
Where its two predecessors merely punctuated sequences of exploration with moments where shooting became imperative, in Corruption battles gain bigger prominence. Metroid Prime 3: Corruption is not shy to take advantage of that newly found quality. Here, the reticle is merely aimed at the general vicinity of the enemy, leaving it up to players to adjust it as characters move around the screen, therefore making shootouts far more interesting and thrilling. Corruption, meanwhile, seriously up the stakes, because while the lock functionality is still present, it no longer guarantees spot-on shots. Both the original Metroid Prime and its sequel, Echoes, featured a lock mechanism that automatically fixed Samus’ aiming reticle onto a foe, making battles a matter of pressing the A button to shoot and moving around to avoid incoming fire. Naturally, not only does that perfectly intuitive control scheme work as an enhancement to Metroid’s explorative vein, which gains a whole new level of immersion, it also is heavily positive to combat scenarios. With all aiming and turning set to the Wiimote, players can freely move Samus around with the Nunchuck, which – when moved forward – also works as the character’s grapple beam, a weapon that in Metroid Prime 3 can be used both to latch onto certain points and rip parts of many enemies’ protective gear. Samus’ arm canon perfectly replicates the direction in which the pointer is aimed, allowing for shooting and visual exploration of the character’s surroundings with a level of accuracy that is not matched even by the mouse and keyboard setup that has long stood as the efficient basis around which first-person shooters have been constructed. The title handles like a bliss, as if the the Wii’s unique control scheme were built with the game in mind. In spite of its wide applications, however, nowhere was the pointer as beneficial as it was in first-person games, and in Metroid Prime 3: Corruption the Wiimote found what was probably its finest utilization. More than streamlining all kinds of user interface, that capability brought actual applications to several genres, as it supported the plarforming greatness of Super Mario Galaxy, brought clear improvements to The Legend of Zelda, and allowed the creation of some rather inventive gameplay features. It streamlines the Metroid gameplay while preserving the franchise’s key characteristics: its immersion, ominous loneliness, and the maze-like mapsĪlthough, understandably, much of the focus surrounding the Nintendo Wii was related to its motion controls, which were a remarkable and long-awaited step forward despite their flaws, all of that commotion overshadowed what was indeed the console’s best feature: its effective pointer.
