Fun with Metroid Prime!

Grall

Invisible Member
Legend
I have played this game quite a bit by now, and Nintendo really did a number with this one I have to say. There's very few bugs associated with it considering its complexity. I haven't managed to get stuck anywhere that rolling into a ball didn't fix (only one place I needed to do that, though I'll be darned if I remember where it was), and I've never had the game hang/crash on me either. Hardly any Z-fighting going on anywhere in the game, sometimes I see some in the decals that appears after firing a gun at a surface (especially if there already are decals adorning that wall, like fungal growth in the Chozo Ruins), but even that is very uncommon.

Once I thought I had to reset the Cube because it ran dog slow, like a tenth of normal speed, but once I paused and unpaused it, it fixed itself. I had been standing in the North Atrium looking into the Ruined Gallery for a long time and the game just sort of relaxed the screen update speed. :D

Another bug happened down in the Phazon Mines, I'm not sure where. It was in one of the rooms between the generator room and the big badass boss you meet down there. This may or may not be reproducable on US copies since there aren't any Fission Metroids in the mines after you kill the boss in that version, but I went into the room and pissed off a fission troid with the standard blaster. It split and then I backed out of the room again. A purple troid came at me but since they can't pass through doorways it turned back again except it DIDN'T! The troid was floating about just around a corner together with a yellow troid, but the game considered the troid to still be just at the door. A purplish light shone there constantly and every time I tried to go through the door it bopped me out of nowhere pushing me back (and taking off some health too). Some shots with the electric gun dispatched it. Clearly the buggiest thing the game's done so far.


One fun thing one can do is run to the Control Tower in Phendrana Drifts. Kill the enemies, then position yourself between the twp purple doors. Also, use a Dolby Pro-Logic 2-compatible surround decoder for this one, hehe. Aim squarely at one of the doors with the standard peashooter. Start blasting away as fast as you can! Note how the shots bounce between the doors four times before disappearing. :D Still not a hint of slowdown even in 60Hz mode with a buttload of bolts filling the air between the doors! That show's impressive as hell of that little Cube... If you do the same thing with the ice gun (which bounces EIGHT times!), and stand right in front of one of the doors looking at the other, you will see some slowdown just when the screen is full of icy transparent clouds, but then the poor lil cube has to do a lot of work so I don't want to rag on it really. After all, you can only do SO much with the limited raw fillrate the Flipper got at its disposal. I don't complain.

For some TEV quirkyness, run to the Observatory right nearby. Stand at the top and fire towards the forcefield ceiling or whatever that is. Notice the way your shots kinda disappear when aiming right at the forcefields? Weird! If they pass across a regular wall, they show up properly, but against the forcefields they look very pale and washed-out.

Overall, after seeing what Metroid Prime does in the way of both textures and geometry and general graphics fluidity, I am surprised so few games match its overall perfection. If this game doesn't win like a million awards, I will be disappointed, heheh. Though Metroid Prime itself is a total bastard of a boss, I haven't beaten it yet. I need hints, guys! :D


So, has anyone else found any weird stuff to tell or is it just me that likes to do these sort of things, explore every nook and cranny of a game?


*G*

PS: Check out the weird lightsource that comes out of nowhere in Chamber Access right at the door to Gravity Chamber. It looks super real the way it falls on your gun when moving about!
 
I got quite pissed by the Z-fighting of the decals ( the blasts of your gun ) as they also show some hints about the background geometry being quite a bit less complex than it really is ( Metroid Prime HAs WONDERFUL art... the artists did an IMMENSELY great job IMHO enhancing the game's graphics a LOT )...

Try to aim at the ground and start spinning and shooting... do that also on "rocky/curvy" parts of the back-ground and you will enjoy tons of Z-fighting...
 
It's a rather average engine graphics-wise by today's standards.. but within the confines of it, they've pulled all the stops.

The amount of detail that they've crammed in there is rather astonishing at times!

As far as gameplay and overall satisfaction go, though.. I think that MP was easily the GOTY last year. I had lots of fun with games like RE1/RE0, Splinter Cell, and most notably things like Mario Sunshine and Animal Crossing.. but MP takes the cake!
 
The game does look fantastic, but I think it´s everything but fun after you´re done with the first half. Tons of backtracking, the combat is too basic and too repetitive, and don´t get me started on scanning (people way that it´s not necessary, but it damn well is if you´re trying to get a 100% completion percentage).

It just got so tedious, I can´t even replay it, dammit. I´m thinking of trading it for WW, I truly cannot stand it anymore. :?
 
Almasy said:
The game does look fantastic, but I think it´s everything but fun after you´re done with the first half. Tons of backtracking, the combat is too basic and too repetitive, and don´t get me started on scanning (people way that it´s not necessary, but it damn well is if you´re trying to get a 100% completion percentage).

It just got so tedious, I can´t even replay it, dammit. I´m thinking of trading it for WW, I truly cannot stand it anymore. :?

there is only backtracking if you werent smart enough to unlock the shortcuts.
 
It's a rather average engine graphics-wise by today's standards.. but within the confines of it, they've pulled all the stops.

If it ran at 30fps then it'd be an average graphics engine. But at a very reliable 60fps its anything but IMO.

BTW we don't really know what the engine is capable of graphically. All we've seen is what they implimented in the first game. The engine itself could be capable of much more.
 
Teasy: The 60fps framerate is great, but the engine itself graphically isn't the most sophisticated.

No per-pixel lighting, no bump-mapping, no reflections (that aren't scripted) no this.. no that! It's a beautiful game that uses the GameCube like every GCN game should.. but it's barely above average (by today's standards) when you unravel its technical parts. As somebody said before, it's basically a Q3-esque engine optimized for everybody's favorite 'Cube. :)

You are right, though.. Retro might upgrade the engine for MP2.

