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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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Inside her head, she is very much how I imagined her to be. I'm about 5 hours in. It's a very nice looking game. Many folks have said that it doesn't look as good as Metroid Prime, but I think that's more a matter of the art direction than their technical prowess. The cut scenes look very good, even though they're 30 fps and the game is 60 fps. The voice work is very good. I love Samus's voice. Between that and the short hair she sports in the flashbacks reminds me a bit (but not too much) of Rebecca Chambers, in a good way. I didn't find the whole "not using weapons until Adam clears it" to be odd after she formally joins up, but before then it did seem peculiar. Adam didn't authorize her joining, but she did anyway. That's more a plot hole than really a flaw in the game. I've found the script to be just fine....perhaps I imagine Samus to be more erudite, what with growing up the only human on Zebes and all and having not much to do but study. Ya know, not being distracted by boys and stuff. There are more graphical glitches, like invisible walls and even some clipping -- one time, Samus died and fell halfway through a wall. Meh. The inside scenes look very very good, but the "outdoor" (i.e. holographic) scenes seemed a little off, like Samus was floating over the top of it and not a part of it. I must say that my absolute least favorite part is the d-pad controls. Very imprecise and limited, in my opinion. Annoying in those few moments of over-the-shoulder third-person, and still difficult in the panned out 3D parts. The Wii remote's D-pad has never been a strength. On the other hand, I handled the transition to first person with the remote very easily. It works exactly like the pointing function in Super Paper Mario. And it does matter what direction you're pointing when you do it. The last-gasp charging is interesting and made a couple boss battle quicker, but I could have easily done without it. Same with the auto-load missiles too. And I miss not having any motion controls at all. I find myself shaking the Wii remote when an enemy jumps on me, hoping it will do something.  Now that I think about it, the controls overall remind me quite a bit of Super Paper Mario. Overall, I must say that I like Metroid: Other M a whole bunch. I like the Metroid Prime series better, but I still like it a lot. When I do my formal review, it's looking like a borderline B+/A score, I'm thinking. David V |
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@VofEscaflowne Yeah, I completely didn't know about the first person dodge until I read it online. I really wish it were mentioned in-game, but in any case it's a big help. Everyone should know about it! @porphyrous I think that the D-pad controls were my favorite part of the game. I agree with what Vof said, it is very 2D in nature. Like the way you can hold up, and run straight through a curved hallway, as opposed to running into the wall. Yeah, the over-the-shoulder views are a little awkward, but fortunately that doesn't happen too often in the game (although it does get annoying at one point, when you're stuck in that view for a while). For the most part though, I feel like you can tell the game was built around this control scheme, and for that reason it works. |
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Just got 100% on Metroid Other M. Been playing since I got the game from Gamefly Thursday, and I do like it alot, even with what flaws it has.
I got fairly used to the controls. They did an overall good job with the camera work to allow for smooth traversal. The one thing I had trouble with though was the dodge mechanic. I'm gonna say it's mostly user error on my part, because when you use a d-pad or something for movement and dodging, I'm always used to just double tapping. Since you only have to press once in any direction dodge, kinda threw me off. It's simple sounding and in practice it works, just that I always instinctively double tap.
Story and character wise, I do have one thing to say about Samus. Regarding or voice, it's what I expected. There's the difference in tone between her monologues and when she is actually speaking, much like in Fusion. But the flat tone in her voice when she monologues isn't so much that got me, but rather when she would go too long on one of her explanations or whatever. Thankfully, it didn't become as frequent later in the game, but in the first hour of setting up the current situation with Samus, Adam's squad, and the Bottle Ship, I almost felt like I might've fallen asleep. It'd be like if Evangelion focused primarly on Rei Ayanami and she talked more. The tone is part of her character, but it's not something I could stand to listen to for very long.
And the story itself got better after the first hour, once you start to learn more about what happened on the ship and what not. There were some interesting twists, but the interesting thing about this all was how it felt similar to Metroid Fusion.
This game is like the 3D version of Fusion, much like Prime was to Super Metroid. Both games have you on some ship/station that is holds simulated environments for different creatures, there's Adam Malkovich telling you where to go, and of course, a corrupt part of the Galactic Federation using the facitility to harness bioweapons. Not to mention Nightmare, the gravity boss from Fusion, who's appearance certainly had me surprised. As soon as I saw his face I was like "oh dude, it's THAT boss!"
Not even just the similarities in characters and setting, but also the overall structure. It's a Metroid game, in the same way that Fusion was a Metroid game. You still had nooks and crannies to explore, but you were always being told clearly where to go, and when there's a key part of the story happening, the exploration bits come to halt, and force your attention on the immediate danger at hand.
As for the invisible walls things mentioned earlier in the thread, it didn't actually cross my mind until you guys mentioned it. I was so used to navigating the map so quick and efficiently I didn't notice. But then again, I started to notice it as I was looking for the last few item pick ups (which is when I saw you guys mention it). Well, it does come down to how the controls are set up. You only have digital movement and 8 directions to move in, so you wouldn't necessarily want to get caught on a small snag or something, but yeah, it's kinda odd when you're trying to find that secret and you get stopped by an invisible force constantly.
If there's one thing I wished this game had though was special endings based on not just item completion but also overall time. Just like the old games. I probably wouldn't make the required limits though, but it would be fun to see other people do it.
Great game. Infact, great game from all sides of development. Nintendo, Team Ninja, D-Rockets (well, it was the cinematics they did, but it played a part in it). They made a very fun and enjoyable game, even with what flaws there are in the limited controls, and a sort of "meh" start at the beginning of the story. |
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