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Metroid Prime

Original geschrieben von Baca
So habe mir gerade den Trailer gezogen, und nu ist Metroid Prime für mich schon jetzt der Shooter des Jahres :D

Ach der Shooter des Jahrhunderts,der Shooter des Jahrtausends oder ganz einfach DER SHOOTER:D
 
wir haben heute den 22. Mai; einen ganz besonderen Tag... ich bin mit Baca einer Meinung. Gott, das ist ja fast unglaublich :eek: :bawling:
 
wir haben heute den 22. Mai; einen ganz besonderen Tag... ich bin mit Baca einer Meinung. Gott, das ist ja fast unglaublich :eek: :bawling:
 
Hmm, der Trailer is ja ganz nett, das Gegnerdesign und die Bosskämpfe kommen gut rüber. Aber genug Substanz für solch emotionale Reaktionen hat er nicht gerade.
 
Hmm, der Trailer is ja ganz nett, das Gegnerdesign und die Bosskämpfe kommen gut rüber. Aber genug Substanz für solch emotionale Reaktionen hat er nicht gerade.
 
Original geschrieben von MTV
irgendwie kommt es mir vor,dass es cell shading ist.haut mich nicht um!
Sorry, aber du solltest deine Augen untersuchen lassen. An Metroid sieht nichts auch nur annähernd nach Cel Shading aus :dozey:
 
Original geschrieben von TheAL
Hmm, der Trailer is ja ganz nett, das Gegnerdesign und die Bosskämpfe kommen gut rüber. Aber genug Substanz für solch emotionale Reaktionen hat er nicht gerade.
Das geht nur, wenn's ein Xbox Game ist oder? ;)
 
Impressionen von einigen Leuten die das game gezockt haben:

For a game that has gone through as much turmoil as Metroid Prime, the nearly finished product is absolutely amazing. The control is spot on, using every button to some degree. The D-Pad changes Visor modes, and the C-Stick switches weapon modes. The Scanning Visor is very cool, allowing you to use the power of Samus’ suit to analyze the environment, computers, enemies, just about anything. Scanning becomes very important as you progress, helping you disable missile turrets remotely, finding weaknesses is bosses, activating locked doors, etc.

While Metroid fans have railed on the first-person nature of the game, it’s truly remarkable (and likely a testament to EAD’s involvement in the development) that the game has managed to recapture so much of the mystique of the series. Bombs launch Samus’ ball form into the air, allowing her to reach higher places, the grappling beam launches her across gaps (very fun with that first-person perspective, you feel like you’re flying), shooting to open doors.

But this game’s crowning achievement is the incredible detail in the game’s art and atmosphere, and specifically, in regards to the Visor. Samus’ face can be seen through the Visor in cut-scenes, her eyes are reflected briefly with bright flashes of light, goo from enemies splatters onto it and drips down (while you’re fighting!), it fogs up in hot areas, with condensation drops running down it …

Having finished the demo, I can easily say that this game is going to be a must-buy for Metroid fans, and probably everyone else as well. It’s that good. Hell, good is a vast understatement. The game is an achievement and quite the rookie effort for Retro Studios. And if you just can’t accept the first-person view in this game, you can always get Metroid Fusion for your Samus fix.


Rick Powers, Senior Editor
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Metroid Prime has surprised the hell out of me. Retro Studios have gone out of their way to make it much different than your typical first-person shooter, mainly in minor control features and just an incredible overall Metroid atmosphere.

We had heard prior to the show that strafing wasn’t possible in the current Metroid Prime burn, but that turned out to be completely false. Just hold down the L trigger and you can strafe left and right with the control stick. L also locks on to a target if one is near (available targets depend on which visor mode you’re in). Holding R causes Samus to bring her left hand up to steady the right arm blaster, and it hold her in place so you can use the control stick to aim. This works exactly like the aiming in Goldeneye 007, and since you generally use the mode to aim up or down, having her hand stabilize the arm immediately evokes the Metroid series. Tapping A will fire a standard shot, and in one of the tweaks that separates the game so much from other FPS’s, you have infinite shots of all your main weapons. This takes the focus off ammo management and puts it onto smart, quick targeting and evasion. You can also hold A to charge up a shot (again, for free), and any type of beam can be charged. Hitting Y once will enable missiles, which are of course expendable, and hitting Y again will fire one. I also learned that you can charge up a regular beam shot, then press Y instead of letting off A to shoot a special shot. It’s very slow to fire and appears to use up more than one missile per use, but the effects are extremely powerful and cool. Using the Ice Beam’s super shot covers the enemy and the surrounding environment in ice, whereas normally just the enemy itself is frozen. By the way, enemies can now die while being frozen, so attacking with the Ice Beam doesn’t necessarily translate to twice as many shots to kill each enemy.

