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"[GAME]Metroid: Other M - Wii"

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Fri 10/09/10 at 10:14
Regular
"And in last place.."
Posts: 2,054
The tale of Samus can now be told, so says the back of the Metroid: Other M box. These few words should give a clue as to the focus of Other M. This is Metroid: Get To Know Samus but you can see why Nintendo didn’t go with that title.

As it did with Metroid Prime, Nintendo has trusted a 3rd party developer to come up with the goods, this time in the shape of Tecmo's Team Ninja. Despite the raised eyebrows at the developer and the 1st person view point, Retro Studios did a fantastic job with Metroid Prime but can Team Ninja match or surpass Retro Studio’s efforts?

The story of Other M starts off directly after 1994’s Super Metroid. The opening sequence relives the final battle with Mother Brain and you can be sure it never looked this impressive on the SNES. It is another reminder that the Wii can be used for more than just the cute and cuddly. It is also a big change for the Metroid series and Nintendo games in general, we now have some CG movie sequences for story telling purposes and shock, horror, Samus has a voice. This will make some Metroid fans uneasy right away. Giving a silent character a voice is a bold move and a move which is bound to upset some but that’s not a reason to never do so. Chances are she sounds softer than you imagine for someone of her lifestyle and she could do with a little more personality but this game’s purpose is to introduce us to the real Samus, it’s not about whether it matches any preconceptions you had about the character.

Samus intercepts a distress call which takes her to a seemingly empty spaceship. The Galactic Federation have also picked up this distress call and when Samus meets up with them onboard the spaceship the lesson can begin. There are a lot of CG sequences at the start of the game which outweighs the time spent in control but normal service resumes thereafter, this is no Metal Gear Solid 4. The storyline and sequences are certainly not up there with the best but they do an adequate job and with Samus telling the story of her past, it would have lost something in a simple text format. There are some text updates of the story and some character info to be read within the pause menu if you so desire.

I’ll not spoil any of the story details but a key part to the story of her past is Samus’ relationship with Adam, the person who just happens to be in charge of the Galactic Federation squad and has taken control of the mission to investigate the distress call. Adam is calling the shots which gives this Metroid game a different feel. Samus is usually a lonesome figure in the Metroid games and having her following orders and being part of a squad takes things in a different direction and a direction that some Metroid purists will not like. But before any fears are confounded, you find yourself on your own following different orders to the others. And on your own is where you thankfully spend most of your time. Adam also decides which weapons you can use which is a thinly veiled attempt at altering the standard scenario of finding the more powerful weapons as the game progresses.

If following orders, CG sequences and Samus having a voice lose the Metroid feel that fans have become accustomed to, then there can be no doubting that Team Ninja have got the look, feel and audio of the series spot on. This is every bit a Metroid game as the others. The standard enemies are present and correct along with newcomers big and small. The weaponry is the same as the other games and there are plenty of morph ball antics to enjoy.

Other M reverts back to the traditional 3rd person view point but it retains the 3D environments from Prime and mixes corridor style locations with open areas. We don’t lose the 1st person perspective of Prime completely, it is there in a limited form. In an interesting design choice, Team Ninja have decided it is best that we run round these 3D environments holding the WiiMote like a control pad and using just the d-pad for movement, the nunchuck plays no part in this game. For left to right (or vice-versa) corridor action you won’t think twice about it but in the open areas or the times when the camera is fixed behind Samus then it just doesn’t feel right to not be using analogue controls. The other interesting design choice is the use of the 1st person viewpoint. Point the WiiMote at the screen and the view seamlessly and quickly changes to 1st person. The memories of Prime come flooding back right up to the point where you try to move and you find Samus is rooted to the spot. Samus can engage in combat as always and moving the WiiMote moves the aiming reticule as in Prime 3 but if you need to change the direction she is looking at you then need to hold down the B button and move the WiiMote in the required direction. It’s a little fiddly and can be more trouble than it is worth when dealing with multiple enemies. A quick waggle of the WiiMote and Samus will jump to avoid an imminent attack, that’s the compensation for being rooted. It works well and there is something more satisfying to it than strafing but it only works if you time it right before an attack, if the creature is out of your view then it’s back to being fiddly and trying to find the source of the attack. Or better still, revert back to the 3rd person view.

