Actually, I can think of at least one reason "high speed morphball" would be a bad idea: player feedback. Which is to say, a spinning ball would be fairly bad at providing visual feedback to the player about what Samus is doing at any moment. Whereas the bike can provide plenty of feedback through its various animations, making things like acceleration and turning much less ambiguous.
@metaphysician agree to some extent but just enclosing (covering/bordering) 25% of your screen for a prompt crosshair collision is all that is. Modern MGS for example mixes POV visor gameplay with full view third person to solve and strat the field. Modern options for those with motion sickness should be available.
This being a nostalgic FPS sequel # already cuts interest for those who know nothing about Prime and with more options, could bring in new fans.
@kkslider5552000@metaphysician visual feedback is easy to solve with the right team. The speedy morphball or maybe even customizable visual equipment/peripherals on the morphball could have been a huge spotlight for the new game if they focused on that instead of defaulting to a bike.
@kkslider5552000@metaphysician visual feedback is easy to solve with the right team. The speedy morphball or maybe even customizable visual equipment/peripherals on the morphball could have been a huge spotlight for the new game if they focused on that instead of defaulting to a bike.
Since you are claiming it would be easy to solve: please explain the solution you would use.
Yes, this is slightly facetious, but my point is simply- if you can't actually provide a solid idea for a solution, than you don't know how easy it would actually be to solve.
@metaphysician not really here to debate and sorry if I offended you to gas that. By no means am I a coder but visual shells/assets are important to let players know what is happening. For example the morphball can already catapult way faster in segemented scenes in older games.
For MP4, in open-world travel they can add, a let's say a hovering motor-esque asset attachment to the sides of the morphball while the ball still moves. And of course morphball movement in open-world can be different than in in-dungeon gameplay. I guess a better visual example would be in Kirby Air Riders where the middle part of the machine has side parts that look to move the center piece of the machine to give off the feel of controlling speed or movement.
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