I WARNED YA. DIDN'T I WARN YA?
So 100% in 12 hours. There will be spoilers in this post so watch out.
This is a game where I'd love to know more about the behind the scenes. A lot of the decisions made feel like they were done for a 2D game early on, and couldn't really change it too much later on when it came down to the switch to the 3D game. I remember an interview where Sakamoto had said the guys at Team Ninja convinced him that a sorta-3D world would work better. This is where I think the problems with the controls come in. Analog control with the Wii, especially with Nintendo's octagonal sticks, might have served their purpose, but Samus would probably still control too rigidly to do certain things easily (like the speedboost and shinespark). Meaning, if you accidentally tilted your thumb on the stick, you'd lose that momentum immediately and have to start over. This is harder to do on a d-pad. If the game was just 2D like Sakamoto originally intended, then we also wouldn't have had to use just the remote for first-person controls either, and it would probably be a toggle for missiles on and off with the B or minus button or something.
There are a lot of people ragging on the story, and it deserves it. It's poorly written and it kinda doesn't make sense (the fuck happened with the Deleter subplot? Wouldn't it be Anthony? I thought we found every corpse except for KG's and that could've been because one was tossed into lava). However, I think the three main voice actors did a good job despite their shitty script and direction. Samus's actor in particular had extremely little to work with, but she managed to keep it in the realm of "B-video game movie story" like Resident Evil 4. Adam's and Anthony's did a good job too considering what they had. Everyone else was kinda hit and miss.
So, there are a lot of people ragging on the story, and it deserves it, but I keep seeing the argument made that Nintendo's catching up to other companies or they haven't had experience with cinematic games before, and those are both true. However, who gives a shit? Why do we need a story? One told like this? How can someone really focus on sexism or a government conspiracy or a woman following orders when there are actually cutscenes in a Metroid game to begin with? Way to miss the point, guys. Here's the real problem with the story in this game: It forces realism on a video game world. Instead of Samus finding random-ass powers (she only finds one) that make her stronger, faster, better than before, they're unlocked thanks to Adam's authorization (for about 90% of the time). Adam's authorization isn't a bad thing on its own. Actually, in a situation where you don't know what's going on, it makes sense not to use your most powerful shit from the start. It's kinda reminiscent of Aliens when the soldiers were told not to use any guns right before their first encounter with the Xenomorphs. The real problem is this: it takes away accomplishment from the player. Finding upgrades in Metroid is one of those great feelings because usually it comes after some feat of skill or some level of thinking required to get past a certain obstacle. It's a reward, and its effects are usually immediately put to use to get out of the place you just arrived in (so you know how to use it). In Metroid Fusion, this was kinda replaced by boss battles (from what I can remember), but it still had the same idea. In Other M, that feeling of accomplishment is gone, because we know Samus is super badass (and by extension so are we), but we can't do anything super badass because The Story Said So.
And I think the story was probably the other reason for the shift to a 3D world. I don't know all the details, and I'd love to know the real reason for it, but I think part of the convincing happened in part that it would be easier to transition to a cutscene if the game wasn't in 2D. It certainly seems like part of the reason the game looks like it does, and the transitions to and from cutscenes are mostly really smooth and well done. It's kind of a Japanese Uncharted 2 in that respect.
Despite my problems with the story, I did have a good time. My only issues with the controls throughout were how sore it made my thumb on my left hand, and the super missile/seeker missile on the final story boss (well, I guess before you actually start fighting the final story boss). Otherwise, the totally bizarre control scheme worked for me. It was nice to have Samus's arsenal back, and that feeling of being super powerful, especially the screw attack, which was killing minibosses left and right. I think the control scheme went a little too far with the motion control stuff in replenishing health and getting missiles. I like the idea that they could be done in an emergency, but they both should have been done in an emergency, so that you get only how many e-reserve tanks you have and only 20% of your total missile count each time (and only when you're low on either one). Everything else should have been items and health found for killing enemies. It would make the kills more satisfying since you would get something you
need out of them.
Music was nice in parts. Wish they'd've gone the Metroid Prime route and had some great music to every section. I mean, there are certain parts that are completely impossible to fuck up, like whenever the Ridley/Escape theme plays, but it was a little too quiet for a lot of the time, and the music seemed to only want to stand out during fights and cutscenes, probably to give those more weight. The only other piece I remember standing out as cool I think happened as Samus was tracking down Melissa for the first time, or maybe it was before El Pollo Loco attacked all the Federation. I'm somewhat sure it was a slow walking segment, but it had this cool, low ambient beat. There was also one piece that sounded like it was from the first Alien film, but I can't remember where that took place. Either Sector 1 or post-credits Sector 3. I wish there was more of that.
The pacing is a lot better than Metroid Prime, and that was my main issue with the Prime games. They all moved so god damn slow. Instead of seeing a door across the room and seeing that door slowly getting bigger until I'm right in front of it so I can shoot it and go through, I can just speedboost the fuck straight through them. The only trade off is that the game has to load so much shit that I found the "Now Loading" screen pop up
all over the place especially in the post-game. I saw Now Loading happen as Samus was wall-kicking, running, and once, just standing in a single position. Really frustrating. The game kinda takes its sweet time to do anything interesting too. Unless you're going for extra items, there's really no need to explore. However, once it gets good, it gets pretty damn good. I think it really picks up at the 3 hour mark (or whenever you head into Sector 3), and everything from Sector Z on is not only gold, but how crazy the game should've been from the start. The post-game was a lot of fun to run around and explore (unless I hit a Now Loading screen), and it was the part of the game that felt the most Metroidy. Still, it didn't make sense to be unable to 100% the game until after the credits
just so you could defeat Phantoon.
On that note, boss fights were awesome in this game. It was kind of a who's who of Metroid bossfights. Ridley from Metroid, Metroid Queen from Metroid II, Phantoon from Super Metroid, and Nightmare from Metroid Fusion? Awesome. And that's not to mention all the other new bosses and minibosses along the way. I think my favorites though were Ridley and Phantoon. Both really made excellent use of the sensemove and charged blast technique, and both had some truly badass finishers. Firing the gun under Ridley's mouth without looking at him is one of my favorite images of the game. Actually, I think the boss fights were the highlight of the game. It's where the combat and 3D style made the most sense.
Overall, I would have preferred a more traditional Metroid. I don't think we'll get one on the 3DS, considering this game is already 3D and how everyone at Nintendo is into making everything a 3D game on that machine, but we'll see. It's not boring like Metroid Prime, but it also lacks some of
Prime's positive aspects, like its music, reward system, and overall art direction (I appreciated the realistic looking Samus of that first Prime, and the overall look and feel of that "virtually lifeless planet"). It's kind of a mishmash of ideas that could would probably become more polished and streamlined with a sequel. Nintendo also needs to get with the program and start letting players adjust music and sound effect settings if they're going to have their music so low. And let players skip cutscenes on the first try. Or maybe next time try working in the narrative in a more clever way than trying to follow in the footsteps of talented western developers pointed in the wrong direction.