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I Hate Metroid Prime 2

Started by ZGDK, January 05, 2008, 07:42:57 AM

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Jono2

Quote from: Cecil_and_Kain on January 06, 2008, 04:06:02 PM
I think you guys are over-analyzing what makes these games fun....

speeddemosarchive.com

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen

Chain Chompesque

Quote from: Jono2 on January 06, 2008, 03:27:49 PM
In plenty of cases, getting an item then just not using it is impossible.  you need said item to get out of the room that you got it in.  Why get the thermal visor if you're not going to use it?  that's why you skip it, because:

1. there's the temptation to use it when you'd normally need it.
2. You get a rush from pushing the game beyond what the developers intended it to be.  at least I do.

Meaning you never use the item when you don't need it. You need the Super Missile to open green doors in MP2, but not to kill enemies. So you'd use it for the green doors, but not to kill enemies.

QuoteThe beam combos in the primes weren't all that useful, save for the Super Missiles & Ice spreader.  the wavebuster was too much of a hastle to get for what it was worth, and though it was really powerful, the amount of missiles was better used for the ice spreader.  Though I never collect the super missiles anymore (going through the labs there is just a waste of my time), they were useful in destroying quite a few bosses (like Thardus, which you also don't have to fight).  But, you were given the option of using them.

You can still give yourself a little bit of an extra challenge and not use them...

QuoteNow, in prime 2, the beam combos weren't useful after you got the annihilator & sonic boom.  the lightburst was way too slow, and nearly never hit unless you were just a foot away, and even so, if the enemy was fast (dark samus), chances are you weren't going to hit anyways.  Ammo was simply better used on normal charged shots, and you were given no inscentive to do otherwise, because the game wasn't any easier or harder with or without the combos (again, with the exception of super missiles).  Sonic boom was only really useful because it hit instantly.

I used them all the time. It's specific for the person playing.

QuoteThe emerald translator didn't do anything.  all it did was open up new areas.  it impeded progress until it was grabbed.

The doors block you so you can get to the temple and receive your objective. After that, you can do whatever you want. There are a lot of ways you can go before that, even.

Quotethat is not metroid.  Metroid has classically had you getting lost somewhere, never really telling you where to go.  If you got yourself somewhere?  Too bad.  get yourself out, or try to procede.  Prime 2 started the "Put up walls so they can't advance" part of Metroid that it has now entered into (hyper grapple & grapple charge were MP3's versions of this).  The developers could have just put an impassible ledge that you couldn't go past instead of just saying "You can't go here until this is done!".

You don't have to get lost. A game based on getting lost doesn't help much. (Map stations, anyone?) I wandered around until I found the temple and got the translator. Then I wandered around some more. It's pretty much what happens in Metroid Prime 2, and it's what's been done in Metroid in the past.

Quotew/e.  I didn't mean to say that, i meant to say that the lores were boring in comparison. :P

Well, if you say "Barf," I'll assume that you mean barf, if you catch my meaning.

QuoteThe Wi-Fi on MPH was broken and hacked very, very fast.  Because of the nature of the series, glitches were found everywhere very quickly, and abused as such, which is a reason that Metroid remains a single-player series.

Yup, and the reviews I read said that...

QuoteYou wrote it with that mindset, and that's all that really matters.  If you don't know the whole story, you can't write an essay, because it will likely have vital parts missing.  If you know the cliffs notes, yes, you can get through the essay, but unless you've actually read the book, you miss the small details in the text.  Enemies that you've fought over and over tend to get boring.

I didn't write it with that mindset; again, I addressed the one little part of your argument with that mindset. You're still using the Part-to-Whole fallacy there. As for your last sentence, I'm still fine with fighting Space Pirates and Goombas and Waddle Dees and (Insert enemy used more than once here).

QuoteHow is the gravity booster being a useless % raise relevant to being able to skip items in prime?

you weren't forced upon useless upgrades in prime.

I found many uses for the Gravity Booster. I wouldn't call it useless...it's just something subjective.
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Jono2

if you have the item already, why not use it?  you're gonna be forced to use it anyways, so why skimp on it?

you could go to the areas and figure out where to go without the doors & U-Mos telling you "go here now".  I like the solidarity in the games, with nobody telling me where to go or what to do.  You could have explored Sancutary fortress just fine without getting an objective from the temple that opens up the doors in the area.  why should we need to go deep into the level just to open doors, when we don't even get a reason why those doors should have been there in the first place?