And even if they don't, I think that MP's engine was fine for the game.. *shrug* (despite my argument)
 
Almasy said:
The game does look fantastic, but I think it´s everything but fun after you´re done with the first half. Tons of backtracking,

Not really.

By the time you have to do the SERIOUS backtracking, you can whip straight through the more annoying rooms.

the combat is too basic and too repetitive,

Just ignore most enemies. :p You aren't required to kill anything except in certain specific cases.

and don´t get me started on scanning (people way that it´s not necessary, but it damn well is if you´re trying to get a 100% completion percentage).

Your overall per cent on the title screen is pickups ONLY.

There IS a 100% scan rate, but it ONLY applies to Creatures, Pirate Data, Chozo Lore, and Research. You don't have to, say, scan every single console in the Pirate installations.

It just got so tedious, I can´t even replay it, dammit. I´m thinking of trading it for WW, I truly cannot stand it anymore. :?

If you find Metroid Prime 'tedious', stay the hell away from TWW or you'll commit suicide during the longer sea voyages! :LOL:
 
Blade

If your talking about how good the engine itself is graphically then the framerate certainly comes into it IMO. But of course if you just mean that on a technical level the game itself isn't up there with a lot of the newer games technically then year I agree. Its nowhere near some of them. Though I still think its easily better then average compared to most games released at the moment. I just don't agree that the engine itself is average.

I'm not really sure what you mean by saying its a Q3-esque engine (I know that you mean its Q3-like but not quite sure what you mean by that).

BTW, I don't know if they'll upgrade the engine for MP2 or if they'll even need too. What I was saying is an engine can have many more capabilities then are actually implimented in the game its first used in. The MP engine might very well support bump mapping and loads of other effects, just because they're not in the game doesn't mean there not in the engine.
 
MP sure looks a hell of a lot better than any Q3 game ever made. The texture variety in each room and sheer geometry density is much much higher.

Also, there is some backtracking that has to be done even if you know the most optimized way through the game, that is unavoidable.

Discussing those things isn't the point of this thread though. It's for sharing weird moments or funny things to do while playing MP. All the technical or gameplay aspects have been touched upon in other threads. This is a bugs and funny stuffs only thread.


NOW, has anyone found anything that I described in my first post?

Speak up please! :D

*G*
 
Panajev2001a said:
I got quite pissed by the Z-fighting of the decals ( the blasts of your gun ) as they also show some hints about the background geometry being quite a bit less complex than it really is ( Metroid Prime HAs WONDERFUL art... the artists did an IMMENSELY great job IMHO enhancing the game's graphics a LOT )...

Try to aim at the ground and start spinning and shooting... do that also on "rocky/curvy" parts of the back-ground and you will enjoy tons of Z-fighting...
 
One of the things I liked to do was going underwater then using those bombs to thrust yourself up out of the water and create waves :LOL:
 
panajev2001a:

Doing that spinny thing is going to cause Z-fighting on even a full 32-bit Z buffer.

You're basically forcing like 10 surfaces to be completely coplanar and thus attempt to share the same literal Z value...

So what's your point?
 
I didnt mind the backtracking simply because its what metroid has always been about, just as much as zelda. Metroid and zelda share the same adventure gameplay mechanics in fact. You explore until you cant go to a location anymore because you need item X to go further, you go back to find item X, you go further, etc etc.

The only excessive backtracking i found in metroid prime was the chozo artifacts, but even then, i had found 5 by myself while playing my normal path.
 
Still that azetjé)à"ç"'éujrez giant thing @ 7%...

God I know why I love Marios so much, you're not stuck when you fail somewhere, there's always something else to try somewhere else...
 
Tagrineth, the point is that I do not like it... that it shows that surfaces are also low poly and that it does that even when I shoot few times supposely highly detailed surfaces ( rocky surfaces ) and you can see that quite well and quite frequently...
 
Eh, low poly? Surely you must be kidding mate. If there's one thing you can't say about MP, it's rooms being low poly. That's just rediculous.

Also, I can't say I see particulary much in the way of Z-fighting either and believe me, I have looked. It's happened A FEW times, not often at all. It shouldn't be a problem in anyone's book unless one is nitpicking purely for the sake of it.


*G*
 
Ok ok... I didn't mean to be too harsh... the rooms are not LOW poly, but they could still need some more polygons in the background... clever shading and texturing make appear like there were more polygons that there really are...

You can notice by observing the Z-fighting of the decals and especially by morphing to ball mode and observe the Vertex Lighting on the walls ( look at those rocky surfaces you have in some caves... )...

The Backround ar enot low poly, but several surfaces could have been tesselated finer let's just leave it at that ;)
 
Panajev2001a said:
Ok ok... I didn't mean to be too harsh... the rooms are not LOW poly, but they could still need some more polygons in the background... clever shading and texturing make appear like there were more polygons that there really are...

See also: Brilliant art direction.

See also: Nitpicking taken to the Ludicrous.

You can notice by observing the Z-fighting of the decals and especially by morphing to ball mode and observe the Vertex Lighting on the walls ( look at those rocky surfaces you have in some caves... )...

You can also notice that some edges aren't totally rounded, they seem a bit edgy... and... waitaminute, there's aliasing! WHAT'S GOING ON HERE! Oh... wait, we're working within some limits here. Oops.

I never even noticed the game was using vertex lighting...

And finally, the decals you're referring to are PRONE to Z-fighting - they're trying to be perfectly coplanar, occupying as close to exactly the same space as physically possible. As I said, even a ridiculously overprecise, standard 32-bit Z-buffer will freak out in those situations.
 
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