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At what cost does the loss of external sensors come though? In short, the PS3 controller will only detect the tilt of the controller as it is moved. The demonstration showed a guy attempting to fly a plane from the game Warhawk with it. He made exaggerated motions, which turned the plane, but the plane returned to level before he moved the controller back. This is a far cry from the sensitivity of the Wii controller. The sensor bar allows the Wii to detect the precise location and orientation of the Wii controller even when it is not moving. This will enable a much larger range of applications (such as first person shooting to name just one). Of course, the Wii controller also has an accelerometer in the analog attachment as well.
Apparently no other PS3 launch games (assuming Warhawk makes the launch) are currently designed to use the device, which was likely a last minute add on in response to the increasing popularity of Nintendo's new controller design.
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Originally posted by: Jonnyboy117
The Metroid series is about upgrading. However, that doesn't mean the abilities need to be stripped away at the start of each game so you can get them all over again. It worked fine in the first Prime because you'd never used those abilities in 3D, so they felt new. Echoes tried to avoid too much repetition by introducing some new items, but there was still too much overlap with Prime. What it comes down to is the developer's willingness to design new items and design a new world based around those new items -- allowing you to keep your old stuff, to a reasonable extent, at least. Retro needs to have more courage in creating new abilities for Samus and designing around those, a message I've delivered to them every chance I get.
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Originally posted by: Ian Sane
"Sure, you'll still get that different combat, but I think it'll be fine so long as the other Metroid factors find a way back."
Can anyone give me a good reason as to how Metroid Prime would be improved by going to this different control scheme? To me it just sounds like it would be the same thing only it would be much harder to actually hit your target. The Metroid Prime control scheme could use some tweaks here and there but I never felt that the lock-on targetting was part of the problem.
I've only played the Hunters demo but I found the controls really hard to use no matter what setup I chose and I really don't find struggling to hit a target very fun. I don't like FPS games that focus too much on aiming. I much prefer some form of autoaim so that I can focuse on dodging and shooting and not lining up my shot just so. It's more streamlined that way and thus I find it more fun. To me going with this kind of setup in Metroid Prime 3 would be going backwards. They designed the control system specifically to eliminate the need for precision aiming so that the game could concentrate on exploration and puzzle solving. Adding the need for precision aiming just doesn't make any sense. It's like the Final Fantasy active time battle system that removes the whole advantage of turn based battles. Suddenly I need skills that the original game was specifically designed to not require.
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Originally posted by: Professional 666
"PS3 graphics demonstrations"
what happened to the games =D