B jumps. Yes, B jumps. I wasn’t sure if Samus would even be able to jump, but sure enough, it’s as simple as tapping B and works exactly like jumping in Turok…though the E3 demo thankfully doesn’t exhibit any signs of having Turok’s infamously frustrating jumping challenges. So far jumping is just a quick way to get up ledges; you can also bomb up to them. Pressing X will make Samus morph into the “Morphball” and the camera to pull out into a third-person view. At that point, you can roll around freely and set bombs with A. Bombs are infinite in keeping with the series, but no more than three can be out at a time; a simple graphic in the upper-right corner indicates how many more bombs you can set before the previous ones go off.

The D-pad switches among Samus’s visor modes, and if the demo is any indication, you’ll be using that feature a lot. The currently available visor modes are Combat, which is the default one in which you can shoot at enemies, and Scan, which lets you examine objects, switches, etc. and also lets you look for enemy weakpoints. If you try shooting while in Scan mode, the Combat mode will automatically return, although you
won’t be able to actually fire until it’s fully engaged. I’d say the lag is about one second; nothing major, but if you anticipate trouble, you can react much more quickly if you’re already in Combat mode. A graphic in the lower-right corner of the screen shows a map of Samus’s visor modes and which direction on the D-pad you need to press to activate each one.

On the other side of the controller, the C-stick switches among Samus’s weapons (which are all just different modes of her arm blaster). Switching takes maybe two seconds, so you don’t want to do it in the heat of combat if possible. The available weapons in the demo are the Power Beam, which is the standard shot that Samus has always had as default, and the Ice Beam, which should be pretty self-explanatory. The weapons also have a map for easy reference, this one in the lower-right corner of the screen.

Unfortunately there is only one level open in the E3 demo, but it is moderately long (my completion time was 13 minutes) and gives a pretty good look at all of Metroid Prime’s various features and gameplay styles. Rolling around as the Morphball is quite fun and it seemed to be a very popular feature judging from how other people were reacting. On foot, Samus is a bit slower, but of course she is better equipped to deal with most enemies and situations. Walking around in first-person felt a bit awkward at first, just because it doesn’t seem to mesh with the Metroid concept at first, but I got over that rather quickly. By the end of my time with the game, I was switching back and forth between first-person and the Morphball often and with great ease, and the two forms feel totally balanced.

The demo starts out on a loading dock in space, outside a large space complex. There are no enemies, but Samus will have to use her targeting system and Scan visor mode to activate several switches and gain access to the space station. It felt very much like a tutorial area to teach you about the targeting and Scan mode, both of which are quite vital to working with the station’s inner workings and space pirate inhabitants.

The station interior is a series of tubular corridors (which are extremely fun to roll around in) and a few large rooms with enemies and elevators. Scan mode is necessary to activate some machines; in other situations, its use is optional. For instance, when you’re escaping from the station after beating the boss, you can use Scan mode to deactivate some of the gun turrets. That’ll save you some energy and time spent fighting the turrets, but it also uses up some several seconds, which are in short supply during the escape sequence.

Most of the regular enemies present in the station are space pirates, the insect-like guys that have were so annoying in Super Metroid. They’re pretty easy cannon fodder in Prime, but you can bet that later levels will have more advanced versions of them, likely immune to certain weapons. There are also a few little critters on the ground that will pretty much leave you alone, and during the escape sequence, there are hundreds of small parasites that crawl along the ground and will damage you upon
contact. I found it better to simply roll past those guys than try to shoot them down; they attack in swarms and will quickly surround Samus.

