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Post by kirbychu on Jul 19, 2010 17:16:08 GMT -5
I never skip cutscenes even if I have seen them before, but I still think making them unskippable is stupid. Plenty of people play games just to shoot shit, and they shouldn't be forced to sit through the cutscenes if they're not interested.
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Post by Dances in Undergarments on Jul 22, 2010 6:33:51 GMT -5
There's absolutely no reason to have unskippable cutscenes. None whatsoever. Fix that shit.
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Post by Deleted on Jul 22, 2010 11:35:04 GMT -5
There's absolutely no reason to have unskippable cutscenes. None whatsoever. Fix that shit. Especially if I don't feel like sitting through whatever "character development" they give Samus...
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Post by superpoppybros on Jul 22, 2010 13:48:08 GMT -5
Here are the off-screen, shaky cam footage M:OM gameplay videos from Comic-Con (same footage from E3 though). We can hear Samus voice more better now, I actually kinda found it alright, feels like some sort of personal audio (with a robotic touch) diary in terms of vocabulary choice and delivery. SPOILER WARNING -- the following footage does have some cutscenes that may be better seen for yourself on your own TV screens. - MDbmetroid-database.com/?p=newsarch&id=333
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Post by Fryguy64 on Jul 23, 2010 3:24:29 GMT -5
I never skip cutscenes even if I have seen them before, but I still think making them unskippable is stupid. I used to happily sit through a cutscene several times until it was beaten, so long as the cutscene wasn't too long. Then, 7-8 years ago, I encountered... "Ee-Oo-Ah-Ah Not Clayton!!"Damn you Kingdom Hearts and your unskippable cutscenes no matter how many times you've had to sit through them in one sitting! I'll happily sit through a cutscene the first time, and I am just as annoyed by one-button-skip cutscenes when you're watching them for the first time. A cutscene usually comes sandwiched between one hard bit and a hard bit... so it's a good time to rest your gnarled controller fingers by placing the controller down carefully, making sure not to push any of the 400 face/shoulder buttons or activate any movement sensors, cutting the cutscene short and making you frantically pick up the controller - not knowing the point (e.g. picking up clues about weak points) and still with tired, aching fingers. It's games like that that tend to auto-skip the cutscene next time, so you still don't know what to do. Super Mario Galaxy had a good system of making you sit through its (very short) cutscenes once, then making them skippable after that. Of course, it would be nice if you could skip them after turning the game off and on again as well
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Post by superpoppybros on Jul 28, 2010 0:43:26 GMT -5
New trailer(in japanese), called 'story' trailer.
Did anyone else see Ridley in here? I thought I did.
Good trailer and nice to see the Grappling Beam in action.
But it is really annoying with even 4 more characters (those soldiers beside Higgs and Adam) introduced now, I was under the impression that they were just gonna be nameless minor human characters and Adam and Higgs were gonna be the important major ones.
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Post by Koopaul on Jul 28, 2010 0:53:06 GMT -5
Well during the interview they said the cutscenes and gameplay intertwine so deeply that it probably would screw things up a bit.
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Post by Deleted on Jul 28, 2010 1:53:44 GMT -5
Jesus, all those extra characters just make me think of the cast for Halo ODST. The game itself is pretty good, but who gives a crap about the marines? Like, the only Halo characters worth knowing are Master Chief, Arbiter, Cortana and Sgt. Johnson, not the footsoldiers. Same thing applies here, because there's only a handful of Metroid characters you need to know about: Samus, Mother Brain, Ridley, and, for the Prime trilogy, Dark Samus.
(Though I'll be honest and admit I have interest vested in the ODST character played by Nathan Fillion, because he's, you know, played by Nathan Fillion.)
Ugh. So long as they aren't a permanent fixture, I guess I can deal with it. Last thing I want is to deal with escort/keep the entire team alive missions in a Metroid game.
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Post by superpoppybros on Jul 28, 2010 16:13:36 GMT -5
Team Ninja and Nintendo discuss Metroid: Other M gameplay, story, theater mode and minimum loading. www.1up.com/do/newsStory?cId=3180610gonintendo.com/viewstory.php?id=131626The following information comes from a Famitsu interview with Team Ninja's Yosuke Hayashi and Nintendo's Yoshio Sakamoto... "Sakamoto wanted to make a 3D action game that could be played with a single Wii remote. The concept was 'the latest in gameplay with the simplest of controls.'" - Team Ninja leader Yosuke Hayashi
"We had decided how many buttons to use from the planning stages, and I think Team Ninja went through a lot of trial-and-error with the controls, getting them right without increasing the number of buttons. There were a lot of things that couldn't be done here without the first-person view that Metroid Prime used. That's why we have the search view that lets you examine your surroundings from a first-person perspective and fire missiles. I think it provides the sort of gameplay that's only possible with the Wii remote. If you come across something that seems suspicious, that's your cue to try switching perspectives. We intended to have a lot of that searching aspect because that's what Metroid is known for -- Metroid games have unique map structures and lots of hidden corridors, and I was worried that Team Ninja would have trouble grasping the concept at first, but the know-how involved went over loud and clear and I'm impressed with the results." - Yoshio Sakamoto
"I think Metroid is all about having suspicious-looking hiding places and finding items there. There's nothing unfair about how we hide them -- they're hidden in places you can spot once you think it through a little, and that's what makes finding items fun in this game." - Yosuke Hayashi
(How many item pick-ups are there?) "As many as there are in any other Metroid game. I think you'll only find about 30% of the pickups in a normal plalythrough." - Yosuke Hayashi
