>>13824863
>>13827194
I remember an article years ago talking about the overuse of detective mode in Arkham Asylum and how that particular journo/blogger basically played through the game with it on, he tried talking about how it should have been balanced, while a good chunk of the comments brought up how Prime had multiple visors and was able to use them effectively. Yet, it feels like because of MP being a Nintendo hardware exclusive, it hasn't had enough of the mainstream audience (including game developers) to play and learn from it.
Prime had a very good balance for it visors types and design and the visual effects of each, though in its sequels they couldn't really top what the original did.
Prime 1 visors
>Combat: default main visor
>Scan: mentioned previously
>Thermal: see's heat, works well in cold or dark, useful for finding (hot) power conduits, can spot certain cloaking enemies, weakspots on some bosses, disadvantages, doesn't work in hot areas and can be overloaded by explosions and doesn't work well against mechanical turrets which don't emit heat
>X-Ray: see's the invisible (environment objects and enemies) and through certain material types (even Samus suit to see her skeleton), disadvantages, view becomes short range and monochrome, certain robot enemies can overload it causing it to go all static until they are defeated.
Note: Scan/Thermal/X-ray all remove the radar and mini map from the HUD.
Prime 2 Echoes visors
>Combat: default: same as Prime 1
>Scan: functions the same, but scanable objects are highlighted differently
>Dark: basically a combo of thermal and x-ray visor, to see invisible items in a state of dimensional flux (between light and dark worlds) and highlights seeker launcher pods that serve as environmental door locks. Also allows you to target certain dark enemies you couldn't normally lock on to. Disadvantages, make the world look black and white
>Echo: the game's namesake even though it's acquired late into the game, allows you to see visualize sound, to see invisible items and enemies and interact with sonic based security devices. Every sound will also have increased reverberation (such as firing or landing) and even the sound of hidden items is improved. Disadvantages, everything looks black with a slight white outline.
Note: Interesting enough Dark and Echo visors keep the radar and mini map unlike Prime 1, while scan doesn't. In Japan MP2:E is called Metroid Prime 2: Dark Echoes, putting both new visors in the title.
Prime 3
>Combat: default: no major changes here
>Scan: akin to Prime 2's gameplay wise but now has a new circle like interface because of the Wii Remote pointer control scheme (carried over to MPT versions of 1 and 2), Samus face is also reflected onto the HUD when using it and her eyes will follow the cursor when you move it.
>Command: controls Samus's ship, to allow for things like landing at her position (on a designated landing pad to function as a quick travel/save spot), perform bombing runs and to lift objects. Usage throughout game is small, not really that great of a visor, considering the amount of extra ship missiles you can obtain in game, I think extra locations where you could use were cut from the game. Disadvantage obviously can't fight when using it.
>X-Ray: fuck, it returns again, similar to Prime 1 but also picks up temperature of some objects in orange like Prime 1's thermal visor, allows viewing through a certain material in the environment and when combined with a new beam weapon see through armor plating of that material to expose certain enemy weakpoints to instantly kill them (like headshoting space pirate commandos), can interface with space pirate door code locks. Disadvantages, like Prime, view is monochrome but not short sighted like that version. Phazon hypermode enemies can overload it causing to to cut to static
Note: X-Ray has radar and mini map in HUD, Scan and Command do not.