tolu619 said:
He's right, only really succesful games get copied, evn if the gameplay is crappy. And most metroid games sell only about 1 million lifetime sales. The D-pad control doesn't feel bad now that I've started playing, it just takes away the ability to walk, which won't be useful in this game anyway. |
The D-pad was only a minor nuisance to me. Aside from stupidly limiting Samus's 3-D movement to occasionally awkward 45-degree angles, that is about the only thing in the controls that functioned, one could say, as the developers likely had planned. Pretty much everything else about the controls bothered me. From the often disorienting swtiching to 1st-person views, to the next-to-impossible to use Health recharge move during boss battles, to the brain-dead button-mash auto-aim run-n-gun gameplay, to the moronic and initially confounding pixel-hunt sequences, to the generally empty and useless "scanning" to the motion-controlled dodge moves in 1st person mode that succeeded only in making me an even better sitting duck...
I think you get the idea. I mean, play any other Metroid game before Other M (including brainlessly linear Fusion) and then go back to Other M. Every other game has solid, sharp, often fluid control. Nothing is disorienting, nothing is broken. There is no pixel-hunting. You can still move in any form, view, or situation. The gameplay was never brainless button-mash shooting.
Essentially, while even standing on it's own, the controls in Other M are bad enough, but the fact that they're crammed into a Metroid game and feel and operate absolutely nothing like the way a regular Metroid game feels is partially what really gets on my nerves.
I think Team Ninja was making a Ninja Gaiden game for the Wii and Nintendo stepped in and said, "Hey, why dontcha just take out all those swords, and put in mindless shooting with Samus in this engine?" Because when you get right down to it, the last thing Other M is, is a Metroid game.







