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D-Toid's Metroid Other M Preview

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  • #16
    Re: D-Toid's Metroid Other M Preview

    Originally posted by Omgwtfbbqkitten View Post

    As for the actress walking in the ad, she was OK, I guess. I was more impressed with what was going on around her.
    LOL Glad it wasn't just me. I had to watch it twice to actually pay more attention to her.
    Originally posted by Feba
    But I mean I do not mind a good looking man so long as I do not have to view his penis.
    Originally posted by Taskmage
    God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
    Originally posted by DakAttack
    ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

    Comment


    • #17
      Re: D-Toid's Metroid Other M Preview

      I liked how it played out.

      K-2L incident with Ridley
      Samus in the Galactic Federation Marines
      Samus on her early missions as a bounty hunter (Metroid, Prime series)
      Metroid II ending
      Super Metroid ending

      I'm glad to see these are events that get detailed in the commercial because it gives me at least an idea of what will be covered in the game. If they're doing the K-2L incident, that means we might see her time with the Chozo as well.

      I think Nintendo's been holding back a lot on the story and I'm quite anxious to see what's covered now. I've also loved hearing some of the music done for the cinematics outside of the action. Kuniaki Haishima is composing the music instead of Kenji Yamamoto this time out. We'll have to wait and see if Yamamoto is missed during the action parts of the game, but he's doing a damn fine job from what I've heard so far.

      Also, new interview:

      http://www.1up.com/do/feature?pager....=0&cId=3180967

      If the trailers weren't enough to confirm it, they do say you will find new power-ups beyond what Adam authorizes. They also said some fighting game moves have been implemented and that some of these combine Samus' existing abilities in new ways for both combat and puzzle-solving.
      Last edited by Omgwtfbbqkitten; 08-20-2010, 11:55 AM.

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      • #18
        Re: D-Toid's Metroid Other M Preview

        Seems there's a new controversy surrounding the game.

        For idiots, anyway.

        The Gravity Suit does not appear in its traditional form. You know how you go from the awesome Varia Suit:



        To freakish purple crap?



        Sakamoto decided that didn't work well visually for Other M, particularly for the in-game cutscenes. so this is what he went with:



        I think this is actually an improvement. Now the suit keeps its cool look and has a purple aura rather than awkward looking purple on the suit.
        Last edited by Omgwtfbbqkitten; 08-25-2010, 10:54 PM.

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        • #19
          Re: D-Toid's Metroid Other M Preview

          Purple glow is much less realistic than a purple paint job if you ask me.

          But whatever. It's a purely cosmetic change.

          Comment


          • #20
            Re: D-Toid's Metroid Other M Preview

            Wow, really? Gravity suit reduced to a purple glow?

            The gravity suit was always my favorite, too. I even picked it in Smash Bros every time I played as Samus.

            I think running around glowing purple is going to be a little weird, but I guess it's not that big of a deal.


            still pirating this anyway. if it actually turns out to be good I will buy it, but I am liking it less and less the more I hear about it.


            500 hours in MS paint

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            • #21
              Re: D-Toid's Metroid Other M Preview

              "If it turns out to be good..."

              Pfft.

              Reality check time:

              NES Metroid - Good for its time, eventually remade into something much more awesome in Zero Mission
              Metroid II - Good for its time, but hasn't aged well
              Super Metroid - Good for its time, still good now. So good it still doesn't need a remake.
              Metroid Fusion - Good, less sequence breaking, but there was some to be had
              Metroid Prime - Next best game in the series to Super Metroid, no simple feat considering the world had it in for Retro Studios.
              Metroid Prime 2 - Good follow up
              Metroid Prime 3 - Another good follow up.
              Metroid Prime Hunters - Bosses sucked, but solid game otherwise. Still one of the most technically impressive DS games.

              So that would mean that Metroid II and Prime Hunters were the "bad" games, I guess. By the standards of some other franchises, though, those could still be considered high points.

              Or do I have to go make examples of Sonic and Mega Man to illustrate my point?

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              • #22
                Re: D-Toid's Metroid Other M Preview

                Hey, they managed to totally screw SSB Brawl on the gameplay department. Anything could happen.

                But I'm thinking this'll be a good game. It takes a lot to screw up Metroid, and I consider Metroid II's failure to be mostly due to the GameBoy's limitations. It was a valiant effort, but you can't make an exploration game where everything's monochrome and you can barely see more than 5 steps in front of you.

