Wii Metroid Prime 3: Corruption

I_Eat_All

Plasma Beam!
mp3clogofv7.png

Esta thread serve para discutir e postar noticias do novo Metroid Prime 3; o ultimo jogo da triologia Prime, e na ultima E3 um shooter demonstrativo das capacidades da Wii neste tipo de jogos. É um titulo confirmado para o launch da consola no final do ano (Q4 2006), a gerar controversia está o facto de a Nintendo ter anunciado que o jogo não terá um modo online, ao contrario da seu recente spin-off portátil... é de notar que a saga Metroid Prime é considerada um "First Person Adventure" sendo que os jogos da saga são bastante solitários, a beleza da saga nunca se prendeu pelo multiplayer, aliás este jogo não se trata de um "Halo killer" mas sim um shooter totalmente diferente (de tudo o resto que se encontra no mercado).

A nivel gráfico foi confirmado que na E3 nem estava a usar o hardware final da Wii, de facto sabe-se que a Retro Studios esteve a trabalhar com os DevKits de GC com o comando prótótipo até finais de 2005 (pelo menos até à TGS em setembro)... dos detalhes que sairam na E3...sabe-se que o jogo está a puxar muitos efeitos de particulas novos, incluindo bloom e que corre a 60 frames inabaláveis, e os cenários aumentaram bem como o numero de inimigos no ecrã.

In-game start menu da E3:
-> http://www.youtube.com/watch?v=OCjtgYbYkrU
(streaming)
-> http://rapidshare.de/files/22282723/metroid-1.mp4.html - 29,4 MB -
(download)

Novo Trailer: (2006/11/17)
-> http://www.gametrailers.com/player.php?r=1&type=wmv&id=15092
 
Última edição:
Gaminger disse:
Este Metroid vai ter online? Ja se sabe mais alguma coisa? E para quê poderá servir o connect24? Não tou a imaginar-me a passar o game todo e eles metem mais mapas...
E se lesses o resumo de tudo o que se sabe que eu me dei ao trabalho de fazer e meter no primeiro post? :)
I_Eat_All disse:
(...)A gerar controversia está o facto de a Nintendo ter anunciado que o jogo não terá um modo online, ao contrario da seu recente spin-off portátil... é de notar que a saga Metroid Prime é considerada um "First Person Adventure" sendo que os jogos da saga são bastante solitários, a beleza da saga nunca se prendeu pelo multiplayer
é que até sublinhei o "não" (terá um modo online) no post original...

os resumos de informação que se metem no inicio de cada thread não são um enfeite que está lá porque me apeteceu divagar o quanto gostei do jantar, têm a informação que se sabe já para exclarecer as pessoas que se fôr presiso nem conheçem a saga...

EDIT:
Gaminger disse:
O video rula bastante, mas uma pergunta... quem é essa mulher aí, e aquele hunter (?) de pedra?
a mulher talvez seja a Dark Samus (do MP2) sem suit, ou então uma personagem nova. O hunter... não sei, nem notei que estava um no video, mas sei que existe pelo menos 1 no jogo (deu para ver nos videos da E3).
 
Última edição:
Estou a ver uma explicação para o Connect24. A Wii serve como router para a NDS, e os jogos
podem ser actualizados sem haver user input. Gosto depensar que irá ser isto que se passará.

O jogo não foge muito da sua fórmula (e não precisa) mas os modelos poderiam ser (muito)
melhorados a Gamecube parece que faz o mesmo que aquilo que vemos no vídeo (mas eu não
estou muito informado para falar em specs) com um pouco menos de efeitos.

Honestamente não estou impressionado depois de ver os vídeos da E3.

É mais do mesmo e não há como duvidar que não seja gameplay.
 
^ hmmm, eu acho que os graficos estão bem melhores do que o que mostraram na E3, até porque mostraram muito pouco... aqui eles mostram animações de inimigos, bosses, efeitos de luz e mais de cenários... tão muito bons os graficos (mas já os graficos do MP1 e 2 estavam muito bons), acho que este video mostra mais o pulo grafico que os da E3 mostravam, e acho que ainda vai melhorar até ao launch. :D
 
re:

Gostei bastante do ambiente desde jogo :).

