A9VG电玩部落论坛

 找回密码
 注册
搜索
查看: 2606|回复: 8

Preview Metroid Prime 3: Corruption

[复制链接]

精华
39
帖子
20880
威望
42 点
积分
22629 点
种子
0 点
注册时间
2004-5-5
最后登录
2010-7-23
 楼主| 发表于 2007-7-16 22:33  ·  北京 | 显示全部楼层 |阅读模式
需要翻译,收藏先

Metroid Prime 3: Corruption


Format Nintendo Wii
Developer Retro Studios
Publisher Nintendo
Genre Action, Adventure
15-Jul-2007 We flew to Frankfurt to go hands-on with what could be the greatest Metroid yet. Giant shoulderpads - activate!
10 CommentsTo seasoned Primers, a warning. Never has a game's subtitle been so apt. Just as Samus faces infectious Phazon (neon-blue, mutagenic - very nasty) trickling through places you really don't want Phazon trickling, we find the tried-and-tested Prime formula corrupting along with it.

Famed for their eerie all-alone atmosphere, past Primes prided themselves on casting Samus into hostile environments without a friend in the world. For some, the mere inclusion of talking statues in Prime 2 was too much of an encroachment on the solo gamer sanctum - bad news for them, because Corruption is shaping into a bustling epic of Star Wars proportions.

Advertisement:
Upping the aliens
Entering the opening level - a Galactic Federation battleship - we were sure we'd fallen victim to some bizarre game-morph phenomenon. Reminiscent of countless FPS openers (Half Life and Doom 3 to name two), it presents the normalcy of a techno-environment disrupted by unforeseen circumstances (check 'Mother Goose' for spoilers). Before all hell breaks loose - the ship attack previewed at the Wii launch event - you're moseying through a social environment. In Metroid terms, this is more alien than the swamps of Tallon IV.

Marines throw you a how d'you do, and others form stars in their eyes, squeaking with enthusiasm as they meet their favourite bounty hunter. "Oh Samus, such a pleasure to meet you," they gush. Samus, on the other hand, we half expect to break into a cold sweat at the idea of human contact after so much time alone.

This quiet moment lets you soak in the beauty of the control scheme - the tightest and wisest Wii FPS setup yet. With varying levels of invisible box-dom, we select advanced - a tight invisible box with near one-to-one pointer/perspective shifting. She turns just when you would want her to turn - all that mouse-and-keyboard-equalling big talk is justified. When you see how the aiming speed lets you juggle cargo crates in the air with rapid blasts, you may as well stamp your old GameCube pads to pieces - you won't be going back.

The implications are great - pin-point shooting allows for foes that would have been merciless with analogue sticks. Retro Studios can confidently chuck 50 scuttling nasties at you instead of three, and shielded enemies no longer politely sit around with massive 'shoot me' signs flaring up - when they reveal their weaknesses, it's only for a second. Sound hectic? It's not, thanks to the controls. 'Hand interactions' are just as smooth. Heaving out the door locks, rotating and slamming them back in is brilliantly rendered by tight one-on-one control mapping. The remote may be a white oblong in your hand, but it may as well be Samus' severed arm. And they've added more. Door locks now need key-codes, typed in with a pointer-aimed Samus finger. Plonking away on keypads or poking buttons inside Samus' ship make for immersive fun, though strictly context-sensitive finger appearance means no eye-poking moves are available. For shame.


Going through a phazon
Well, the opening battleship attack and subsequent planet Norian generator maintenance - a terrific sequence that sees four bounty hunters trying to prevent a Phazon monolith from ploughing into the surface - are more of an extended opening movie than game proper. However, even these levels have parts we can't wait to return to and explore once we have the correct weapons. A trip to the Elysia-based Skytown reveals the Prime we know and love.

Bounding between Bespin-ish aerial platforms shows you that the best FPS jumping ever conceived hasn't been lost in the move to Wii, blasting any doubts over Corruption's integrity from the mental airlock. A Chozo-built network of aerial temples, Skytown presents all the clambering we'd been hankering for during the largely corridor-based opening levels.

