Some amazing games have been released this year by some awesome developers, but those titles are not without their faults.  Post here where you think good developers need the most help.
RETRO STUDIOS
Metroid Prime 2: Echoes was really a well made title and kept me entertained and interested pretty much the whole way through. The problems I think Retro has are with cinematics.
-1) The cinematics didn't really tell the story. The were just scenes of samus jumping around, Samus shooting at an emeny before putting you back in her shoes, and scenes of doors opening or enemies dying. The bulk of the story was told through logs and lores and the cinematics did no more than distract.
-2) The cinematics in place were almost always awkward. Was motion capture used? It sure didn't seem that way. It's odd to see in game animation FAR surpass the animation used in cut scenes. The one that stands out for me is
	
	
		
			
	
NINTENDO EAD
I'm going to say they have the same problem as Retro Studios here... At least with their cut-scene animation. In all of the 'Wind Waker' cut scenes the characters took jerky turns and when they walked it seemed as if they were suspended an inch off of the ground. Really distracted. I would expect a bit more from a studio as big as they are.
				
			RETRO STUDIOS
Metroid Prime 2: Echoes was really a well made title and kept me entertained and interested pretty much the whole way through. The problems I think Retro has are with cinematics.
-1) The cinematics didn't really tell the story. The were just scenes of samus jumping around, Samus shooting at an emeny before putting you back in her shoes, and scenes of doors opening or enemies dying. The bulk of the story was told through logs and lores and the cinematics did no more than distract.
-2) The cinematics in place were almost always awkward. Was motion capture used? It sure didn't seem that way. It's odd to see in game animation FAR surpass the animation used in cut scenes. The one that stands out for me is
when Samus is walking by the Luminoth at the end of the game.  Her walk is robotic and her little wave goodbye was stiff and awkward.
		NINTENDO EAD
I'm going to say they have the same problem as Retro Studios here... At least with their cut-scene animation. In all of the 'Wind Waker' cut scenes the characters took jerky turns and when they walked it seemed as if they were suspended an inch off of the ground. Really distracted. I would expect a bit more from a studio as big as they are.
 
	 
				 
 
		
 Just because you add the OPTION for dual-analog doesn't mean you have to lose the lock-on ability. Just now you can move and look around at the same time! Amazing! This would be nice in a game so dependant on exploration. Heck, I'd be happy if they pulled a MGS and I couldn't shoot while using dual analog to look around. Maybe used while the scan visor is on? ...Yeah, I don't know what I speak of. I just like options.
 Just because you add the OPTION for dual-analog doesn't mean you have to lose the lock-on ability. Just now you can move and look around at the same time! Amazing! This would be nice in a game so dependant on exploration. Heck, I'd be happy if they pulled a MGS and I couldn't shoot while using dual analog to look around. Maybe used while the scan visor is on? ...Yeah, I don't know what I speak of. I just like options.