Os cenários demonstram um ambiente que por acaso nunca tinha visto noutro jogo. Pelo menos falo do video que está aqui referenciado.
 
Tomekk disse:
Gostei bastante do ambiente desde jogo :).

Os cenários demonstram um ambiente que por acaso nunca tinha visto noutro jogo. Pelo menos falo do video que está aqui referenciado.

Isso é dos pilares fundamentais na série Metroid Prime.

A sensação de imersão no jogo é mesmo muito boa.
 
Por acaso é o jogo que estou a jogar agora, o MP1, pensava que era um shooter tipo os de PC e estava encostado mas não tem nada a ver. É mais um jogo de aventura com muito backtracking ( talvez até demais, ando à procura dos artefactos... ) e até de RPG com a evolução das capacidades da Samus e da Morphball. Anyway ao ver o video não noto grandes diferenças nos gráficos deste metroid para o que estou a jogar, talves os space pirates estejam com mais detalhe. Também o tipo estava a jogar com o capacete muito definido, eu jogo mais transparente. Mas vai ser um bom jogo, que deve aproveitar muito bem o comando, se tirarem o lock on ( devem tirar ).
 
BrOiller disse:
Por acaso é o jogo que estou a jogar agora, o MP1, pensava que era um shooter tipo os de PC e estava encostado mas não tem nada a ver. É mais um jogo de aventura com muito backtracking ( talvez até demais, ando à procura dos artefactos... ) e até de RPG com a evolução das capacidades da Samus e da Morphball. Anyway ao ver o video não noto grandes diferenças nos gráficos deste metroid para o que estou a jogar, talves os space pirates estejam com mais detalhe. Também o tipo estava a jogar com o capacete muito definido, eu jogo mais transparente. Mas vai ser um bom jogo, que deve aproveitar muito bem o comando, se tirarem o lock on ( devem tirar ).
sim, tiraram o lock-on, agora usa um sistema de "caixa" para o comando da Wii, que é a melhor tentativa até agora... É que não se pode meter o comando com sensibilidade demais senão a camara fica tipo "shaky cam", mas por outro lado também não pode ser algo estático e sem reação...

Wii and First-Person Control

If E3 2006 showed me anything, it's that developers are still figuring out the best possible method to present control in Wii-based first-person titles. The big ones come to mind. Red Steel. And, of course, the highly ambitious and cool Metroid Prime 3: Corruption. I want to say that the control schemes in both games are perfect, but in my experience, they aren't. Good, sure, but not quite there. Let me explain a little further.

Let's start with an in-game screenshot of Metroid Prime 3.

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Okay. Before we go any further, think first about the control setups in Metroid Prime and Echoes. You moved Samus about with the left analog stick on the GameCube's controller and you aimed by holding the R button and using the same stick to manually do so. A bit primitive -- people often whined that the game lacked a traditional free-look -- but it worked.

Thing is, with Prime 3, the new Wii-mote begs to break the tradition, but Retro -- and, for that matter, Ubisoft -- are holding true to it. This is because Red Steel and Prime 3 utilize similar control schemes that enable gamers to manually aim within the confines of an invisible square box, but as soon as their reticule leaves said box the view begins to turn. Seems like this method could work just fine, but in practice it feels a bit clunky, which is why I'm not sure why both developers are using it.

Here are some more pics, this time with some modifications courtesy of yours truly. In the screen below, I've illustrated how this invisible square box works.

n-query--20060516094211925.jpg

As long as you stay inside the box with your reticule, you can manually aim with pixel-perfect accuracy. But as soon as your recticule strays beyond the box into the right, left, top or bottom fields, you're in turn territory. In other words, the whole screen finally turns. This method functions, but it makes quick 180 turns impossible. You'll never be able to get over there quick enough for anything that resembles PC mouse-and-keyboard responsiveness. And furthermore, if, by chance, you could, you might find yourself stuck turning and unable to quickly or accurately get back into the center field. You dig? You should because these are some of the issues I ran into while playing Prime 3. And don't get me wrong, it's still awesome.

