Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 6,548
In part thanks to its unique control scheme and lock-on mechanism. It's not a typical console fps.
What makes the forced lock-on a good thing? It was what made me put the game down. I can think of no excuse for it. Made sense in Tomb Raider because of the primitive control of the time (mouselook and analog sticks came onto the scene just around that time). Made sense in Devil May Cry and other such third person hack and slash because of the mix of fixed and dynamic camera angles. And in the old metroid games you had to aim yourself. The only functional purpose that comes to mind is to free up the players aim hand to focus on other input, which I highly doubt is anything much of value. Furthermore the NDS sequel, Metriod Prime: Hunters, rectified this and had manual aiming, which if true to its predecessors showed no legitimate reason for the lock-on at all. Even popamole shooters of today do not go that far. So, what is it? What makes Metriod Prime the only First Person game in existence that forces you to lock-on, and is it legitimate? That I highly doubt.
Jim said:You are assuming that moving in 360 directions is superior to moving in 8 directions. It's not. That's about as stupid as assuming that real-time games are better than turn-based games "because you get 60 turns a second".
Lol. Ridiculous analogy.
Last edited: