So really there is no point to aiming with the controller when you can just lock onto enemies? Then I guess I don't see a reason to lower the difficulty.
I agree mostly: making some of the launch titles easier (Zelda, obviously, looks pretty dificult) is a good idea, as Nintendo wants to pull in new gamers. However, choosing a different launch title would have been a better solution.
Oh, come on. So what if they thought MP2 was too hard. Aside from Fusion, it's the most frustrating game in the series if you ask me. Most Metroid games are pathetically simple combat-wise. Besides, the demo didn't look THAT easy to me. I don't mind at all if they decide to try to be less hardcore than Echoes was.
About the lock-on, you can still lock, and Prime fans will likely want to, but there are situations when locking isn't the most effective thing to do. When fighting a multitude of small enemies, for example, it'd be much easier to go free-hand assuming you have good aim. Some larger enemies have weak spots that can't be locked onto directly even when scanned, like the Pirate ships in the E3 demo. If you choose to lock onto those, the lock will focus on the center of the ship while the only weak spot is at the nose, meaning you have to be exactly in front of it to hurt it when locked. And, as said, there are enemies that'll notice your lock and dodge back and forth to shake it off.
they can drop the normal difficulty if they upgrade Hard mode. that way both sides are happy since casuls get their manageable difficulty and we get a very difficult hard mode.
also, time to introduce hard mode in Zelda. the games are too easy nowadays. i want blasts that take away 3 or more hearts at once like Ganondorf's magic attack in OoT.
Although I agree with all of you that they shouldn't lower the difficulty of MP3, I think that they made the best decision. This is going to be a launch title for a system that uses a controller like nothing before it has (unless you count lightguns, but I don't), I imagine that alone will raise the difficulty. Unlike the previous games (aside from hunters) it seems that you can't target enemies, I can't even begin to fathom the difficulty of boost guardian with this controller.
You can lock on, if thats what you mean, but you don't have to (well, I guess you never had to, but it would have been insanely hard without it)
also, time to introduce hard mode in Zelda. the games are too easy nowadays. i want blasts that take away 3 or more hearts at once like Ganondorf's magic attack in OoT.
Nintendo Now: There was a character who comes to your aid in the demo that was reminiscent of Noxus from Metroid Prime Hunters for the Nintendo DS. Any relation?
Mark Pacini: It’s definitely a different bounty hunter in Metroid Prime 3. The same concept artist from Metroid Prime Hunters also worked on Metroid Prime 1, Prime 2, and Prime 3. So maybe there is an intentional style similarity to tie it in, and maybe some backstory on it.
I really hope they drop this whole "enemy bosses are always invincible and you have something to do in order to make them damageable for a short period of time" at least for some bosses.
Especially the last form of Emperor Ing drove me nuts. So annoying...
Mark Pacini: It’s definitely a different bounty hunter in Metroid Prime 3. The same concept artist from Metroid Prime Hunters also worked on Metroid Prime 1, Prime 2, and Prime 3. So maybe there is an intentional style similarity to tie it in, and maybe some backstory on it.
For those touched by the glance of curiosity, that same concept artist is Andrew Jones.
Especially the last form of Emperor Ing drove me nuts. So annoying...
dude, as far as i could tell you could just keep gunning him with charged light shots no matter what and kill him.
i'm probably wrong though.
i don't know about that, but i'd much rather just screw attack and kill him easily. plus, when i don't hit him with it right, i get sent flying, and sometimes back to the door or some other ledge, which is always fun, unless you're doing a speed run, which i refuse to do to echoes for a good while
And Syl: who said the worlds had to be smaller? this is a new system, after all
Especially the last form of Emperor Ing drove me nuts. So annoying...
dude, as far as i could tell you could just keep gunning him with charged light shots no matter what and kill him.
i'm probably wrong though.
i don't know about that, but i'd much rather just screw attack and kill him easily. plus, when i don't hit him with it right, i get sent flying, and sometimes back to the door or some other ledge, which is always fun, unless you're doing a speed run, which i refuse to do to echoes for a good while
And Syl: who said the worlds had to be smaller? this is a new system, after all
Balance does.
There are only so many upgrades in a metroid game, there only happens to be so much time devoted to the title. They would not be releasing a game with 4 complete metroid-prime size worlds within the same developement time as it takes to build one.
I'm hoping the worlds are less linear and better connected than Prime Hunters. It's kind of funny, actually, The new castlevania game is also doing something similar. The major components of Metroid (and the castlevania metroid ripoffs) are one, large, interconnected map. When they move away from this....
The multiple planets aspect has me a bit worried too - not so much from a gameplay aspect but from a sequence breaking viewpoint. There will probably be a main entrance to each planet, and you wil probably be able to open new entrances by reaching checkpoints. Compare that to the many default entrances per area in Prime. It is far easier to lock down SBs by splitting up where the game takes place. With the exception of early items, SBs will only affect a single planet.
Echoes has 255 (+/- 5) rooms in the game. Does splitting a comparable number among N planets really give enough diversity and non-linearity per world? Does that work well in Hunters? I wonder what other ideas Corruption is borrowing from Hunters.
Quote:
PGC: When you talked about moving to different planets, is that completely linear and decided by the story, or can you go from planet to planet at will?
Pacini: It's kind of like how the Metroid Prime series is, it's pretty non-linear to some extent. The ability to fly to different planets will be somewhat non-linear. So it's not just straight-up "go to this one, go to that one". It won't be like that.
Does that work well in Hunters? I wonder what other ideas Corruption is borrowing from Hunters.
From a personal opinion, I would say no. Although it has non-linearity on a small scale, on a large scale it is much more linear than Prime 1 or 2. Thats one of the things I didn't like as much about Hunters, each planet is its own little level with one entrance/exit, instead of being connected with other areas through multiple tunnels and elevators like in other Metroid games that provide a multitude of possible routes to get from points A to B.