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Posted by Shambler on 2006/11/28 04:51:49 |
You know the score.
Thread for all your console gaming needs, discussions, game recommendations, questions, feedback, reviews, etc etc.
Post and enjoy!
P.S. Including old consoles too, although it's the newer ones people seem most excited about. |
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Damn, Gears 2
#233 posted by starbuck on 2008/11/06 20:47:50
need to get me an xbox. Willem, would you mind if I passed on your gamertag to my little brother? Pretty sure he's got Gears2 on pre-order and I bet he'd love to play against a developer :)
#234 posted by JneeraZ on 2008/11/06 21:09:08
Sure. I can't guarantee I'll accept the friend request but tell him my tag, "WarrenM". Come find me. :)
Gears 2: Qonquer Mode?!?!
#235 posted by RickyT33 on 2008/11/10 03:15:55
Just watched the video review on IGN - there seems to be a Qonquer mode. Nice.
Metroid Prime 3: Corruption
#236 posted by metlslime on 2009/09/03 22:57:14
I just finished this game. Short summary: decent game, but you could skip it.
Longer summary: The first Metroid Prime was an excellent game in almost all respects, with a whole set of new 3D game mechanics that fit the Metroid feel, great envioronment art and level design, and good boss fights too. Everything worked and it felt like Metroid.
This sequel (as expected) continues all of those successful game mechanics, introduces some new ones of which none really enhances the experience, and strays a bit from the Metroid vibe with the storyline and the use of cutscenes and HALO-style FPS tropes.
So what's new?
Wii Controller
The control scheme from the earlier Prime games had to be re-mapped from a gamecube controller to the wii controller. Since the wii has a pointing device, this means that the big success is the aiming and shooting, which feels very good. The "lock on" mechanic of the gamecube Primes is still there but less important now that you are able to aim so easily.
Aside from that, there are fewer buttons on the wiimote and they are layed out pretty awkwardly, so a lot of secondary functions are mapped to weird buttons that are hard to reach. The designers had a moment of inspiration when figured out how players would switch visors: hold a button and aim at a region of the screen. If they had taken this to the logical conclusion they could have put even more options on this on-screen menu, and reduced the need for physical buttons even more.
Weapons and Abilities
There are no new weapons that introduce anything really novel to Metroid Prime, though all of the beams are slight variations of previous concepts (e.g. ice missles) or slight tweaks (e.g. upgraded grapple beam can damage opponents)
The only new major ability introduced is the Screw Attack, an old 2D favorite which didn't really belong in a first-person game. It's reintroduced here with an automatic switch to a third-person view when activated. To me it felt pretty much like a gimmick, you can only really use it on special "screw attack" walls means that it is just a key to get past a certain type of gate.
There was also a new minor ability; there are special green "grab ledges" which if you jump towards, Samus will grab and climp up, like prince of persia. Once again the camera switches to a third-person view, which i would say indicts both the screw attack and grab ledges as things which do not belong in a first-person game. They are just an excuse to play a cutscene. Speaking of cutscenes, more on that later.
Hypermode
The subtitle "Corruption" points to the main thematic and plot element of the game: Samus is infected with this "Phazon" substance, which threatens to destroy her body and is also responsible for corrupting and mutating many of the creatures you fight in the game.
This generates a new gameplay mode, "Hypermode", in which Samus's attacks are much stronger, but entering this mode will cost a full energy tank (a large measure of health,) and while you are in this mode you are in danger of being so corrupted that you die.
Is hypermode fun? Well, it's actually not that bad. It means you have a special way to blast through a challenging fight, but you have very limited uses of it (until later when you have lots of energy tanks to spare.)
Also, in a game where you rarely are in danger of dying by running out of health, it gives you a reason to need all that stored-up health. (more on the difficulty below.)
Exploration and Progression
Exploration and progression work in the typical way for Metroid, with some small changes.
First, the "zones" are all spread out on different planets, so instead of one giant map of connected zones, you have chunks that you have to fly your ship between. The ship basically functions the way the elevators did in Prime, but since you can choose your destination it lets you get around a bit faster.
Second, the game overall felt more linear and plot-driven, with objectives being given to the player so they always know where to go next. This doesn't mean you don't have tons of secret side areas, just that it feels like you never have to find your way. Prime had some of that too, but it was generally just a mark on a map.
(continued below)
Metroid Prime 3: Corruption (part 2)
#237 posted by metlslime on 2009/09/03 23:07:09
Story and Cutscenes
This game was chock-a-block with cutscenes and voice actors, including a gruff military commander type guy that made me feel like i was playing medal of honor or halo, getting told to "secure that hill, soldier!" And just in general the world felt more populated and less lonely. You were always in radio contact with someone, so you're not really "lost in a cave in the farthest reaches of space", as it feels when playing previous Metroids.