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                • #23
                  Re: D-Toid's Metroid Other M Preview

                  Originally posted by Armando View Post
                  Hey, they managed to totally screw SSB Brawl on the gameplay department. Anything could happen.

                  But I'm thinking this'll be a good game. It takes a lot to screw up Metroid, and I consider Metroid II's failure to be mostly due to the GameBoy's limitations. It was a valiant effort, but you can't make an exploration game where everything's monochrome and you can barely see more than 5 steps in front of you.
                  Well "they" is HAL and Sora when it comes to Smash Brothers, Metroid has usually been made by Intelligent Systems, with the exception of Other M and the Prime series.

                  I've seen a couple reviews but not by any editors I could put full faith in for talking about the genre Metroid finds itself in. Some are saying its too linear, but they said that about Fusion, too. The real test lies in multiple playthroughs. There's a lot of things you don't have to do in a Metroid game and then once you finish, you realize there are so many things that you could have been done differently.

                  But even if this ends up feeling like a departure, well, Metroid II and Fusion were departures. I've always been left with the impression Other M's role was to be the bridge to Fusion, which seems like the start of a new storyarch and potentially a new approach for the series. Samus can't just explore desolate planets and keep reobtaining her arsenal forever.

                  I mean, she's kind of a fugitive right now.

                  Metacritic average so far is 80

                  http://www.metacritic.com/game/wii/m...critic-reviews

                  I was actually suspicious of the Game Informer review "scan" going around the web earlier in the week, Metacritic's blurb from it confirms its fakeness. GI always lowballs Nintendo to look like they have journalistic integrity,which is why I apply a 1.5 curve to each of their score, which always brings it up to par with what everyone else is scoring.

                  I believe Famitsu rated it 9/9/8/9, but there could be another one other 8 in there if I'm not remembering correctly.

                  Overall consensus: It is gewd.
                  Last edited by Omgwtfbbqkitten; 08-27-2010, 11:46 AM.

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                  • #24
                    Re: D-Toid's Metroid Other M Preview

                    Metroid: Other M Review: Our Unexpected Future

                    "This game was made by brave people.

                    Bravery in game design is when someone makes a tennis video game and doesn't let you control where the tennis players run. Bravery in game design is when you turn a series about a Bear that can jump into an ambitious game of LEGOs.

                    Bravery is when, in 2002, Nintendo expects gamers who loved the side-scrolling 2D science fiction adventures of the first Metroid games to love the series' transformation into a first-person shooter. (Many did.) And bravery is when, three Metroid first-person games later, a group of Nintendo and non-Nintendo developers decide that the next logical step is to create the most unusual new installment in a major franchise since Prime — a game that is as daring as most sequels are safe — the Wii's new Metroid: Other M.

                    Samus Aran is back in a game that is, at various minutes and seconds, third-person, first-person, side-scrolling, not side-scrolling, combat-centric, exploration-based, crowded with story, as quiet as the older Metroids, beautifully minimalist in controls, awkward to handle and somehow better-looking than many games released on more powerful consoles. This game is a sequel to the Super Nintendo's Super Metroid and in many ways a stock Metroid adventure that focuses on the player using Samus to explore room after room of a space station, discovering new abilities and backtracking to use those new abilities to reach new areas and fight new bad guys. In significant ways, though, this game is an experiment and, well, let's see how it worked out…

                    Loved
                    Samus Aran, Cooler Than Ever*: How can anyone dislike Samus Aran, who enters Metroid: Other M with the advantages of having a cool, iconic set of armor, a great rogues gallery of monsters aliens who sneak their way into most of her games and, of course, the can't-miss great ability to roll around as a bomb-dropping ball? Samus is an even better hero to control in Other M as she has been armed with an impressive array of close-quarters combat moves she can use against her enemies — and she stars in some stunning action-packed cutscenes. She also has, of course, an arsenal of cool moves, most of them returning from classic Metroid games, that she will gain over time (following the worst excuse in Metroid history for not having all of her arsenal from the get-go: She verbally agreed not to use anything other than lasers and bombs until another character in the game says she can, one approval at a time!)</ span>

                    Mystifyingly Good-Looking: Why does a game running on my Wii look better than some of the games that run on my PlayStation 3 and Xbox 360? Other M tops the Mario Galaxies as the best-looking game on Nintendo's practically retro-tech home console. The abundant movie-theater-quality pre-rendered cutscenes in the game are one thing, but even the in-game action is to gawk at, richly detailed, beautifully lit and a credit to the game's designers at Nintendo and project partner Team Ninja. Some of Samus' fellow human characters look simplistic, but aliens monsters — beasts that have no uncanny valley to span — look terrific, as does the architecture of the Bottle Ship through which she spends the whole game exploring.

