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Metroid: Other M (Nintendo Wii) discussion [game]
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8.18/10 from 55 user ratings |
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Welcome to the official discussion thread for Metroid: Other M on the Wii!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
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...seeing as you're the group of gamers whose opinions I trust the most. Picking up Other M today was a bit of a strange experience--the guy at Play-N-Trade revealed that one of his coworkers mistakenly told everyone that the game released today, so the store had preorder folks coming in all day to try to get it. However, this particular employee was pretty upset about the whole ordeal and decided to sell it to me anyway...then promptly called his manager and quit. I told him I didn't want to cause a fuss and would come back Tuesday for it, but he took a devil-may-care attitude and let me buy the game regardless (he was actually quite friendly to me, just upset about the mistake the coworker made). So that interesting story of acquisition aside, I now have the game and have played roughly 40 minutes or so (just beat the first boss). It's quite early so my previews aren't going to be very in-depth, so I'll make this quick for now: -Controls are better than expected, feels fun and pleasantly quick like Samus should -Voice acting better than expected; the ancillary soldiers and such sound pretty good -Samus herself seems to be directed to sound fairly cold and emotionless, which usually works, but sometimes her delivery is stilted (so far) -I'm kind of missing Retro's attention to environmental detail, but the areas still look decent enough -Killing classic Metroid enemies like Geemers and Rios in 3rd-person is somewhat cathartic. They made a 3rd-person Metroid feel work rather well, and I like the Wiimote so far -You can't seem to wall-jump off every wall, just select surfaces -Not sure what to make of the story yet, I kinda like a lot of it and some of it is sort of overbearing; we'll see. The direction and transitions are pretty nice though -Pretty cool first boss -Casper's right, it needs more music during gameplay That's all for now. I mainly made this thread for everyone else to post their impressions too, but I wanted to give a few of my own first. URL to share (right click and copy)
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08/30/10, 01:20 Edited: 08/30/10, 01:31
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Played 2 more hours. I feel that Metroid II's music was more in the foreground than Other M's (so far). There were some weird, otherworldly sounds in Metroid II that were only enhanced by the GB's primitive sound chip (same reason I feel the original Metroid has a wonderfully cold and sterile soundtrack that greatly adds to the atmosphere--any of the item room themes, for instance). In Other M, I actually find myself whistling Metroid songs while playing the game, since it has very little music of its own...not a great sign. Where's my item room/elevator music? Even Fusion had a fair amount of solid tunes, and it was a similar type of game. Updated impressions! I'll keep the spoilers to a minimum, but any sensitive info will also be blacked out. I've gone through Sector 1 by this point and just entered Sector 3. Sector 1 was a pretty decent Metroid area, bigger than I expected and introduced a pretty fair number of mini-boss fights. My favorite so far is probably a tussle against a large Kihunter Nest, which had me on the edge of my seat. I've actually died a couple of times as well, so the challenge seems to be pretty decent. The combat remains fun and rather fresh, although I still find myself doing the "dodge" and "melee" moves accidentally more than purposefully. I can't believe "Zebes" is pronounced "Zeh-behs" and not "Zeebs"! That'll take some getting used to. The sound effects are crisp and give everything a nice bit of extra punch. I love the Charge Beam's in particular! The major item upgrades seem a little spaced out, more than usual. So far, I've technically only gotten two or three of them, and mostly in the very beginning. I also need to slightly amend my wall-jump complaint. Apparently, you can wall-jump off several different surfaces in the game, but many of them are weirdly-shaped walls that don't let you kick off...or invisible walls. Which I guess brings me to the complaints. Too many invisible walls! Sakamoto and his design team have put in too many of these dumb barriers in several of the rooms, and it really detracts from the Metroid feel, for me. I like how in the 2-D games, you can have numerous ways of getting through rooms depending on your arsenal. But wall-kicking is arbitrarily disabled in several spots, and there seems to always be just a single way to do anything (outside of combat). At least bomb-jumping is in, to some degree. There are some other weird decisions as well, such as the forced over-the-shoulder perspective for when you're around the other GF soldiers. Samus just moves crazy slow in this mode, and there's an extended sequence early on where you have to plod through numerous hallways moving like a slug for no real reason--then right after that, you do it again! The cutscenes are still pretty enjoyable, though, and there haven't been too many of them at all. One final thing about the game's setting, and this one might be considered a moderate SPOILER. Some of you were wondering earlier if the various environments we've seen in trailers are in fact just "holograms" on the Bottle Ship. I can't say for certain yet, but I've definitely seen several rooms where this is the case; you "turn off" the hologram to proceed through the room, and the wide, lush jungle in the bright sun disappears, leaving you in an overgrown, dingy area in the ship. If I had to guess, I'd assume the entire game does indeed take place on this ship, which is disappointing, IMO. There's an inherent excitement about exploring planetary ruins; it feels like you can do a lot more with that concept, and the biology and history involved. Besides, we already did the ship with Fusion's BSL.A few things have been disappointing so far; the gameplay is still fun and engaging, but the design's not quite the impeccable structure I've come to expect from the series. In fact, I'm tempted to say that Fusion itself had a slightly stronger design structure. |
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@casper884We probably differ on the term 'generic'. Wait how could the gameplay suck if a huge part of it like the combat is "exceptionally good and the best combat of any metroid with challenges"?. Shouldn't you have been playing the game for what it was from the very start? Anyone expecting Super Mario 3 from NSMB Wii would be VERY disappointed. I know I would. Do you really have a copy of the game? Your impressions are what I find very generic |
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