There are classic enemies (goombas, waddle dees), then there are enemies that require specific upgrades to kill and are just pests after a while, and these can be incarnations of classic enemies (flying phazon space pirate commandos in MP3), or not (ingsmashers, dark ingsmashers, those viral things, Ings (I walked by those every time I could after the first few encounters)).  Some enemies are just boring to kill, like the Ing.  They suck up ammo when you could use it elsewhere, because if you aim for every Ing, you're gonna run out fast.


The gravity booster was hardly used in the game.  To give an item for underwater exploration in a game that has 5% of it underwater is hardly useful, especially when the item is really only needed to pick up one key.  a key, for god's sake, which classically wouldn't be in a metroid game. (pick up keys to fight a boss?  had never happened before prime, and in prime there were only keys for the final area).  Yes, after you got it, you had better mobility underwater, but you only needed to go underwater to get one key, then get back out, because after you grabbed that key, you didn't even need to go back into any substantial amount of water (the power bomb guardian, but I don't think that you have to bury yourself that deep again for the PBG).

I mean, if we had a Maridia, then it would have been a useful upgrade.  but the fact that you only have to use it for all of a minute max (to get out of alpha blogg's room, then to grab the key) just makes me wonder why they couldn't have either

A. made a whole water world to traverse with this

or

B. made the area above ground, with the alpha blogg being a flying boss, or just a different design altogether to pick up the key.

I mean, it puts you through a huge rigamaroll to get an item that you're never going to use again.  that's the big problem I had with the booster.  You forget that you had it, because it's never used.

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen

Chain Chompesque

Quote from: Jono2 on January 06, 2008, 09:19:31 PM
if you have the item already, why not use it?  you're gonna be forced to use it anyways, so why skimp on it?

Because you said that you try to play through skipping as many items as possible for a challenge, and you're going one step below that by getting the item, but never using it except when absolutely necessary. Same thing in essence.

Quoteyou could go to the areas and figure out where to go without the doors & U-Mos telling you "go here now".  I like the solidarity in the games, with nobody telling me where to go or what to do.  You could have explored Sancutary fortress just fine without getting an objective from the temple that opens up the doors in the area.  why should we need to go deep into the level just to open doors, when we don't even get a reason why those doors should have been there in the first place?

But U-Mos tells you to go "to the Sanctuary Fortress, high in the cliffs". He gives you no map direction. He says to go to an extremely general area and you do--It's not like in Prime 3 where even with the Hint System off, your computer screams at you every few seconds to go to each specific room you need to. Really, you're fairly free once U-Mos talks to you, and after you get your latest translator you're on your own. It doesn't take too long to get it, but I still found about three other unnecessary ways to go before I had it, so even before it there's a lot of exploration. Frequently the map station isn't accessible for a while.

QuoteThere are classic enemies (goombas, waddle dees), then there are enemies that require specific upgrades to kill and are just pests after a while, and these can be incarnations of classic enemies (flying phazon space pirate commandos in MP3), or not (ingsmashers, dark ingsmashers, those viral things, Ings (I walked by those every time I could after the first few encounters)).  Some enemies are just boring to kill, like the Ing.  They suck up ammo when you could use it elsewhere, because if you aim for every Ing, you're gonna run out fast.

I didn't find the Warrior Ing (Assuming that's which one you're talking about) boring to kill... It's fun trying to lure them into a supercharged crystal and watch them wander around uncertainly. Dark Aether was loaded with Ingpods and the little storage units that spew ammo when you need it, so I rarely had to worry about it unless I wanted to use the Darkburst on something for fun. I rarely skipped enemies. I also find guys like Shriekbats to be "Classic" enemies, and didn't mind finding them in every Prime.

QuoteThe gravity booster was hardly used in the game.  To give an item for underwater exploration in a game that has 5% of it underwater is hardly useful, especially when the item is really only needed to pick up one key.  a key, for god's sake, which classically wouldn't be in a metroid game. (pick up keys to fight a boss?  had never happened before prime, and in prime there were only keys for the final area).  Yes, after you got it, you had better mobility underwater, but you only needed to go underwater to get one key, then get back out, because after you grabbed that key, you didn't even need to go back into any substantial amount of water (the power bomb guardian, but I don't think that you have to bury yourself that deep again for the PBG).

