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Metroid Prime 3: Corruption

Aruun

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Title: Metroid Prime 3: Corruption
Publisher: Nintendo
Developer: Retro Studios, Inc.
Genre: First-Person Adventure
Release Date: TBA
Official Website

If you think you knew what it felt like to be the bounty hunter behind the visor, think again. Take aim at evil with Nintendo's revolutionary controller. Players control Samus by moving with the Nunchuk controller and aiming with the pointer, allowing for a level of immersion unlike anything they have ever experienced. Through the eyes of Samus, players experience a quantum leap in first-person control as they wield the Wii Remote, the ultimate device for the first-person shooter genre. Samus will employ well-known power-ups like the Grapple Beam and Morph Ball, as well as a bunch of new surprises, to help her survive her coming trials. Saving the planets from Corruption isn't enough, though. Eventually, players must take down Samus' mortal enemy, Dark Samus.


Artwork



 

t!MmY

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Finally, someone who knows the proper name is "nunchaku". The word "nunchuck" just sounds stupid to me.
 

Mic_128

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MAn, this looks awsome. Did anyone else see what could be the grapple beam used as a weapon? Glad to see it being used a bit more.
 

Omnigamer

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Wiill said:
The pronunciation is the same.
This is true.

Gah, if only I weren't at school... first thing I'll do when I get home is stream the conference so I can see the greatness as well.
 

Chill

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Hands on!
LOS ANGELES--When we got our first look at the Wii in motion at last year's Tokyo Game Show, one of the games used to show off the potential of the console's unique controller was Metroid Prime 2: Echoes. Given how well the demo worked we weren't too surprised to see a new Metroid game among the titles we had the chance to check out recently. Metroid Prime 3: Corruption is the third entry in the Prime series and once again finds you playing as the original lady action hero Samus Aran. The demo finds her being summoned to an outpost under siege by a distress call.

The visuals in the game are looking sharp and staying true to the sleek art direction that was introduced when the Metroid Prime series kicked off on the GameCube in 2002. The most striking feature was simply the scale of the level we saw. The facility, as seen in the intro cinematic, appeared to be a sprawling complex that had seen better days. Upon landing, Samus disembarks and gets a brief status update from soldiers posted to the platform her ship is resting on. Once you're up to speed you head out to do you business. The brief portion of the level we played focused on Samus exploring the installation and taking on enemies.

While the basic action in the demo was the standard Metroid fare, how you got on with it was all-new thanks to the Wii controller. Much like our Tokyo Game Show demo, the game relied on the main controller and nunchuk attachment. We moved Samus with the analog stick while we did our looking and aiming by simply pointing the new controller. The B button shot her primary weapon and, when held down, charged up for a power shot that sucked in nearby items. The directional pad fired missiles. Scanning was tweaked a bit with a translucent reticle coming up that you could "lock" by hitting the C button. When locked onto an enemy you'll be able to perform the same actions you always could. When locked onto an item you can scan you'll have to hold down the A button to initiate it. The Z button initiates your morph ball.

While all of the above is pretty much how you'd expect the control to map out, the grapple beam is a cool use of the controller's unique attributes. In the demo we came across objects that featured the beam icon above them, handy tip off to use the beam. The mechanic for the beam was pretty cool. We had to lock on to the object then fling the nunchuk which caused Samus to fire a beam out at it. Once we had it on our line we used the analog stick to pull it back towards us. Once the debris was cleared we had our chance to engage in some morph ball puzzle solving that was initiated with another use of the controller, simulating Samus' hand manipulating a switch. We "grabbed" a handle, pulled it back, twisted it and pushed it back into a socket with a fair amount of precision.

As far as the visuals go, the game is purring along as smoothly as its GameCube predecessors and benefiting from a nice sheen of graphical effects that enhance the already impressive look. Right now what we've seen is a solid evolution of the visuals and effects from the Prime games on the 'cube, but we expect the game to continue to improve as development continues.

Based on what we played, Metroid Prime 3: Corruption is poised to fulfill the potential we saw in Tokyo last year. The basics of using the Wii controller were almost exactly what we wanted and worked well with the familiar Metroid control mechanics. The advanced ways to use the controller, such as the grapple beam were pretty slick and presented a lot of interesting possibilities. Look for more on Metroid Prime 3: Corruption soon.
 

