The fact is, 3rd person 3D platforming is more precise than 1st person 3D platforming... I'd say Retro certainly has the talent to make compelling vertical world designs if given the proper perspective to make intricate platforming viable. And doing so would've broken up the monotony in Prime's backtracking for many I'd wager.
Well maybe the game was all corridors after the Phazon Mines, I don't really know. But I'd say a good 90% of the environments before that could've been left untouched if switched to 3rd person perspective.
But it makes no sense. The move to 1st person was deemed necessary for targeting (I've never heard mention of camera issues outside the corridor thing, and then it was a targeting issue still), that was the line Nintendo gave out.... then why bother with auto targeting? Why keep 3rd person mechanics in 1st person design?
You both like Pikmin. Kiss and make up.Mama Smurf said:You're like the anti-me drohne. Never in my life have I seen someone I disagree with on so many points about so many things (unless they're just complete idiots like greekboy, I think he was just trying to piss us all off though).
Should Metroid Prime have been 3rd person?
Teddman said:The point is not problems with the jumping per se. It's that the jumping and platforming depth, fun factor, and degree of control is nowhere near that of any other Metroid game. It's a sacrifice and a change in gameplay that I don't think is worth the other tradeoffs of the 1st person view.
Jumping in Prime was servicable but an abundance of it likely would have brought out the flaws in 1st person platforming (no disrespect to Jumping Flash). Sure Retro could've expanded vertical world design in Prime as is, though not with a positive respone I'd bet. A move to 3rd parson however would've allowed for more rewarding platforming and help facilitate that shift.... obviously most of this is hypotheticals but really that's all we have to go on when discussing a 3rd person 3d Metroid.Mama Smurf said:No, I'm not sidestepping the issue at all. The issue is: was the move to 3D or the 1st person perspective the reason fro less vertical levels. That's what I'm talking about and have been talking about throughout, so argue with me all you want, just don't tell me I'm sidestepping the issue when clearly I'm not.
Yes, 3rd person is more precise. But your argument against vertical lvels makes no sense. It doesn't matter that it's more precise, that doesn't stop Retro making vertcial levels. They can make the damn things still, just allowing us more room to make the jumps!
So long as we're using our own tastes to set the standard... the platforming was dissapointingly substandard in Metroid Prime. It marks a clear break from the rest of the franchise, something that you don't find to the same degree in Mario or Zelda's 3D translations. It felt like half a Metroid. I miss that other half, therefore it makes a world of difference!Mama Smurf said:If I actually missed jumps in first person Metroid, your point would hold, but I rarely do, no more than in third person games, so it makes no damn difference!
Naw, the only corridors where one literally couldn't see past Samus would be those small tight connecting corridors that resembled tubes (sometimes with the army of insects). Everything else almost could be fully navigated in 3rd person, that's a far cry from half the game.Mama Smurf said:It's been a long time since I've played it so I don't specifically remember the areas after the phazon mines, but I know that throughout there were corridors. Plenty of ok areas, sure, but I think that figure would be nearer 50-60%.
jarrod said:Jumping in Prime was servicable but an abundance of it likely would have brought out the flaws in 1st person platforming (no disrespect to Jumping Flash). Sure Retro could've expanded vertical world design in Prime as is, though not with a positive respone I'd bet. A move to 3rd person however would've allowed for more rewarding platforming and help facilitate that shift.... obviously most of this is hypotheticals but really that's all we have to go on when discussing a 3rd person 3d Metroid.
So long as we're using our own tastes to set the standard... the platforming was dissapointingly substandard in Metroid Prime. It marks a clear break from the rest of the franchise, something that you don't find to the same degree in Mario or Zelda's 3D translations. It felt like half a Metroid. I miss that other half, therefore it makes a world of difference!
Naw, the only corridors where one literally couldn't see past Samus would be those small tight connecting corridors that resembled tubes (sometimes with the army of insects). Everything else almost could be fully navigated in 3rd person, that's a far cry from half the game.
jarrod said:So is Prime more immersive than Super Metroid? Should Nintendo be putting presentation ahead of game design/mechanics? Why not give Prime normal fps controls?
We got a "realistic" Zelda thanks to the backlash... would everyone turn their noses up at Echoes if it had been 3rd person?
You are thinking of the Tower of Light, where Samus finds the Wavebuster.Mama Smurf said:Do you not remember that area in the Chozo Ruins (I think, it was definitely that golden look)? It was a long vertical pipe you had to jump up. I wish I could remember what I was getting to the top to find, I don't know if it was an item, an artifact, a missile upgrade...I can't remember so it'll be hard to jog your memory. Anyway, I had to do a lot of jumping to climb that, and it worked perfectly well. If anyone remembers the bit I mean, please say.
jarrod said:Brought this up in another thread, but no one seems to be able give a good counter argument. Anyway...
The original reasoning behind making Metroid 3D 1st person was that it was needed for targeting, combat being primairily long range. But since lock-on targeting was included the game could still be reasonably well done from a 3rd person perspective (as targeting" is minimal to begin with) while melee combat preserved (screw attack, dash attack, etc) and it'd make platforming much more natural. If NCL/Retro demanded a move to first person perspective why keep relying on lock-on? Why essentially make a 1st person game with 3rd person controls? Why not go for 3rd person and be truer to the franchise and expand the jumping/platforming elements?
Also, when asked about what kind of game Metroid Prime should be labeled as, Retro Studios' Steve Barcia, executive producer, said "It's an eerie isolated experience." He further noted about it being deemed a first-person shooter, "We weren't trying to fit in that genre." And, according to Mr. Miyamoto, when development started the team decided, "We're going to call this an exploration game."
Mark: Miyamoto-san asked us, "What is the most natural thing to do when you're trying to look around and explore in any kind of game?" It's looking in the first-person view. It's very natural for an exploration game to be based heavily on looking through the first-person. That was a very important question that was presented to us, and it made many of our design decisions easier to make.
*cough* bullshit *cough*To me, Metroid Prime was the shortest of the Metroids, it was the least fun of the Metroids, and it was the easiest of the Metroids.
Deg said:Fusion was awful. Prime, now thats a good game!
AniHawk said:Zero Mission, Fusion, Super Metroid >>>>>>>>>>>>>>>> Metroid Prime