Metroid: Other M Game Review - A Prime Successor

Posted by: Chris Madore on September 13, 2010 at 10:40AM

E3 2009 - The Reveal


The Nintendo conference of 2009's E3 could be considered a slow presentation. A few new Mario games, and a device called the Vitality Sensor that has been ridiculed off the radar. A lot of viewers snapped to attention, however, when a trailer bore the insignia of Team Ninja, a well-known and revered studio responsible for the Dead or Alive and Ninja Gaiden series. As the trailer played, viewers were treated to stunning visuals, the likes of which would crest a new plateau for the Wii. Then Samus appeared, and fans got goosebumps. The trailer was Metroid: Other M.



From that point excitement whirled and expectations were high. Metroid had been receiving a wonderful treatment from Retro Studios with the Metroid Prime trilogy, but with their service to the series complete, fans weren't expecting the continuation this soon. The release date loomed far in the future, and as the spring approached delays pushed it back to the end of the summer.

The Wait is Over


Preorderers are treated to a separate "art folio"; a series of DVD-case sized cards depicting locations and people from the game with some descriptive text on the back of each. The game itself comes in the new and trendy "green DVD case", so named for the wedges of plastic cut out from the broad insides to reduce the actual amount of plastic used, which in theory is more environmentally friendly.

Presentation


Visually speaking, Other M is a treat for Wii owners. The game shows no signs of being restricted by the Wii hardware and manages everything from finely detailed character models and faces to dazzling lighting and excellent framerate. Power and performance seem to have been topped out without compromise. The interface is clean and sharp, with a scaled back pause menu. At times, I missed the 3D maps found in the Prime trilogy. The game also seems to load rooms a bit slower when in widescreen mode.

A point of novelty with this entry in the series is the amount of dialogue and storyline, and that Samus would, for the first time, speak. Much of her dialogue can come off as static and emotionless, however, and often describes a situation that the player doesn't need described verbally.

Controls and Perspectives


Other M is a game that must be played to truly believe. The developers utilize a series of perspective changes to emphasize the current mood, heightening the immersiveness of the experience.
Samus facing a swarm of insects
Standard gameplay exists from a side-on perspective, and uses the Wii remote held sideways, resembling a simple NES interface. In more complex rooms the player may need to point the Wii remote towards the TV in a more Metroid Prime fashion, which shifts Samus into a first person perspective. This allows players to drag the view around, looking and locking onto important switches and items. This is also how the player uses missiles, and the game slows for a moment after shifting into this perspective to assist aiming.

A small portion of the game is investigatory, and the player will wield Samus in a 3rd person over-the-shoulder perspective during these times. Throughout all these shifts, the controls feel responsive and intuitive.



Gameplay


Other M begins with a somewhat harsh curve as players adjust to the differing perspectives and how the game reacts to them. If Samus is pointed in the general direction of an enemy and fires, the shot will aim at them. In this sense combat focus shifts away from the Prime trilogy's careful and precise aiming to much more fast-paced platformer twitch action.

Team Ninja stays true to their reputation and delivers a series of downright tricky enemies, bosses, puzzles and secrets. Half the difficulty is in finding out what you have to do, and the other half in actually doing it.
Samus performing an Overkill


The game introduces "Overkills", a method of finishing off a downed foe by running into/onto them for a cinematic-style finish; "sensemove", a split-second directional tap allowing you to evade incoming attacks; and "concentration", allowing the player to charge up to reload missiles and regain health when critically low. Upgrades stack additively and often passively. This further reduces clutter and leads to a more trouble-free experience; a theme that is pervasive throughout the general control scheme. Most of the game will be controlled with the D-pad and two buttons.

In most games that have upgrades, they are released through some creative means; usually around boss fights as a reward. In Other M, Samus has all her functions the whole time, but is told not to use them until given permission. This ends up feeling frustrating and uninspired.

The player may struggle for the first hour or two with uncertainty as they are introduced to new control schemes and using them in combat/exploration situations. Past this the game reaches a comfortable balance and the fusion of styles feels comfortable and enjoyable.

Final Word


Other M is an interesting and enjoyable game. Its execution is brave and new, while clean and brilliant. The first few hours may be frustrating. You can expect to die in this game, and be confused or stumped at parts. The game does seem awfully short; it will be over before you realize it. It is, in many ways, a simple game of few dimensions, with extras added on gracefully. Progression is challenging and fun; once you get going it will be hard to stop. Metroid: Other M lives up to the hype and allure first established in the 2009 trailer; it was well worth the wait.

Filed under: Blogs, wii, review, metroid, nintendo, hype, team ninja 0 Comments

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