Hands-On with Metroid: Other M
By Tim Torres On 31 Jul, 2010 At 12:39 AM | Categorized As Action, Features, Slider | With 2 Comments

metroid the other m Hands On with Metroid: Other M

Metroid: Other M realizes my worst fears. That this Team Ninja-developed sequel to Super Metroid would be an overdone turkey with all the corn and gloss of a Ninja Gaiden game, but none of the panache and class of a, well, a Metroid game. The warning flags were all there: the announcement of Team Ninja as the developer, the early footage of fractured-looking gameplay, the none-too-encouraging promise of a “story that will explain things”, and the constant reassuring from Nintendo that they’re involved and that means everything will turn out okay.

If the 45 minutes I played of Metroid :Other M is any indication of how the game is, well, everything is not okay. If there was a disclaimer at the very start that said “This preview is an early build” or something then I didn’t see it. I get the feeling this is it. With a month to go until release this seems to be the final build. Which is distressing.

Metroid: Other M feels like a game with an identity crisis. It has blue doors and some enemies from the first Metroid. It also has energy tanks, hidden items and a mini-map in the upper right corner. However, the fixed camera, long empty hallways and intermittent battle arena areas suggest a Ninja Gaiden/Kingdom Hearts mash-up starring someone who looks like Samus Aran. The camera’s fixed, just like Ninja Gaiden with combat about as good as Kingdom Hearts II. Shooting enemies shares all the excitement of swatting flies — with auto-aim. All you have to do to clear a hallway is stand still and mash one button until all the enemies are dead.

500x metroid other m Hands On with Metroid: Other M

To switch things up the game allows you to point the Wiimote at the screen to enter Samus’ point of view. Doing this allows the firing of missiles, which some bigger enemies need to take them down. Switching perspectives can be disorienting, even tiresome, constantly switching from holding the Wiimote sideways with two hands to pointing at the screen with one hand, all while keeping track of enemies swarming around you. It shakes things up so you’re not just auto-aiming the entire time, but that’s about all I can say for it so far.

The Wiimote also lets you recharge Samus’ health and missiles when things get dire. It does not make the game any easier. One good thing is that the difficulty is more in line with Ninja Gaiden — perhaps too much. Enemies took big chunks of health out of me, though that could be due to me fiddling with the perspective-switching too much in the middle of a heated battle.

The wall jump returns, although it’s more like Ryu Hayabusa’s. It’s very easy to do and it’s very fast. Nothing like the reflex-based jump from Super Metroid. Which is okay in this case. The super-precise wall jump was the only annoying thing about Super Metroid.

What isn’t okay is Nintendo’s continuing insistence that we’re all dummies. Just as Twilight Princess and recent Mario games constantly remind you of abilities you have or what items do, similar constant reminders pop up for what you can do in Metroid: Other M, such as the health regeneration or certain QTE moves. It’s okay to see once in a tutorial capacity, but every damn time?

That’s the brunt of the gameplay. The game seems to flow very much like Metroid Fusion. Follow orders from someone named Adam, go to a flashing checkpoint on your map, fight, repeat. Since Metroid: Other M is Fusion‘s prequel it goes to great lengths to explain who Adam is, because we were all dying to know apparently.

Unfortunately, we get way more than we bargained for. Metroid: Other M is a cutscene-driven game with bad voice acting. Samus speaks for the first time ever in a game with a sleepier, more monotone delivery than Milla Jovovich in the Resident Evil movies. It’s kind of heartbreaking how lousy it gets when even simple lines like “It’s confession time” lack any intention or feeling. It really feels like she’s speaking in an emotional vacuum. It’s no help the actual writing is as cold and mechanical. At its worst it’s cheesy, heavy-handed anime nonsense. A scene involving Samus and her many reasons for giving her commanding officer sass drags on and on. I just didn’t care why Samus was giving a thumbs down instead of a thumbs up. Worse, I couldn’t skip it. I pressed every single button on the Wiimote yet the dumb overdirected cutscenes continued unabated. This redundant schmaltz was forced upon me. I couldn’t believe it. In the year 2010 there is a game with unskippable cutscenes. My god, even the first Metal Gear Solid had skippable cutscenes in 1998.