Aruun

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More hands-on!

I am enthralled with Nintendo's Metroid series. Always have been and probably always will be. So when the Big N ushered me into a private room inside its sprawling E3 2006 booth to play a demo of Metroid Prime 3: Corruption (yes, that's it's official name), I felt all tingly and decidedly giddy. I have ever since the original Metroid Prime publicly put Retro Studios on a pedestal beyond the reach of most other developers and I'm not going to lie: I fully expected Prime 3 to up the ante. At this point in time, it's a pretty well documented fact that Nintendo's Wii console is less powerful than its competitors, but I've always felt that if any studio could push the system to the best of its abilities, Retro could. So as I stepped into Nintendo's dark, curtain-enclosed demo room to play the title for the first time, all of these thoughts and more floated through my mind. And yet, they were squashed by the relentlessly nagging question: surely the game would look good, but would it play great, too? Would it be able to prove that Nintendo's new controller was and is the necessary evolution in videogame interactivity?

I have to be honest. After playing the game for roughly 10 minutes, I find that I'm simply unable to answer those questions. I don't want to scare you. I don't mean to suggest that my experience with Prime 3 was uneventful - it wasn't. But neither was it perfect. At the same time, I didn't want to stop playing and ever since I was practically dragged away from the controller and Aran's latest adventure I've thought consistently about my triumphant return. Clearly, the game is doing something right.

Metroid Prime 3 opens with some dark and moody music and an animated title screen that reminds me more of the stylized menu from the original game than it does the sequel. Before I could ascertain any would-be story elements, the Nintendo people on-hand to demo the title quickly jumped into the single-player offering The game runs in both progressive scan and 16x9 widescreen modes and I noticed a Dolby Pro Logic II startup screen, which suggests that Dolby Digital is probably a no-go for the system; after all, if it was in, Retro'd be utilizing it.

My time with the single-player game was brief and left me craving much more. The title begins as Samus Aran lands her trademark gunship on what looks to be a new planet. She weaves through alien architecture - Retro has added a motion filter to accentuate the speed of the craft in these game engine cut-scenes - and finally sets down upon the ground. Aran ejects from her ship and that's when you take control.

You have two immediate control options. One is designed for people unfamiliar with traditional mouse-and-keyboard first-person shooters and the other, advanced, is for the rest of us. It works exactly as you're probably imagining it might: you move the heroine around with the nunchuck attachment's analog stick and you aim with the Wii-mote, as I'll be dubbing the pointer often in future articles. On paper, this sounds amazingly intuitive, but for now you're just going to have to trust me when I write that you'll very likely need to practice and become familiar with the new setup.

The Wii-mote offers up the potential for a new degree of precision aim, but it's not as though you pick it up and the sun shines down from the clouds as a chorus of angels sing. The sensitivity on the Wii-mote is so pixel perfect and so completely sensitive that it can be jarring. A very minimal flick of the wrist can send your on-screen reticule whizzing from the bottom-right corner of your screen to the top-left and so you have to be careful and conscious of the way you play and move.

Think about the first time you used a dual-analog configuration for a first-person shooter. If you grew up with GoldenEye or even Turok, I bet you had some trouble adjusting to using two sticks instead of one. Now imagine going from dual-analog to 3D space. There's an adjustment process. Really.

I found myself getting it. Starting to learn the intricacies. And the more I picked up, the more I excited I became. I field a lot of questions about how you can turn around and come back to center in a game like Metroid Prime 3. It's actually pretty intuitive. You simply point the Wii-mote in the direction you want Samus to turn and at a certain point she goes from aiming to turning. It's as though there is an invisible square that separates the two. If you're simply aiming near center, Aran will remain straight on. But the moment your reticule drifts beyond the invisible box and into the right or left fields, the character starts turning. To center again, all you need do is return the reticule to the invisible box and you're golden. If it's sound weird, it's not. The fact that most people who play the game never even question how it works is a testament to this fact.