Rather than Exploring the Unknown Places and Discovering Ancient Mechanisms, you are following NPC instructions, going to known locations and activating things the NPCs know about. This just overall gives it a different feel.
Difficulty
The game was quite easy, i mainly died when i forgot how hypermode worked and got fatally corrupted. Most bosses i beat on the first try. This is in contrast to Metroid Prime 2, which was full of super hard bosses, and Metroid Prime 1, which had a pretty good balance, with a few hard bosses, but more exploration in between.
HUD
Prime 1 had a way to turn off the intrusive Visor graphics, and yet still see your health and ammo count in a simple display. With Prime 3, turning opacity to zero will turn off all of the visor, so you can't see your health or ammo. Because of this, I played most of the game with the visor turned off, and only turned it on during boss fights. This is partly why i died during hypermode, i couldn't see the "corruption meter" that displays when you are in it. :)
Power Cells
There was an interesting setup where you early on find a derelict spaceship, but most of the ship is inaccessible. Over the course of the game, you can find "power cells" which you can plug into various panels to gradually gain access to the rest of that ship, collecting items and eventually a passcode to get into the final area. The power cells are hidden throughout the areas of the game, and you find clues to their locations on the derelict ship. You also have a choice what order you use the power cells, and which order you collect them, so that part is nice and nonlinear.
Okay, that's probably long enough of a review for a game that I'm not excited about.
Oh Wait...
#238 posted by metlslime on 2009/09/03 23:15:49
one more thing to say. There was a mini-boss called "Metroid Hatcher" which i was able to kill in a single shot. I hope that was a bug :)
Awesome Review
#239 posted by megaman on 2009/09/03 23:18:20
sounds like they lost a bit of the metroid spirit :(
Blugh
#240 posted by Zwiffle on 2009/09/03 23:29:02
I've been stuck on the same boss in Metroid Prime 3 forever, and you beat most bosses on the first try. Pluh. I find it to be pretty difficult. I think I keep getting stuck on combat areas in this game more than the first one. I can't say how far in I am, probably not even half way, but it just gets infuriating getting stuck on these spots for a week or more.
Zwiffle:
#241 posted by metlslime on 2009/09/03 23:46:19
i had that problem with Prime 2 (still haven't beaten it, stuck on boss X whenever i try to dust off my old save game.)
Which boss are you stuck on?
Some
#242 posted by Zwiffle on 2009/09/04 00:05:00
big statue thing with arms that float away to suck in these orbs - I remember I got him down to like 10% health and then unfortunately died due to a freak wiimote accident, got super pissed, and then decided to put the game down for a good long while.
Hmm..
#243 posted by metlslime on 2009/09/04 00:09:07
yeah i remember him being hard... he's got like 4 orbs in his body, and if you damage them enough they break and expose a hole that you can blast in Hypermode.
But then he sucks new orbs in to replace them -- make sure you completely destroy the orbs as they float towards his body, otherwise he fills in a hole with the replacement.
Then i think there's a part where he runs around with weird shells on his feet, if you roll into a ball you can damage the shells with bombs.
The last orb is on his back, this takes longer because it's hard to get behind him. I think i used ball mode to move around faster plus it gives you a wider FOV so you can see where he is.
#244 posted by Zwiffle on 2009/09/04 00:25:00
Yeah that's pretty much what I did. I guess I just haven't found enough life containers cuz I usually die, even if I spend a good amount of time picking up floating life thingies to recharge.
Yeah..
#245 posted by metlslime on 2009/09/04 00:30:09
the number of energy tanks you have probably makes a big difference in how hard a boss fight is. I remember that boss didn't give much opportunity to regain health during the fight.
Definitely worth checking to see if you can get into any previously-inaccessible doors or rooms on the map with whatever items you most recently collected.
The Golem/ball Boss
#246 posted by ijed on 2009/09/04 02:11:25
I didn't find too difficult compared to normal game bosses - but you've been cushioned into the 'nearly fps' theme by then that you try to beat him the same way. Shoot the orbs, when he tries to get them back shoot the connections. And concentrate on getting out of the way.
Once you figure out the patterns he's not so difficult. Same as the rock boss from 2. Or 1.
As to 3 - the robot city level was a travesty of level design.
I guess some exec found the levels too difficult and the whole thing got cut down to a poor version of its former self in a short time.
Bump For Gayspire
#247 posted by Shambler on 2010/08/13 17:54:40
xxx
Hmm
#248 posted by nonentity on 2010/08/13 18:06:45
God I hate you.
But seriously, 248 posts vs 35000. Just merge the damn threads.