Grapple-beam a zip line with a nunchuk flick forward and you're whipped rollercoaster-style from the platform. Below you, gorgeous pink clouds - sure to delight shepherds - ooze into vast electrical storms where bloom lighting rubs shoulders with the never faltering framerate.

Skytown's interiors reveal the swankiest Wii visuals seen yet. Ornate murals flow over the walls, and Chozo-designed contraptions - hulking steam-punk cogs mixed with Egyptian mysticism - whirl into life as you press your hand to glowing control pads. You're not alone. Armies of mechanised cleaners tootle around dusting up after their long-gone masters. Scanning some reveals hidden data banks - the reams of scan-friendly data haven't been sacrificed for the more talky approach.


Disappointingly, scanning is one of the clumsier control aspects. Holding minus brings up your visor menu, and the pointer handles selection. Having to aim - albeit only slightly up - over and over again just seems clumsier than flicking on a control stick for swapping. Couldn't they have mapped visors onto the D-pad - currently only used for a missile launch - with a quick tap of down?

Among Skytown's inhabitants you encounter new foes: tinbots - makeshift gangly robots that wouldn't look out of place in a Doctor Who episode. With neon green ring lasers - so 1950's sci-fi we expected Robby the Robot to appear as a boss - it seems that Metroid has lightened up a tad and learnt to have a bit of fun.
Deconstructing tinbots limb by limb is easy enough until steam lords enter the picture - invisible flying tinbots with the capability to rebuild fallen comrades.

Grappling with the boss
The bosses we saw (three in as many hours) are probably the least tinkered-with aspects. Revealing a weak point after a cunning mix of attacks and dodging - and, in the case of a Defence Mechanoid, grapple-beam eye-pulling - they're the patience-testers we know and love. They're more ambitious than before - Ripley tries to swallow you in morph ball form before you finally begin the awesome tunnel freefall we've seen in countless trailers (it plays as brilliantly as it looks) - proof that Retro aren't dumbing down.

Boss fights do, however, reveal a slight mishandling of the lock-on. Maybe we had a dodgy nunchuk, but the Z-button-controlled lock-on seemed to break whenever we turned too violently. Unlike GC Primes, in Corruption it locks your direction, not your weapon, towards enemies. The thinking behind this is fine - keep track while firing at multiple targets - but finding ourselves with our back to a boss due to a lock-on flump was disconcerting.


A few minor complaints remain. Much has been made of grapple-beam attacks, but in practice it's just a context-sensitive nunchuk wiggle. If the game wants you to use the grapple, you have to - a formality in a franchise that usually champions choice. Same goes for the ship control visor. Currently it summons Samus' ship to docking points as makeshift save points. There's got to be a more hands-on ship function later in the game - we'd love to see some player-controlled gun turret action - but we'll have to wait and see.

These niggles aside, it's hard to contain our excitement about this. If this is corruption, who the hell wants to be pure?.

精华
1
帖子
729
威望
1 点
积分
846 点
种子
0 点
注册时间
2007-6-3
最后登录
2019-8-12
发表于 2007-7-16 22:38  ·  广东 | 显示全部楼层
这是哪国蚊子?????????

精华
1
帖子
729
威望
1 点
积分
846 点
种子
0 点
注册时间
2007-6-3
最后登录
2019-8-12
发表于 2007-7-16 22:39  ·  广东 | 显示全部楼层
原来是英语 刚才被个不认识的单词吓到了...

精华
39
帖子
20880
威望
42 点
积分
22629 点
种子
0 点
注册时间
2004-5-5
最后登录
2010-7-23
 楼主| 发表于 2007-7-16 22:42  ·  北京 | 显示全部楼层
Hands-on: Metroid Prime 3
Posted Jul 16th 2007 9:50AM by Andrew Yoon



Nintendo fans, rejoice. Metroid Prime 3 is going to be the best Metroid Prime game yet. It's been burdened with the enormous task of fulfilling Nintendo's promise of providing unsurpassed FPS controls through the Wii Remote and Nunchuck. Surprisingly, Metroid Prime 3 has more than delivered in this near-final E3 build. Not only do the controls work exactly as we'd like them to, Retro Studios has surprised us by fleshing out the Metroid experience with its most ambitious story yet.

