Official Nintendo Fanboy Smugness & Gloating Thread

Inane baanter or words of wisdom - you decide...
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Samus
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Post by Samus »

Darkflame wrote:
IGN mentioned COD4 or something had metroid-beating controlls, so I'm wondering if they are using that. (or something else like that, seperating the aim from the camera).
It's the new MOH and the difference is that you can choose your own turning _speed_, which in MP3 is max-locked to the same speed as in previous MPs. It should enable MKB style speed turns according to IGN.
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Post by Samus »

Bubba wrote:....perhaps I need to adjust the sensitivity or something :).
Ummm, yes. I assumed you had at least tried it already, it's only the biggest part of why these controls make sense.
Yeah, mostly flat grey or bright green - there seems to not be much subtlety to it just yet :D
Because there isn't, yet :D
What is the hint system though? I got stuck for quite a bit in the ship trying to find the thrusters controls (yes I know! :oops:) so perhaps I should leave this on for now... :D
The hint system is something that could make MP1 suitable for people who don't understand MP1. Take it off asap, or you're missing an essential part of why some of us love the series. If you got stuck on that, you just haven't paid attention, and that's what this game needs. It's an action adventure where the emphasis is (even on this one) on adventure, puzzles and atmosphere.
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Post by Samus »

Atty wrote:I must admit, the z-locking is still feeling a bit jarring - it can be quite difficult to get a hold on enemies sometimes as the game seems to require that you place your reticule over the monster you wish to lock onto.
You're playing on advanced right? This also enables free aiming while locked-on. I found this to be totally excellent, it gives the lock-on mechanics a way more involved feeling and is definitely an enjoyable skill to learn, shouldn't take too long to feel it seamlessly.
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Post by Nixie »

I don't know about the hint system, I think I need the help, although sometimes its pretty obvious and well... I'M NOT 5!

But advanced control is a must.
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Post by amanset »

Have to say, turning the hint system off is really for the Metroid purists. Personally I couldn't imagine playing without it, it took me long enough to complete MP1 as it was (and I never completed MP2 mainly due to hating the very concept of the dark world).
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Post by amanset »

Got MP3 this morning.

So far (and I am not off the initial spaceship yet) it is all very glowy, almost like having the TV on very bright but then smearing vaseline all over the screen. Hopefully they'll do something about that.

Unfortunately I now have to go to work.
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Post by Atty »

I'm using the free-lock aiming thingy at the moment, but I was wrong - it does automatically lock onto the most central enemy on screen. Still, I'm getting more and more used to it and I've also found it useful for holding the screen in place to more easily shoot distant enemies.

Really, my main gripe with the game is the poor visibility of the reticule and various important hud information (and it would be nicer if the mini-map showed a bigger area), which leads to some deeper problems with movement and aiming in combat. Saying that, I'm getting better at tracking the pointer all the time now, and in my latest play session things felt like they were almost second nature. I only lost sight of the pointer a couple of times in over 2 hours of play. I'm delighted to say that the more time I invest in the controls, the smoother and more precise they become.

I expected MP3 to deliver on it's promises anyway, but after about 7 game hours I have been completely sold on this new method of FPS control. I can see some amazing deathmatch titles coming. :)
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Post by Samus »

Atty wrote:Still, I'm getting more and more used to it and I've also found it useful for holding the screen in place to more easily shoot distant enemies.
This is an excellent touch, and one that Grue, Disciple or GeeZa mentioned a long time ago when speculating about possible FPS controls for Wii. It works wonderfully here, especially against the squads of ball-like enemies that can't be locked-on and are only vulnerable when they attack, etc. For me it brings an extra layer of usability and enjoyment to the overall controls, switching systems on the fly when needing to target quickly on many different enemies is good fun and brings a nice bit of variety to the controls :D The ability to move back and forth and strafe while locking the screen is also very useful.
Atty wrote:Really, my main gripe with the game is the poor visibility of the reticule and various important hud information.
But this comes as a bit of a surprise, I've never even thought that this could be a problem, nor have I heard it anywhere else yet, strange?
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Post by Nixie »

Iv not had any problems with my reticule either, been playing on a 80" projector at 480p and also an old 4:3 box with composite, no probs on those...
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Post by Bubba »

Samus wrote:If you got stuck on that, you just haven't paid attention...
Sorry to pick up on this, but this wasn't the case at all. The first thing which requires you to activate a button (the radio encryption) was straight forward, there was a red flashing highlight over the otherwise completely nonsensical (from someone who hasn't played the series) radio controls, and an arrow pointing to where they were in relation to your view. To then just tell you to "use the thrusters" wasn't very helpful, akin to asking someone to jump without actually telling them which button does it. Cue several minutes of frustraitingly poking everything in the cockpit (and finding the shielding (I presume) and lifesigns scanner.

If a large part of MP3's puzzles come from obscuring things from the player then I can't see myself getting along with it - would it have killed them to highlight the thrusters?! :(

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Post by Mayhem »

You mean the big thruster like stick on the left that I found in like a second?
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Post by GeeZa »

Samus wrote:
Atty wrote:Really, my main gripe with the game is the poor visibility of the reticule and various important hud information.
But this comes as a bit of a surprise, I've never even thought that this could be a problem, nor have I heard it anywhere else yet, strange?
It was a small problem for me but nothing that honestly detracted from the game on the whole. MP3 is *lovely*. It's just got that old Nintendo feel about it of an old-skool console game that's finite, smooth, responsive and purely designed for the player to dedicate time to it on their own, without the distraction of other annoying people. Rod's right in a sense, it can't compete with the depth of content on the other platforms, but for what it is, it's kinda hard to fault really. There's no point pretending it can compete with The Orange Box, it can't. But it doesn't matter.

Visually I thought it was mostly utterly fabulous. Someone commented that the game looks like Roger Dean art from Yes album covers and that's a good observation. Retro have that nice surreal take rather than that tired 'army sci-fi' look that is becoming mind-crushingly tedious. There's always something weird and interesting to see, even boring pointless corridors are works of art. Also love the little effects like the eyes reflecting in the visor, the steaming-up effect, "things" flying around the sky, and nice to see the rain-drops intact. Good audio too.

Wish the bosses weren't such a chore though, my only real gripe.
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Post by Flabio »

GeeZa wrote:Wish the bosses weren't such a chore though
And lo, they havn't fixed the reason I hated the first one. Wasn't going to get it anyway, and now I'm certain I won't.
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Post by grue »

Flabio wrote:
GeeZa wrote:Wish the bosses weren't such a chore though
And lo, they havn't fixed the reason I hated the first one. Wasn't going to get it anyway, and now I'm certain I won't.
The first one's bosses were fine. Stay away (sun to pluto away) from the Echoes though. 8O
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Post by amanset »

I thought the first MP3 boss was somewhat innovative.
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