There are a few scenarios where you have to use 1st person view. Whilst the scanning of Prime has pretty much been removed, you still have basic scanning functions which allow you to identify what weapon will open a locked door. At times like this you have to hit the exact spot and the game only allows this in 1st person mode. There are other times when the game automatically resorts to 1st person mode as you scan the area for the hard to spot item you are meant to look at. I’m not a fan of these moments, it needlessly stops the game and gives you little indication as to what exactly you are looking for. And more restricting, if you want to fire missiles then you can only do so in 1st person.

But it’s not all doom and gloom. The combat works as well as ever in the 3rd person view point and Team Ninja have added some extras to the mix. Samus can now jump onto the backs of some of the nasties, charge up her cannon and fire right on the head. In addition to this she all has finishing moves for downed enemies. Don’t panic, it’s not gone all Mortal Kombat and it fits in well with the traditional combat. The 3rd person view uses an auto aim which works well even when things gets busy. The different suits, different ammunition types for the cannon and grapple beam return but unfortunately, only when Adam says so. And naturally there is plenty of morph ball action which plays out just as well as any f the other games. The dodge manoeuvre of the 1st person view has been added to the 3rd person view but it’s not as essential with this view point. Another little addition is the ability to restock your missiles by holding the WiiMote vertically and holding down A. If your health is below a certain level is also adds a health boost. Enemies won’t stand back and wait for you to charge up so picking the right moment is key.

Graphically this is an impressive game for the format. The Wii may not have the horsepower of the 360 or PS3 but when pushed, the little machine is more than capable of impressing. The locations can lack a bit of colour but it is a spaceship after all. Team Ninja have added a clever twist to this though. Several of the areas come across as being set in a forest thanks to a holographic projection. There are some nice touches where you can see the flickering of the image and it is very well done.

As with all the other Metroid games, the more you search about the better equipped you will be. Energy tanks, missile tanks and some general power up are all scattered about waiting to be discovered and it will come as no surprise to find that for some of them, just spotting them is only half the challenge.

I should point out that the controls don’t break the game in anyway but they are not as intuitive or work as well as any of the other Metroid games. Once you get used to them you learn how best to use the strengths and deal with the weaknesses but there is an initial learning curve that the other Metroid games don’t have.

Did the story of Samus need to be told? Probably not, nothing wrong with a little mysery. Did Team Ninja match or surpass Retro Studio’s Prime series? No. But they have definitely produced a very good game and a very good Metroid game at that. I for one, hope they are allowed a 2nd attempt.

8/10
There have been no replies to this thread yet.
Fri 10/09/10 at 10:14
Regular
"And in last place.."
Posts: 2,054
The tale of Samus can now be told, so says the back of the Metroid: Other M box. These few words should give a clue as to the focus of Other M. This is Metroid: Get To Know Samus but you can see why Nintendo didn’t go with that title.

As it did with Metroid Prime, Nintendo has trusted a 3rd party developer to come up with the goods, this time in the shape of Tecmo's Team Ninja. Despite the raised eyebrows at the developer and the 1st person view point, Retro Studios did a fantastic job with Metroid Prime but can Team Ninja match or surpass Retro Studio’s efforts?

The story of Other M starts off directly after 1994’s Super Metroid. The opening sequence relives the final battle with Mother Brain and you can be sure it never looked this impressive on the SNES. It is another reminder that the Wii can be used for more than just the cute and cuddly. It is also a big change for the Metroid series and Nintendo games in general, we now have some CG movie sequences for story telling purposes and shock, horror, Samus has a voice. This will make some Metroid fans uneasy right away. Giving a silent character a voice is a bold move and a move which is bound to upset some but that’s not a reason to never do so. Chances are she sounds softer than you imagine for someone of her lifestyle and she could do with a little more personality but this game’s purpose is to introduce us to the real Samus, it’s not about whether it matches any preconceptions you had about the character.

Samus intercepts a distress call which takes her to a seemingly empty spaceship. The Galactic Federation have also picked up this distress call and when Samus meets up with them onboard the spaceship the lesson can begin. There are a lot of CG sequences at the start of the game which outweighs the time spent in control but normal service resumes thereafter, this is no Metal Gear Solid 4. The storyline and sequences are certainly not up there with the best but they do an adequate job and with Samus telling the story of her past, it would have lost something in a simple text format. There are some text updates of the story and some character info to be read within the pause menu if you so desire.

I’ll not spoil any of the story details but a key part to the story of her past is Samus’ relationship with Adam, the person who just happens to be in charge of the Galactic Federation squad and has taken control of the mission to investigate the distress call. Adam is calling the shots which gives this Metroid game a different feel. Samus is usually a lonesome figure in the Metroid games and having her following orders and being part of a squad takes things in a different direction and a direction that some Metroid purists will not like. But before any fears are confounded, you find yourself on your own following different orders to the others. And on your own is where you thankfully spend most of your time. Adam also decides which weapons you can use which is a thinly veiled attempt at altering the standard scenario of finding the more powerful weapons as the game progresses.