Long-time Metroid fans will appreciate the game's opening moments. We're taken inside Samus' trademark space ship. Have we ever been here before? Interfacing with the ship through the Wii Remote certainly felt exciting, allowing players to control Samus' ship -- something we can't remember ever doing in the series' history. Players will touch various panels within the ship, and pull a lever, providing a simple facsimile of piloting a real space ship.

As you dock your ship in a battleship, you'll meet a small army of NPCs. Imagine our surprise when they referred to Samus' previous exploits, fully voiced. In the game's opening moments, Samus will be able to interact with characters that feature full voice acting, seemingly a rarity in modern Nintendo-published efforts. We appreciate the series attempting to connect Corruption to the previous Prime games, but we have to admit that the heavy-handed nature of the story caught us a little off-guard. Watching the Galactic Federation talk about the conquest of the Space Pirates made us think we were watching Halo 2, not a Metroid Prime game. However, Metroid purists need not worry: Samus still goes on as a mute.


Gallery: Metroid Prime 3: Corruption



The calm that resonates in Corruption's beginning can only last for so long. Obviously, trouble is brewing, and a virus attacks the Federation network. Samus must quickly return to action. There are now three control options: Basic, Standard and Advanced. By default, the game runs with Standard controls, but we found the Advanced method to be the most satisfying. In Standard mode, players will move the Wii Remote and lock on to enemies much like they have in previous Prime games. However, in Advanced Mode, players will be able to move the Wii Remote freely, and have their in-game view move simultaneously. Gone are the bounding-box problems of previous Wii FPS titles. Advanced Mode makes navigating a first person environment a joy. For example, in Red Steel, players struggled to look left or right quickly, because the cursor would not move the view. This issue is completely resolved in Advanced Mode, making it the most accurate recreation of FPS mouse movement we've seen in a Wii title so far.

Samus' newfound agility makes the shooting element in the Metroid series much more challenging, and much more fun. In Advanced Mode, players can choose to have the camera lock on to an enemy, but the player's aim can move independently from lock-on. Players will have to precisely aim, instead of simply relying on the lock-on. The multiple control options should allow players of all skill levels to play the game.





Less than thirty minutes into the game, we've acquired the ability to fire missiles, and we have our Scan Visor ready. The game then tests our skills in a boss fight that requires truly precise aiming. The massive enemy that looms over Samus has glowing red shoulders which must be targeted and destroyed. Only then, will the enemy launch an attack made of Phazon, which must be fired back at the enemy to reveal its final weak point. Aiming at the shoulders would have been much easier with lock-on, but we enjoyed the challenge of having to jump around attacks, and over shock waves whilst firing away at the weak point. It should come as a testament to the controls that this was all possible, even if it did take a couple of Game Overs to ultimately win. Hitting the oncoming projectiles was an absolute breeze thanks to the Wii Remote's quick responsiveness. If there is one qualm we'd make about the revised controls, it has to be the missiles: pressing Down on the D-Pad in the midst of a heated battle still feels awkward to us. Thankfully, it wasn't too necessary in the first boss battle we encountered.

After the boss battle, players will see Samus make a brilliant escape to her ship. (We don't want to spoil it to our readers.) When we arrive on Samus' ship, we must make way to our next destination. Once again, we were caught off-guard by something we didn't expect: the incredible size of the world map. It looks as though Prime 3 will provide Samus with the greatest variety of locales to explore. Our next destination made just a small portion of a map that we're sure will encompass a small galaxy. Nintendo promises that each of the multiple worlds that Samus visits in Corruption will be fully realized. Color us impressed! Certainly, that's a relief to hear after the somewhat stagnant and repetitive Metroid Prime 2: Echoes on Gamecube.

