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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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grantimusprime said:I do think there were a couple of plot holes though. First... she just dropped the idea of "The Deleter." I guess it's because it was really M.B., and not a Galactic soldier... but then what about the guy in the giant robot? Didn't make much sense. See, I was a little confused by this at first as well, but the I watched the Metroid: Other M "movie" (which is just terrible, btw), and it became apparent there was a deleter. It was the dude that MB killed in that computer room where she explains everything to you. He came to kill her just like he killed all the other soldiers (those cutscenes weren't there for nothing) but she killed him first. Can't remember which guy it was, though. So yeah, totally was a soldier traitor deleter guy. Actually, may have even been Adam that killed him, now that I think about it. There are a few more cutscenes in the post-game.grantimusprime said:Then, Adam's departure. He says plain as day that only a giant explosion could neutralize the threat found in Sector Zero... why not just "authorize" Samus' power bombs then and save your own ass? I know he had to die, it's a big part of Fusion, but they could have figured out a better way. He says if Sector Zero is critically damaged, it will detach and self-destruct as a safety protocol. Which it does. So no matter what it would be a suicide mission. If Samus went in there and laid a power bomb it would detach and self-destruct and kill her instead. But he wanted to keep her alive, because he knows she's a lot more important to the universe than he is.grantimusprime said:One last bitch about plot holes. They try, and in my opinion fail, to explain how a little harmless bunny-looking thing somehow became Ridley. And then when you see Ridley dead... it looks just the same as all the other times Ridley "hatched" from another creature's body. Maybe I'm missing something, I dunno. I have no idea what you mean by "'hatched' from another creature's body." Those were all Ridley's bodies. He was just going through life stages similar to an insect. And he doesn't look the same when he's dead at the as he does when Samus finds his discarded shells. When she finds the moogle/chocobo (I call it a moogobo) shell, it looks the same as if it were alive, but with no eyes and its back split open. Ridley's lizard shell she find may be gray (can't remember), but it still has that giant split in it. Dead Ridley at the end is all gray ('cause he was Metroidified) and isn't split open in any way. And at least we now know how a frozen Ridley ends up in Metroid Fusion, what with the Galactic Federation's presence at the end.Hope that clears some stuff up! |
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@ZeroWill do... I thought about it for a while, actually. Do I really prefer Other M? Does that preference mean that I only care about the action of the series, rather than the exploration? But I don't think it's that simple. Finding items in Prime was not very satisfying to me. The puzzles in Other M have been very simple, so far, but also somehow satisfying. Not just, like, "This rock is made from Vulnerabilium. Shoot it with a missile to reveal something." That's probably reductive, and I need to think about it more, but, yeah... I'm reminded of my hatred of scanning. It really did kind of ruin that game for me. The art style might be more important that I thought, also. |
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That's not the perfect marriage.Other M has a really fast, propulsive feel, like Fusion. Whatever you think of the mechanic, scanning would be totally at odds with that. A lot of people take issue with the detective bits in Other M for similar reasons. @SimbabbadYeah, I mean, you could also tell with the big, obvious visual clues. Other M has some, too, but they still feel a bit more cleverly concealed than those of Prime, whether because of the restricted viewpoint, or whatever. Translating the 'bomb every corner/whip every wall' mechanic of many secret-packed 2D games into 3D is kind of a tricky endeavor. Hell, Nintendo seldom even makes 2D games without obvious visual clues (like decrepit-looking walls). I was pretty happy that some of the bombable walls in Phantom Hourglass were unmarked. |
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Ok I avoided this thread like the a spoiler-ridden plague for the past two weeks whilst I beat the game. Now I've just spent a couple of hours reading through the whole thing, it's interesting to see the various reactions. Most of my thoughts have already been covered by most everyone here, but I'll throw up my main points anyway: Controls: They definetly could have been done better if the Nunchuck had been used. It seems to me like they shoehorned everything into the Wiimote for the hell of it. Maybe that whole "simplicity" kick Nintendo's been on this gen? Things I would have liked: Analogue movement, missiles on a seperate button and usable in Third Person, and perhaps the melee attacks mapped out too so you could trigger them at will instead of the arbitrary way it seemed to happen. People may say that this might break the game as it was designed, and perhaps that's true. However one of the things I liked about the game was the sense of speed and agility that the third-person based combat gave Samus compared to the Prime games. The (at times) clunkyness of controls interfered with that feeling somewhat. So did those terrible over-the-shoulder sections. "What we have here is a failure to communicate!": The handful of points in the game where you're just expected to know stuff the game ought to explain (or hint at) better. The first usage of the Power Bombs, the final "cutscene" battle, the first-person variant of the sense dodge....I don't know if this weas done on purpose or what, but it seemed like sloppy design to me. Rechargable health/missiles & lack of traditional pickups: Ugh. Does anyone honestly think this was a good idea? Upgrades: Sorry, that was retarded. Here I am slowly frying to death in Sector 3 and I can't activate the Varia suit until I get permission? No. Just no. I can understand some sort of rational for the restriction of the really powerful weapons, but the passive abilities? Fuck off Adam. I've seen some contrived stuff in my time as a gamer but this was absolutely terrible. ( and on that note- TriforceBun said: I made a new comic about this game. Brilliant :P) Despite all my complaints though, I did end up enjoying the game more towards the end than when I started. I'd probably rate it about a 7, It's no Prime or Zero Mission, but it was pretty good for what it did. Kudos to Nintendo/ Team Ninja for trying a new style, with a few tweaks to the design they could do an amazing sequel. |
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Shadowlink said:The handful of points in the game where you're just expected to know stuff the game ought to explain (or hint at) better. The first usage of the Power Bombs I thought that part was brilliant, I really liked it. It's like, you're so used to being told what you can't and can't use. This is the point at which you, the player, have to break free of this artificial constraint. |
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