The Wii-mote's responsiveness enables gameplay situations simply not possible with dual-analog sticks - even with their sensitivity turned all the way up. Once I figured out what to do - how to hold the remote and how much pressure to apply for aiming and turning - I was able to run through the game's environments with considerably less trouble and occasionally I found myself kicking a little ***. You can manually aim or alternatively auto target with the press of a button, and I employed both methods to obliterate foes. It was during these situations that I transitioned from being engaged to being hooked. When you're on your game, pointing the Wii-mote at multiple enemies can be a breeze and it's an extremely intuitive and rewarding experience. Retro seems to understand this because as a whole Prime 3 features more combatants than ever before and the artificial intelligence of these characters has been vastly ramped up.

Retro is using the nunchuck's accelerometer in an interesting, surprisingly non-gimmicky way. It controls Aran's grappling beam. You simply gesture flick the unit forward and the heroine's beam springs outward. The beam is used offensively, too, which is a pleasing addition, to say the least. Some Space Pirates come fully equipped with shields that they stubbornly refuse to part with, and therefore you have to figure out a way to disarm them. The grappling beam does the trick. Flick gesture the nunchuck unit toward one of these creatures and her beam will blast toward them and grip their shield. Then, all you need do is press backward on the nunchuck unit's analog stick and you'll literally rip the shield away, exposing the Space Pirate. This process is all the more intuitive because it can be done completely separate from the aiming process - once you've mastered it, you'll notice yourself blasting at enemies as you tear shields off others.

The Wii-mote is likewise used in clever ways. The world in Prime 3 is of course littered with trademark doorways, many of which open when blasted. Some, however, don't - and you'll need to try a little harder to get past them. In a couple instances, I needed to use the Wii-mote to act as Aran's right arm. When I approached a doorway, I noticed a groove in a wall and learned that I could gesture forward with the Wii-mote to make Samus punch her arm into the groove. Then, I had to turn the remote as though it were a key in a lock, at which point Aran's arm did the same. Eventually, I needed to pull backward again, and here Samus grabbed hold of a level inside the door and - you guessed it - pulled it open, unlocking the contraption. The process was really well implemented and clever.

Some notes on the other controls. You do not, as previously suspected, make a stabbing motion with either controller to trigger the morphball. You simply press a button on the nunchuck and she drops. Neither do you control the morphball with the Wii-mote. It's done with the nunchuck's analog stick. Weapons are selected with the D-Pad on the Wii-remote and Samus shoots her blasters whenever you hit the A button. It all seems to work perfectly fine.

Despite some genuine trial and error, the majority of my short time with Prime 3 was enjoyable. However, it wasn't without hiccups. This was the biggest. You use the Wii-mote's underbelly B-trigger for jumping in the game. Tap it twice and you'll double-jump, and this function was in the demo. Maybe I was getting cocky, or maybe I've played too many PC FPSs, but I really wanted to double-jump and bust out a 180-turn mid-air, which, based on the controller's capabilities, should be a breeze. But I ran into an issue when I tried it. The Wii-mote didn't react to my quick turn - it just sort of ignored the input as though I never applied it. That worried me, so I tried again and disappointingly got the same results. Confused, I gave up and tried to turn slowly again, at which point the device responded and I was on my way again. Thing is, I didn't have enough time with the demo to discover definitively if this was a user error - maybe I was holding the controller wrong or perhaps I had moved too far away from the sensors - or if it's something that needs to be ironed out with the controller or the game. I'm hoping to figure that out before E3 2006 draws to a close.

As far as the visuals go, Prime 3 looks very similar to its predecessors. It is not so visually made-over that it's unrecognizable. Rather, it looks a little cleaner, a little sharper, the models are perhaps more detailed and the environments are unquestionably bigger. I'm used to Prime corridors being cramped and windy, but as I made my way through one in Prime 3, I noticed that it had vaulted ceilings that stretched hundreds of feet upward. It looked great. In another area, lava and fire illuminated a room with bloom effects right out of Ico. Lighting and particle effects have seen dramatic improvements so that environments are more believably hued and lit and particles are far more frequent. Gunfire streams about rooms and enemies explode in sparks of color and light. The game's fluidity strives for 60 frames per second but occasionally drops below the mark - usually because there are more enemies on-screen than ever before - dozens of Space Pirates at a time in some cases.