What I'm wondering is, why aren't Retro and Ubisoft going with a control scheme that directly rips off a mouse-and-keyboard setup? Observe in the pic below:

n-query--20060516094210784.jpg

Look. You turn the Wii-mote and the entire screen moves with you. This feels like a mouse-and-keyboard setup, which is tried and true. Why not go this route? The only reason I can think of is because the Wii-mote is so accurate that if you do this, your screen will shake with every tiny gesture and every time you (accidentally) shake your hand or change positions. I could see how this could be problematic, but rather than throw out the scheme, I think developers would be better off to write some code that considers these accidental gestures and overcompensates for them. Tries to ignore them or balance them out, in other words. This way, you could have the best of both worlds.

I think it's only a matter of time before a developer hits upon this correctly and totally proves without a doubt that the Wii-mote is the best thing ever for first-person games. My fingers, though, are crossed that Retro and Ubisoft figure it out first. I have high hopes for Red Steel and I'm already convinced Prime 3 is going to be amazing. But with perfected control methods, each could be that much better.
Fonte: http://blogs.ign.com/Matt-IGN/

quanto à diferença grafica... acho bastante grande mas não faz de modo algum o MP1 e 2 ficarem na vergonha; têm graficos optimos e provavelmente sempre terão.
 
Hmm interessante o esquema de controlo, mas também prefiro ( teorizando ) a 2ª hipotese de controlo que ele fala, a imitar a combinação rato teclado, parece-me mais natural tu com a matraca moveres a personagem tipo wsad e depois activares um botão fazer strafe ( ou seja igual até agora, só que ou com o motion sensing da matraca a traduzir-se em movimento o que pode ser um bocado dificil de coordenar ou dar opção aos mais tradicionais/menos coordenados de usar o analógico da matraca ). E com o remoto teres um free look verdadeiro, no qual podias ajustar a sensibilidade tal como fazes num rato em qualquer fps e podias se te apetecesse apenas com o movimento do pulso fazer aim ou se tivesses com vontade, por menos sensibildade e usar o braço.

Ou então, nos primeiros tempos os programadores incluirem nos jogos opções de configuração da maneira como quisesses jogar o que penso não ser dificil de maneira a agradar a todos.

Enfim é esperar para ver, o comando continua a ser o aspecto da consola que me entusiasma mais para a comprar.
 
Novas informações

The mag even has an interview with Retro Studios, asking them about Metroid Prime 3: Corruption. This interview takes place after E3, and includes some exciting new info. Fozziebear53 sums up the key points of the article for us.

“Demo was impressive, intense, and once we became used to the mechanics, a blast to play”

“New Corruption mechanic having to do with ‘phasons’”

“Implimenting a ‘Weapon stacking’ system similar to that in ‘Super metroid’, you will be able to ’stack’ beams on top of each other in a way that you will continue to have the same power as the previous beam, but the new beam will be will be added on top”

“Context sensitive events like in RE4″

“No (or very little) scanning, more focus on interaction with motion controls” (this art is sort of vague)

“Can’t discuss plans for speaker at this time”

“No multiplayer freatures planned, but very excited about Wiiconnect possibilities”

“New costumes for samus (not functional but just for looks)”

“set ‘a few months’ after the events of Prime 2″

“no hunters from ds version in the game but ‘plenty of new hunters’ in prime 3″

“Hardcore Gamer Magazine: In terms of graphics I know the Wii isn’t trying to push the boundaries of next generation with visuals, but how would you compare it to the previous titles on Gamecube? Are you guys adding new technical bells and whistles?

Mark Pacini (Retro Studios): The graphics have been upgraded considerably. We have more memory, and with the new GPU/CPU architecture, you’re going to see a very noticeable difference in the quality of visuals.”

 
Ridley disse:

Muito bom, oxalá se torne habito. :D E um novo suit para a samus é sempre bem vindo ^_^

wiiscr53.jpg

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Hands-on Metroid Prime 3: Corruption

Retro Studios becomes the first developer to prove the potential of the Wii-mote with first-person titles.

September 14, 2006 - Readers have almost certainly heard the news: Metroid Prime 3: Corruption has been delayed into next year. Not exactly the development we were all waiting to hear. However, we do have some spectacular news to report, too, which is that Retro Studios has become the first developer to prove the potential of the Wii-mote with first-person titles. Corruption was sometimes-clumsily controlled at E3 2006, but thanks to a new control method designed specifically for pros, that's no longer the case.


