Tuesday, September 7, 2010

Metroid: Other M (Review)

NOTE: This post was later added and is based on my German review for the game, which I've written in my forums, when the game came out. You can read the German review here. Now I decided to add an English version of the review to my blog for the sake of completion. But this version has the Zelda series stronger in mind and offers some new points, while others are ignored.



With the amazing Metroid Prime Trilogy and two great Metroid classics on the Virtual Console the Wii became a platform that should make every Metroid fan more than happy. However, Nintendo didn't stop there and created yet another Metroid game for the Wii and all this while a Zelda game exclusively made for the Wii still has to be released. The title is named "Other M" and is a matter of controversity among the community with its storyheavy and linear design.

This game was not made by Retro, instead Sakamoto, the director of all the previous 2D Metroids and the author of the Metroid Mangas, assembled a team to continue his vision. They worked in cooperation with Team Ninja, known for the Ninja Gaiden and Dead or Alive series, who did some beautiful work with the cutscenes. So much about the origins of the game.

Cover and Boxart

First of all I want to express my disappointment again about the European (and US) cover, it looks like a bad design for a Star Wars/Trek novel, but not like a good cover for Metroid game. The Japanese version with the red helmet slip cover is much cooler.

Graphics

This game is quite good looking, maybe one of the best looking Wii games yet. Some of the environments could have used some polishing, but overall the visuals are very solid. Especially the cutscenes made by Team Ninja are simply beautiful and the transition from cutscenes into gameplay is flawless.



Story

The Metroid series so far had a much more consistent and better story than the Zelda universe, at least in my opinion, but the story was always completely secondary to the games with the exception of Metroid Fusion and Metroid Prime 3: Corruption. The story was told over booklets or scans. But not in Other M, this is probably the most story-heavy Metroid game so far with a story told in many cutscenes over the course of the game. The main problem is that the story isn't that good. Actually it's really uninspired, because it's too similar to Metroid Fusion. Use the exact same setting and conspiricy plot, remove the X and the SA-X, replace computer Adam with still living Adam, add more cloned creatures from Zebes as fanservice and voila, there's your Other M. The Bottle Ship is very similar to the B.S.L.-Station from Metroid Fusion and that the Federation is actually performing experiments on Metroids isn't a big shocker anymore. In fact it doesn't even fit the story of Metroid Fusion, which takes place after Other M and where this revelation still was supposed to be a shocking plot twist. Now Samus' reaction in the GBA game should have been more like "uhh, again?".

Talking about Samus' reaction, that's a critical point to many fans. Because she normally doesn't have any. But in this game she's having monologues all the time telling the player about her memories and feelings, about her relationship with Adam, her past and everything. While this can be interesting, not everyone likes how Samus is portrayed. Samus, like Link, used to be more like an avatar for the player. In the original Metroid most players didn't even know that Samus actually was a girl. And it didn't really matter. In later games it was simply nice to play a strong female warrior. Since Samus was a silent protagonist and you weren't told much about her, her personality was left to the player's imagination. Now everything is set in stone and it's very likely that Sakamoto's vision doesn't meet yours. For the same reason I somehow disliked the Link in Twilight Princess - he expressed too many weird emotions with his face, I didn't share his devotion to Ilia, while her character didn't care about Link and I didn't care about her. I am Link, you're Link, everyone who's playing Zelda is Link at that moment, so each time Link does something without the player's command he fails in his role as an avatar. Of course in Other M it's much more extreme. Samus talks to you like you're an outsider. You're not Samus, you're basically just watching a movie, where you take control over the action. Most modern games are exactly like that, but usually not good Nintendo games.

Funny enough, there's a gallery in the game, where you can watch the game as "Metroid Other M - The Movie"... it's pathetic.