And How May I Ask You
#249 posted by RickyT33 on 2010/08/14 03:24:49
Is he supposed to do that? Also 3500.
Hmm
#250 posted by nonentity on 2010/08/14 04:14:28
Yeh, typo, obviously. Also, 3600 now.
And by allowing this thread to die (which it had) and reverting the name of the other pc games thread to 'other games'.
Simples.
Bump
#251 posted by jt_ on 2010/10/24 03:29:18
I play MW2, L4D 1/2, Bioshock 2, Nazi Zombies, Borderlands, &c on Xbox live when I have time. Gamertag is BetterThanUNIX.
#252 posted by Zwiffle on 2010/10/24 04:20:34
Unfortunately, I have all of those on PC. SSF4? Halo Reach?
#253 posted by jt_ on 2010/10/24 06:11:11
I hate halo, and I don't really play fighting games. I also have GoW 1/2, Wolfenstein, The Orange Box and something else I'm forgetting.
Goldeneye 007
#254 posted by Zwiffle on 2010/11/04 02:13:59
Seems to be a good game based on the reviews I've seen. Anyone gonna pick it up? Anyone already picked it up?
Black Ops
#255 posted by jt_ on 2010/11/10 02:12:07
Anyone else get Call of Duty: Black Ops yet? I got it today and so far the multiplayer seems better than MW2. Need to play more.
Haven't Played Multiplayer
#256 posted by starbuck on 2010/11/10 02:50:50
Mirror's Edge
#257 posted by metlslime on 2010/12/22 07:19:22
I'm surprised nobody has commented on this game. I just finished playing it a few weeks ago, forgot to post my thoughts then:
Art
The environments of the game are stylish and cool. First, they do a very minimalist color scheme where most of the world is washed-out greyscale textures, and a few objects here and there are bold red, blue, orange, or yellow (such as shipping containers, murals, etc.) Second, the interior designs are all cold, clean, postmodern northern-European-looking offices and stuff, and they all have a stylized kind of abstract art on their walls. Outside architecture is all modern-looking, late 20th century concrete-slab buildings; the whole city looks like it was built in the last 20 years.
The menu designs are also consistent with this aesthetic, and as a bonus include a minimalistic 3d model of the city which is used well (highlighting different sections of the city during level select, for example.)
Gameplay
This is a game about parkour/traversal, but you do it in a first-person perspective (unlike Prince of Persia games.) The controls are very simplified and context-sensitive, i.e. there are "up" and "down" buttons which do a bunch of things depending on what your current situation is -- "up" includes jumping, grabbing, climbing up, wall running, and "down" includes ducking, sliding, rolling, dropping. The first-person perspective feels great 99% of the time, the other 1% is when you are climbing sideways along a ledge and can't see where you are going. Anyway this feels really good, the sense of motion and flow can really click when you time things right. And the first-person aspect of it was well-executed.
Another thing that's nice about the gameplay is the way they de-emphasize combat. There are guns and you can shoot, and sometimes the designers want you to shoot, but it's designed to not feel like the default mode for the main character -- you move slower with guns, you can't do all of your parkour moves, and so generally you don't mind throwing your gun down as soon as you don't need it anymore. There are also melee combat moves, but generally if you get close to a guy you will want to grapple and disarm him rather than punching him to death. The punches and kicks are useful to stun an opponent though, and once in a while i was able to slide-kick a guy off the side of the building.
Level Design
The levels are linear but not obviously so. On my initial play-through I found myself frequently unsure where to go next, which was nice in that I had to explore and test out ideas rather than just having a big blinking "exit" sign in every area. There are times when they do have that blinking sign, in the form of a red-tinted object (door, plank of wood, etc.) which are used as hints about where to go next. This feature can be disabled in the menus, though I didn't find it too much of a problem and it didn't spoil any puzzles for me.
I have only finished through the game once, but I feel like this is a game that is worth re-playing just to attempt better run-throughs of the levels (they keep track of your best times on each.) I also believe it would be possible to skip most of the combats with the right routes and moves.
Story and Characters
I wasn't thrilled with the story and characters overall. I think the story as written might have been just fine, but the cutscenes used to tell it were usually a kind of cheaply-produced cel animation, rather than using game assets. When they did use game assets they still take player control away, even though they probably could have done the half-life style "full player control while locked in a room with the other character" type cutscenes. Editing and voice acting weren't all that great either; overall something didn't click with this aspect of the game and I ended up not caring much about the characters or the plot twists.
Also, the main male character who talks in your ear during gameplay annoyed me, he was sort of a cliched gruff squad leader type character. He didn't seem to have a believable rapport/connection with the main character, which would have probably helped pull me emotionally into the story.
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