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Which was the defining exclusive on the Gamecube? Metroid Prime or Resident Evil Remake?

Best defining exclusive on the Gamecube?

  • Metroid Prime

    Votes: 115 50.9%
  • Resident Evil Remake (2002)

    Votes: 58 25.7%
  • Another game

    Votes: 53 23.5%

  • Total voters
    226

Codes 208

Member
Smash bros melee, wind waker and re4 had more relevancy than those two

Like, they were not even close. SSBM in particular would go on to be played competitively generations after the gamecube ended
 
It lost all the comedic B-Horror charm of the original. It created unnecessary resource management (with tiny inventory) with the gasoline refill flask and lighter for disposing of incapacitated zombies to avoid them turning into Crimson Heads. It also added an invincible enemy to pester the player through most of the game.

As good as the presentation was, the gameplay and inventory management stayed archaic. Honestly, a limitless inventory is a lot less absurd than magic boxes that teleport items stored in them.


That's the first time I've heard someone describe the addition of crimson heads negatively....you really don't like REmake do you?
 

Azelover

Titanic was called the Ship of Dreams, and it was. It really was.
REmake is pretty sweet, but MP is better.

RE4 beats them to though.
 

Rentahamster

Rodent Whores
I think we can agree that the defining software of Nintendo hardware is most definitely their first party software.

I mentioned this before, but I think the reveal of Wind Waker with its ultra cartoony artstyle is what doomed the Gamecube to its status as the kiddie console, and let to it being left behind in third place in that generation.
The purple color and the controller design was already not doing it any favors. Xbox and Playstation also had strong showings. But Zelda didn't help things. Looking back at it, the controller design, the small form factor, and even the kiddy Zelda cel shading were vastly underappreciated. These were all good things that didn't get the fair shake it should have because of the culture of the times.
 

NeverYouMind

Gold Member
That's the first time I've heard someone describe the addition of crimson heads negatively....you really don't like REmake do you?
Lets just say that if I am in the mood to fully replay a Resident Evil game, it is either the Director's Cut on PlayStation or Resident Evil 4 on the Gamecube. That said, Crimson Heads are less the problem than carrying the flask and lighter around. It really did improve on some areas of the original, but it lost some of the fun along the way.
 
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Rentahamster

Rodent Whores
That's the first time I've heard someone describe the addition of crimson heads negatively....you really don't like REmake do you?
From a gameplay perspective, what does the addition of the crimson heads add other than tedium and frustration? Does it add depth or interesting decision making? Perhaps in the realm of resource management, but is this added layer of resource management fun or engaging?
 

brian0057

Banned
It lost all the comedic B-Horror charm of the original. It created unnecessary resource management (with tiny inventory) with the gasoline refill flask and lighter for disposing of incapacitated zombies to avoid them turning into Crimson Heads. It also added an invincible enemy to pester the player through most of the game.

As good as the presentation was, the gameplay and inventory management stayed archaic. Honestly, a limitless inventory is a lot less absurd than magic boxes that teleport items stored in them.
This entire thing reads like you just don't like those type of games.
You can say you don't like them but they're not bad.
Imagine complaining that a game built around resource management forces you to manage your resources.

Also, "an invincible enemy that pesters you most of the game"?
Do you mean Lisa Trevor? Did we play the same game?
 

NeverYouMind

Gold Member
I like the gameplay design of the classic Resident Evil tank-control games (excluding RE3), but backtracking to deal with inventory is tedious. Which is why the magic boxes are so abundant in the old games and I tend to travel light. I am even enjoying a game in the same style called Them and Us. However, I am adamant about the invincible enemy being an annoying distraction throughout the game as there is no point in interacting with it.
 
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coffinbirth

Member
Even though there are other games on the system that sold more, I would argue that Wind Waker is the game that defined the Gamecube more than any other – and mostly to the Gamecube‘s detriment, imo. I mentioned this before, but I think the reveal of Wind Waker with its ultra cartoony artstyle is what doomed the Gamecube to its status as the kiddie console, and let to it being left behind in third place in that generation. The early 2000s were the worst possible time for Nintendo to do a ‚kiddie‘ Zelda; at that time everything and everyone tried to be ‚dark‘, ‚edgy‘ and ‚mature‘. Especially after Nintendo had already shown with their Spaceworld 2000 tech demo what a next-gen Zelda game with OoT-style graphics could look like:

EBsGDnm.jpg


I genuinely believe that if Wind Waker had looked more like that tech demo, the Gamecube would‘ve been perceived very differently, and would’ve sold quite a bit more early on. This early momentum could’ve carried them through the rest of that generation, and the Gamecube would’ve probably outsold the XBox by a comfortable margin.
That was certainly part of the issue, but back then the real issue was convincing people to buy a GC when it didn't have GTA, Sqeenix, the worst controller to play Tony Hawk with and couldn't play DVD's. Launching without a Mario game was probably their biggest misstep though. I feel like the "risky" Zelda play would've been justified had their launch been better, but those Wind Waker sales also tell us a LOT of people judged that book by it's cover, and I'd be lying if I said I wasn't disappointed during that reveal after seeing that glorious demo as well. Difference being, I bought WW at launch and LOVED it....unfortunately Zelda fans at large didn't do the same.
 
From a gameplay perspective, what does the addition of the crimson heads add other than tedium and frustration? Does it add depth or interesting decision making? Perhaps in the realm of resource management, but is this added layer of resource management fun or engaging?
When is resource management fun? It's just an aspect of gameplay that is necessary. The crimson heads added tension, at least the first time around. If you don't like carrying a lighter you didn't have to. You could fight them or simply run away, which was challenging in itself. It's a "horror" game. They were meant to startle or scare you. Not enhance "gameplay."

Edit* yes it actually did add depth and decision making. You have to think about where and wether you down a zombie now or wether to try and avoid it so as not to have a crimson head waiting on you when you return. If you care about not interacting with crimson heads you now have to plan your route to avoid them. And if you really don't like them you can decide to burn them. I'm not sure how any of those options could count as not affecting depth or decision making.

Personally I'd always try to run from and dodge the crimson heads. Didn't bother to burn them. Avoiding was more fun than carrying a lighter.
 
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I like the gameplay design of the classic Resident Evil tank-control games (excluding RE3), but backtracking to deal with inventory is tedious. Which is why the magic boxes are so abundant in the old games and I tend to travel light. I am even enjoying a game in the same style called Them and Us. However, I am adamant about the invincible enemy being an annoying distraction throughout the game as there is no point in interacting with it.

The excuse usually given for the back tracking was they wanted to let you drop inventory like Alone in the Dark, but because of PS1 limitations they couldn't do that, which is why they have the backtracking for inventory so commonly.
 
I mean as far as I'm concerned the answer is one of Double Dash, Melee, or Sunshine, but of the two options you listed I'd say Metroid Prime as at least imo remakes aren't much to move the needle
 
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