World Design and Exploration

The whole story heaviness comes with another big downside: linearity. The game is extremely linear, you'll follow a straight line on your course through the Bottle Ship and closed doors constantly prevent you from free exploring and even back tracking. And all this just for the sake of telling a story. You can't freely explore the Bottle Ship until the end of the game, where all the optional upgrades to find don't matter anymore.

The world itself is very similar to the one from Metroid Fusion, just with only three larger sections instead of six smaller ones. There's Jungle, Ice/Water and Fire/Sand, the typical uninspired elemental themes present in most Nintendo games today. Just because it was awesome back in Ocarina of Time, doesn't mean you should use this in every single game, Nintendo. However, I liked the Holodeck effect and those gigantic outdoor areas inside of a even more gigantic space station really had a crazy overwhelming feeling to them.

Controls and Action

What I really like about Other M, is how the game is played. The controls with the sideways Wiimote are supereasy and supersmooth, it just feels great. And I like how you go into the first person mode by pointing the Wiimote at the screen. I don't know, it's just a very simple control system, yet very effective for this game. I love it.

Some might say, that the auto-aiming, the dodging via "sense moves" and finishing moves are cheap, but it adds to the smoothness and stronger enemies like the door bugs can still be very tough, probably impossible to beat with "normal" controls. And overall the fighting is very cool. I had so much fun with the smooth controls and stylish fights, that I shortly replayed the whole game after finishing it once, despite all the linearity and bad story factors.



The stationary first person view is mostly used to explore the environment, however it's also the only way to shoot missiles. But you can still dodge in this view and the game usually gives opportunity windows to switch into first person and fire missiles if it's really required for beating a boss or enemy.

New is also the Concentration move by pointing your Wiimote upward and pressing A. Unlike in all other Metroid games there are no health or missile pick ups dropped by enemies and this move is the only way to regenerate your health and refill your missiles outside of save stations. However, the healing can only be used once you're low on health and is very slow. So, once you're down on health, you will be constantly on the edge until you reach the next save station (luckily there are many save stations). Refilling your missiles on the other hand is a much cheaper process, you can perform it all the time and it's really fast. So you'll practically never run out of missiles in the entire game, not that you'll use many missiles anyway... however, I'm the kind of guy who always wants a full inventory all the time in games like Zelda or Metroid. "Uhh, five arrows are missing... I... need... to... find... arrows...." - so, this refill move was very enjoyable for me.

Items

Another part of the game negatively influenced by the story telling is collecting the main items, which are used for progressing through the game. You can't actually call this "collecting" anyway, Samus still has all her items from Super Metroid in her inventory, but she isn't allowed to use them. She has to wait until Adam authorizes the use, since her weapons can be a threat to other team members or survivors. Makes sense first, but why she has to deactivate completely harmless items like the Varia Suit and then run through super heated areas taking damage doesn't make any sense at all. Adam should've authorized it long before sending her into Sector 3 or Samus should've activated it on her own. Where was Adam during all that time, taking a dump? And it's not until communication with Adam is lost until Samus decides to use her own brain...

This again takes away control from the player. What if I don't want to comply these commands? What if I want to use that Plasma Beam whenever I want? What if my Samus is a rebel, who doesn't take orders from anyone? Also, this takes away the great feeling when finally discovering a new item. In Super Metroid, if you'll find a new item you're excited and happy, here you're just frustrated and yell "was about time, you cretins!!" at the TV, because they really wait until the very last second before a new item can be activated. This was a very bad choice of game design.

Most items from Super Metroid are in the game, only High Jump Boots and X-Ray Visor got cut and the Spazer, which was originally incompatible with the Plasma Beam anyway, got replaced by the Diffusion Beam. This one only works when you use the Charge Beam, so no constant zone fire for you this time. And the Seeker Missiles upgrade from the Metroid Prime games got added to the list of items. Seeker Missiles and Diffusion Beam are luckily two items that can be traditionally found and don't have to be authorized for some reason. And that's it. No Boost Ball, Spider Ball, Ice Missiles or any new additions to the franchise.