This is why Link doesn’t speak, why he should never speak, why anyone asking for Nintendo’s IPs to get more cinematic are wrong, wrong, wrong. Let Heavy Rain and Metal Gear and Assassin’s Creed take care of the movie-like presentations and stories. Let Call of Duty and Medal of Honor and Gears of War worry about blurring the line between Hollywood and video games.

Nintendo, you’re still at the top because you make games that revel in their videogameness. Metroid: Other M could fit that mold, but from what where I stand now it looks a lot like any other modern game with all the terrible traps they often suffer — that is, questionable game design coupled with a terrible story. I expected this game to wow me. It’s the new Metroid game. It’s not another Prime, not some pinball thing. It’s the new honest-to-god 2D-style Metroid, something we haven’t had since Zero Mission in 2004. Something we haven’t had on a home console since 1994. We waited a long time for this, so I hope my initial impressions are just that. I hope it’s just the first 45 minutes that are shaky. I hope the full game blossoms and wows me like an adventure starring Samus Aran ought to. That’s not unreasonable, is it?

pixel Hands On with Metroid: Other M

About - Senior Reviews Editor Tim Torres loves video games and loves to write about them. He also loves movies, comics, animation and acting. He does not hate Final Fantasy VII.

  • http://wingdamage.com mainfinger

    I think there’s still hope. The first hour or so of Prime 3 sucks. There’s all kinds of dialogue and characters and rigid linearity. Then once that hour is over, the rest of the game is actually really good and feels more like Metroid again. Not as good as Prime 1 or 2, but still really good.

    This could potentially be the same way. But there’ll be no way to know for sure till the full game drops. I remain optimistic, albeit a tiny bit worried still.

  • Tired

    Surprise surprise, another ‘journalist’ who has no clue what hes talking about.

    1. This is NOT Team Ninjas game, This is Nintendo’s SPD 1′s game, you know, the formerly named R&D1? Led by Yoshio Sakamoto? The people who CREATED metroid? THose guys? Know em? I dont think you do. Your entire bitch fest seems to imply you dont know of ANYTHING before the primes, with the lone exception of where you complain about not having the skill to wall jump in super metroid.

    Team Ninja has taken intelligent systems place, NOT Nintendos or the metroid teams.

    2. You contradict yourself constantly.

    You claim that this game doesnt deliver what fans want, hinting that it doesnt belong withtitles like Super metroid.

    But then constantly rip into it on ASPECTS IT SHARES WITH SUPER METROID

    Long lonely hallways? In a metroid game? NOOOOO when did that happen? Its not like there has ever been a metroid game where there was nothing whatsoever for the first 30 minutes of the game except a boss fight that was impossible to lose and completely deserted series of hallways!!!*Hides super metroid under the desk*

    You complain about the auto aim making he game to easy.

    All you have to do to clear out a hallway is jam on the fire button?

    NOOOOO!!!! Because I never simply ran through super constantly jamming on the fire button simply so nothing would get in my way and slow me down while I ran towards that part of the map I havent explored yet. Oh wait, EVERYBODY DID.

    And speaking of contradictions, is the game too easy or to hard? You complain about BOTH, how the hell are you going to bitch about it being too easy, and then bitch about it being too hard?

    You bitch about the mark on the map. Then right after that put zero mission on a pedestal, as if zero mission didn’t do this exact thing?

    You name metroid games, but your article gives off the feeling that youve done nothing but google old games and thrown their name in for the sake of your bitch fests credibility.

    • Timothy Torres

      1. You seem to know a lot about R&D1, Intelligent Systems and Team Ninja. I’m open to corrections, so maybe you can help me. If Team Ninja’s not making the game why is their name prominently displayed, well, everywhere? Why does it say “Copyright 2010 Nintendo Co-developed by TECMO/Team Ninja” in the videos on the Metroid.com website? I’m so confused! Is the official website wrong too? You should tell them. Wikipedia (not a very reliable source according to my bartender) says Other M’s developed by Team Ninja and Nintendo SPD Production Group 1 as well — with a bunch of nifty citations! You should correct those, too.

      2. Let me stress (again) I’ve only played the game’s opening 45 minutes. The hallways in Other M’s opening moments felt empty and boring. Sorry! Super Metroid did not, as they were usually filled with bad guys and things to leap over like pits of lava or venus fly trap things. Y’know, fun platforming stuff. Other M’s hallways were mostly empty and dull with some dull auto-attacking thrown in. Ever play Castlevania: Lament of Innocence? That game also had boring empty hallways. Other M’s like that game. Perhaps in more ways than one!