As we played a new single-level demo of the Prime 3 at Nintendo's Wii event in New York City, the game's designers came upon and told us that we absolutely needed to try the new "expert" control mode. They explained that they hoped it would satisfy our cravings for first-person maneuverability similar to a mouse and keyboard configuration in FPSs on the PC platform.
We started up a new level where heroine Samus Aran explores a vast space station and immediately switched to expert mode. We're happy to report that it simulates the accuracy of PC first-person shooters almost perfectly, and we found ourselves soaring through levels, zipping around corners, pulling quick turns and zapping down enemies with pinpoint precision without seconds. Simply put, Retro has nailed it - and it makes the wait to 2007 for the game that much more difficult. We're not kidding when we write that Prime 3 feels like a brand new game with this control.

The latest level looks quite a bit more gorgeous than the two missions on display at E3 2006, both of which were also present again in addition to the third. In it, Samus treks through another futuristic station as it floats through the galaxy. She encounters a variety of old and new space pirates, must user her morph into ball form in order to navigate in-wall passageways, use bombs to blow away barriers, and more. Again, players will use the Wii-mote as an extension of Aran's hand to open some doors. Hit the A button and near some locks and the option to thrust Aran's arm forward and into the object, which can then be twisted and turned with a gesture, feels as responsive as ever.

Some of the game's in-game cinemas are very atmospheric and impressive. In one scene, Samus must go into morphball mode and drop a bomb to propel herself into a nearby airlock. When she triggers the airlock, a cut-scene ensues that shows the character jettisoned into space, where she floats underneath a gigantic ship and eventually grabs onto a protruding lever and pulls herself back in through a gap in the structure. It looks absolutely fabulous - and you'll be able to see it for yourself in some of our movies coming soon.

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Samus is controlled with the analog stick on the nunchuck attachment; its Z button makes her jump and double-jump and the C button rolls her into morphball form. The Wii-mote, meanwhile, is simply aimed at the screen for near-perfect accuracy. The process of turning - an issue in previous builds - is no longer problematic with the inclusion of expert control. Pressing the A button fires her weapon and the B trigger is still used for locking onto enemies.

The game is not yet running in 16:9 widescreen mode, but Retro is still looking into it. It does, however, support progressive-scan. We have to say, the new level looks great. Texture resolutions have been bumped up, bloom lighting complements areas, and the particle effects system is better than ever. Really, watch our latest videos and we think you'll be pretty impressed. The game runs for the most part at 60 frames per second, but we did notice a few spots where the fluidity dipped.

After E3 2006, our optimistic outlook on Metroid Prime 3: Corruption transformed purely into hope that Retro would not overlook the controls. But our optimism is back and stronger than ever. There is no doubt in our mind now that Prime 3 is going to play and look great when it finally arrives next year. Samus officially joins Galaxy and Brawl on 2007's must-have list.

Videos:
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-> http://media.wii.ign.com/media/748/748547/vids_1.html
 
Última edição:
David Yarnton: A Mouthful of Wii
We grill Nintendo UK's David Yarnton about Metroid online, region coding, and European Wii plans.

UK, September 15, 2006 - While cruising Nintendo's big event in London today -- the last of this week's three announcement shindigs from the Big N -- we tracked down Nintendo UK General Manager David Yarnton to talk about launch strategies, region coding, taking Metroid online, and the relevance of Nintendo's competition.


IGN: So congratulations - after all the ridicule, the second guessing, the doubt - you're now on the eve of launching something which even your competition recognises as revolutionary. You must be feeling more than a little validated?

David Yarnton: [Laughs] Well I suppose congratulations may be a bit premature, as we have haven't actually gotten it out to market quite yet. But everything's going to plans, and it's great to be able to finally announce the launch date and price finally -- £179 here in the UK, which is great value.

IGN: Right. Platform holders have always looked at Europe as something of a third market, but the tide seems to be turning with a close as damn simultaneous launch finally. Does Nintendo intend to continue with simultaneous launches for software and online services?

David Yarnton: We've been working for a long time to try and ensure that the European launch is as close to simultaneous as we can. Europe is now, I think, reaping the benefits of the success that we've had here. We've sold six million DS units in Europe already, but another classic example is Brain Training - where here we've sold half a million units in five weeks, as opposed to in Japan where it took seventeen weeks. The success we are having Japan, we are replicating here, and in some instances bettering. Europe is a very important market for Nintendo.