Difficulty

If you master the controls with the Sense Moves, the game isn't all too hard. At first I tried to dodge manually using jumps and I didn't care about using any finishing blows, but that was punished with some heavy damage and quite some deaths. If you play this game like your traditional Metroid, you won't come far. In this game, there are many strong enemies in your way, it does make Metroid Prime 2: Echoes look like a walk in the park and it wasn't until I started to use the Sense Moves that the game got less frustrating for me. But if you make good use of the Sense Moves and Lethal Strikes, this game can be very easy. On my second playthrough only Ridley could kill me, but that again was simply because I didn't use a Lethal Strike on him...

However, there are also some cheap scripted kills in the game, probably patented by Team Ninja. If you don't know what's coming, it can be a shocking Game Over. Just watch this video and see for yourself.

Metroid Confusion

One of the most weird parts in the game were the scanning sequences. There you're stuck in first person view and you have to scan an object. Unlike in the Metroid Prime games there's no hint on what is actually scanable. You have to find it for yourself and often it's just some pixels. One time you had to scan some green blood on grass, it took me forever to realize what I should do here. And this stands in extreme contrast to the rest of the game, where you're constantly guided, but now you suddenly have no clue what's going on...

Music and Voice Acting

Bland. No, really, the voice acting is mediocre and the music is mostly just some collection of ambient sounds. The music fits the overall depressing and dark atmosphere of the space station, but compared to Kenji Yamamoto's great soundtrack for the Metroid Prime Trilogy this is really nothing.

Collectibles

One of my favorite things in games like Zelda or Metroid are collectible items. I can't just get enough of those Gold Skulltulas or Missile Packs. And this game has enough. 70 Missile Expansions (giving you one additional missile each), 5 Energy Tanks, 16 Energy Parts (they work exactly like the Pieces of Heart in Zelda), 6 Accel Chargers (makes you charge your beam or Hyper Run faster) and 3 E-Recovery Tanks (for the Concentration Move). 100 items alltogether. However, since the locations of the items are all displayed on the map you don't have to try all too hard to find them. And it's not until the Epilogue part of the game, where you can finally move around freely and collect everything.

Epilogue

Best part of the entire game. After you've beaten the story mode and its final boss, you can return to the Bottle Ship and explore it freely with all your items. You'll unlock some new areas with the Power Bombs, collect all items and there's even an additional boss fight after a long passageway filled with the strongest enemies from the game. And like this isn't awesome enough, they added a Zero Suit escape sequence. I hated the Zero Suit part of Zero Mission, but this one was done very well.

Conclusion

Metroid: Other M is very linear and too focused on a bad story, it tries to be a movie more than a game and this results in damaging the overall experience. Bland voice acting and music, as well as the stupid unlocking of items didn't help either. However, the smooth controls and action, the many collectible items and the enjoyable epilogue part prevented the game from becoming a complete failure. It's by far not as good as the Metroid Prime Trilogy or Super Metroid, but in my opinion it's on par with Zero Mission and Fusion.

Thursday, September 2, 2010

Metroid: Other M Preorder Bonus

I got the game today but also the preorder box. Since nobody actually preordered the game, the preorder boxes were still available and sold for the low price of 50 cent, so I couldn't resist. It's basically the same DVD box again with a Metroid: Other M keychain inside. Here's a photo:



I'm currently playing the game right now and I really like the controls, expect a review as soon as I'm finished.

NOTE: This was a previously unreleased blog post, which now got released just to fill some gaps, so don't be confused. I hadn't release the full post until later because my digital camera was broken at that time and I couldn't take the picture.

Thursday, July 22, 2010

Twilight Princess 2

A new Zelda game is just around the corner and like always Zelda fans don't like what they'll get. It seems, that there are a lot of Zelda fans complaining about the new art style of Skyward Sword. That they would prefer the realistic looks of Twilight Princess. But let's face it, if Nintendo just would have used updated Twilight Princess graphics, everyone would complain right now, that "Skyward Sword is just Twilight Princess with MotionPlus".