      3. Oh, wait. Your numbering stopped. Uhhh.

      Re: the difficulty. I guess I could have made that clearer. The auto-aiming nonsense is very easy. Then you go into an arena-like room with locked doors and giant chameleons that take you out in three hits. So there are difficulty spikes. That’s not unlike Super Metroid I suppose. Remember that room in Norfair, before you reach Ridley, with the two silver space pirates who turn gold when they jump-kick? I guess Other M’s arena rooms are like that, but with a disorienting Wiimote-first-person-view-change gimmick and a Ninja Gaiden-like focus on wrestling and fatality moves.

      Re: the mark on the map — I’m not sure what you’re talking about. The flashing checkpoint from Adam? I didn’t write anything negative about that. I just said it was like Metroid Fusion.

      Re: my bitch fest’s credibility. I played the game. Did you?

      • Tired

        “1. You seem to know a lot about R&D1, Intelligent Systems and Team Ninja.”

        I know right, and Its not even my job! I just had to take videogame history as part of my course in game design. I think they should make it a requirement for game journalists too.

        “I’m open to corrections, so maybe you can help me. If Team Ninja’s not making the game why is their name prominently displayed, well, everywhere?”

        Because team ninja is WORKING on the game. The people who MAKE a game, as in lead the direction and development and are responsible for the games direction, design and ‘feel’, are called game DIRECTORS, and are in charge of the people working on the game, telling them what is good, what needs to be changed, and what cant be done. These people, ARE THE SAME ONES WHO WERE IN CHARGE OF INTELLIGENT SYSTEMS FOR SUPER METROID. For example, one of IS teams was called team deer force, and they worked on the programming of Super metroid, leaving R&D1 free to concentrate on the game design and pacing of super metroid. This is team Ninjas job.

        Why does it say “Copyright 2010 Nintendo Co-developed by TECMO/Team Ninja” in the videos on the Metroid.com website? I’m so confused! Is the official website wrong too? You should tell them. Wikipedia (not a very reliable source according to my bartender) says Other M’s developed by Team Ninja and Nintendo SPD Production Group 1 as well — with a bunch of nifty citations! You should correct those, too.”

        “Looks at response above. Well this has alreaby been answered. But past that, I’m sorry, where did I ever state team ninja WASNT working on the game? Yeah, I totally think knowing what the hell you are talking about should be a requirement for this. You know, if you look on that same nifty magical wikipedia page, you see super metroid was *GASP* developed by Nintendo R&D1 and INTELLIGENT SYSTEMS OMG!!!! Team Ninja has replaced Intelligent systems, NOT Nintendo.

        2. “Let me stress (again) I’ve only played the game’s opening 45 minutes. The hallways in Other M’s opening moments felt empty and boring. Sorry! Super Metroid did not, as they were usually filled with bad guys and things to leap over like pits of lava or venus fly trap things.”

        Wow, you even specifically stated you were comparing the openings of both games. You uh, you never played super metroid did you?

        Let me explain to you why this statement gives off that impression.

        The very beginning of super metroid takes place IN AN EMPTY SPACE STATION WITH NOTHING BUT LONG EMPTY HALLWAYS.

        Then, there is a mock boss fight that is impossible to lose.

        Then once again, THE GAME CONSISTS OF NOTHING BUT long empty hallways, WITHOUT A SINGLE SOLITARY ENEMY AT ALL, No enemies, no lava pits, no ‘venus flytrap things’ and it remains that way until the player stumbles upon the first power up, which is an event that triggers the game to ‘wake up’.

        So your complaints about the first 45 minutes of other M being more or less empty hallways while comparing it to super metroid, makes you sound, well, like you have no idea what you are talking about.

        3. Oh, wait. Your numbering stopped. Uhhh.

        That would be because each number corresponded to a different topic. The topics being organized by numbers. The second topic was you constantly contradicting yourself. Which was all I talked about after that. UHHHH.

        “Re: the difficulty. I guess I could have made that clearer. The auto-aiming nonsense is very easy. Then you go into an arena-like room with locked doors and giant chameleons that take you out in three hits. So there are difficulty spikes. That’s not unlike Super Metroid I suppose.”

        You dont need to make it any clearer, this is precisely the point I was making. Im glad my faith in your pattern recognition was rewarded. Yes, it is VERY SIMILAR TO SUPER METROID.

