Metroid: Other M details
|Rental release:||03 Sep 2010|
Most helpful review
"Nightmare Replica of Zebes" Metroid: Other M ReviewBy Izunin (12 reviews) from London , 28 Aug 2010
[Highly rated reviewer]Combining two great games together creates an even greater game, but combining two games mediocre games creates only twice the mediocre. Nintendo co-developed Metroid: Other M with Team Ninja, who are no longer the full team behind the action series Ninja Gaiden. Together they challenged themselves with creating a sequel to the Metroid series, which would embody the important aspects of both Super Metroid and Metroid Prime. Both of those are great games, so by succeeding they would create something even greater...
Metroid: Other M is a direct sequel to a game released in 1994, hoping to restore and follow up on past memories of those who loved it. The opening cutscene reveals as much when it revived the climax of Super Metroid, explaining what had happened to the Mother Brain and the so-called baby. The story that Metroid: Other M follows has a purpose to develop the personality of female galactic Bounty Hunter Samus Aran.
Its presentation is what carried me through this game; without the beautifully rendered, and very well directed cutscenes, I would have gotten bored. It is shocking to see and hear Samus present herself in a relatable way. Choosing a voice actress must have been a difficult choice, and the choice they made was a right one. Every time a cutscene happened, I felt relieved from the repetitive gameplay that disappoints me so.
Despite taking place on a 3D plane, Metroid: Other M shows a definite influence from previous side-scrolling entries in the series. The special thing about its gameplay is that it switches between a pseudo 2D mode, to the first-person mode shown in Metroid Prime. Switching between the two modes depends on how you hold the Wii remote; it feels like magic. Because there is no Nunchuck involved, there are two important things to note. Firstly, Samus is moved with the D-pad, so there is no analogue control. If this gameplay was really on 2D plane it wouldn't matter; however, because Samus moves on a 3D plane, the digital control is most unfortunate. Secondly, Samus is unable to move in first-person mode, although this is more of a design choice rather than a shortcoming.
The controls are brilliant; they're never frustrating. One problem is that being very easy to use has some drawbacks. This game is mostly played with a Wii remote on its side; this means there is a small number buttons available, so the gameplay is very simplified in comparison to previous 2D Metroid games. In Metroid: Other M, Samus automatically locks on to targets in the platforming mode, targeting what's above her without your input.
Instead of carefully planning the distance between Samus and the enemies, you are able to use a SENSE MOVE to dodge an attack, making Samus invincible at the same time. The timing is not strict, and it is a context sensitive ability. You see, Samus will dodge if you press down the D-pad near when something is close to hit her. This means that pressing down another direction inputs the potential to dodge, making it happen more often than planned. Circling your thumb around the D-pad ensures she will dodge any attack you can, simplifying the combat to give it little to no challenge.
Further removing any essence of challenge is the ability to recharge missiles and health at no cost; now I know what you're thinking: how so? Enemies no longer drop anything; instead, you hold the Wii remote up vertically and press down a button. This will replenish all of Samus' missiles no matter what. In order to replenish her health, it has to be in a critical zone; once in this zone, doing the same motion will restore Samus' life up to top. Furthermore, you're given a last chance should her health reach zero, so you can always move away to restore her health to cheat the consequences of getting attacked.
The combat in Metroid: Other M consists of charging the beam, dodging anything that comes close, and jumping on top of enemies for a critical strike called an OVER BLAST. Apart from what I absolutely had to fight, I ran past every enemy. Why wouldn't you? They infinitely respawn, you have unlimited missiles, and they don't drop health! There is not much variation in the combat, and that includes the boss fights. The whole game's combat is built around dodging and releasing the power beam button; for the most part there is no aiming, and never strategy nor spacing involved. All bosses are damage sponges that don't pose much threat, all fought in almost the same exact way.
I played Metroid: Other M on autopilot. Until you're faced with the puzzle of what to do, the camera does too much work so that holding a single direction jumping past the enemies gets you where you need to go. Unlike Super Metroid, there's not even much visual variation. The problem arises because the entire game takes place in a remote Space station. There are areas which offer illusions to make it look like planet on the inside, but regardless of how different the backgrounds are, assets remain consistent throughout the entire station. There is not even much exploration you can do. Metroid: Other M is most comparable to Metroid Fusion in which you are given point-to-point linear objectives telling you exactly where you need to be.
Areas on the map are sometimes blocked off by obstacles you can't overcome; unlike other Metroid games, Samus doesn't lose her powers; instead, most of them are not yet authorized for use. This is a way for the game to limit your exploration abilities to the destinations you're supposed to go in order to advance the story. There is not much worth in searching for hidden upgrades, considering how capable Samus naturally is. The illusion of a complex and non-linear progression is not present in Metroid: Other M.
There are several sequences spread out through the game in which the camera moves closer to Samus as you are forces to slowly walk her to the next cutscene. Sometimes you will be forced to scan an area for something hidden, using directional sounds to help you. Sometimes, sounds don't help you, so you don't know what you're looking for. These are a nice change from the dull battles, but soon get repetitive themselves. Outside of these sequences, there is barely anything you scan outside of what you can shoot and pick up.