I went back there several times for expansions, and found it quite helpful in battling Bloggs and such. But now you're stating on the "Keys aren't loyal to the series" argument. Well, I'll...be discreet with my opinions on that argument, and just give what I have to say on it. It's not a bad thing to try something new. If the developers are that obsessed with staying "Loyal to the series" before long the franchise will be milked dry and done for. Pretty much the only way to keep franchises alive is to keep trying new things. In Mario, for example, we can see this in having two racers per kart in Mario Kart: Double Dash!!, having the gravity system in Galaxy, FLUDD in Sunshine, and so on. Really, Metroid Prime wasn't loyal to the series simply because it was 3-D, but it was raved about. I found the key system a nice, fun addition, and since you get them like any other upgrade, they didn't even feel unnatural.

QuoteI mean, if we had a Maridia, then it would have been a useful upgrade.  but the fact that you only have to use it for all of a minute max (to get out of alpha blogg's room, then to grab the key) just makes me wonder why they couldn't have either

A. made a whole water world to traverse with this

or

B. made the area above ground, with the alpha blogg being a flying boss, or just a different design altogether to pick up the key.

I mean, it puts you through a huge rigamaroll to get an item that you're never going to use again.  that's the big problem I had with the booster.  You forget that you had it, because it's never used.

Well, like I said, I went for 100%, so I ended up using it a lot when I went back there. You also have to go back for the Sky Temple keys.
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#49
I don't. But it was a pain to get through it though.
I thought it was a pretty cool and good looking game but yeah it was pretty bad most of the having to navigate the world.
...̅̅̅

Jono2

Yes, but why should you have to go meet with U-Mos?  it's easy to figure out by yourself, but he has to tell you where to go in order for you to gain access, like the locked doors in fusion.  if the passages were blocked by things that required you to get an actual piece of eqipment, it would be better than having to run back & forth, especially that slow elevator.

why shoot once to kill something when you can just walk by it?  I mean, watching them disintegrate is fun for a while, but for a while.

it's more of the issue that gathering keys built up a "i know i'm fighting a boss soon" sense.  in the previous titles, you would seemingly randomly run into a boss.  in MP2, you gathered 3 keys, and you felt like the only place left to go was the boss.  The only really anticipated boss fights in MP were the last trio (ridley, primes) & perhaps thardus (because of the massive circular room).  all of the others that you got upgrades from you would walk into a room, get a cutscene, and wonder what was happening, but prime didn't do this as well as, say, Super Metroid.  but we'll never get a metroid game better than that, so I can't really compare there. :P

Keys tell you where you're going.  They tell you that "something big is behind that door".  whereas if there were no keys, you would walk in blindly and be surprised.  by the time I was grabbing the keys 7-9 to get to quaddy, I was really, really tired of running around just to grab keys, and the transition wasn't even smooth.  it made a big deal of you getting keys, even when there were like, 21 in the game.  every time you had to sit through a cutscene, when it could have just said "you got a key" instead of wasting 20 seconds of my time telling me something I already know. o_O

If dark aether was an actual complete level instead of disjointed spots of land, I wouldn't have that many complaints about getting those keys.  but since you knew where they were, but had to warp in/out of the land every time to get one, it just seemed a bit ridiculous to me.  they could have connected it all, put a little more effort into it, and made it more treacherous to navigate dark aether, rather than just annexing rooms and making you warp in/out.

you can get in/out of the main area without the gravity booster.  you can navigate everywhere around there without the gravity booster, and that's not even using super special tricks.  it's only alpha blogg's area underneath the generator thing that you need the gravity booster for.

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen

Quote from: Jono2 on January 07, 2008, 12:37:05 PM
Yes, but why should you have to go meet with U-Mos?  it's easy to figure out by yourself, but he has to tell you where to go in order for you to gain access, like the locked doors in fusion.  if the passages were blocked by things that required you to get an actual piece of eqipment, it would be better than having to run back & forth, especially that slow elevator.
I blame that on most of the newer gamers out there that actually expect the game to hold there hand and coddle them while they go through it, and if it doesn't they complain about how they game sucks and is horrible.
...̅̅̅

The Seventh

Quote from: Jono2 on January 05, 2008, 04:37:46 PM
overexaggerating*

yes it was an excuse for a % raise.  there was one small water area in the entire game, and it didn't even have a dark water counterpart.  they could have easily just put in a gravity suit feature to the dark suit.

the screw attack was poorly implemented, and it is what caused most of the glitches.  try screw attacking into a morph ball hole and see what happens.  also, you can almost OHKO the last boss with it.  it's broken.