                    Samus' Non-Annoying Friends: Metroid: Other M begins with Samus responding to a distress call from a space station called the Bottle Ship. When she flies to the station, she encounters a group of government troops led by her former military commander, Adam Malkovich. The game's first hour, which gives a poor and misleading impression of the game in various ways, implies that the game is going to be a chatty, team-based affair. Worse, it seems like it will be an over-narrated team-based affair that replaces the series' winning scheme of lonely exploration and combat with a lot of jawing with and reminiscing about a cast of stock military cliches who wear armor. Thankfully, that's not really how this goes down. The supporting cast fades and winds up reappearing only too infrequently. The rare moments when Samus gets to fight with another soldier at her side are tantalizing hints of what a team-based Metroid game could be like. I finished the game wanting, I'm surprised to say, more of that.

                    Way Ahead Of Its Time: Let's check back in in five years, but I got the sense while playing Other M that I was playing a game from a future. Specifically, this is a future when game designers don't stick with one or two styles of presentation ("This is a third-person fixed camera game" "This is a first-person game"). Metroid: Other M has been constructed as if it was a movie made by a filmmakers bold enough to use all of the different types of cinematic shots needed to best express his or her story and themes. In action, Other M is mostly viewed as a third-person game, with the camera placed in a fixed overhead or sideline position, the better to let you run Samus around a room and shoot enemies. At any time, the player can activate a first-person mode that locks Samus in place but permits more precise targeting and looking (if you're trying to find a hidden passageway, for example). Surprise: sometimes, the game tightens into a behind-the-back Resident Evil 4-style camera, mostly for moments that are more talky and story-driven. At other times it forces the player into a first-person perspective and won't let them out until a condition is met. And at other times, the game is a non-interactive cutscene. The various camera styles blend together marvelously, improving on experiments seen in the spring's God of War III, which also borrowed perspectives from other genres. This is Other M's best accomplishment as it prioritizes the expression of content over the rigid dedication to one or two methods for depicting it.

                    Surprising Combat System: One thing was always a bit strange about Samus Aran. She explores lonely planets, looking for missile upgrades, ice beams and grappling hooks, reads the runes on ancient architecture, and then… blasts aliens with as much care about nature as a bulldozer in an Amazon rain forest. That element of her character is tweaked in this new game due to the primary element of combat: It favors defensive dodging and counter-attacking. You play the game with just a Wii Remote, holding it horizontally, D-pad for movement, and the 1 and 2 buttons for jumping, shooting and rolling. The dodge move proves to be most important, as it allows you to do immediate high-powered counters. The simple button scheme also enables lots of cool close-quarters fighting moves, though the system for jumping on enemy heads and shooting them fatally is odd and feels imprecise. Pointing the Wii Remote at the screen enables first-person mode, which is the only mode from which Samus can shoot missiles. This introduces an interesting tension between fast aim-assisted third-person combat and feet-locked first-person power-shooting. The switching to first-person can be disorienting to control at first, but it proves to work well, with one caveat explained lower in this review.

                    Sub-Prime Exploration: As beautiful as the rooms in the Bottle Ship are to look at — and they are gorgeous, spanning jungle, fire, ice and other environments — the architecture within them that is integrated into puzzles is less interesting than in the Metroid Prime games. Those Prime games, made by Nintendo's Retro Studios, had room after room of clever morph ball puzzles and interesting gymnastic challenges for Samus. Other M has some of that, but less of that. What it does have is good enough to love, because it reminds the gamer of classic Metroid play, but it is less abundant than in recent franchise adventures.

                    Welcome Assists: Other M checkpoints the player when they die, not always sending them back to a save point, and it frees you from having to collect energy and missile drops, by letting you recharge on the spot, if you hold your Wii Remote vertically and hold a button. The trade-off on the recharge is that it takes time, can be interrupted by enemy attacks and only refills energy if you are near death. The systems are smart and welcome.

