The charge is a simple power-up that allows you to do its titular function: charge. Initially you start out with the charge, and power beams. When you use the, you can alter your weapon. Samus does a pretty cool thing to change her weapons - she simply changes the shape of her hand. A message and orange lights appear when you're low on missiles, which is never a good thing. It does not have a ratio, so you are unable to tell just how many missiles you've accumulated until you fill up. ![]() All enemies, unless cloaked or in a transdimensional state, do not appear on the radar as orange dots. Since Metroid Prime 2: Echoes has a unique combat style, you'll be using it mostly to scope out enemies, not to really get a bearing on them. This is a threat warning - essentially, it warns you of environmental damage, such as fire, acid, poison, phazon, electrical output, or proximity to enemies. Sometimes, a bar on the left center portion of the HUD will raise a bar and give an exclamation point. These lines light up when you take damage, otherwise they're just supposed to be lines which interlace to make a complete HUD. You'll notice that there are some lines running up the HUD. ![]() Note that you cannot alter controls beyond inversion of Y-Axis swapping the Jump and Fire buttons, swapping the Switch Visor and Switch Weapon buttons, and Rumble features. The entire action unfolds from a first-person view, and since you're in a suit, it comes out of a visor. The controls of Metroid Prime 2: Echoes are unique, to say the least.
0 Comments
Leave a Reply. |