Retro: Metroid Prime 3 was all about proving the controller
Not only were Retro trying to make a great game in Metroid Prime 3, they also set out to prove that the Wiimote could be a viable control method for not only the FPS genre, but on the whole, apparently. And, if we had any say in the matter, we'd say they did an excellent job on both counts easily. But, it's not like they didn't run into their fair share of problems.
"When we went to Japan and first saw the controller for the first time I got really concerned because there weren't a lot of buttons," says game director Mark Pacini. But, that didn't turn out to be an issue, as most will agree the game controls wonderfully.
So, do you think Metroid Prime 3 proved that the Wii's control method is a viable solution for genres outside of minigame compilations? Or, do you think that Retro just doesn't settle for anything less than the best in what they do?
See also: Taking a stroll through Retro Studios
"When we went to Japan and first saw the controller for the first time I got really concerned because there weren't a lot of buttons," says game director Mark Pacini. But, that didn't turn out to be an issue, as most will agree the game controls wonderfully.
So, do you think Metroid Prime 3 proved that the Wii's control method is a viable solution for genres outside of minigame compilations? Or, do you think that Retro just doesn't settle for anything less than the best in what they do?
See also: Taking a stroll through Retro Studios











Reader Comments (Page 1 of 1)
Patius @ Sep 25th 2007 11:59PM
Its a good game, but the jump ball doesn't work as well as it should. And its a little on the easy side.
But other than that, I like it. I just can't wait for Mario Galaxy and Super Smash Brawl.
Oh well.
Dan @ Sep 26th 2007 12:06AM
Metroid Prime 3 is evidence they can make it work...
but it's not definitive proof that the system ultimately WILL work. It seems like there are games with deep gameplay, games with creative use of the wii-mote, but not really both.
For them to prove anything, Metroid Prime 3 needs to start a trend. Hopefully the third parties are watching and learning.
Dorian @ Sep 26th 2007 12:21AM
honestly, i didn't too many frustation but enough to release this just another wii game. my issue so far has been some camera angles in ball mode and the jumping.
andyl @ Sep 26th 2007 12:40AM
Well, "Resident Evil 4: Wii Edition" came out first and really sold me on the controller...but "MP3:C" allowed me to move and shoot at the same time, which is kinda key for a lot of people out there. Personally, I think "MP3:C" is an excellent game and Retro did a beautiful job with not only the game design, but also in showing just how wonderfully that control scheme can work. While I agree that the camera angles were obnoxious at times, they didn't detract from my overall experience in the game, IMHO.
Now, all I need for Retro to do is release a "Metroid" game with multiplayer. Pretty please?
Adv2k1 @ Sep 26th 2007 12:55AM
I had no problems with jumping in ball form, I did more than just a little jerk however.
3rd Parties are already listening IGN reported that Medal of Honor Heroes 2 will feature controls equal if not better than Prime 3 and will include 32-player online.
I remember hearing that RETRO lobbied nintendo to add nunchuck because they thought Wii would be to limited without one.
Sonic_13 @ Sep 26th 2007 1:39AM
I own a Wii, but don't own MP3 (yet). I'm currently finishing up Metroid Prime 2. However, I did get to play MP3 for roughly 30 minutes and absolutely loved the controls.
After playing MP3, playing MP2 really seems dated. Even when I tried Halo 3 on my friend's Xbox, the controls seemed dated. Metroid Prime 3 is one great game.
Bravo Retro and I greatly look forward to what you will come out with next.
vidGuy @ Sep 26th 2007 1:42AM
Considering that I think MP3:C is the best controlled game I've EVER played, I'd say yes. RE4 controls nicely, but not many games allow for the stop-and-point control method. I also enjoy the controls of Madden, Tiger Woods, and SSX Blur, though I don't think they are perfect.
Just_a_guy @ Sep 26th 2007 5:13AM
I would like to see someone speed up the turn around speed somehow so that we can get a TRUELY INNOVATIVE game.
NeuroMan42 @ Sep 26th 2007 7:29AM
Personally, the controls in MP3 are the closest to keyboard and mouse EVER. If all FPS on consoles had this control setup I would consider more FPS for purchase... currently the controls on current FPS are simply a joke.