        “but with a disorienting Wiimote-first-person-view-change gimmick and a Ninja Gaiden-like focus on wrestling and fatality moves.”

        Look, guy, there is nothing disorienting about the first person switch. It goes into first person in whatever direction samus is facing, she can only face eight directions, its not like analog where you can be anywhere in a 360 degree range… MY GOD ITS ALMOST LIKE IT WAS DESIGNED THAT WAY!!! I know the kids these days have a very hard time learning new things, being things have been exactly the same for nearly two decades now and have become comfortable and familiar, hence the constant bitching for a comfortable familiar control scheme. But new concepts like this used to drive the world once upon a time.

        As for the wrestling moves, the character is in several tons of powered armor, which grants augmented superhuman strength. Even knowing nothing of Sakamoto’s desires he had been speaking of in every interview for the last decade and a half Its not a stretch to see that aspect enter gameplay as the series evolved.

        For those who have followed the creator of metroid, this would have been expected. Team Ninja isnt putting in wrestling moves because they did that in Ninja gaiden. Sakamoto hand picked them for the job for many reasons, one of which is because this is what he has always wanted his character to do in game (And not just in the pages of the stories about metroid he wrote) and he believed team Ninja was up to the task because of what hed seen them do. This is NINTENDOS’ direction. NOT team Ninjas’. In fact, team Ninja cant do ANYTHING without convincing Nintendo ie Sakamoto, the creator of metroid, that it would end up being the right thing to do for his franchise.

        “the mark on the map — I’m not sure what you’re talking about. The flashing checkpoint from Adam? I didn’t write anything negative about that. I just said it was like Metroid Fusion.”

        Huh.

        “That’s the brunt of the gameplay. The game seems to flow very much like Metroid Fusion. Follow orders from someone named Adam, go to a flashing checkpoint on your map, fight, repeat.”

        Yeah, this bear no negative connotation whatsoever. And even less in light of the context of all that preceded it. But wait, whats this?

        “I expected this game to wow me. It’s the new Metroid game. It’s not another Prime, not some pinball thing. It’s the new honest-to-god 2D-style Metroid, something we haven’t had since Zero Mission in 2004.”

        What zero mission? You mean the game wher eyou followed a blinking light on the map, fight, rinse and repeat? The game with heavy unskippable text monolouges? Holy contradictions batman!

        I can see you playing the first thirty minutes of super metroid and writing the exact same thing.

        And yes, I played the damn game at comic con.

    • Tired

      1. I love team Ninja. I greatly enjoyed Ninja Gaiden, though I didnt really want to play any of their other games, they all reviewed quite well. I just have this crazy expectation that people with a job description of journalist actually take a tiny bit of effort to do a tiny bit of research on this wonderful thing full of information called the internets, and then using the information gathered from that little bit of effort combine it with their experience with the game and report the truth. I know, crazy right? Doing your job and not just slinging loaded opinions that have no real basis in reality.

      And yes, Nintendo representatives regularly gave speeches at my college and I got to talk to them (through translators) personally on rather frequent occasions. Crazy how that works.

      2. Oh, look, an Ad hominem. Classy. Ad hominems are used when someone has realized there argument has no ground to stand on in actuality, and thus try to switch the focus of the argument on to things not related to the matter at hand.

      3. Oh, look, another. Wow, I thought someone with this job would be better at this whole discourse thing.

      As for getting outside, Ill clue you into a great hobby. I just got back from a trip I took my wife on across the country where we met an old group of friends. We go Geocaching; See, when we all got out of college we ended up all over the place, but with this, we can pick a spot in the world and all meet there. Epic hobby. You should try it. Though it is a bit pricey.

      Maybe if you try hard, and stand out above your peers you can put together a resume that will eventually land you a job where you can afford both the time and monetary price to enjoy the hobby on a large scale.

      You know, things like finding out the truth and reporting it when other people dont put in the effort.

      Oh Look!!! Something designed to undermine your credibility thats completely not related to the matter at hand at all, I can do Ad Hominem too!

      • Thomas Rivas

        Say hi to Satoru Iwata for me. Y’know, since you had Nintendo reps speaking at your college and everything, I’m sure you guys are pretty tight by now. Dang, sure wish I dun went to college and gots me a good job. If you only knew dear boy :)You’re great! Keep the comments coming and enjoy those expensive vacations.