I noted that there were lores, but the story was uninteresting.

Yes, they're useful, but only if you go out of your way to pick up the ammo expansions needed to be able to use the beams, which is implausible in a speed situation.

hard wasn't hard.  22% metroid prime is hard.  23% prime is hard, and that isn't even skipping anything that important, it's the boss, level, & enemy design.  9% MZM is hard (kinda).  low% hyper mode MP3 is hard (hyper mode in a normal playthrough is easy).  MP2 hard mode is not.

again, you aren't a glitcher.  if you're looking for glitches, you find them everywhere.  on top of slopes, namely, and you don't find nearly as many standable objects just sitting around the room as you did in prime.  that's why it felt like a more complete world, because a normal civilization doesn't shave their walls to make nobody can stand on them.

there were very, very few if any walk-through elevators in prime 2.  here's my point:

Prime: All of magmoor caverns was dedicated to transportation.  this was the central hub.  you could get lost here in a straight line if you didn't know where you were going.  Tallon's ability to climb the crashed frigate lead you to a central elevator hub in the ruins.  the elevator right after thardus leads back to the caverns, interlinking the areas.  IIRC there's also one in the pirate base.  Also, Great Tree Hall.

MP2:  all were at the edges of the maps with the exception of the sky temple, which doesn't count.

There were many more "hub" rooms in prime 1 than prime 2, where you had multiple paths to take, and oftentimes, you chose the wrong one.  there were only a handful in prime 3, and only a few more in prime 2.

but the elevators in prime 2 were infinitely more cool.


I was creeped out every time I entered the chozo ruins.  I quit playing the game for a while because I was so terrified of the ghosts. :P

but for the GF trooper area?  you never had to go back there.  it was right at the start of the game and you didn't NEED to go back to the graveyard if you didn't want to.  you had to go back to the chozo ruins.

Phendrana drifts is the best metroid atmosphere in any metroid game.  you can't argue agains that.

the pirate base felt like their real HQ.  the pirate HQ in MP2 was nothing but a couple rooms.  the one in MP3 kicked MP1's ass though.

Magmoor, hub level.  even so, I loved it.

I hate deserts, and the bog just grossed me out (I have a fear of parasites).  deserts are boring to animate, since they're lifeless and bland.

sancutary fortress was awesome though, too bad it was so late in the game.  The hub level of MP2 (sanctuary grounds or w/e) was confusing, and most of the rooms looked generally the same.

Enemies recolored, but not changed:

Metroids (look what they did to them in MP3.  that's a change.  hunters & fissions as well.  darks are just what you'd expect.  no surprise there.

Most enemies' dark versions were just "dark this" or "___ ing".  they were the same as in the light but with a palette change and slightly stronger (on occassion).

Sheegoths, though the enemy did gain that stupid electric attack.

skreebats (another thing I didn't like about prime 3 is that they didn't change them from prime 1, even though they're a staple to the series)

zoomers (iirc)

Beetles

swarm enemies acted basically the same.

ingsmasher = omega pirate


Prime felt more real because there were standable walls.  you could jump around and get stopped by something jutting out of the wall.  a real civilization won't sand down the walls of their ancient ruins.  prime 2 had much less of this, prime 3 had almost none of it.

Prime felt more like the previous metroid titles.  they all have atmosphere.  they're all interlinked.  they all have a story without making you read.  They don't make you get useless items just to pass a wall (translator modules).  If MP2 was made in the 2d days, those translator doors wouldn't exist, and you would be blocked later on because you were lacking a vital piece of equipment.


beams & suits were expected.  hell, visors were expected (I guessed the echo visor to be in the game... 3 months prior to release?).  enemies were expected (because once you see them in the light, you see them in the dark) the controls were basically the same.  it was like Prime without the fun part; glitching.
I understand better, but I guess I never woulda thought of either screw attacking into a morphball hole or right into the emperor ing (or did you mean Dark Samus?).

Also, I didn't know that when you said recolors, you mean't the dark world enemies, yet some of them DID get some feature changes, and were considerably stronger...  But I don't see how you can complain about either the Metroid's look or the Space Pirates base size.  The Pirate's base size was due to the GF shot them down.  The Metroids?  Well, they weren't as horrobly mutated and experimented with as the ones in Prime 3, and the recolor could be explained by the difference in atmosphere.