                    Hated
                    Stubborn Remote-Only Controls: The designers of Other M have said publicly that they were determined to make a Metroid game that could be played only with a Wii Remote. Why? Because they feared more complex controllers turn people off? This is already a game for people willing to take a plunge; it's hard to imagine that the addition of a Nunchuk would have scared them away. Because the game is Remote-only, players will learn how unwise it is to try to control a Resident Evil 4-style perspective with a d-pad. They will learn how annoying it is to, in the heat of battle, point the Remote out toward the TV to go into first-person mode, only to have the Wii fail to realize you did this because you are pointing a little off the TV screen. Remote-only would have been fine as a default, but the game would have controlled better, and elicited less frustration, if it supported a second control scheme for those of us who prefer to do things like control movement in three dimensions with an analog stick.

                    *Sappy And Conspiratorial: I had mistaken Nintendo's long-standing disinterest in making story-heavy, cutscene-loaded games with a tacit dismissal of the kinds of stories those types of games tell. I was wrong. Under the direction of longtime Metroid designer Yoshio Sakamoto, Nintendo unfortunately felt the need to tell a story that explores those tired themes of protagonist immaturity, weapons of mass destruction, and possible government conspiracy that have been strip-mined by the makers of Metal Gear and Resident Evil. Thankfully, the cut-scenes involving these themes are mostly placed near the beginning and end of the game.

                    I was skeptical of Other M. I thought it would not just be inferior to the wonderful Metroid Prime games but to earlier Metroid side-scrollers. I still can't say that it is better than most of them, but it is nonetheless a very good game. It is exciting to play and terrific to look at. It is a master-class in mixing gameplay genres, even though it is hobbled by a bad decision regarding its controls. Anyone with an appetite for classic Metroid combat and exploration will be satisfied with Other M. Those who wish to think of Samus as a grown-up without daddy issues may not be. Still, this is a fabulous Wii game that shows how thrilling it can be when sequel creators choose not to design it safe. This is a brave game, one that players would benefit from experiencing.
                    "
                    Originally posted by Feba
                    But I mean I do not mind a good looking man so long as I do not have to view his penis.
                    Originally posted by Taskmage
                    God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
                    Originally posted by DakAttack
                    ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

                    Comment


                    • #25
                      Re: D-Toid's Metroid Other M Preview

                      Well, only a half-hour in, but so far absolutely no problems with the controls. There is a bit of lag in some actions, but you could say that about Super Metroid as well and its not terribly difficult to work around. The complaints out there about shifting to first person are utterly a bit misleading,

                      I'd go so far to say Team Ninja and Nintendo were practically holding your hand with how you lock onto the bosses in first person so you'd have to be a bumbling oaf to fuck up firing a missile. My complaint so far about this aspect of the game would only be that missiles can only be used while locked on in first person and cannot be fired freely or in rapid succession.

                      I already found one carry-over from Super Metroid. Charge your beam, roll into a ball and lay multiple bombs in one go. I'm sure there is more to find as you unlock other beams.

                      The cutscenes and action are pretty seamless so far. I think some people complainint about the acting forget Metroid does tend to riff on the Alien franchise. I think I've already found the Hudson of the Galactic Federation Marines. I'm assuming Anthony Higgs is our Dwaye Hicks.

                      Overblast is pretty simple and fun - just charge your cannon and hop at the enemy. No stupid QTEs for that sort of thing here.

                      EDIT: Actually, about the missile thing. Its just a context sensitive use of missile . When you get a chance to use them in succession, its like firing off a shotgun, rather kinetic and satisfying.
                      Last edited by Omgwtfbbqkitten; 08-31-2010, 10:58 AM.

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                      • #26
                        Re: D-Toid's Metroid Other M Preview

                        There is a bit of lag in some actions, but you could say that about Super Metroid as well and its not terribly difficult to work around.
                        Care to elaborate? The only truly laggy move in Super Metroid was Crystal Flash, because it required you to stay perfectly still while you detonated a Super Bomb.

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                        • #27
                          Re: D-Toid's Metroid Other M Preview

                          Originally posted by Armando View Post
                          Care to elaborate? The only truly laggy move in Super Metroid was Crystal Flash, because it required you to stay perfectly still while you detonated a Super Bomb.
                          Wall Jump animations lagged a bit in Super Metroid. They don't here.

                          I guess what I mean is that some of the context sensitive moments - particularly the melee finishers based on enemy HP - are hard to anticipate and sometimes feel like the arrive too late ortoo soon. This could have been partly resolved by applying an on-screen HP bar based upon which enemy Samus was locked onto, not unlike how it would happen in a game like Final Fight. The big bosses actually do get an HP bar, which is helpful.

