Why metroid other m is good




















One of the most exciting aspects of the Metroid series is the wide array of weapons and power-ups that Samus can acquire to improve her skills on her mission. There is an established selection of weapons that follow Samus on most of her Metroid adventures, but new and unique abilities also get added into the mix. The game gets more versatility out of these classic maneuvers. The previous Metroid titles thrive on their level of replayability since there are so many contrasting ways to experience the games and considerable freedom is given to the player.

Metroid: Other M strips away a lot of this agency in favor of a more exacting way that the game needs to be played. Metroid: Other M really leans into this aesthetic and tries to craft the most foreboding experience that Samus has ever had. Stark lighting, aggressive enemies, and an isolating storyline all increase the anxiety felt in Metroid: Other M. They could have seen what a defibrillator those games were to the Metroid name and tried to replicate it.

They made a gamble. Did it pay off? Not for their image, maybe. But for the game itself? From Monday, No [ From Monday, Novem [ Written by: Heather Johnson Yu. Evertried Review: Nowhere to go but up Oh good, you're awake -- if you can call whatever this i [ Did your favorite track make the cut?

Dubbed Mario Kart 8 Deluxe, this…. Move Out! Time to spend money on trading cards — the movie! More problems, more card games. I got the chance to watch Yu-Gi-Oh! Click the icon above to join our Discord! Ask a Mod or staff member to make you a member to see all the channels. In the absence of even the vaguest of hyperbole, I have to say that this is the most difficult game I have ever played on the Wii.

Though I suppose it does bear mentioning that outlandish difficulty is the very hallmark of a Team Ninja production. Between swarms of enemies, regularly scripted mini-boss battles, environmental hazards and that good, old fashioned jump-puzzle mechanic, the game can be downright vicious. In its defense, navigation booths, the game's save points, are properly spaced, and additional in-mission restart points prevent you from having to re-traverse already conquered terrain in almost every instance.

The game even goes so far as to include a "concentration" feature that's sole purpose is to allow Samus to regain a modicum of energy and restore her missile supply after having her butt handed to her in a tough fight.

It is a feature that provides much needed succor throughout the gaming experience, but, sadly, leaves Samus completely open to attack in the process. In spite of the above enumerated concessions you will get frustrated by Metroid: Other M. You will swear and scowl when trying to access that just-out-of-reach power-up.

You will be confounded while pondering exactly what sort of parkour hoodoo one needs to execute involving Morph Ball, bombs and wall-jumps to reach that particular ledge. And, if you're anything like me, you will die. A lot. However, said audience is a tad narrow. Longtime fans of the series will likely appreciate the story, the fact that the enigmatic Samus becomes slightly less so, but might be put off by the game's difficulty.

Likewise, teens — as this is a T-rated title — who may feel their gaming palate a bit too refined for many of the system's other landmark titles will dig the hardcore challenge, but might not care to penetrate the distinctly eastern style of oddly convoluted storytelling.

From that perceptive, Samus is trying something, anything , to prevent further loss. Yoshio Sakamoto, the writer and director of Other M , has been with the franchise since the beginning.

It's fair to say he's largely responsible for shaping it into the series that we know and love today, as he served as the director and writer on Super, Fusion, and Zero Mission - widely considered to be some of the best games in the franchise. Sakamoto, then, knows Samus arguably better than anyone. In 2D games with limited dialogue, he did his best to make the character compelling and interesting, and helped to steer her towards being somebody that a whole generation of players could connect to.

And when finally given the chance to bring his narrative vision to a deeper, longer experience, he spared no detail - working in aspects from almost every game and the vital two-volume manga prequel. Other M , then, is Sakamoto tying up loose ends and humanizing his character in a way that he'd never been given the chance to. So, why did people balk so hard at it? If I had to guess, it boils down to the fact that a nobody read the manga and b the 2D games didn't have much in the way of exposition.

You had a whole generation of American players who only really knew Samus as a gruff interplanetary gunslinger, and didn't really have much in the way of understanding who she was due to a lack of backstory. Then you had the Prime games, written by a different team, not do a whole lot to change that narrative. While those games are stellar in their own right, they don't really give Samus the pain nor the pathos that define her - at least, in my opinion.

From that perspective, the whiplash makes sense. Other M is decidedly more narrative-focused than the franchise has ever been, and because Sakamoto is behind that narrative, we get his version of Samus.

That version is a traumatized orphan with untold amounts of grief, guilt, and shame that lurk behind every action she makes. When you take that version of the character on Sakamoto's own terms, and don't try to retrofit it into what you thought you knew, it's one of the most compelling depictions of the character to date.

And it's that way because Sakamoto finally got his chance to show the world a big-budget version of his grand vision. A decade after Other M , we're still waiting for the next console Metroid. In the interim, we've gotten two 3DS games, and only one of those is really worth playing.

Fans are clamoring for the promised Metroid Prime 4 , and when it finally comes out, I'll be right there on day one. I'm sure it'll be great.



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