PlatformOVERALL
Wii8.50
Overall 8.50
Metroid Other M garnered much pre-release attention because of the odd team up between Team Ninja and Nintendo. So did it work or was it a disaster. Well the answer is that it did work, sort of. While it looks like Metroid, it sometimes plays like Metroid, it doesn't really feel like Metroid but it's different, a good kind of different.

Much was made about the control scheme, I for one believed they were stupid to not use the nun-chuck wiimote combo. I was wrong. This game controls like a dream, never has Samus moved so quickly and effortlessly. Most of the game world is on small pathways, you may move in and out of the screen but for the most part you are moving forward. The camera is constantly changing, sometimes you are in classic side scroller view, other times it's a cinematic moving camera that captures Samus as she lets say runs up a large ramp. The trick is that all you need to do is hold the direction on the d-pad that you want to go in and even with the moving camera she moves forward. This alows Other M to give you amazing camera views without having to resort to the usual tank controls.

The first person view point was another area of concern, once again it works great. Simply point at the screen and almost always you will be facing exactly what you want to be aiming at. Missile fire is treated as a power attack that should be used when an enemy is stunned, you will be in and out quickly. It works and I feel it adds a neat wrinkle to the action.

My main issue with Other M is the structure of the game as it is no longer a game with exploration and action perfectly in sync. This is an action game with hints of exploration. Samus is told exactly where to go every few minutes. Much like Fusion you enter a data room (which is also your save room) which gives you your next objective and a piece of the map. Fusion though actually gave you a large area to explore in classic Metroid fashion, this game is mostly linear hallway after linear hallway with only one direction to go. There are plenty of hidden powerups to discover in these hallways, in classic Metroid fashion you will need to power up and use new abilities to access many of them. There are branching paths but they either lead to one powerup or they are to be used later when the game specifically guides you to that point to use a new item to unlock a new path. Even after you get most of your powers, many areas are blocked off. It isn't until after you beat the game that the whole ship is opened up for you to explore just like a normal Metroid game.

Another change that I felt hurt the formula is how Samus does not find suit upgrades, they get activated. I don't care about the story implications, I don't care that its stupid that Samus would restrict her powers, it's a game mechanic. The problem is that it isn't a good game mechanic, finding new power ups in the game world is one of the most rewarding aspects of a Metroid game. Some argue there is no difference from you picking up an item and the item being activated, yes there is. Searching for the item is part of the gameplay, it gives more of that exploration feel. Plus the designers could hide optional powerups, you can't do that in this game. It does not feel rewarding and adds to the lack of exploration. What is worse is that many of these powerups get added at strange times like right in the middle of a fight.

What I like about Other M is the action, pacing and boss battles, basically the building blocks of a good action game. The combat mechanics are simple but varied enough to keep the action interesting. Dodging is as simple as pressing a direction on the d-pad at the moment an attack will hit, evade and you can perform an instant blast charge to counter. This will be the core mechanic to the combat and everything else branches from that. The enemy variety is fantastic, many requiring a different strategy to defeat. Some are vulnerable to missiles, some to morph ball bombs, with others its best to time laser blasts; the enemy variety and your mix of moves is what makes the combat work. Samus can also perform a variety of cinematic finishing moves which can be executed when an enemy is in a stunned state, these show off Samus animation in combat, so beautiful.

The pacing of the game is another one of it's strengths. Almost every other new room you enter adds a new wrinkle to the game or introduces a new enemy. There are thrilling setpieces where Samus has to run from something that is chasing her, all in real time no QTE garbage. On the flip side there are quiet moments that build up to one of the epic boss battles. The boss battles are excellent, they maybe a bit too pattern based for an action title but I can't deny how much fun they were. Being linear was probably a side effect of delivering an action game that is very well paced. Once the game is over and you are left to explore the world at your own pace I found it to be rather boring, I missed the constant action. The action in Other M isn't upper tier, don't come here expecting Ninja Gaiden or DMC, it's not. It's good quality, like Heavenly Sword level but with far better level design, gameplay variety and pacing.