Unlike past Metroid games, the soundtrack is much uninspired. It is mostly just rhythmic ambience that is not at all memorable. There are three songs which stand out as being good; two of them are stolen from previous Metroid games, and the other only plays during the title screen.
What is interesting and original are the invisible quick time events, where you are supposed to do something, but the game gives you no direction. Failing one will mostly result in an instant failure or death... I think they're onto something here. Among unforgivable game breaking bugs, enemies sometimes get stuck in the environment.
Metroid: Other M is an amalgamation of previous games in the series, with each aspect apart from the presentation of its plot having been done better before. If Metroid: Other M had simply been a movie, it would have deserved recognition for its quality as a complete package; unfortunately, it is a game which is a perfect combination of underdeveloped ideas. Offering nearly no challenge with barely any variation in gameplay can't ever be the characteristics of a good game; perhaps Another M will be better.
Classification: Wannabe Gem
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It's not a gameBy WilliamLondon (17 reviews) , 29 Feb 2012Cutscene. Cutscene. Tutorial. Tutorial. Cutscene. Puzzle. Cutscene. Puzzle. Cutscene. Puzzle..... I could go on and on... it's soooo boring and slow!
Wasted PotentialBy deplorable (3 reviews) , 17 Apr 2011Gameplay aside (it's rather good in points) and graphics (the cutscenes are probably the best you'll see on the wii).
Story - abysmal, feels very japanese and full of the heavy handed sluggish weird approaches they do. it's just... not metroid. You feel you're controlling a 14 year old emo kid that you don't even like that much.
Controls - worst in any game. Auto shooting is good, it just doesn't work. Recharging the missles (and occassionally your health) by putting the controller vertical can sometimes lead to even more issues. You'll turn into a ball a dozen times or recharge your missles/health (sometimes when it's in the red but not necessarily when it's low).
So yeah you'll auto shoot left and right instead of at the mobs attacking you... frustrating and feels sluggish. Then there's the 'point controller at screen and switch to 1st person'. Yeah except you can't move, you can't fire missles at the huge large nests (just at ONE certain point) that you have to find to lock on.
it's just woefully done. Avoid. Avoid like the plague. It could have been a classic, but team ninja have came in and just ruined an average franchise. It's non surprising looking at the list of games they've made, none of which have ever been hits, just mildy average.
Why couldn't they have gone bust, and another decent developer pick this up... would have been so much better. potential wasted.
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Metroid as it should beBy Leon94 (2 reviews) from Runcorn , 18 Jan 2011I thought this was the best Metroid game since the SNES , areas were great , controls were fantastic and just as Metroid should be , ok its not perfect but in the jump to the new systems I feel it lost some of what made the game great , and I for one am very glad its back !
Well done Nintendo
Why sometimes less is moreBy majortom666 (71 reviews) from London , 22 Dec 2010Nintendo should have stcuk to the less is more approach of past games - at least where story is concerned - rather than make this ill-advised attempt to flesh out metroid heroine samus aran's backstory. Some seriously clunky cutscenes and horrific voice acting almost ruin one of the best characters in gaming. As for the gameplay, some of the classic metroid elements are still in place, but the controls and gameplay are so simplistic you'll be bored well before the end. Its occasionally entertaining but still a real disappointment. Check out the metroid prime triogy on Wii for the best the metroid series has to offer.
A game of two halvesBy Barbellion (7 reviews) from North Yorkshire , 23 Nov 2010I'd like to take Metroid: Other M's good side - the endlessly engaging 2D/3D gameplay, combining deceptively simple and stylish controls with everything the Metroid series gets right - to a pub on a lovely summer's day and treat it to a foaming pint of nut-brown ale. It really is one of the best Wii titles in terms of gameplay feel. Using the Wii remote only, as an evolved NES controller, with a clever use of 2D on a 3D plane, has to be experienced - it works wonderfully. But - it has a terribly misjudged and ruinous bad side. And I'd like to take that bad side into the darkest, nastiest alley and administer a good sound drubbing. There was never any need to give voice to Samus Aran, one of the strongest and most silent leading ladies of gaming ever invented. Especially not a boring, droning, completely uninteresting voice that strips her of her mystery, strength and cool every time she starts to bleat on. The characters and plot are utter silage, pound-shop Metal Gear dreary nonsense, and the whole effort to give it more of a Halo feel are almost comically misjudged. Newcomers will assume that Samus is a whiny, dull, subservient cow. And fans will just be offended. So why bother? This is to Metroid what the Philips CD-i Link games are to Zelda. This is a misfire, and most tragically has some wonderful innovations that are going to be overlooked because of its infantile approach to storytelling. In many ways it is really, really impressive, but constantly trips over its own yellow feet in aspiring to impress in ways it doesn't need to and can't achieve.
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