Boney said:
Really? Thought it was painfully obvious.
Really now? Well I think it's pretty retarded seeing that I was in that particular room previously where I checked the grapple beam node and assumed that UNTIL Adam authorizes it, I will not need to scan another node again. Hell I saw one WAY earlier in the game, I've scanned it, noticed I do not have the ability and thus assumed Adam will let me know when I can. The game expected me to re-scan objects that the game told me I could not use previously. It's very un-Metroid and I disliked it immensely.
Alright, finished the game. Here's my informal review.
One thing that needs to be established immediately. Metroid: Other M follows Metroidian game design tradition 2. That is, it follows the core designs first seen in Metroid II. You go into an area with minimal freedom, you explore it, followed by completing a specific task and thus clear the area and move on. It is "level-based".
So I'll get right down to it, Metroid: Other M has the most polarizing (are we bored of this word yet?) design choices I've ever seen in a game. The entire game is riddled with design patches to alleviate what seems to be the top tier of the hierarchical chain of core designs: the interface.
The interface consists of 4 buttons, a d-pad and an IR sensor. While this interface might seem great in theory, it has inevitably revealed many pathological components in practice. So with this interface, Project M devised 3 modes of play in Other M: third-person mode, first-person mode and expository mode. The first two are active modes, where the player can activate at will, while the third is passive and occurs only through specific sequences through out the game.
With tps mode the game uses all the tactile buttons and is the most recognizable mode in relation to previous Metroid games; it has all the Metroid elements of yore along with some additional action sequences that give it a Team Ninja flair. For the most part everything is intuitive and responsive but there are some glaring obstacles in relation to the enemies. You have a sense move where the player can tap any direction on the pad and Samus will dodge and enemy attack. The problem here is that the game never fully illustrates WHEN it is appropriate to tap. The enemies attack sequences vary greatly through out the game and it always seems like guess work for the most part from the player in order to successfully pull of the sense move. If there was some sort of virtual interface implementation to signal when to tap, it would be much less confusing for the casual player to understand (this is the new audience they're after right?).
The over blast feature is a nice touch where you charge your beam and jump on top of an enemy to deliver a power full attack sending the enemy flying backward. This feature is very satisfying once you pull it off and works well for the most part. Then there's the final blow, this is where the enemy is stunned temporarily so the player may charge and execute a nice animation finishing of the enemy.
The FPS mode is used to explore the environment, look for hidden items displayed on the map and exclusively uses the missile feature in the game. During lull periods of the game, using this mode to explore is a very welcomed mechanic in the Metroid franchise, it breaks up the frantic pacing from tps when exploring unknown territory. There are also parts in the narrative arc where you use the mechanic to immerse the player in the story itself and for the most part works fairly well.
Unfortunately, fps mode is quite tedious against enemies as it obscures field of vision for a more devastating attack in the heat of battle. The transition while smooth creates a more frantic and disjointed play style which can grate on the experience greatly. There is a slow-down once you execute the transition which helps the player to gain focus on the enemy etc. The problem though isn't the transition on screen but rather the transition in hand where the player must PHYSICALLY adjust him/herself in order to execute the mechanic properly. For the most part, fps mode in battles gave me a sense of dread which I avoided as much as possible.
Expository mode is by far the most useless of them all and I often wonder what exactly were the developers intentions when implementing it. For the most part this mode is activated when you're in a narrative sequence. It is mostly used to create tension but never quite reaches that effect. That is mostly because there is quite a lot of tension in tps mode alone so this mode itself seems completely redundant. Especially when all inputs of interactivity are shut of except for the d-pad. Absolutely useless.
The level designs, yea....wow. What can I say here, I guess there are times when certain areas really shine and are quite interesting but for the most part, the layout of most corridors, areas are largely mimicking each other. On top of that, there are areas were there is "dead" space and are only there for visuals....it seems. It's weird because there are open areas where there are subareas branching off from it that have no relevance what so ever.
Another problem (a design patch) is where certain platforms have invisible walls that restrict the player from dropping off onto other platforms below. Instead, you have to jump off the current platform in order to reach the bottom platform itself. Other times there won't be invisible walls at all and you CAN just drop off. There is a logic to this, the invisible walls exist because of the sense move for when an enemy attacks you on that platform, you want fall off executing it. That's fine and all, but there are enemies in other areas where there are no invisible walls and you CAN use the sense move and you WILL fall off. Retarded.
The story......yea I think I'll leave that one out. We've talked about it enough I think. There are elements of the narrative that are tied with the pacing of the game which works well for the most part.
The music is great. A lot of interesting arrangements with a lot of ambient segues through out most areas and corridors which breaks up the tension-and-release moments of the game. The music mostly picks up when a lot of activity is happening on screen. It is quite effective and works quite well in this game.
Conclusion: This game as a whole, is a mess. It's polished and thoroughly thought out, but it's still a mess. It all comes down to one thing, the interface. It's funny, I remember Sakamoto talking about an on-rails Metroid (with fps mode) before Team Ninja came along and upon retrospect, perhaps that would of been the wiser choice to go with for this game. It seems obvious that Sakamoto wanted this control scheme from the beginning, even before Team Ninja's involvement but the problem here, is that once they decided to go off-rails, they omit a lot of conventional rules that apply to digital movement. It is NOT a good design choice to have: ideas > hardware. The latest episode of Bonus Round featured Warren Spector and Jeff asked him if the Wii's interface had any influence on Epic Mickey and his reply was something alone the lines of "I don't think hardware should ever drive design" and I personally feel that Other M is a great example of WHY you should never do that. At the end of the day, this game won't attract new players, they WON'T find it easy, and there are plenty of problematic features in the game that will obscure their intentions to play the game. Even core gamers for that matter, and that's saying something.
Score? 5/10.