The boss is a queen parasite who hides behind rotating energy shields. The first thing to do is turn on Scan mode and examine her body; you’ll find a weak spot that will make the battle much more fair. While the shields are moving, you can only shoot rapidly and hope the odd lucky shot makes it through to hit her. (Her big green beam attack, of course, miraculously goes right through the shields.) Every fifteen or twenty seconds, the shields will slow down significantly, and you’ll be able to fire at the boss through a large window. This is a good chance to unload a charged up shot, or even a super shot as described above. Once she’s finally dead, you’ll begin the aforementioned escape sequence.

Metroid Prime is probably on visual par with Legend of Zelda GC, although in a completely different style. Prime sports lavish sci-fi environments, with wildly angular architecture and numerous effects constantly going on in your field of vision. One particularly cool part has various space junk floating in a corridor until you activate the re-pressurization device, at which point the junk will drop straight to the floor. Sweet. Prime’s music is also very moody and dark, and it dynamically picks up in creepiness at just the right moments. The ambience and low-key music have always been a huge part of Metroid’s atmosphere, and so far I’m impressed with how Metroid Prime continues that legacy. In fact, I’m just plain impressed with everything I saw and played of Metroid Prime. I was really worried about the game and actually not even all that excited about it going into today’s show, but now I’m as pumped up about it as any of Nintendo’s first-party games.


Jonathan Metts, Senior Editor, Public Relations
 
I played Metroid for fifteen minutes and spent most of my time gawking at the beautiful surroundings and exploring a bit. I also killed a boss and botched the following escape.

The first major shock was the controls. I knew before hand (from intuition) that Nintendo would not give the game my favorite FPS control scheme, the "Turok" scheme. However, I was completely unprepared for just how intuitive the new scheme would be. The game is so far removed from the standard FPS that I had no problem adjusting to the new controls. The controls are as follows: The analog stick moves Samus forward and turns her left and right. There are currently no strafing buttons (and I would like to see button/c-stick strafing added in somehow), however, this game works very well without them because it has auto-targeting. The L Button is used to activate auto-targeting (as it is in the new Zelda game), and while targeting is activated, you can use the analog stick to strafe left and right (even if you aren’t locked on to something). The A button is used for firing at any time. If you hold the A button, the arm cannon will begin charging a shot. Missiles are fired with the Y button. Pressing Y once opens the cannon while subsequent presses fire missiles. Pressing A at any time closes the arm cannon for normal shots. The C-stick is used for switching between beams. The graphical effects of the Ice Beam are simply stunning. B is used for jumping in normal mode, and while targeting B can be used with the analog stick for doing quick jump/strafes to the side (just like Zelda). Finally, R is used for free look, and you can press L at any time to target something while looking.

The lock-on targeting system is one of many things that separates Metroid Prime from typical first person shooters. It allows the game to retain a feel that is very reminiscent of the original Metroid games because it’s not difficult to acquire a target and begin shooting at it. Another thing that makes the game stand out is the exploration aspect. By touching the control pad, you can switch between different visors (the combat and scan visors were available in the E3 demo). The scan visor is used to take detailed looks at objects and enemies, the combat visor's function should be obvious. Pressing the L button with the scan visor activates the examination of objects and the using of switches if that’s what you’re examining. Pressing the A button to fire while in the scan mode automatically switches it back to combat.

The demo began with a cut-scene of Samus’s ship flying towards a space station of sorts that was in orbit around the planet of Tallon IV. Graphically, the game is outstanding as can be seen in screen shots. What you can’t get from the shots is the excellent animation and atmosphere. I couldn’t hear the sound; unfortunately, E3 can be a very noisy place. The first thing I came across after exiting the ship were red orbs responsible for generating a force field (as revealed by the scan visor). I learned how to lock on and aim on these things, and the learning curve was
all down hill from there. The demo was very subtle, but still obviously a training mission, and it was very well designed in that respect. At one point during the mission I needed to roll into a ball and move through a pile of rubble. This was done by pressing the X button (this only works when use of the ball is required). The ball controls very easily. It just rolls in the direction you press with the analog stick. It’s just like moving Mario or Link around in their respective games except the ball reacts a little differently due to its round nature. As I made my way through the demo, I found half dead Space Pirates that needed to be taken out. Some already-dead Pirates could be examined for cause of death (severe acid burns). About five minutes in, I encountered a turret emplacement that required a healthy does of missile. Later-rooms had multiple enemies to fight; it was only a matter of looking in the enemies’ general direction and quickly locking on to fire at them. I absolutely loved it. The demo was capped off by a boss fight and an escape sequence. The boss was very similar to what you might see in a Zelda game. You spend most of the fight locked on using the B button and analog stick to dodge. After the boss is destroyed, you need to escape the space station. I was unfortunately unable to get out in time because I got stuck in one room for three of the six minutes you’re allotted for escaping. I needed to use bombs to get into an air-shaft which I did with very little time remaining. While making my way to the exit, I saw some excellent scripted cut-scenes involving surviving Space Pirates dying in battle with some large creature (fortunately, the creature died too). One tube I entered contained the little scurrying creatures that could be seen in the original Space World demo. It looked wonderful. When time ran out my visor was filled with static and the screen blacked out.