Okay, but my biggest problem with what you said was saying it wasn't hard.  How isn't it hard?  Just wondering.

I can understand why you didn't like the bog, but Retro did manage to make Agon Wastes more interesting than the average desert...  they could of just made it a plain of sand!

Yes, I'm not a glitcher.  I find out about a glitch, I'll try to do it though (I'm just curious like that!)

Okay, so maybe you just don't have the same opinions as me, but how about we keep our opinions and stop here before it turns into a flame war!
meh

Jono2

Quote from: red7js on January 08, 2008, 04:28:26 PM
I understand better, but I guess I never woulda thought of either screw attacking into a morphball hole or right into the emperor ing (or did you mean Dark Samus?).

Also, I didn't know that when you said recolors, you mean't the dark world enemies, yet some of them DID get some feature changes, and were considerably stronger...  But I don't see how you can complain about either the Metroid's look or the Space Pirates base size.  The Pirate's base size was due to the GF shot them down.  The Metroids?  Well, they weren't as horrobly mutated and experimented with as the ones in Prime 3, and the recolor could be explained by the difference in atmosphere.


Okay, but my biggest problem with what you said was saying it wasn't hard.  How isn't it hard?  Just wondering.

I can understand why you didn't like the bog, but Retro did manage to make Agon Wastes more interesting than the average desert...  they could of just made it a plain of sand!

Yes, I'm not a glitcher.  I find out about a glitch, I'll try to do it though (I'm just curious like that!)

Okay, so maybe you just don't have the same opinions as me, but how about we keep our opinions and stop here before it turns into a flame war!


note that everything I said was in comparison to MP.  MP2 is by no means a bad game.  in comparison, MP from me gets a 10/10 while MP2 gets a 8.5, but if you compare MP2 to MP in my books, MP2 barely passes.

Maybe it was partly that MP2 didn't really add a whole lot to the series.  MP was a fresh take on the series, and MP2 was just a small step further.  the controls weren't really any better than the original, and there weren't a whole lot of new gameplay elements.


the EI's mutated form can be killed really fast using screw attack.  try it next time. :P

I was just really comparing.  I like the space pirate base parts of the games, and though they took a back seat in MP2, i felt that they could have been given a bigger role (especially due to their reprising in the third game & how they were trying to work together with the "big boss").  The Metroids in MP2 were just Tallon & dark tallon, and they also took a back seat.  if you weren't looking for them, you hardly found any metroids in the game, and even if you did look, they only appeared in a handful of rooms.  I felt that they were kinda boring in MP2 after comparing them to the Fission Metroids in MP, which gave me hell, but looked normal until you attacked them. :P

I would've liked a huge open desert sorta thing.  but just because they made a desert interesting doesn't mean they couldn't have picked a better theme instead of a desert to work with.  but then they did with sanctuary, which made up for agon (i found agon to be agonizing, lawl).

Once you got the dark suit, it was pretty easy exploration-wise.  You no longer had to worry about searching for light nodules to shoot every few seconds, whereas I felt that MP gave you a bunch of puzzles throughout the game that were just generally harder overall.  Again, this might just be because they re-used alot of gameplay elements (half-pipes, spinners), but there wasn't a key hidden like the artifact on top of monitor station in MP.  MP felt much more complete of a game, and MP2 just felt rushed.  in MP, the artifiacts that were hidden looked like someone had hidden them there.  in MP2, the key carriers were just floating about in the open... they could have at least been behind rocks instead of sitting in the middle of the room.


I like debating.  if it ever turns into a flame war, I butt out (lol, pun).

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen

The Seventh

Quote from: Jono2 on January 08, 2008, 09:33:28 PM
Quote from: red7js on January 08, 2008, 04:28:26 PM
I understand better, but I guess I never woulda thought of either screw attacking into a morphball hole or right into the emperor ing (or did you mean Dark Samus?).

Also, I didn't know that when you said recolors, you mean't the dark world enemies, yet some of them DID get some feature changes, and were considerably stronger...  But I don't see how you can complain about either the Metroid's look or the Space Pirates base size.  The Pirate's base size was due to the GF shot them down.  The Metroids?  Well, they weren't as horrobly mutated and experimented with as the ones in Prime 3, and the recolor could be explained by the difference in atmosphere.


Okay, but my biggest problem with what you said was saying it wasn't hard.  How isn't it hard?  Just wondering.

