As we move into the game's month of release, more and more information shall be unveiled, critic reviews may start rolling in in the next couple of weeks (depending on how Nintendo handles things, at any rate), so i would like to shift discussion here according to the question i recently added to the second post
http://gamrconnect.vgchartz.com/thread.php?id=113085&page=1
What is the root of Metroid's appeal? Why do you like (or dislike) Metroid, and does Other M fit in with that appeal, or is it opposed to it?
I would say that, objectively, Metroid's appeal seems to come from being a survival game, a game that creates the notion of you fighting to survive against an entire world that is out to kill you, and the weapons are primarily tools of survival.
I can say that objectively given that its easy to rate the Metroid series by sales, and you can see Metroid, the game that sold the most, that created the best sense of a survivor struggling to find tools to help in her quest. Metroid II got away from that a little, given that you had to kill a certain number of Metroids for the acid to recede so that you could go deeper, but II had a neat little feature of beams being both non-stackable and non-swappable, meaning that you had to go find the beam you needed at different occasions for different purposes. II also used the Spider Ball to tremendous exploratory effect. Super Metroid, however, put the game on invisible rails, in that there was a more-or-less set order to get items and beat bosses through the need to have different items to open different kinds of doors or destroy different kinds of walls.
Of the modern Metroids, Prime was the closest to Metroid's original appeal, though Prime had the invisible rails that Super Metroid also had, that there was a set order for item accumulation, but Prime was the only game around at the time that still tapped the Metroid appeal (given that Fusion made the mission system rather blatant, telling you what powers you needed next and moving ahead very much in that fashion). Fusion broke that spirit, despite the fact that Fusion was very good at creating the sense of a hostile environment (especially through the terrifying encounters with the SA-X)
Prime 2 obviously created an incredibly hostile world, but the game just felt off as it departed from the world of Metroid as it was, instead pursuing the somewhat separate story of Phazon. Progression was extremely formulaic, too, in that you knew what your ultimate goal was, whereas in the first Prime it created the sense that you were finding these new items and tools as you explored the world, not getting them merely to fulfill missions.
Prime Hunters was obviously more built purely as an FPS, and it too was heavily mission-based, but you were wandering around in these worlds as other hunters wandered around, creating a sense similar to that of the SA-X's pursuit (though you could obviously beat those hunters unlike the SA-X, but it was still in a similar spirit). And Prime 3 took the FPS-like nature of things still further. It was all the more heavily mission-based, with its saving grace of hostility relating to having to balance out Phazon use.
Ultimately i think that the presence or absence of cutscenes and story emphasis in Other M is peripheral to the game's success or failure, that it will come down to whether this is another mission-focused game or not. There is definitely evidence of missions so far, but the question is how power-up acquisition incorporates with that. Is it going to be a case of "You need Wave Beam for this next thing. Go find that first," or a matter of "in the course of trying to turn on this generator, i found the Wave Beam." A question that remains unanswered
Its a matter of progression that gives Metroid its appeal, i say, so the story focus shouldn't harm Other M, but its mission structure very much might.

Monster Hunter: pissing me off since 2010.