Metroid Prime was absolutely brilliant. Everything from the controls to the graphics and gameplay was nearly spotless. There were little touches of brilliance everywhere such as the ability to scan apparently meaningless computer displays on the wall for information on life forms that were being studied by the now-dead inhabitants of the space station. I could not hear the sound very well because of the station I was at, but I hear (no pun intended) that it is also very good. You can definitely feel the Nintendo touch on Metroid Prime, and that alone should get you excited. I cannot wait to play the final game. This is now my most anticipated game of the year by far.


David Trammell, Staff Writer
 
Original geschrieben von Darkportal
hi

ähm...wozu vorbestellt :confused:

kommt doch erst im dezember oda?

bye


jepp... darum hab ichs vorbestellt. macht doch keinen unterschied, wenn ichs im november vorbestelle oder im dezember und heute hatte ich mal ausnahmsweise zeit es zu bestellen ;)
 
Original geschrieben von TheAL

Das letzte Rettungsargument?


nö. anscheinend hat er doch recht.

ich verstehe nicht so ganz. es gibt überalle berichte etc. wie das gameplay ist... nein, aber man schaut nur die billigen videos an und meint das game seie nix besonderes... es ist METROID... da müssen doch emotionen drinnen sein oder etwa nicht? Metroid noch nie gezockt?

das gleiche gilt für Eternal Darkness. keine ahnung warum die leute nur auf die pics von Eternal Darkness schauen. Die sind scheisse... die grafik ist nunmal mittelmässig, aber das sagt nix vom gameplay her. das gameplay wird hoffentlich mal was anderes als RE etc.

wenn ich nur auf grafik schauen würde, dann wäre ich schon längst tot. dann hätte ich wohl schon lange Jet Set Radio Future gekauft, doch bin ich leider kein fan von solchen games, darum gebe ich meinen senf dazu nicht ab.
 
Original geschrieben von Spanish Prisoner

ich verstehe nicht so ganz. es gibt überalle berichte etc. wie das gameplay ist... nein, aber man schaut nur die billigen videos an und meint das game seie nix besonderes... es ist METROID... da müssen doch emotionen drinnen sein oder etwa nicht? Metroid noch nie gezockt?

Zu dem Zeitpunkt gab es die Eindrücke noch gar nicht.
und ja, ich hab Metroid gezockt, wenn mich meine Erinnerung nicht trügt, war das aber kein Egoshooter.

das gleiche gilt für Eternal Darkness. keine ahnung warum die leute nur auf die pics von Eternal Darkness schauen. Die sind scheisse... die grafik ist nunmal mittelmässig, aber das sagt nix vom gameplay her. das gameplay wird hoffentlich mal was anderes als RE etc.

Ja is schon immer wieder seltsam wenn Leute in Threads, in denen Bilder von noch erschienen Spielen gepostet werden, die Grafik beurteilen und sich nicht über das Gameplay auslassen, wirklich seltsam....
 
Die Grafik kann man ja beurteilen, dagegen sagt niemand was.

Aber man kann doch nicht ein Game einfach als "Schrott" abstempeln, obwohl man nur ein paar Bilder davon gesehen hat und absolut gar nichts vom Gameplay weiss.
 
E3: 30 neue Metroid Prime Screens!

Unsere Kollegen von IGN konnten 30 brandneue Screenshots zu Metroid Prime auftreiben. Es scheint, als wären sie von den Demostationen abgefilmt, die Nintendo eigenen Screens wirkten klarer.

[IMG]


© 2002 GAMING-UNIVERSE


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