Wii Review: Metroid: Other M

Another of Nintendo’s storied franchises gets a radical change in direction. Does it work? Find out in my review.

Title: Metroid: Other M

System: Nintendo Wii

Developer: Team Ninja

Publisher: Nintendo

# of Players: 1

MSRP: $49.99

Available: Now

The third of Nintendo’s “bread and butter” franchises, Metroid returns with a new game and a new approach on the Wii. Also coming to the table is a new developer. Team Ninja, the critically acclaimed studio behind the Dead or Alive and Ninja Gaiden series, takes over from Retro Studios. Team Ninja has made a number of refinements and some outright changes to the Metroid formula. While change is never inherently bad necessarily, changing too much of what worked may make it seem like  you’re trying too hard. So, the question is: does it work? And, more to the point, should you buy it. Read on and find out. Here is our review.

Metroid: Other M is the game that is probably best described as schizophrenic. Many Metroid fans will remember the sheer joy that playing Super Metroid elicited. And, many shooter enthusiasts will remember the joy they got out of the Metroid Prime series. This game desperately wants to capture both of those sets of emotions, and tries a little too hard to do so. As such, it ends being an incomplete experience, and a frustrating one at that.

The crux of my problem with the game comes from the decision to marry two control schemes that should never really meet. It almost feels as if you are playing two separate games. First of all, to all of you who have gotten used to the idea of playing the Metroid Prime series and using the Nunckuk analog stick for movement, I have bad news: the nunchuk is not used in this game AT ALL! The control scheme is split for the entirety of the game into two distinct situational schemes. You will play the game in both first AND third person. The main action of the game take splace in a third person setting reminiscent of Super Metroid. In this mode, you play with the Wiimote held horizontally, like a classic NES controller. In this mode, you use the Control Pad to move, the “A” button to enter or exit morph ball mode, the “1” button to fire your chosen beam weapon, or to drop bombs in morph ball mode and the “2” button to jump. Simple basic Metroid controls, right? Wait, what’s that you say? What about missiles? Well, this is where the second control scheme comes in. Accessed by turning the Wiimote vertical, this control scheme switches the perspective to first person. I would normally have no problem with this, except for the fact that this is the ONLY WAY TO FIRE MISSILES! I am personally awful at first person shooters, so I found very difficult to play the Metroid Prime series. Forcing the use of the first person perspective for firing missiles has, however unintentionally, made this game more difficult for me to play, and to enjoy.  The fact that the developers would shoehorn anyone into a control scheme that they may not be comfortable with strikes me as  incredibly inconsiderate. The biggest problem is that there are times where the game will FORCE you to use first person mode to get through a section, whether you want to or not. Also, one of the more beloved Metroid items, the Spider Ball, is absent from this game.

Now, all of that control scheme nonsense aside, this is undeniably a Metroid game. All of the Metroid staples are here: the Plasma Beam, the Wave Beam and the Morph Ball.  All of the enemies you’ve seen before and some new ones appear. Samus’ perennial nemesis, Ridley, appears, as does series big bad Mother Brain, but not the way you think. You will also see plenty of the titular Metroid as you near the game’s finish. Samus looks the part in her power suit, which will, in the course of the adventure receive the familiar “Varia” upgrade. So, the look of the game is definitely styled like other Metroid games. I will also admit that Samus’ new

The story,which would normally be a high point, is only mediocre. It takes place after the events of Super Metroid. Since most of the games take place before this time period. it may leave gamers slightly confused. Also at issue is the normally rebellious and independent Samus suddenly willing to take orders and SHUT DOWN ALL OF HER WEAPONS until she gets AUTHORIZATION to re-arm them. Though the story does explain this development, it still cannot be condoned. I have to admit, I am slightly dismayed that they are revealing more of Samus’ past. Samus’ mystery has always been a large part of her appeal, I think it would be dangerous to the character to demystify her too much. Also, the decision has been made, in this game, to give Samus a voice. This is again, I think, a dangerous move. Time will tell whether or not these two controversial moves prove detrimental to the series. The other large problem with the story is that it is told through EXCRUCIATINGLY LONG cut scenes.

Graphically, the game shines, with sharp clear visuals that show off Team Ninja’s involvement.

In the end, I think if this game had allowed you to choose between the two control schemes, the end result would have been better. But, by forcing you to use a control scheme you may not be comfortable with for such a essential gameplay element like firing missiles tool all of the fun out of it for me. I am hoping that the ship can be righted. But for now, at least in my opinion, the series is treading dangerous waters.

Recommended: NO

Metroid: Other M gets 3 Morph Ball Bombs out of 5.

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