                          I'm about five hours into the game now and I will say you do feel a stronger linear push than you would in other Metroid games. I still can't say whether thats a good or bad thing because the exploration elements and puzzle solving are still there, but I will say that if this game did de-emphasize those elements, they did it in exchange for many more boss and miniboss confrontations.

                          Hell, halfway through, Team Ninja really makes their touch on this game known and I mean that in the "You're going to die" kind of way. Thankfully its not absurd to the degree of the contemporary Ninja Gaiden games, all of your losses will be completely fair, but don't be surprised if you have to change up some tactics on what started out feeling like standard grunts There are enemies that will deflect Overblast attempts.

                          So far I would say this feels more like a game where Metroid Fusion, NES Ninja Gaiden and Metroid Prime were fused together. This minus the cheap deaths of any Ninja Gaiden game.

                          Another thing to note - and it something reviews gloss over - is that there's actually quite a bit to collect even in diminished exploration of the game. There are the energy tanks, but they stole page from Zelda and divided some energy tanks into four pieces called Energy Parts. Missile expansions are stingy, providing only one new slot per upgrade, but I assume this choice was made because you can recharge your missile reserve pretty quickly via Concentration.

                          There's also expansions to make your charge beam juice up more quickly. Finally there's the E-Recovery Tank which is sort of like the reserve tanks of Super Metroid, except the determine how much Energy Samus can replenish when she uses Concentration. There are no item pickups in Other M, Concentration and save points are the only way to restore energy so Energy Tanks, Energy parts and E-Recovery tanks are probably your most crucial items to find.

                          Super Missles are deployed Metroid Prime-style, instead of taking up a different slot, they consume five standard missiles instead of one.

                          My favorite addition thus far is the Diffusion Beam, this more or less widens the blast range of Samus' beam and energy from the shots will ricochet to other targets sometimes. Its great for wiping out swarms of small enemies and knocking back groups of the larger ones.

                          As for story, I don't see what people are fussing about the themes Other M aren't really that new to the series, its always taken a page from the Alien franchise. if you're a fan of Aliens, there have been a couple recognizable moments so far, one being the most iconic reference I've ever seen done in a Metroid game.

                          Finally, I wanted to mention something that might affect modded Wiis. Metroid Other M does come with a mandatory firmware update for the system, so if you want to play this and continue to do funny business with your Wii, you may wish to wait for a workaround if and when it happens.
                          Last edited by Omgwtfbbqkitten; 09-01-2010, 06:56 AM.

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                          • #28
                            Re: D-Toid's Metroid Other M Preview

                            OK I saw this posted on Metroid Database and it gave me a good laugh.

                            It contains Other M and Fusion spoilers, though, but if you've already played and finished both you're safe:

                            Here thar be spoilers

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                            • #29
                              Re: D-Toid's Metroid Other M Preview

                              Alright, so I just finished the game. My thoughts:

                              Liked:

                              - Gameplay (mostly). This is the most impressive transition of 2D to 3D gameplay that I have ever seen. I feel like I am playing Super Metroid in 3D, and that is awesome. Kudos to Team Ninja for executing this well. If any future Metroid titles are made similarly I would gladly welcome the same control scheme, minus the first person shenanigans.

                              - Bonus stuff after credits. This part was pretty cool and again reminded me of Super Metroid.

                              SPOILAN THE GAME



                              Disliked:

                              - Linear. The entire game is a series of hallways and corridors with an occasional large open room to fight a boss or solve a puzzle in. The exploration element of Metroid games is absent in Other M, you are always told exactly where to go and how to get there, and there is only one path you can take to make it there anyway.

                              - Item acquisition. There is none of it. No exploring means no having to find anything. Adam hands you every item you need whenever you need it and the few power-ups you do obtain on your own are found simply as you progress through the series of hallways and corridors. This is the worst thing about the game. No sequence breaking, no exploration, nothing fun to do after clearing the game once.

                              - Music, or lack of. Metroid games usually have a fantastic soundtrack, but this one has almost no music to speak of, and the music it does have are tracks from previous titles. I suppose I can give Nintendo some credit for bringing back some of the more iconic tracks here.

