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I am a known detractor of console FPS's. They usually handle poorly to their PC counterparts and only serve to add their control difficulties to the game play challenge. A FPS's controls should not be part of the challenge a game presents, but rather flow easily and lend themselves to the overall game. If the only reason I can't defeat a boss is because the controls make it harder, the game isn't worth my time.
I have mastered a very intuative control scheme, the classic WASD is the end all solution in my book. I also have a history of enjoying Proprietary titles by Nintendo. Heck, I even enjoyed Sunshine despite it's flaws. I am shamed for it and have been flogged by my peers for my take on the game. Thankfully Galaxy allowed me to hold my head up again as a Mario fan.
So when Metroid Prime 3 for the Wii came out I was hesitant to get anywhere near it, lest my rose colored views of Nintendo built titles be marred. But I could not avoid it forever. I had to play this game to see if the Wii control scheme could fix the Console FPS sub genre for me. I started off being very disconnected by the entire control scheme. They threw me through the usual calibration exercises, but it really made no difference. I went through entire battles only to realize near the end that I wasn't hitting my target because the targeting is independent of camera and movements. I found myself having to repeat "center of screen does target" over and over out loud. After a while I did get used to things but I consistently reverted back to my typical FPS mentality. Things I should have wiped with floor with made me into a chump. But I pretty much expected all this so lets leave the controls at "difficult but workable". Kind of like playing Zelda: TP from the bow perspective. So on to the meat that makes past Metroid games so good, puzzles and level navigation. On this note it was superb. I enjoyed every second of level exploration and dealing with the elements of each room's navigation. I would often have to look at a room from about 7 different angles before I figured out what it required of me. This is a joy for me and every game should be so multidimensional. That I would have to alter my approach to a problem so often proves the depth of the minds behind the game. My run and my rental time ran out around the first of the bounty hunter bosses. The subtly of facing him is just what I have come to expect from a good boss battle. Not so straight forward that a hack and slash can topple him, but with a manageable level of tactical involvement. Anyone who enjoys a puzzle game or a thought intensive FPS should at least rent this title and consider purchasing it. It will start appearing in the preowned fairly soon at your local rental store or Game store.
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