The fastest 10 minutes of my life were spent playing Metroid Prime 3: Corruption. When it was all over, I was reluctant t leave. The Nintendo people handling the demo first informed me that my time was up. I continued playing. They then asked me to finish up. I kept playing. Finally, they told me that I had to end the session and I begrudgingly agreed to accommodate their demands. It's a shame because I left the demo really liking some parts of Prime 3 and totally unsure about other portions. If I could have only had another half hour, or perhaps six hours, with the game, everything would surely be clear.

Which brings me back to my original points. I think that I could really love Metroid Prime 3 if some of the control kinks I encountered are worked out and I have every confidence that it'll happen. But for now, I need to remain level-headed and while my heart wants me to jump in and declare the game brilliant, my mind won't let me forget those few times when the controller stopped responding to my movements. Rest assured I'll have more impressions from the E3 show floor. Until then I'll remain cautiously optimistic and excited about the gameplay sessions to come.
 

t!MmY

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Wiill said:
The pronunciation is the same.
How is this possible, unless you pronounce "nunchaku" incorrectly (assuming of course it's not "nunchuck" you're somehow mispronouncing)
 

NJzFinest

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screens for those who havent seen it














*take note that these are not clear
 

Revolutions

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Looking good. I guess I'll go back and finish MP2 now.

t!MmY said:
How is this possible, unless you pronounce "nunchaku" incorrectly (assuming of course it's not "nunchuck" you're somehow mispronouncing)
In Japanese, the "u" sound receives very little emphasis to the point were you don't even really pronounce it, especially when it's on the end of the word. The "ku" basically becomes "k."

Edit: Whoa, her ship is awesome!
 

Mic_128

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Note the numbers in the bottom right.

Please tell me it's not the beam ammo making a return....
 

Aruun

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In the trailer, there are no numbers that change when beam shots are fired, so I would say no. However, am I the only one who kind of liked the ammo? It was a bit dumb having the different beams in MP1, especially once you got the plasma, since there was practically no need to go back to an older one except on rare occasions.

The art is pretty smexy though.
 

Xelyst

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dude MP3 -_- I dont know what to say. I cant wait... yah .. thats it ^^
 

Flok

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Is that Samus's new ship? Nice, gameplay will rock with Samus's large arsenal of weapons and the Wiimote. I wonder on what kind of planet Samus is this time, maybe the home planet of the Phazon?

Some people also talked about seeing Ridley, but I haven't seen him yet. Could someone post a pic of him in here please?

Another must have game!
 

McFox

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Ridley was in the 10 minute demo the guy from IGN or 1up (I forget) played. That fight will probably be on the show floor. Ridley wasn't shown during the press conference.
 

kaid

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We moved Samus with the analog stick while we did our looking and aiming by simply pointing the new controller. The B button shot her primary weapon and, when held down, charged up for a power shot that sucked in nearby items. The directional pad fired missiles. Scanning was tweaked a bit with a translucent reticle coming up that you could "lock" by hitting the C button. When locked onto an enemy you'll be able to perform the same actions you always could. When locked onto an item you can scan you'll have to hold down the A button to initiate it. The Z button initiates your morph ball.
Weapons are selected with the D-Pad on the Wii-remote and Samus shoots her blasters whenever you hit the A button. It all seems to work perfectly fine.

Despite some genuine trial and error, the majority of my short time with Prime 3 was enjoyable. However, it wasn't without hiccups. This was the biggest. You use the Wii-mote's underbelly B-trigger for jumping in the game.
Did anyone else notice this switch?
 

Mic_128

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FlWiik said:
I wonder on what kind of planet Samus is this time, maybe the home planet of the Phazon?
If I remember rightly, they said it was multiple planets this time.

Chill: Does it really matter? Both Primes were awsome. If this looks like the others, I know I'm not going to complain.

Though it would be nice......
 

Chill

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If it like the first(I didn't like the second very much) I'll love it. Still, I was expecting a step up in the graphics department.
 

Mic_128

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What, you didn't like "Get the 3 keys"

"Get another 3 keys"

"3 more"

"Why are you even coming to me anymore? Just go find some keys"
 

Chill

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The game will include voice acting.

"The game demo begins with Samus flying her redesigned ship through space and then landing on a planet. A Galactic Federation soldier greets her at the landing pad and explains (in text and a clearly audible, English-speaking voice) that the station is under attack by Space Pirates."
-Planetgamecube

The control looks a bit unwieldly in that video.
 

Aruun

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The person just sucks. The IGN videos of matt (I think?) playing are much better, although it still looks a bit funny.
 

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This is one of the reasons I wish I had money to buy a Wii. It would be a cool experience to use the remote to play. Plus there is Ridley AND Dark Samus (who looks improved IMO).

kaid: I don't see much of a similarity. Those two have claws and a face while Weavel does not have a visible face, and does not have claws.
 

Cashed

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After Metroid Prime 2, I'll probably be skipping this. Metroid Prime 1 was fun for nearly the whole run through, the only part I didn't like was Phazon Mines. I found the whole Dark/Light world thing in Metroid Prime 2 to not be fun, as I was just going through the same areas I had gone through with a few changes. I was disappointed with the graphics, and then when I saw the lock on is still in the game, I was really disappointed. Why have lock on when you have such free moving aim?!
 

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to Cashed:

They have the aim bot because the game is not about killing stuff. It's an adventure game that happens to use the first-person format. (Hunters WAS a FPS, and it didn't have the aimbot)

If you don't like the aimbot, and think it ruins the game, don't use it. Simple as that.
 

Cashed

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kaid said:
to Cashed:

They have the aim bot because the game is not about killing stuff. It's an adventure game that happens to use the first-person format. (Hunters WAS a FPS, and it didn't have the aimbot)

If you don't like the aimbot, and think it ruins the game, don't use it. Simple as that.
But the AI in the game have dead on accuracy because they believe you'll be using the lock-on. Also, in Nintendo's conference, Reggie called Metroid Prime 3 a FPS.
 

kaid

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Matt at IGN had a few complaints about the control scheme...

Personally, I'd say the BEST control would be mapping move to the stick, aim to the Wiimote... and look to the Nunchaku's tilt functionality.

You lean the nunchuck foward, you look down. Tilt your wrist up, and you look up. Aiming is any point on or off the screen, relative to where the character is looking at the time.

Either twisting or tilting the nunchaku would start a turn, and the further you twist, the faster you spin. return to neutral, and the turning stops. (Obvoiusly there would need to be a dead zone, but not as big, and ONLY in the side-to-side direction)

Note that Wiimote aiming can be off the screen- you can shoot over your shoulder, for example.

This use of the tilt detection would limit what you could use the motion detection of the nunchaku for, as it could throw off your camera controls. In the case of metroid, however, you already have a lockon button, which overrides the look, so you could lock on before you use the grapple and have no problem.

Comments? Questions? Anything I wasn't clear about?
 

Aruun

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Kaid: That would be really difficult. Honestly.

Cashed: I don't care if Reggie said it's a first person shooter, it's not. I recently just replayed MP1 and it's so absolutely nothing like other shooters. Just because a game uses the same camera angle doesn't mean it's similiar.

In the few sparce times you did actually fight enemies, it wasn't about actually hitting them, it was about knowing when and with what to hit them.

Also, I don't know about anyone else, but my favorite moments in the metroid prime games so far have been the morph ball puzzles. That's half the reason I prefer MP2 - there were way more morph ball puzzles and they were really enjoyable. But hey, whatever.


Also, if you watch the IGN video of the entire MP3 demo, you'll notice that it seems like the lockon doesn't work half the time, and it breaks easily. I mean for half of the demo the player wasn't locking on to anything anyway.
 

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I sure hope beam ammo isn't coming back, that's what got me off of MP2, even though MP1 was and is my favorite GC game.
 

kaid

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According to the interview, they're getting rid of weapon swapping. You have your beam weapon, which upgrades first to plasma, then to something else, and later can shoot through walls. The missile and grapple also get stacking upgrades, and apparently they're bringing back "Hyper mode" as a major gameplay mechanic.
 
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