                              - First person mechanics. This was just awful. Having to switch to this completely interrupts the flow of the game and the lock on function is poorly implemented. This shit auto locks onto the nearest thing to your crosshair, so if there are multiple targets it becomes very difficult to actually hit the one you want to hit, and you can't just fire missiles without being locked on. This quickly becomes very frustrating as you can't just move the crosshair away to unlock, you have to let go of the button, aim away, hit the button again and hope it doesn't just re-lock to the same target.

                              - Overblast. In this game, until you get the plasma beam you are given two choices to defeating enemies: 1. Blast away at it for an incredibly long time until it dies, or 2. discover the "secret pattern" that every enemy has in order to make them fall on the ground, and then overblast it. Team Ninja took a page from Ninja Gaiden on this one; most enemies are invincible around 60% of their bodies and require you to exploit a specific weakness to kill them unless you want to spend 30 minutes blasting them normally.

                              - Save points that do everything and are everywhere. I am not exaggerating when I say every 3rd or 4th room is a save point, and save points now also fully refill energy, missiles AND reveal the map of the area for you. Not that the recharging part matters because..

                              - Any time missile and energy recharge. I did not even care to look for well hidden missile and energy tanks. What's the point? If I get near death or run out of missiles, herp a derp recharge em any where any time. The recharge is a little slow, but fast enough that I was able to do it in the middle of boss fights several times without issue.

                              - Samus' character. If this game had taken place chronologically before the past games it would make sense for Samus to be so weak willed and fragile. I can understand some of her emotion coming from the recent ordeal on Zebes, but there are some scenes where she is so pathetic that it is nauseating. This is not the personality of someone who has spent most of her life fighting space pirates and metroids.


                              Actually, there are several more things I disliked about the game, but they are minor. These are the things that bothered me the most. Despite the long list of dislikes the controls and gameplay were well done enough to make the game enjoyable on that merit alone. I'd give it a 7/10 or so.

                              I will consider actually buying the game eventually, but at ~6 hours of play time and no replay value I am definitely not paying full price for it. I almost always give Metroid games an immediate second play through just to try sequence breaking and speed running tricks for fun, but those are unfortunately absent from this title.


                              500 hours in MS paint

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                              • #30
                                Re: D-Toid's Metroid Other M Preview

                                Only agree about the music and futility of maxing missile expansions. Were I to add anything, it would be that kinds of morph ball puzzles Prime had are sorely missed here, but to be fair this is balanced out by a good implementation of Speed Boost and Shinespark, which Retro Studios found too difficult to add to the Prime games.

                                Everything else, you're just wrong.

                                Go play Metroid Fusion to see why. Personally, I don't see why everyone was expecting "vast interconnected world" when "space station" was again the theme. Did you really want samus to lose all her shit again and go find it?

                                Adam's authorization was just sparing us that bullshit this time. I mean, hey, I'd be all for looking for power-ups if they were NEW ones, but Metroid Prime 3 had me find the spider ball and multi-missles AGAIN and made me endure four grapple beam upgrades when two would have been enough.

                                I mean, the grapple beam yanking doors open and letting me cross chasms couldn't me done in one power-up? Seriously?

                                As for the complaints about first person and methodical takedowns, seems your whole problem is you want to improvise instead of being methodical. Metroid combat is all about method and if you'd like to debate that, I have the whole series to back up my point. Its not like Team Ninja was the first time Metroid had you picking apart enemies in a particular way.

                                Metroid games didn't have the Zebesian ninja ambushes, though. I particularly like how much more methodical the combat here was.

                                And really, you're complaining about the save points? Super Metroid, Metroid II and Metroid Prime were all rather brutal in terms of issuing save points. I was able to deal with it, but lots and lots of people cried about the "lack" of them. Even I felt a bit drained by the time I reached one.

                                Those people are why Other M is littered with them.

                                My ratings:

                                As an Action Game - 9 - Kratos could learn things about being as methodical as Samus
                                As a Metroid game - 7 - Metroid Lite in terms of exploration, but there are some smart puzzles to be had.
                                For Alien references - 10 - Dear God, I'd have to do a chapter-by-chapter breakdown to show them all.

                                Total Score: 8.5

                                Kinda hoping to see Nintendo had over these Other M assets to Retro Studios just so they can work their magic. I'm strongly of the opinion the design of the game was done blatantly to mirror Metroid Fusion, but I think Retro Studios could take this engine and work their magic to create a Metroid where both the retro-feel and first person elements could co-exist, allowing players to choose how they want to tackle it.
                                Last edited by Omgwtfbbqkitten; 09-08-2010, 09:10 PM.

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