The next part of the demo continues in an area we've already explored in last year's E3 presentation. The same ideas were reiterated: the Nunchuck was used as a grappling beam, one that could grab debris and move them out of our way. As expected, ball puzzles returned as well.





Our time with Corruption ended with a hint of things to come. Samus must deal with other bounty hunters in a story that marks the return of Dark Samus and Phazon. Phazon will corrupt the bounty hunters, and Samus will have to use a new Hypermode to fight the effects of the corrupting Phazon. We admit it: the story has us intrigued.

Although we understand that graphics aren't the most important aspect to many gamers, it's still disappointing to see Metroid Prime look the way it does. While there are new lighting effects in place, it's easy to say that Corruption still does not match the visual quality of last generation's best games. Character models are especially disappointing, missing the bump mapping found in games such as Halo 2 or Mario Sunshine. A quick glance at the game will bring warranted comparisons to the Gamecube original, and we're saddened to see Retro Studios fail to push the Wii graphically. At least it runs in 480p and widescreen.

Also, we find it interesting that Retro has opted to remove multiplayer from Corruption. While Prime 2's multiplayer was laughable, we think the new control mechanism for Corruption would've created a far better FPS experience than other Wii titles currently provide. If this is truly the end of the Prime series of games, maybe the team at Retro Studios can craft an original Wii multiplayer FPS game? One can only hope.

Both Metroid Prime 3 and Super Mario Galaxy have done a great job at reminding us that Nintendo hasn't abandoned the core gamer completely. It's been a long time since we've dusted off our Wii, and we can't wait to finally play a game meant just for us. The game will be available in late August.

精华
39
帖子
20880
威望
42 点
积分
22629 点
种子
0 点
注册时间
2004-5-5
最后登录
2010-7-23
 楼主| 发表于 2007-7-16 22:42  ·  北京 | 显示全部楼层
当然是美国蚊子了。。。。。。。。

精华
39
帖子
20880
威望
42 点
积分
22629 点
种子
0 点
注册时间
2004-5-5
最后登录
2010-7-23
 楼主| 发表于 2007-7-16 22:43  ·  北京 | 显示全部楼层

精华
0
帖子
4329
威望
0 点
积分
5191 点
种子
2 点
注册时间
2005-9-29
最后登录
2019-9-27
发表于 2007-7-17 08:55  ·  北京 | 显示全部楼层
Unlike GC Primes, in Corruption it locks your direction, not your weapon, towards enemies. The thinking behind this is fine - keep track while firing at multiple targets - but finding ourselves with our back to a boss due to a lock-on flump was disconcerting.

简单翻译:这次的锁定跟GC上面的两作不同,在“崩溃”里面它锁定的是你的方向,而不是你瞄准的敌人。这样做的想法很好,你可以在锁定主要方向的时候同时攻击多个目标,这样在BOSS战的时候就可以始终保持跟BOSS的位置感,并且可以方便的消灭杂兵,而不用不断的变化锁定目标。

看起来是不错的,但是实际操作起来效果如何还得等实际玩到以后才知道。大家讨论一下吧~~

精华
5
帖子
2220
威望
6 点
积分
2687 点
种子
0 点
注册时间
2006-1-25
最后登录
2017-9-14
发表于 2007-7-18 14:24  ·  北京 | 显示全部楼层
看起来“缩定方向”是被新的操作所改变的,要不然面对多个敌人的“只哪打哪”屏幕会晃的更厉害。

楼上头像cool~就是还不知道这个装甲的名字。

精华
0
帖子
4329
威望
0 点
积分
5191 点
种子
2 点
注册时间
2005-9-29
最后登录
2019-9-27
发表于 2007-7-18 16:39  ·  北京 | 显示全部楼层
这个不是CORRUPTION状态吗?
您需要登录后才可以回帖 登录 | 注册

本版积分规则

Archiver|手机版|A9VG电玩部落 川公网安备 51019002005286号

GMT+8, 2024-5-5 12:43 , Processed in 0.190805 second(s), 15 queries , Redis On.

Powered by Discuz! X3.4

Copyright © 2001-2020, Tencent Cloud.

返回顶部