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[Wii] Metroid Prime 3: Corruption
![]() For those who watched the Nintendo E3 conference, you saw a few glimpses of what the game looked like, but how will it play? Here are some impressions, as posted at Gamespot:
Screencaps from the game will probably be posted tomorrow, as soon as the gaming press can get their hands on the game.
Last edited by Matt : May 9, 2006 at 04:00 PM.
Reason: Scored the logo from IGN. Thanks sproticus!
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Wow, using the grapple beam for offense with the Wiimote is awesome, and even though 1up wasn't impressed, the Ridley fight seemed really cool too.
I hope this makes launch. - WraithTwo - |
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IGN has some new gameplay videos up.
From the looks of it, turning will be hard to get used to. Hopefully Retro will be able to tweak that a little bit before release. EDIT:
Last edited by Matt : May 10, 2006 at 11:14 PM.
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Oh okay. That's it. The Wii is so getting pre-ordered. Happy happy happy. Can't wait to grapple beam things to death.
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I so want to jump behind a couch when I play this game.
Nintendo needs to make units that you can throw at a TV screen... bombs, ninja stars, kamehamehas osnap. |
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The game looks good. Fantastic art direction as usual, and graphics that surpass (if only slightly) the previous two games. Which were gorgeous.
Still, Retro has said that they will improve them, and I expect there to be significant improvements by the time of its release. |
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I'm sure games will develop better graphics over time, developers are just trying to make the launch date. They will have time to play around with the wii's hardware to and see what it can do later (after it's released)
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Am I the only one that's seriously put off by the gun leading the camera in Wii FPSs? When I first heard about it when they were talking about Red Steel, I thought it was a cool idea. However, seeing it in gameplay was disheartening. It just looks, unnatural, which is NOT something I want to see on the Wii.
NO ONE does that in real life, and even though your sight and gun movement isn't perfectly syncronised IRL like in other FPS', it just looks bad. I hope that I get used to this, especially since I'm REALLY looking forward to Prime 3 and the Wii otherwise (some of the ideas they have for Prime 3 look completely awesome, and I'm in love with the idea of new grapple beam functionality). Maybe you'll be able to control the level of "cam lag" like you do with sensitivity in the current gen? - WraithTwo - |
The other option has its own problems. You could restrict the uses of the motion sensing of the analog attachement, by making it your camera. You could look around with the movements of the attachement. It would be sort of like if you could use triple analog controls. This is unappealing because of how complicated it may be. - WraithTwo - ADDITIONAL THOUGHT: How cool would a wireless Wii headset be that could detect motion? In addition to normal headset functions and a microphone, it could have allowed you to "look" around by tilting your head in the appropriate angle. THAT would have been intuitive and cool.
Last edited by WraithTwo : May 12, 2006 at 02:42 AM.
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- WraithTwo - |
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Yeah, it isn't the fact that the gun controls the camera, so much as it is that the camera itself is far too slow. I'm sure they will fix it, though. The game isn't finished and I'm sure if we can notice it just watching they surely must have when they were playing it. Well, hopefully anyway.
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Whoa, is that the logo? Sweet classic style. I'm so excited for this. If you ask me, this game is the reason they developped the nunchuck in the first place. I can't wait for this.
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To Indigo, well, not quite. Actually, most fps games, regardless of whether it's on PC or Console, always have the reticle in the center of the screen. Publishers didn't want to immediately do that with FPS games on the Wii because the controller sensitivity would be disorienting. Minute gestures and arm fatigue would make the Wii remote slightly vibrate, causing the reticle (and consequently, the screen) jiggle around, and that's not really the way our eyes percieve things in reality, and aside from that, it would be very nauseating.
Secondly, I'm pretty confident that the control scheme will work out just fine. I'm pretty sure that the "camera lag" is as bad you think it is simply because the players are still getting used to the sensitivity of the Wii remote, and don't want the reticle to go zipping around by going too fast. Ign site editors have said numerous times that while it is very instinctive and intuitive, the Wii remote takes a lot of adjusting due to its sensitivity. I myself wondered how the FPS control scheme would work out. Before now, the only way I thought an FPS game could work would be similar to Resident Evil 4, that when you wanted to look around, you would have to press a button (the L button, in RE4's case). Confusing? Let me explain differently. A computer FPS viewport is controlled by the mouse. To turn around in a 360, the user generally moves the mouse either right or left until they cannot move it further, then lifts the mouse off the table (and leaving the ball or optic sensor reading nothing) to reset the mouse position, so they may set it down again and move it further. In the Wii remotes case, sensing is ALWAYS on, so there's no way to reset your position to turn all the way around. So I thought that in order to fix that, pressing a button on the Wii controller would emulate setting down the mouse, and letting go would stop the motion sensors from reading, so you could reset your position. |