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[ M a n a t e e ]
Actually, I think it was Impact Crater...
Extremely mild spoilers, but anyway...

The final boss fight with Dark Samus is a remix of the Prime 2 version, and it's pretty cool.
Bryyo final scene is completely epic.

Someone mentioned the music -- my opinion may change, but right now I think the music in this game is better than in either of the previous games.
^^

it's like i'm high.

good thing i have forum backups!
I like the music because of how it has a ton of nods to older metroid games. at Bryyo I heard the hot level music from Super Metroid intwined in there, very cool, there is just a lot of that, in the ship cockpit and all over.

The title screen music is awesome, I still love the title screen music from Prime 1 so much too though.
red chamber dream
Nothing will ever beat Prime I's title music, but either way I'm excited for Corruption's entire soundtrack.
[ M a n a t e e ]
Indeed... can't wait for the OST.
I actually think Prime 2 had cooler *official* titlescreen music than Prime 1; however, Prime 1's alternate title them is way too awesome to be beat.

But really... why the HELL are they recycling music in Prime 3? That annoys me. >_>
I'm used to it now.  I think I had trouble because my brain was assuming I was playing prime 1 and I kept hitting strafe left/right to turn.  It's all good now though  grin new  I just landed on Bryyo and now I'm at work...
[ M a n a t e e ]
Quote from Melancholy Spork:
I actually think Prime 2 had cooler *official* titlescreen music than Prime 1; however, Prime 1's alternate title them is way too awesome to be beat.

But really... why the HELL are they recycling music in Prime 3? That annoys me. >_>
Heaven forbid they have nostalgic tracks from previous games.  No one likes hearing great songs again, after all.
What luck, there's french fry stuck in my beard.
Quote from Dazuro Ghenari:
Quote from Melancholy Spork:
I actually think Prime 2 had cooler *official* titlescreen music than Prime 1; however, Prime 1's alternate title them is way too awesome to be beat.

But really... why the HELL are they recycling music in Prime 3? That annoys me. >_>
Heaven forbid they have nostalgic tracks from previous games.  No one likes hearing great songs again, after all.


I think it's kind of annoying that they reuse the exact same music tracks instead of remixing them at least.  I was severely disappointed with the Ridley fight at Norion.
Quote from Dazuro Ghenari:
Quote from Melancholy Spork:
I actually think Prime 2 had cooler *official* titlescreen music than Prime 1; however, Prime 1's alternate title them is way too awesome to be beat.

But really... why the HELL are they recycling music in Prime 3? That annoys me. >_>
Heaven forbid they have nostalgic tracks from previous games.  No one likes hearing great songs again, after all.


Dude, new games = new music. Nostalgic nods are all well and good, but you should always at least remix the old songs so they sound updated and more fit for the game's mood. This is probably the most basic rule of videogame music.
just died for the first time due to the meteor impact. i'm liking it. it's really different.
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Ready and willing.
Something I haven't seen mentioned yet... this game is VERY linear. The maps are pretty much lines. It makes the game feel not as special, although it still feels like Metroid, cause of the consistent visual and audio experience the Prime series has had, plus the platforming emphasis.

Intro is sorta long, and has a lot more conversation with people than the rest of the game has.

Controls are far from the hype in some of Nintendo's press releases; this ain't no mouse and keyboard. Still, I think it's a step up from before and from dual stick. The stupid gimmick wiimote motions suck though. Hopefully this kind of thing will fall out of favor the same way touch screen gimmicks fell out of favor on the DS.

Hypermode is definitely interesting for speed, given that you can unload a lot of damage at the cost of a lot of health.

I'm liking it so far, but I'm a happy goof.
Quote from Yoshi348:
The stupid gimmick wiimote motions suck though. Hopefully this kind of thing will fall out of favor the same way touch screen gimmicks fell out of favor on the DS.


I definitely agree, at least as far as the grapple is concerned (the others I don't mind that much). I'd have much preferred the economy of just hitting Z to do the whole grapple pull thing. I feel like I'm getting carpal tunnel syndrome with this setup.
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Ready and willing.
Heh, I'm actually the reverse in that mindset; I don't mind the grapple pull nearly as much as the weird pumping things. Mainly because they don't feel like they're there for any other reason but to be all like "WOOH WIIMOTE POWER"
yeah, the pumping thing is stupid. There are some other puzzles (don't know where you're up to) whose wiimote implementation is pretty good though I think.
well, you lock on with z, so you wouldn't want to very well grapple everytime you lock on. I don't know, I think some of it comes down to lack of buttons.