If following orders, CG sequences and Samus having a voice lose the Metroid feel that fans have become accustomed to, then there can be no doubting that Team Ninja have got the look, feel and audio of the series spot on. This is every bit a Metroid game as the others. The standard enemies are present and correct along with newcomers big and small. The weaponry is the same as the other games and there are plenty of morph ball antics to enjoy.

Other M reverts back to the traditional 3rd person view point but it retains the 3D environments from Prime and mixes corridor style locations with open areas. We don’t lose the 1st person perspective of Prime completely, it is there in a limited form. In an interesting design choice, Team Ninja have decided it is best that we run round these 3D environments holding the WiiMote like a control pad and using just the d-pad for movement, the nunchuck plays no part in this game. For left to right (or vice-versa) corridor action you won’t think twice about it but in the open areas or the times when the camera is fixed behind Samus then it just doesn’t feel right to not be using analogue controls. The other interesting design choice is the use of the 1st person viewpoint. Point the WiiMote at the screen and the view seamlessly and quickly changes to 1st person. The memories of Prime come flooding back right up to the point where you try to move and you find Samus is rooted to the spot. Samus can engage in combat as always and moving the WiiMote moves the aiming reticule as in Prime 3 but if you need to change the direction she is looking at you then need to hold down the B button and move the WiiMote in the required direction. It’s a little fiddly and can be more trouble than it is worth when dealing with multiple enemies. A quick waggle of the WiiMote and Samus will jump to avoid an imminent attack, that’s the compensation for being rooted. It works well and there is something more satisfying to it than strafing but it only works if you time it right before an attack, if the creature is out of your view then it’s back to being fiddly and trying to find the source of the attack. Or better still, revert back to the 3rd person view.

There are a few scenarios where you have to use 1st person view. Whilst the scanning of Prime has pretty much been removed, you still have basic scanning functions which allow you to identify what weapon will open a locked door. At times like this you have to hit the exact spot and the game only allows this in 1st person mode. There are other times when the game automatically resorts to 1st person mode as you scan the area for the hard to spot item you are meant to look at. I’m not a fan of these moments, it needlessly stops the game and gives you little indication as to what exactly you are looking for. And more restricting, if you want to fire missiles then you can only do so in 1st person.

But it’s not all doom and gloom. The combat works as well as ever in the 3rd person view point and Team Ninja have added some extras to the mix. Samus can now jump onto the backs of some of the nasties, charge up her cannon and fire right on the head. In addition to this she all has finishing moves for downed enemies. Don’t panic, it’s not gone all Mortal Kombat and it fits in well with the traditional combat. The 3rd person view uses an auto aim which works well even when things gets busy. The different suits, different ammunition types for the cannon and grapple beam return but unfortunately, only when Adam says so. And naturally there is plenty of morph ball action which plays out just as well as any f the other games. The dodge manoeuvre of the 1st person view has been added to the 3rd person view but it’s not as essential with this view point. Another little addition is the ability to restock your missiles by holding the WiiMote vertically and holding down A. If your health is below a certain level is also adds a health boost. Enemies won’t stand back and wait for you to charge up so picking the right moment is key.

Graphically this is an impressive game for the format. The Wii may not have the horsepower of the 360 or PS3 but when pushed, the little machine is more than capable of impressing. The locations can lack a bit of colour but it is a spaceship after all. Team Ninja have added a clever twist to this though. Several of the areas come across as being set in a forest thanks to a holographic projection. There are some nice touches where you can see the flickering of the image and it is very well done.

As with all the other Metroid games, the more you search about the better equipped you will be. Energy tanks, missile tanks and some general power up are all scattered about waiting to be discovered and it will come as no surprise to find that for some of them, just spotting them is only half the challenge.

I should point out that the controls don’t break the game in anyway but they are not as intuitive or work as well as any of the other Metroid games. Once you get used to them you learn how best to use the strengths and deal with the weaknesses but there is an initial learning curve that the other Metroid games don’t have.

Did the story of Samus need to be told? Probably not, nothing wrong with a little mysery. Did Team Ninja match or surpass Retro Studio’s Prime series? No. But they have definitely produced a very good game and a very good Metroid game at that. I for one, hope they are allowed a 2nd attempt.

8/10

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