To be fair, I have to admit, that I initially didn't like Skyward Sword's art style as well. But the more I hear and see about the game, the more I like it. I think it could use some more polishing and details, but it looks really beautiful. Especially the background landscapes in this impressionistic art style, they really capture this old, magical flair like an artwork from an old game's manual. Something that has been lost since the N64 days. And in my eyes it fits Zelda more than any "realistic" visuals ever could.

But what I really dig is the MotionPlus action. I'm really excited about this. But there are also people, who dislike the thought of playing with MotionPlus. They want an option to play this game with a classic or GameCube controller. Which would be absolutely ridiculous, since the whole game was developed around MotionPlus action. It's like in the Nintendo DS Zeldas, where some people wanted optional button controls. But it wouldn't have worked, because buttons lack the precision of the touchpad controls, like aiming with the bow in 360°. With the D-Pad I can only shoot in eight directions. We have the same here with MotionPlus. You can't do precise strikes with your sword by using a normal controller. It just wouldn't work. Either the game is really designed around MotionPlus or it's just half-assed motion controls as an optional gimmick. And I really don't want the latter.

But let's sum this up. Some don't like the graphics, some don't like MotionPlus and some don't like both. So, let's take Skyward Sword...



and now let's remove the new visual style and the MotionPlus controls. Angry Zelda fans are really getting excited in this very moment. "No stupid comic graphics? No stupid wiggle waggle motion controls? This sounds so awesome and exciting!" Let's put these Zelda fans out of their misery and show them, how the next Wii Zelda game could have been. The curtain drops, ladies and gentlemen, this is how the improved Skyward Swork looks like:



Yes, we would get Twilight Princess. Again. But do we really want a Twilight Princess 2? I wouldn't be so sure about that... In fact I would even go so far and say that everyone would whine about a Twilight Princess 2 as much as they whine about Skyward Sword right now.

The Wii Sports Resort Check

It's summer time and the perfect summer game is definitely Wii Sports Resort. It has this great vacation feeling to it and the minigames are perfect for a time, where you don't want to play videogames all day long. I also got in the mood for Wii Sports Resort because of Skyward Sword, since most of Wii Sports Resort's mechanics are going to be used in the next big Zelda title. So, I'm doing the "Wii Sports Resort Chech" right here and now. Which sports do have an influence on Skyward Sword and which might?



Swordplay

I have to admit, I don't like the swordplay in Wii Sports too much. It's because it's not real swordplay, where the blades clash. You have this blocking mechanism while holding down B and if you hit someone's sword, while he blocks, you will be stunned for a moment. I see, that this was necessary for the duel play, because otherwise people probably would just mindlessly attack each other. But on the other hand it feels quite awkward and doesn't have these sword fight dynamics, which I want.

Zelda could make up for it. In Skyward Sword you'll get the real deal, swords clashing, no stupid stunning effects, real men sword fights. And it's gonna be tons of fun.


Frisbee

It was weird, that they didn't include any Boomerang item in the Skyward Sword E3 demo, that could work similar to the Frisbee. But if you think about it, throwing a boomerang like a real boomerang would lack the precision. And that would be annoying. So, maybe there's an item in the game, that will replace the boomerang and works more like the Frisbee from Wii Sports. Or it might be there's no Boomerang at all and the Beetle is the replacement.


Archery

My favorite of all the sports in Wii Sports Resort, I just love it. Yesterday I forced myself to play the archery like you would do in Skyward Sword. Which means I held the Wiimote in my right hand and the Nunchuk in the left. Additionally I was sitting in my armchair all the time. That way I could support my right hand on the arm rest to improve the precesion. And guess what? It worked fine. In fact it worked so good for me, that I broke all records. I achieved the Superstar rank, got the "Secret Target" stamp and nearly got the final stamp, "Sharpshooter" (all times bullseye), as well. I never could do that in the classic play style, where you stand and hold the Wiimote in your left hand.