Either way it hasn't bothered me, as long as it works effectively, which is has thus far, and, so long as they use said mechanics for a variety of instances. To me something is gimmicky if you only ever do one thing with it but they have you using the grapple for different things and the twist stuff, I don't know, it may seem unnecissary, but I'd take it over just pressing a button everytime, it makes things interesting every once in awhile. I guess we're all entitled to our opinions though.
Quote from Panzer88:
as long as it works effectively


IMO it doesn't. It's slow and unreliable, particularly in battle.
L2wiimote IMO...

No, seriously, I'm not far into the game (a bit into Bryyo) but I already feel like the "pull-twist-push" action is over-used. Same could be said with grapple-lasso-ing debris... But other things are really cool which evens out, I guess ;)
[ M a n a t e e ]
While I find the random actions with panels annoying and unecessarily gimmicky... the grappling feels natural and just plain fun.  One of the best parts of the new controls, no doubt.
red chamber dream
I thought the Grappling Beam looked really cool. It makes sense that Samus would use it how she does, so I'm glad they implemented it.

Of course, I still have yet to actually play the game. >_>
The world doesn't feel as whole and intertwined as the previous Metroids, and it feels like a lot of freedom in terms of exploration has been limited due to them trying to hinder SB. It's very linear, hallway type rooms. I'm still on Bryyo, so I'm hoping this will change, but I already went to Skycity to try and see if I could do something, but the only thing you can do is once you get, I'm assuming
The Hyper ball.


I tried jumping on platforms, jumping from Samus' ship onto one of the giant towers with spikes at the top, even trying to jump onto one of the guys that float around the city. It seems that all of the ground is slick, ground that you simply slide on and cannot jump again once you've touched it, in places where "you're not supposed to be there." Even the top of the boxes are slick, except for the really small ones. If you could get over one of the spikes, then it might be possible to land on it, but there's no way of telling until you do whether or not you'll be able to do anything once you're up there, as far as whether or not the ground is slick. I also tried jumping up the outside of the platform , and I managed to jump over to the other side, but just ended up sliding off. It seems that if you use the wiimote to turn slightly while in the air, you can jump directly forward and then directly to the left, right, or diagonal without losing and momentum or extra height. It was the only way I was able to get over.

They've definitely taken extra caution this time around to remove any "unecessary terrain" or invisible platforms. That doesn't mean there aren't any  Wink

Judging the game itself, everything's great. It just doesn't quite feel like metroid to me. I don't like the feeling of being where I'm suposed to be or knowing where to go and just dealing with the challenge of enemies or a puzzle. Part of the fun of metroid was trying to figure out where that item was that you needed to get past a certain point, usually terrain and sometimes doors, or trying to figure out how to get past that point without that item (the fun of sequence breaking.) So far I'm very dissapointed with the lack of terrain obstacles. It's mainly just been enemies or puzzles with your morph ball.
Quote from YumeRyu:
a lot of freedom in terms of exploration has been limited due to them trying to hinder SB


I don't think it's anything to do with that. It's because they decided on the basis of feedback they received after Echoes that they'd be trying to reduce the amount of backtracking in the followup.
I love the grapple beam mechanics in this, even though they are used at every corner of the game. The only time I really had problems with them were when I was trying to knock over those three towers to destroy one of the turrets in Bryyo and the pirates kept attacking me. They respond fast enough for me to use sucessfully almost all of the time otherwise.

And while the game may be linear when you look at it, when I play it doesn't feel that way for the most part. I still have the ability to go where I want most of the time, even if I can't do anything for the moment. And unlike Fusion, it doesn't force you to ALWAYS follow the story's path until near the end.I was running around all over the place recently trying to see if I missed something when I really can't be based on the latest hint I have.

One last thing: The Energy Cells, while needed to finish the game, CAN be gotten before you need to get through the area they are used for. I found about four of them without really trying as part of the story. Too bad we can't say that about Echoes and the Sky Temple Keys though.