I need to mention the odd over the shoulder moments and Where is Waldo kind of first person segments. These parts bring the game to a screeching halt, I have no clue who thought it would be a good idea but they should be fired. Thankfully these moments don't occur often but they stand out.

For the most part the presentation is top notch, it has the feel of a big budget, well made game. Graphically its beautiful, much needs to be said of the animation and smoothness of the engine. Bravo to the devs cause Samus is mesmerizing, its a shame that you couldn't see her in the Prime games. Sadly the music feels like an afterthought, for such a well presented game you'd think they would attempt a decent score. All those classic Metroid tunes you love, there is nothing like that (you get the Ridley song of course). The music is simply ambiance in most areas and when it picks up it sounds like generic action game music. Not one memorable tune in the bunch, a huge disappointment.

I have avoided talking about the story cause frankly I don't care. It didn't take away from the game at all. It wasn't intrusive like MGS games are. It is a decent story which adds character to Samus. She is voiced by a female robot who only speaks in one tone, boring. The story is very Resident Evilish so I enjoyed it. Major credit to the CG department, I want to see a Metroid CG film.

Other M has a good length, took me a good 10 hours to finish the story and a few more to get 100% of the items. Once you do that you unlock hard mode which is basically Team Ninja letting loose. In this mode you have no upgrades, you must finish the game with one energy tank and 10 missiles, there are one hit kills all over. It's a nice challenge but it removes the exploration aspect completely, it feels like a speed run hard mode.

Metroid Other M is a great game that should not be missed. If you are a Metroid fan, try it out, you may fall in love with it, at least it will be an interesting new kind of Metroid game. For me it was a good action game but not a great one, it makes up for it with its Metroid aspects which are unique to most action games. Problem is that those aspects like exploration are not handled as well as in other Metroids. Two aspects done well ,neither exceptional, but when brought together it forms a great game.
Posted by Dvader Wed, 15 Sep 2010 21:08:01
 
Thu, 16 Sep 2010 12:05:56
It felt like Metroid to me. Sometimes it felt a little Ninja Gaiden-ish but mostly it was solid Metroid. It was a bit of a culture shock going from 3 western developed Metroid games back to a Japanese Capcom/Team Ninja style.

"This is an action game with hints of exploration. Samus is told exactly where to go every few minutes"

I don't really get this criticism. The prime games, Fusion and Zero gave you map indicators too and then it was up to you to work out how to get there. Without it you might get lost and frustrated.

"I need to mention the odd over the shoulder moments and Where is Waldo kind of first person segments"

I liked the over the shoulder bits, didn't like the where's waldo stuff.

"She is voiced by a female robot"

It's Scully from the X-Files. HAS to be.

As for exploration I felt the same Metroid exploration tang. Maybe its just me, but I always go in the opposite direction of the map prompts to see what's there, to hunt down every upgrade etc. So I never felt like I was forced through.

Great review though, well written and in detail.



 
Thu, 16 Sep 2010 20:36:50
I think what makes the map unmetroid to me was that I was expecting more of a Super Metroid style level layout. If you see any of those maps they are very dense, and very vertical as well as horizontal. There are floors upon floors, and so many areas connect to one another. In Other M its more like Prime in that its more spread out. But the Prime games to me still kept the maze like feeling more than Other M did. If you look at most of the maps in Other M you will notice they are like closed circles, at the start start running to the left and go forward, eventually you will end up where you started entering from the right. I wasn't expecting it to be like then when it looked visually more like Super Metroid than Prime.
 
Fri, 17 Sep 2010 14:23:06
I think it eliminates a lot of back tracking which some people tend to hate, so that was a plus. The elevators for the sectors was a little confusing too. I mean the levels had no personality and it didn't feel like when you went from sections in Prime.
 
Fri, 17 Sep 2010 22:39:44
Yup, the environments were no where near as memorable as past Metroid games.
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