I can understand why you didn't like the bog, but Retro did manage to make Agon Wastes more interesting than the average desert...  they could of just made it a plain of sand!

Yes, I'm not a glitcher.  I find out about a glitch, I'll try to do it though (I'm just curious like that!)

Okay, so maybe you just don't have the same opinions as me, but how about we keep our opinions and stop here before it turns into a flame war!


note that everything I said was in comparison to MP.  MP2 is by no means a bad game.  in comparison, MP from me gets a 10/10 while MP2 gets a 8.5, but if you compare MP2 to MP in my books, MP2 barely passes.

Maybe it was partly that MP2 didn't really add a whole lot to the series.  MP was a fresh take on the series, and MP2 was just a small step further.  the controls weren't really any better than the original, and there weren't a whole lot of new gameplay elements.


the EI's mutated form can be killed really fast using screw attack.  try it next time. :P

I was just really comparing.  I like the space pirate base parts of the games, and though they took a back seat in MP2, i felt that they could have been given a bigger role (especially due to their reprising in the third game & how they were trying to work together with the "big boss").  The Metroids in MP2 were just Tallon & dark tallon, and they also took a back seat.  if you weren't looking for them, you hardly found any metroids in the game, and even if you did look, they only appeared in a handful of rooms.  I felt that they were kinda boring in MP2 after comparing them to the Fission Metroids in MP, which gave me hell, but looked normal until you attacked them. :P

I would've liked a huge open desert sorta thing.  but just because they made a desert interesting doesn't mean they couldn't have picked a better theme instead of a desert to work with.  but then they did with sanctuary, which made up for agon (i found agon to be agonizing, lawl).

Once you got the dark suit, it was pretty easy exploration-wise.  You no longer had to worry about searching for light nodules to shoot every few seconds, whereas I felt that MP gave you a bunch of puzzles throughout the game that were just generally harder overall.  Again, this might just be because they re-used alot of gameplay elements (half-pipes, spinners), but there wasn't a key hidden like the artifact on top of monitor station in MP.  MP felt much more complete of a game, and MP2 just felt rushed.  in MP, the artifiacts that were hidden looked like someone had hidden them there.  in MP2, the key carriers were just floating about in the open... they could have at least been behind rocks instead of sitting in the middle of the room.


I like debating.  if it ever turns into a flame war, I butt out (lol, pun).
Oh, I get the pun!

I never realized you were comparing it to Metroid Prime!
It makes a lot more sense now!

BTW, at least you didn't have to only use the Varia Suit for long, right?
And not all of the keys were in the open!  Sky temple keys were a great example of this.
Same with at least one of the Dark Agon and Ing Hives ones...
And I think there were a few more that weren't exactly out in the open...
But yes, a few were right out in the open, mostly the Dark Agon ones so it wouldn't be suicide with the Varia Suit.

Yeah, the Space Pirate base could have had a larger area.  Although, the Pirates were still a nuisance.
But, about the gameplay, why would you greatly adjust a working formula, or control scheme?
meh

Jono2

because although it's a sequel, they should have come to the realization that something revolutionary stops being revolutionary after it's first outing (Mario 64, Banjo Kazooie, F-Zero X, Halo, all examples of this).  I mean, the controls worked and everything, but although it works in 2d metroid to keep the same formula, in 3d games it doesn't.  The only real new thing they added in MP2 was the Screw attack.  everything else we had really seen already, and exploration was kinda a drag in comparison, I thought.

Quote from: LinkXLR on January 30, 2008, 09:10:54 PM
Quote from: famy on January 30, 2008, 08:36:30 PM
is big willy unleashed a will smith game

...I'm not even gonna touch this one.

SteamID: Lazylen

Dr.Mario84

I don't very much like any of the Metroid Prime games.  They were all very easy, actually.  But the length annoyed me quite a lot as well as the limited amount of actions one could really do.  I mean, okay basically all you have to do is shoot and walk.  Side stepping (or dashing, forget the actual name) isn't that effective in Metroid Prime 1 and 2.  The missles and missle beam combos were nearly uselss.  And plus, Retro Studios thought they were so smart they decided to limit how fast you can shoot by a substantial amount with any of the beam weapons in Metroid Prime 1 and 2.  Charging was actually better as well as a faster way to deplete the enemy's health.  I also felt annoyed that most items were just a way to increase exploration as apposed to actually helping you defeat bosses.  Fighting bosses also wasn't all that exciting because there was a very, very good chance I was going to survive. 