Additionally in Zelda you will have a real crosshair and not this big circle. Which will make the aiming even more easier. So, I'm very confident about the bow in Skyward Sword.


Basketball

I guess, throwing bombs will be somehow similar to Basketball, just heavier. I don't want to stretch it, but remember the bomb basketball minigame from Majora's Mask?


Table Tennis

Yeah, no. I don't see how the Table Tennis mechanics could find their way into Zelda. Maybe real tennis though, the energy ball tennis (Agahnim, Ganondorf, Phantom Ganon, Puppet Zelda, Cubus Sisters, ...) was always very popular in Zelda games.


Golf

Like Table Tennis I don't see this happening unless you play Golf with your sword.


Bowling

You can bowl bombs. And maybe there will be a bomb bowling minigame (hopefully better than Ocarina of Time's Bombchu Bowling).


Wake Boarding / Power Cruising

The point of these water sports was the steering via Wiimote. I could only see this happening while riding the horse. Remember that weird inflateable horse seat patent from last year? There you would use the Wiimote to steer and the Nunchuk to attack with your sword. Could be in the game, but I'd prefer it if the game would have a more intense overworld without any space or use for a horse.


Canoing

That's a must. I always thought, that the canoing in Twilight Princess didn't hit it's full potential without real Wii paddle controls. It was one of those things, where the old Wiimote without MotionPlus just was not suitable enough. This changed and Wii Sports Resort shows how it could have been.

I really hope that the fishing on a canoe returns. Fishing was one of the sports, that was planned for Wii Sports Resort, but then got scrapped. But we all know Nintendo and this idea will probaly find it's way back into Zelda once again. The fishing Twilight Princess was really good, but with MotionPlus it could be the perfect fishing experience. Yay!


Cycling

No. Just no.


Air Sports

This is probably where the Beetle came from. The airplane controls are very similar and what they have both in common is the exploring. I loved the Island Flyover mode, where I could collect all those sight seeing points and shoot all the white balloons. It was great. And I guess, the Beetle will be very important for exploring Hyrule as well.

There's also the Sky Diving. In Skyward Sword. Link will descend to Hyrule and we already saw the sequence where he jumps down from a cliff. And he also wears these saggy skydiver pants. So, maybe Skydiving is in the game as well.


What remains the most important question to many is, can you play while sitting? Zelda fans are afraid, that they have to stand all the time while playing the game. Because they are irrational and play a new Zelda game for ten hours straight, when it's out. But I say no, stay calm, you can sit down while playing. Archery worked fine for this and I guess during the swordplay small gestures from your wirst will be suitable for most situations. You may have to lift your arm for sword fighting tougher enemies, but as soon as it gets more intense you will probably stand up automatically. I mostly did that in Twilight Princess already, standing up during the boss fight, because it's cool and epic. But don't be afraid, my guess is, that you will be able to play most of the time while sitting in your couch (even though it might be better for most people, if they'd get their asses up :D).

Skyward Sword's Timeline Placement

Aonuma confirmed in the latest issue of the Official Nintendo magazine, that there's indeed an official timeline document and that Skyward Sword will take place before Ocarina of Time.

"Yes, there is a master timeline but it is a confidential document! The only people to have access to that document are myself, Mr. Miyamoto and the director of the title. We cant share it with anyone else!"

"I have already talked to Mr. Miyamoto about this so I am comfortable in releasing this information, this title [Skyward Sword] takes place before Ocarina of Time."

"If I said that a certain title was 'the first Zelda game', then that means that we cant ever make a title that takes place before that! So for us to add titles to the series, we have to have a way of putting the titles before or after each other."


