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Metroid: Other M

by Jonathan Metts - June 16, 2010, 10:26 am EDT
Total comments: 13

Metroid needs Other C(ontrols).

I waited forever to play this game, because the demo was roughly ten minutes of gameplay with several more minutes of story scenes. When I finally got to play, I requested the second of two available save files. This one starts later in the game and has less exposition, but still takes place in the Galactic Federation ship and is only about thirty minutes into the game. It seems that Nintendo is still keeping most of the game a secret, which makes it hard to evaluate a progression-based game like Metroid. So, I focused on controls and overall feel of the game.

Electronic Entertainment Expo 2010:

In person, Other M looks very clean and generally impressive, with vibrant colors and shiny surfaces on the Power Suit. My first action upon gaining control of Samus was to run around, jumping and shooting to get used to the controls. On the plus side, movement is fast and responsive; Samus is definitely back to her agile self. Jumping is very quick, but you can get a lot of height by holding the button longer. The Charge Beam takes a while to build up but feels powerful, even before you shoot. When the charge is released, Samus is knocked back from the blast. 3D movement feels a bit awkward with the D-pad -- tell me again why the Nunchuk isn't being supported? I do like the action of lifting the Wii Remote and holding A to recharge missiles (and a bit of energy).

Normal shooting auto-targets enemies in the general direction you are facing, but the game seems to balance this feature by sending enemies from multiple directions at once. The auto-aim is not perfectly accurate, and many enemies can take a couple of shots, so I was hammering away on the button. This frantic style of shooting fits well with the fast character movement and agile jumping. When you need to manually aim or use missiles, you just point the Remote at the screen. The transition to first-person view is quick; in fact, the game will probably be ready before you are. That's because your hand and finger placement need to change every time you switch control modes. I found this repositioning to be distracting, time-consuming, and briefly confusing -- for instance, the shoot button changes from 1 to A. Having two controller positions is neat, and it works okay after some practice, but players should have other options. If Nintendo wants to make Metroid more accessible, they can start by supporting all these controllers we have lying around the Wii.

Electronic Entertainment Expo 2010:

Once you actually get into the first-person position, the pointer-based aiming works a bit differently than you might expect. Normally, you can only move the cursor around within the existing field of view. In other words, when the cursor reaches the edge of the screen, Samus does not turn. Instead, the game assumed you are returning to NES-style controls and goes back to third-person view. If you want to turn while aiming, you must hold the B trigger, which is also used for locking onto targets. The A button shoots your beam weapon and can also be charged. Missiles are fired by first locking on with B, then firing with A. Missiles are homing (since you already targeted the enemy) and reload quickly, which helps on the insect hives and other large enemies that can take two or three missiles to destroy.

I didn't get to try the melee attacks (which are situational), which is one reason that I plan to try the demo at least once more before E3 closes. In terms of gameplay, I am encouraged by what I've played so far, but I want a Nunchuk option more than ever.

Talkback

Ian SaneJune 16, 2010

Quote:

It seems that Nintendo is still keeping most of the game a secret, which makes it hard to evaluate a progression-based game like Metroid.


Does this not bother anyone else?  The game comes out in AUGUST.  What's with all the secrecy?  Or are they trying to hide something?  I'm really bothered by that.

broodwarsJune 16, 2010

Looks like you're validating all my concerns about the lack of nunchuck support, Jonny.  I wish Nintendo wasn't so stubborn and actually conceeded to useability on this issue.

And I have to agree with Ian on this: with the game coming out in just 2 months, why haven't we seen more access with this game?  You'd think after Reggie's assurances at the Press Conference that exploration and isolation would still be main focuses, they'd want to prove that with extended gameplay sessions.  I don't know...this game sounds like it's pandering to Super Metroid nostalgia and little else.

It's Sakamoto who's so anti-Nunchuk. I just don't know why. Jonny's right: the Wii is overrun with control accessories. Why not use them?

ShyGuyJune 16, 2010

The controls are a concern for me as well.

I remember in a previous video they showed samus spotting a destination in first person view and having a path to that place open up. See anything like that?

Ian SaneJune 16, 2010

Nintendo seems to like the remote-turned-sideways routine.  We know about Sakamoto but the NES-controller thing is like Nintendo's current thing.  And classic controller support is not.

CaterkillerMatthew Osborne, Contributing WriterJune 16, 2010

Quote from: Ian

Quote:

It seems that Nintendo is still keeping most of the game a secret, which makes it hard to evaluate a progression-based game like Metroid.


Does this not bother anyone else?  The game comes out in AUGUST.  What's with all the secrecy?  Or are they trying to hide something?  I'm really bothered by that.

Makes me happy actually. We got so little on Galaxy 2 that by the time the videos started to pour out near the release there were major surprises.

Ian SaneJune 16, 2010

Quote:

Makes me happy actually. We got so little on Galaxy 2 that by the time the videos started to pour out near the release there were major surprises.


Yeah but we knew what Super Mario Galaxy 2 was going to be like.  This title is a little more up in the air.  We've got 3D Metroid handled by someone other than Retro, with the collaboration of Team Ninja and with clearly different gameplay than Metroid Prime.  There are enough new factors involved that some more basic info is needed.

AVJune 16, 2010

my brain is not going to like 1st person, i have played so much metroid prime with wii controls it will be hard for it to work any other way. I really hope they have option for controls similar to Metroid Prime advanced setting.

Just watched the video. Running on curved surfaces without Nunchuk support = FAIL.

ToruresuJune 16, 2010

I don't think the control will bother me as much as you guys think it might. Look at the video, it's Metroid! It's quasi 2D and exploration seems like it is in place.

I'm not feeling the music though.

mantidorJune 16, 2010

I can't believe people actually expect something like isolation and exploration to be shown in damn E3 floor hands on, specially one that as Jonny says only gives each player 10 minutes of gameplay.

And yeah the decision to keep out the nunchuck seems only like stubbornness, but I don't mind that much and don't see the game near unplayable like some of you do.
The music was obviously not from the game, or am I wrong?

ToruresuJune 16, 2010

I surely hope not.

broodwarsJune 16, 2010

Quote from: mantidor

I can't believe people actually expect something like isolation and exploration to be shown in damn E3 floor hands on, specially one that as Jonny says only gives each player 10 minutes of gameplay.

You know what?  You're right.  How in the world could we expect elements like that to appear in this game's E3 floor show demo when no other Metroid game has previously managed it.  Oh wait...

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Metroid: Other M Box Art

Genre Action
Developer Team Ninja
Players1

Worldwide Releases

na: Metroid: Other M
Release Aug 31, 2010
PublisherNintendo
RatingTeen
jpn: Metroid: Other M
Release Sep 02, 2010
PublisherNintendo
Rating12+
eu: Metroid: Other M
Release Sep 03, 2010
PublisherNintendo
Rating16+
aus: Metroid: Other M
Release Sep 02, 2010
PublisherNintendo
RatingMature
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