As individual games, I think this:

Metroid Prime
Wasn't all that great and the transition from the 2D metroid games to 3D wasn't so good.  I don't think that was the best one could do with the games either.  The atmosphere was perfectly preserved, however.  Skills were limited and I don't very well like exploration.  I think this game would've done better as a book rather than a game to be honest.  Because that's what it felt like, like I was just living a story.  Especially with the lores.  Metroid Fusion kinda had this feel too but not much which I appreciate.  Music was meh.  Interaction just didn't happen.  And that side quest was kinda pointless to add.  There's also no different path you can take, so the game was very linear to be honest.

Metroid Prime 2: Echoes
And so the 2nd Metroid Prime is made.  Once again skills are limited and lots of exploration to do in this game.  This game's basically like Metroid Prime 1 version 2.0.  Nothing but Metroid Prime 1  but with a few things added onto it.  Traveling between worlds quickly got old.  Some items also become pretty pointless and just made some things easier to do, but not enabling actions.  The screw attack was a real drag in this game.  The side quest in this game was also very time consuming.  Interaction was very limited but at least it existed.  Once again this would've been better as a book rather than a game in my opinion.  The appearance of Dark Samus was also very unoriginal as well as disappointing.

Metroid Prime 3: Corruption
This one had a few new things to bring to the table.  Hypermode was an interesting feature and it helped with boss battles at least rather than favoring exploration.  The Wii remote was also perfect for this game.  I think the Wii remote could be great for any FPS-type game.  Boss battles actually became a little interesting because of the Wii remote.  However bosses were still very easy to beat.  Interaction was pretty great for a Metroid game but it was not remarkable in general.  Stackable beam combos was a nice touch.  Switching beams was just pointless anyway.  The cinematics were well executed.  But the gameplay still wasn't that impressive.  Plus this Metroid game removed one of the main things that made Metroid, well, Metroid:  an escape sequence.  The big explosion was at least kept in there.

Oren

i think i am going to be the only one here whos post dose not take up 3/4 of the page and say that i really do hate metroid prime 2 1 and 3 are so much better

Shaleblade

Quote from: Oren on January 10, 2008, 09:13:20 AM
i think i am going to be the only one here whos post dose not take up 3/4 of the page and say that i really do hate metroid prime 2 1 and 3 are so much better
Trust me, Punctuation doesn't take up 3/4 of the page. Try it.

Shaleblade

Honestly, I found Prime 2 to be a somewhat fun game, but I would not play it more than 3 times over.
A lot of the enemies were from Prime, which I liked. I LOVE throwbacks. But what made me hate that is that instead of calling Puffers Puffers, they called them by some other name (Can't remember). I love Prime 1 more and more with each old Metroid game I play, becuase I find enemies that I saw in Prime 1 (My first Metroid game, sorry :P). After playing Super Metroid and other Metroid games, playing MP1 really feels like a real Metroid game. My favorite part of Metroid games isn't the shooting. It's the puzzles, and MP1 did an outstanding job with that. I gave me a challenge. So did MP2, but a different kind. There are 2 types of challenges:
1. (Good) You have an idea of what you need to do, but it's not too obvious. You have a vague idea of how to do it. Or, it could be you just need to get past a puzzle you can't figure out.
2. (Bad) No idea what you need to do. You're basically 'stuck' in the game. You think you've tried everything, and are getting slightly frustrated.
MP1 offered many 1s and hardly any 2s. MP2 hardly gave any 1s and a couple 2s. All the 'Puzzles' in MP2 were disappointingly easy. I much preferred MP1's ammo-get system, which was 'You get what you need most'. MP2s made it frustrating, as defeating a darkling with the dark beam to get light ammo isn't too great.
     MP2's atmospheres didn't feel natural like MP1. The Torvus Bog was as natural as it gets. Rolling through the roots was it. There were so many more opportunities for atmospheric uses than were implemented. The Sanctuary Fortress had nice atmosphere for the most part, but the entire game still felt like walking through a nature path.
     In MP1, whenever I encountered enemies, I would kill them. And even the obnoxious Chozo Ghosts, although half of the time now, I just run. But MP2's enemies got annoying. Fast. ESPECIALLY those Dark Space Pirate Commandos. I hated how they locked the doors.

Well, that's all I have for now.