        • Terry

          C’mon, you don’t know anything about him, no need to pick on him. He just expected one thing from this article and he got another.

          I do have a question, though. However the responsibilities for programming and development are divided on this project, whose fault is it that the game sucks?

  • BeeZee

    FUCK this review is STUPID OH MY GOD I haven’t e played this game and you have but even I know that it’s great and I’m going to take it PERSONALLY to heart that you gave me your honest opinion on what you played.

    Die in a fire.

  • Tredeeznuts

    Hmmmm. I kind of like seeing the opinions of people that don’t like a game I’m excited for, personally. I mean, for one, editors are only expressing opinions based on how THEY feel about the game, and two, it’s not like this one editorial means the game is gonna suck. I have yet to read an editorial that makes me completely comfortable that this is indeed the Metroid we’ve all been waiting for, and so I’m not getting my hopes up too high.

    Thanks, Mr. Torres, for being completely honest about a game that nobody really knows what the fuck to think about it.

  • Terry

    Were the space marines in the first 45 minutes? Those guys are my favorite Metroid characters.

  • Tired

    “I do have a question, though. However the responsibilities for programming and development are divided on this project, whose fault is it that the game sucks?”

    Responsibilites of programming and direction are ALWAYS divided. This game isnt a unique case in that manner.

    And in another matter that is ALSO not unique, rather the opposite. Responsibility ALWAYS falls upon the leadership, and NOT the subordinates.

    Anything you dont like is NINTENDOS choice, and fault and has NOTHING to do with Team Ninja.

    As for expecting one thing and getting another. This site was just one of many linked by venting people about how crappy and useless, and completely non factual todays game journalism is today. I cant very well respond to all of them, but thi sone represented the average mistakes.

    Factual innaccuracies concerning who’s making the game and in what capacity, complaints that don’t add up when compared to previous games in the series, they are, ironically being compared to in the article.

    And on top of that, this one has that little extra special pizazz. As when I looked at the name of your site and its self given description your article became a little more …. special.

    2dx, home of all the information you could ever want on 2d and 2d.5 games. (Unless, of course you want correct information it seems)

    Somehow, a lot of ‘journalists’ have been missing the fact that metroid other m is in fact, entirely 3d.

    On top of that, I found it rather odd that a journalist for a sight about 2d and 2d.5 games would be COMPLAINING about fixed camera angles and no camera control.

    Do tell me, when was the last game you played that was 2d, or 2.5d that didnt have fixed camera angles and had camera control? Oh, there arent any.

    What exactly is your target audience here?

    Fixed camera angles and 2-2.5d games kinda go hand in hand.

    Oh well, at least you arent a marketer.

    You know industry gamers hired a guy who majored in marketing? Dont you find that odd? A guys whos job it is to ‘objectively’ tell you what games are good (to buy) and what games arent (dont buy) is a marketer?

    Little odd? Little strange? I mean, what would investors from other companies with products to sell who buy shares to gain pull of a companies decision making possibly want with someone with an education in marketing telling readers what to, and what not to buy?

    • Thomas Rivas

      :) Want a hug? C’mon, let’s hug it out. It’s not your fault.

    • http://www.2d-x.com Jeffrey L. Wilson

      OK, allow me to intervene. I’m massively sick, so I’ll make this as swift as possible.

      @Tired: First off, thank you for commenting; we’re big believers in lively debate. You appear a passionate, informed gamer.

      It appears from some of the comments you’ve made that you’re unfamiliar with the site. We primarily cover 2D and 2.5D games, and select 3D games that are of interest. I encourage you to dig a bit through our back catalog (particularly the interviews, and CES, E3, and PAX coverage) to truly determine if we are crappy, useless, and non-factual. Or are you basing your view on an initial impression/reaction?

      On that topic you said: “This site was just one of many linked by venting people about how crappy and useless, and completely non factual todays game journalism is today.”

      Where would this be, sir? I’d honestly like to know. E-mail me, if you’d prefer at jeffrey@2d-x.com.

      On that note, I’ll say that video game coverage is a circle consisting of developers, PR, media, and, ultimately, fans. Our team has developed deep and cherished connections with the other segments that we deepely respect–we’d never rant for the sake of ranting, or for cheap heat. We love video game, both 2D and 3D.

      I hope that you continue reading.