Cozmo @ Oct 2nd 2007 3:06PM
The controls for MP3 are nearly perfect. True, the game was a bit easy on Normal mode, but it was a great experience throughout.
WiiTodd @ Sep 26th 2007 9:34AM
Agree with all the praises. Maybe I'm just weak, using the Wiimote in this incredible action packed FPS is exhausting. I can only play about 30 minutes because I need a break.
Sean W @ Sep 26th 2007 9:40AM
Well I've enjoyed the control so far. Unfortunatly I've been trying to finally close the most recent chapter in the Zelda series (I'm not counting Phantom Hourglass just yet since it's not out in the states yet). Hell I finally got a guide for it so I can use the huge honkin' map in it.
Plus I let someone try it out while I was playing and they said to me "Crap I probably shouldn't play this too long or else I'm gonna wanna buy it." Or something like that. And this guy was sketchy on First Person views on the Wii, but it was due to Red Steel (Apparently people don't really like that game, but I enjoyed it for what it was.).
But I agree, an online Metroid would be spectacular, but maybe they're waiting for a type of Wii Mic for online play before crossing that bridge. But that's my thoughts.
Neal Eaton @ Sep 26th 2007 9:51AM
I think that Retro 'nailed' it with MP3. The game is beautiful in its art direction, and its at about 95% of where the controls should be.
I have had a few instances where the ball jump did not work (or was slightly delayed) and in the heat of a battle I can lose the pointer by going off the edge of the screen (out of the viewing distance of the IR receiver in the sensor bar).
This game gives other developers a blueprint to follow for control of future games.
Joop @ Sep 26th 2007 10:58AM
It definitely proves the validity of the controller for one main reason: POINTER > WAGGLE.
akatsuki @ Sep 26th 2007 11:13AM
The control is overall fine, but did they then release the movement code as an SDK library so that other developers could use it?
The Wii really needs to clean up its online presence. The stupid Wii codes need to die and they need good ladders, etc... Just copy Halo style matching and leaderboards, etc.
Matt @ Sep 26th 2007 11:40AM
Great controls, but the game's way too easy. I guess that's the hardest part about the controls--"What will people be capable of?" Because too hard would be horrible w/ Wii controls, but too easy might be forgivable, in comparison...
TX2 @ Sep 26th 2007 12:02PM
I will grant that the Jumping feature in morph ball mode was a little frustrating, it worked much better than a button press would have.
I'm also still amazed at how well the Grapple lasso worked.
CackNBallz @ Sep 26th 2007 12:03PM
I didn't find any problems with the morphball jumps, but I am a traditional Metroid gamer so I preferred to use the bomb jumps instead. Unless, of course I was in a hurry... then the wiimote jumps came in very handy indeed.
RIch @ Sep 26th 2007 9:13PM
I loved the controls. I believe Retro nailed it. I honestly cannot play a FPS-dual analog set up anymore. The Wiimote makes it fun and unputdownable. The game being absolutely gorgeous didn't hurt either. : )
I had trouble doing the jump morph ball. But then I found that it works better when you do a slow swift movement upwards with the wiimote. That way it tracks the motion better and then registers it better.
I did have some trouble at times with the grapple beam. But I think it was just while in the heat of an action battle, I was panicked and rushed my nunchuk movements so that I was barely shaking the controller.
I do agree that the game was pretty easy and maybe a bit short, but I loved every minute of it.
James @ Sep 27th 2007 5:38PM
The morph jump is dead easy, you just have to remember that you're lifting the controller, not tilting it. Keep it parallel to the ground as you flick, don't let the front move more than the back. The biggest problem is that you can't jump when you're not on a flat surface, and in some tunnels, if you're rolling towards a wall and trying to jump, the corner formed by the wall and the floor is rounded just enough to prevent you from jumping. Mildly irritating, but some extra playtesting could have caught and fixed that.
Anyway, I'm not quite done yet, but I haven't really been "challenged" yet -- I wouldn't mind a "hard mode", certainly....
Mr Khan @ Sep 27th 2007 6:17PM
@ Matt
That's what the 2 extra difficulty modes are for
I call normal mode "Metroid Prime," Veteran "Metroid Prime 2" and Hypermode "Insane"