If they make another 3D X it needs to be full 3D X. A lot of the issues plaguing X7 come from the crossover not working out very well, in particular various attacking mechanics. With Zero's techniques, what's wide in one "dimension" is paper-thin in another. And auto-lock in 2D segments, what the hell were they thinking? The fact that the entire 2D level design save for Stonekong was worthless didn't help matters.
Gee, thanks for summarizing Rockman Zero GBA games.
For the purpose of Rockman Zero, Inticreates does not believe in breasts. As such, "semi-nude Roll", at least in the context I hope he meant, may be considered an enhancement (or possibly a Zero/Legends crossover, given that Trigger always finds a way to scope her out).
It's the best control setup there is. It's a control setup where you can control both your character and the camera at the same time.
Legends did that. Left all face buttons available while operating both simultaneously, and provided for quick 180-degree camera turns. All before analogue inputs were ever part of the equation.
The dual-analogue system's strength is that it provides easy access to vertical aiming, which is handy, but ruling out the face buttons during turning is not the most natural thing. It limits the number of simultaneous actions you can do while aiming.
In MegaMan Legends, you jump and side-roll. As part of combat. Now having not actually played the game you're showing me, it's hard for me to envision how every control mechanic works, but I'm not seeing the camera move while Jak is in mid-air. This is key to combat in Legends. In fact, combat in general in the video you're showing me appears less mobile. I'm not seeing Jack move a whole lot, he just shoots as he runs and stuff quickly dies. Quick-aiming multiple opponents is well suited to such a formula, but Legends goes a bit deeper than that, with combat even against minor enemies generally lasting longer.
all it takes is a tiny bit of getting used to, and after that, it's like riding a bike.
Again, sounds like Legends. Except, you know, more limiting. But its an adopted standard and therefore better/more intuitive.
Wiimote's good for aiming on the screen, but for actual turning? Nope.
Well, there's Mario Galaxy, if you count the fact that you're shooting from off-screen completely irrelevant to the character you're turning.
My main shooting experience on Wii is Metroid Prime, and I don't believe the Metroid Prime setup is perfect. Ever since it came out I have repeatedly criticized its lack of button customization and inability to disable vertical auto-leveling, a "feature" which I find extremely annoying. Nevertheless, while one may classify Metroid Prime as an "adventure" rather than "shooter", there is no denying that shooting takes precedence over maneuverability. MegaMan is the other way around, which from previous discussions I have gathered is one of your gripes with it (inability to aim and all).
I would imagine, though, that turning independent of your Wii pointer would be a lot easier to handle in 3rd-person. Legends with the Wii remote could be epic.
Why should we need lock-on to a single target? With lock-on, we can't aim at enemies the way we like.
I don't know about that, manual aiming in Legends works well enough for ground enemies (I didn't see any interesting mid-air opponents in that Jak video). Plus any lock-on worth a damn allows you to cycle through enemies.
And it depends on how fast your enemies are. Show me anything using dual-analogue that is roughly equivalent to jumping over a giant robot wyvern as it attempts to ram you and never losing your aim during the midair 180-degree turn. Manual-only limits your boss maneuverability a bit; or at the very least it leaves it unavoidable that you will scramble to get a highly mobile enemy out of your "blind spot" after they've jumped off-screen, dashed behind you, etc.
Legends has actually gone both ways, too, which is why I asked earlier which one you have played. L1 was done without a (mobile) lock-on. And I never had an issue with keeping enemies in my sights, the shoulder-button camera control is a system which I can work flawlessly (in fact when possible I migrate strafing controls in other Playstation games to the D-Pad in order to mimick it, such as in Armored Core). L2 had mobile lock-on. L2 was better for it. The enemy AI and mobility was noticeably superior in ways that L1 never would have managed.