Both news aren't very surprising. We knew about the timeline document for a long time now. I guess, it's very simplistic and just shows the basic relationships between the games. Because that's the only way it could work fine. Zelda fans tend to get too much into details, when it comes to the timeline. Like which side character appeared in which game or what's up with the Master Sword in the Oracle games and so on. As a Zelda fan, who likes to write about Zelda, I surprisingly talk very rarely about the timeline. Maybe it's time for an article about that. :D However, even if the official timeline might be simple compared to most fan timelines, it's still very confusing and complicated. Which is why Nintendo will probably never show this to the public. With all the different eras, the different Links and Zeldas it's probably quite a mess and not as clear as the Metroid timeline for example.

About Skyward Sword's timeline placement, we could have guessed this pretty much since the artwork from last year's E3:



At E3 2010 they even confirmed, that the "Skyward Sword" is the girl and that it will become the legendary Master Sword at one point in the game. So, if the story deals with the origins of the Master Sword, the game pretty has to be placed before Ocarina of Time. This should be logical. But what's interesting is that in Ocarina we were told the origins of Ganondorf. Which could mean, that there's no "Gannon" involved in the new game.

Friday, July 16, 2010

Metroid: Other M Boxarts

Remember the nice red New Super Mario Bros. Wii boxart? Yeah, that was a cool one. "Must buy the red box." Well, Japan now brings out quite a cover for Metroid: Other M:



DO WANT!
This is a great cover. Simplistic and striking. Even if the game turns out to be bad, at least the cover looks awesome. UPDATE: It's also a slip cover, we got a younger Samus under the red helmet. Nice effect. Now, let's take a look at the US/European cover:



Duh... boring, duh. What's this? The cover of a boring Star Wars novel? Who came up with that? Metroid is about the exploration of an isolated Sci-Fi world, but this cover tells me, the only thing, that I'm going to explore in this game, will be Samus' feelings. I will probably call the game "Metroid Mother" from now on. Not only because "Other M" is an anagram for "mother", but because Samus' maternal feelings for the Baby Metroid will probably more important than anything.

Saturday, July 3, 2010

Taking the Sword Away Again...

Aonuma in an interview with Gamespot:

“If you look at The Legend of Zelda as a series, there are some things that are fairly traditional in the structure of the game in that you have a traditional field area and then a dungeon area. So, maybe we won’t have the dungeon area be that place where you go and you fight enemies and you solve a puzzle and beat the boss, but maybe we can make some field areas that operate sort of like dungeons. Or maybe we’ll have dungeons where you’re not just going in to battle enemies, but maybe a dungeon where you go in and you lose your sword, and you have to flee from the enemies and solve puzzles.”

Arggghhhhh, why the hell would you want to do this? How stupid is this? And how's that new? I mean, why does it sound so familiar? Huh...?



Remember this? We already had that concept twice in the Nintendo DS Zeldas and it wasn't that much fun. And it's surely not innovative for that matter. And why would they reuse that idea in a game, which heavily focuses on MotionPlus sword combat? That's absolutely ridiculous. I want to KICK ASS, blow my enemies away with the sword and not run away from them. Running away in fear is not fun. If I would enjoy running away from invincible enemies, I would buy Silent Hill: Shattered Memories. I haven't bought Silent Hill: Shattered Memories. I absolutely don't get it, why they would want to do this. And I really hope, it will be just one dungeon. Or that this was just a stupid example and it's not going to be in the game, where they actually will offer some good ideas, which Aonuma just doesn't want to spoil. But with ideas like the above, they'll never surpass Ocarina of Time. I see, that they want to include challenges in Zelda games, that's nice, but there are other ways to offer challenges than just throwing invincible enemies into the game.



Don't take it away, Nintendo. Don't!

About the field areas that work like dungeons. We already saw that in the demo and it's basically nothing new (Forsaken Fortress for example). It would be disappointing if this is all they had come up with in their "change the dungeon field formula"-plan.



Sources:
Zelda Universe
Gamespot