"We're making this game so there's no obvious seam between the cutscenes and action parts, ensuring the player isn't cut off from the scene and can get into the story. Doing that required us to keep that concept in mind all through the motion capture process; you can't tell if it's working until you actually make everything. We couldn't re-do the motion capture afterward, so I was really anxious after it wrapped up." - Yoshio Sakamoto
"We set it up so that there are as few 'now loading' displays as possible. We want the player to get into the story and not feel cut off from it emotionally, so we were careful with that aspect of it. I think we've been able to set up the game so that players can forget that loading is taking place entirely. Even saving the game is a seamless process here, which I think makes it a very comfortable and addictive experience." - Yosuke Hayashi
"There's a 'theater mode' that lets you view all of the cutscenes linked together seamlessly as a single movie,. We placed just as much weight on enjoying the story as we did on the action aspects of this game, but it's hard to fully communicate a storyline in a video game with just one playthrough. At the same time, though, it's asking a lot of players to beat the game twice to get it all, so that's where the idea for that mode came from. It lets you make a lot of discoveries, things you missed or dialogue that makes more sense in retrospect. I hope it helps people understand the story better." - Yoshio Sakamoto - theater-mode movie is about two hours in length - divided into chapters like a DVD - includes pre-recorded gameplay bits, instead of your own gameplay "I wanted to do that, but we're using our own sample play data instead because that's also a way of giving the player hints -- like, you can beat this particular boss this way too, and so forth." - Yoshio Sakamoto
"Samus has not been portrayed externally in 3D all that much, so there weren't many previous examples of how her movements and attack stance should look. As a result, we had a trial-and-error process for figuring out how to show off her assorted actions in 3D. We originally had scenes with Samus getting blown away in flashy fashion by enemy attacks. Nintendo didn't want that to be emphasized, but if Samus isn't 'selling it' that way, then that'll make the enemy's attacks have less impact -- it won't mean as much when Samus defeats the enemy. Eventually Nintendo saw it our way, and we had the freedom to do what we wanted there." - Yosuke Hayashi
"In making this game, I wanted to tell action-game fans that this is Team Ninja's newest game without feeling embarrassed to do so. At the same time, I also think that people who've drifted away from the genre can get a taste of what makes action games fun once again, so I'd love everyone to try it out." - Yosuke HayashiSo the cutscenes are only 2 hours combined huh? Nice, now this is what I needed to hear to calm down my worries about the cutscenes.
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Post by cheatmaster30 on Jul 28, 2010 16:46:58 GMT -5
The part about no or minimal loading screens was kind of expected, but I'm glad it's true of this game like most of Nintendo's other games.
The two hours combined of cut scenes? Not as bad as I thought, which is good, although I worry about how it can combine them and sample gameplay into a 'movie'. Part of me thinks this sounds like they're trying to make a movie first, game second.
30% of items found in normal playthrough? So basically, lots of awesome weapons and items, and 100% completion? Yeah, Metroid fans will love this.
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Post by Koopaul on Jul 29, 2010 0:28:35 GMT -5
I must say I'm gonna miss Retro's Space Pirates. They were just so much better looking that these... Bird crabs?
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Post by superpoppybros on Jul 29, 2010 1:20:29 GMT -5
Major JP M:OM site update, Iwata Ask and new videos. I just let Metroid Database do the talking here metroid-database.com/?p=newsarch&id=338"So I check the Japanese Metroid: Other M website at 9 AM this morning after the Minna no Nintendo Channel update and it's all old stuff. Come back this afternoon, and there's LOTS of new things! This includes a much-desired high resolution version of the "Action & Story" trailer as well as some new gameplay footage in the 'Action' section - including footage of a giant monster from the arctic region. The story section has been updated as well with a recap of Metroid, Metroid 2, and Super Metroid as well as the game's intro cutscenes. There is also a MASSIVE Iwata Asks interview with Mr. Sakamoto, Mr. Hayashi, and Mr. Kitaura which contains a good half-dozen new videos spread throughout. The new footage is direct feed from the jungle, station, and forest zones - including an underground area with some unsettling seismic activity - giving a good sense of the audio as well as some of the moves Samus can make. The interview seems to be covering a lot of territory already discussed in the Minna no Nintendo Channel video interview we recently translated (controls and sense move, cutscene flow, Samus' appearance), though a quick-and-dirty glance through the ever-hilarious Google translate reveals some interesting comments on the third page regarding the production of the cutscenes (300 storyboard images!) and the importance of eye movement for character expression. Hopefully Nintendo will provide us with a translation over the next couple of weeks... M:OM official site: metroid.jp/Iwata ask: www.nintendo.co.jp/wii/interview/r3oj/vol1/index.htmlVideos can also be seen here: gonintendo.com/viewstory.php?id=131726Also, arcorrding to this GamesRader impression: "When Samus bites it, her Varia Suit flickers out of existence and leaves her frail Zero Suit form for the monsters to snack on"gonintendo.com/viewstory.php?id=131709I'am pretty sure they mean a death sequence, didn't at least one of the 2D Metroid games use the same death sequence?
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Post by Koopaul on Jul 29, 2010 1:35:02 GMT -5
I like how the recap completely ignores the Prime games. And by "like" I mean totally pissed off. You see I knew this would happen. Sakamoto was very snarky in his reply about the Prime games. Making them sound insignificant to the greater of the series.
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Post by Leon on Jul 29, 2010 2:33:43 GMT -5
Metroid Prime doesn't need to be mentioned. Those games do nothing to explore the relationship between Samus, Mother Brain, and the metroids.
I love the new trailer, it looks amazing on the official website. Sakamoto has really out done himself this time.
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Post by Koopaul on Jul 29, 2010 15:44:47 GMT -5
Still the whole "Episode 1" "Episode 2" thing sorta implies something.
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