IGN: We've been hearing more about the online system 'Wii Channels', which, like the Wiimote itself, draws on the mass market familiarity of TV. To what extent can we expect to see localised, territory specific content on these channels?

David Yarnton: Very much so. And one of the big things we're looking at it not only for it to be local content, but to have the ability to customise the experience for the whole family.

IGN: And there were a lot of blank spaces on that Wii Channel menu we saw, obviously there are plenty more services to be announced - assuming these are more mass-market oriented can we expect to see European specific content for this as well?

David Yarnton: We've left our options open with regards to that, and we will develop… there'll be new information coming out as far as other channels being announced over time. This is just a taste of what to expect.

IGN: There's not a whole lot of Nintendo branding attached to Wii - is this a deliberate strategy? Are you trying to market Wii as almost a stand-alone product?

David Yarnton: If we look at the games market, there's been a 30% UK household penetration to date - people come and go, they bored with what it is, they have more pressing things to do with their time. The games are pretty much same-old-same-old. So we want to create a new image of videogames, not of the individual in their bedroom playing games along, but as a plural, multiple people playing as in 'Wii'. And it's nice and short and sharp!

We wanted it to be quite neutral in the feel of it, so that people would be put off and say "well, that's a video game. It's more about well, I may want to play a bit of tennis, or golf, or even cooking. But then another group may say well, I play Wii because I can play Zelda, and I can play Mario.

IGN: There's been a lot of talk about Wii being the 'second console' for 360 and PS3 owners. How do you feel going up against the Xbox 360 this holiday season? Do feel like you're really competing for the same pounds?

David Yarnton: It's been fantastic that both our competitors have endorsed the Wii as something to buy. If Wii wasn't revolutionary and something different, they probably wouldn't be saying that. We're not really head to head, because we're appealing to a much broader audience.

IGN: And how does the PS3 being delayed into 2007 affect your launch?

David Yarnton: Whatever stock we've got coming we'd probably sell either way. Whatever else is on the market probably isn't a concern for us at this stage. I think the retailers might even be happy because it just ends up not being as complicated for them.

IGN: Speaking of retailers, is there a specific launch allocation for Europe yet?


David Yarnton: We've announced 4 million for the launch period, but we haven't drilled down further than that, no.

IGN: Is the plan to keep Wii games region free? How about the online service - will users be restricted to UK content, or will they be able to dip into say Japanese services if they prefer to?

David Yarnton: The Wii will be region-coded.

IGN: There was a report we had out of the US…

David Yarnton: No that was a mistake… games and online services will be region coded.

IGN: How will social networking be handled? Will there be anonymous friend codes like on the DS network, or will users be able to choose recognisable IDs like on Xbox Live?

David Yarnton: More details on that will come out closer to launch. But you will be able to play online, so for example with Metroid you will be able to play against friends online… [editor's note: at this point the Nintendo PR rep steps in to assert that Metroid has not been confirmed for online play].

GN: Obviously Nintendo has built world class internal and 2nd party studios in Japan and the US - will there come a day when Nintendo might invest in UK studio talent again?

David Yarnton: There's a lot of talent out there that we'd like to support, but we don't want to be pinned down to any one specific area. If you buy a company as such, the development and the success of that company is only as good as its last game. And the people behind it. So all you're buying then is basically a name, because if the key staff leave, you're left with nothing.

But yes, I've been getting phone calls from companies that wouldn't normally phone up, wanting to talk about publishing for Wii - we know that a number of studios have actually turned around their development from PlayStation over to Wii because they understand the opportunity.

IGN: So lastly - its four months on from E3 - have you got used to the name yet? Do you think the slightly more cynical UK audience can learn to love it?

David Yarnton: We never had any issues with it. It encompasses what we're looking at in terms of social gaming. I think most people over it. There was some fanfare from some people who were giggling about it, but I can also just imagine them in a classroom giggling about some new word in a book or something like that. Most people have accepted the fact that's a very catchy name.

http://wii.ign.com/articles/732/732728p1.html



online confirmado?


Novos vídeos

http://media.wii.ign.com/media/748/748547/vids_1.html
 
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