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Forums - Nintendo - The Official Metroid Other M Thread

morenoingrato said:

15 hours?

sounds solid.... I like the new direction taken with the frenchise.... prime was boring



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Khuutra said:
morenoingrato said:

15 hours?

sounds solid.... I like the new direction taken with the frenchise.... prime was boring

See, i've already done that. Can't you make an original contribution to this thread? ;)



Monster Hunter: pissing me off since 2010.

Mr Khan said:

See, i've already done that. Can't you make an original contribution to this thread? ;)

If the game lasts 15 or so hours including cutscenes, then tthe cinematic:gameplay ratio will probably be about as good as or (probably) better than Fusion's.

I find this comforting. Fusion was a bit much, but it was still within my tolrance levels. And I imagine this might be better than Samus talking to herself in an elevator.



New impressions from GameSpot, cut right into a quote box! I've learned a lot from starting to use the html source editor on this site

GameSpot said:

Metroid: Other M Updated Hands-On: Exploring the Bottle Ship

We get a look at new enemies and environments in Nintendo and Team Ninja's new entry in the Metroid series.

Metroid: Other M is the latest entry in Nintendo's fan-favorite series starring the first lady of alien blasting, Samus Aran. The game has garnered much attention from fans since its revelation at last year's Electronic Entertainment Expo, thanks to the fresh approach being taken in its development. Other M marks a departure from the first-person shooter structure used for the last few entries in the series on the GameCube and Wii; it features a new developer, Tecmo's Team Ninja; and its storyline appears to touch on the repercussions of events that happened at the end of Super Metroid. We've been excited to see how the whole package comes together, after getting glimpses at the game over the past few months. We recently stopped by Nintendo's offices to spend some time with an updated version of the game and got to try our hand at some new sections that left us wanting more

 

 

The section of the game we played was set in the first sector of the mysterious Bottle Ship that Samus is investigating. The massive spacecraft appears to be one part zoo and one part ark, housing a menagerie of space critters, big and small, in a variety of unique environments tailored to their needs. At the start of our demo, Samus is looking for clues and getting some direction from her former commanding officer, Adam Malkovich, who has moved up to be the commanding officer of the Galactic Federation. The gist of things is that something went wrong on the Bottle Ship and Samus is tasked with finding out what happened. This translates into "explore the ship and look for clues," which is perfect for a Metroid game.

Our run through the Bottle Ship was fairly linear, although we passed several areas we couldn't access because we didn't have the proper gear, but it was clear we'd be revisiting locations. The enemy types ran the gamut from small flyers that could be dodged, to massive creatures that had to be actively avoided and smacked down. There were even some cloaked foes that required some coaxing to pull out of hiding so they could be blasted. In addition to the standard enemies, we found a few Venus flytrap-style foes that required us to shift to morph ball form and lay some mines to escape. Some enemies and transitions to new areas were introduced by cinematics of varying length. Some of the cinematics featured Samus' internal monologue on the situation and moved the story along, while others showed off some of the wildlife on the ship that doesn't seem to be on a mission to murder you. That said, we're pretty convinced a seemingly adorable fluffball with chicken legs that popped up in a cinematic is going to wind up being something horrible later on.

But, as anyone who has played a Metroid game can tell you, enemies are only part of the challenge you'll face. The environment is, in a lot of ways, one big enemy to take on as well. We faced a number of different puzzles that blocked our way and required us to switch to morph ball form, use missiles, or look for hidden paths to get where we needed to go. Along the way we found hidden items and other surprises that gave the impression that there is going to be a whole lot of stuff to be found by inquisitive players. For example, in one area we discovered the Accel Charge upgrade, which increases how quickly Samus can charge her weapons. While this all sounds fairly standard, one of the later puzzles set in an elevator shaft showed a whole other level of challenge. The timed puzzle requires you to pay attention to your surroundings and make use of them in order to avoid death. The catch is that you have only a very short period of time to figure it out. If you succeed, you're rewarded by a classic action-movie moment where the hero just narrowly avoids something horrible. If you fail, things go badly. Very badly.

 

 

As we've mentioned in our previous looks at the game, the action in Other M has seen some changes and marries some of the elements from the previous first-person games with old-school 2D gameplay. Our play time let us dive a bit deeper into how it all works together, and we have to say that almost everything feels right. The platforming and shooting feel good, thanks to tight controls and new mechanics that keep things fun. Samus' standard moves work like a charm and, as always, can be enhanced by finding new abilities and upgrades. The ability to "concentrate" and refill your missiles and one health bar is an interesting addition to the mix. We're fans of Samus' new dodge, the overblast attacks, and the lethal strike moves on downed enemies. Anyone who has played a Team Ninja game should be right at home with these new additions to the arsenal, because they most definitely have a ninja, albeit a space ninja, feel to them.

The first-person mechanics in the game, while much improved since the last time we played, because of tighter transitions and controls, still break up the flow of action. While we like how smooth the transition between first- and third-person is, from what we've played so far, it still doesn't flow with the action as well as we would like. Hopefully we'll have a better feel for it once we can log more time in the game.

From the look of things so far, Metroid: Other M is shaping up to offer an engaging experience that is set to cover all the bases for fans. The Bottle Ship is an imaginative setting that provides a good variety of environments for you to explore. This particular demo showed off a good range of locales and gameplay that left us eager to dive deeper into the game. Metroid: Other M is slated to ship August 31 for the Nintendo Wii. Look for more on the game in the coming weeks.

Looking good.



Monster Hunter: pissing me off since 2010.

I want to read these final impressions and yet I'm trying to avoid them at the same time. This is like the pivotal point before a release where things you didn't want to know can leak out casually.



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ClaudeLv250 said:

I want to read these final impressions and yet I'm trying to avoid them at the same time. This is like the pivotal point before a release where things you didn't want to know can leak out casually.

Same here.  I've known I wanted this game since it has been announced, so I've been avoiding almost everything about it since then.



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15 hours? that sounds great! :)

not gonna read the hands on impressions!!



Preview from joystiq. Seems very close to the preview from GameSpot, but it talks more about individual enemies, and i think gives a better explanation of how much more involved basic combat in this came is than previous Metroid games

Joystiq said:

 

Preview: Metroid: Other M

22 
With the game set to land in a mere 25 days, I had one last chance earlier this week to play the final version of Metroid: Other M -- though not as much as I would have liked. Nintendo had hand-picked a couple of areas for me to try. The first covered a good amount of ground in a botanical area of the Bottle Ship (the space station where Other M begins), while the second, far shorter one was meant to show that the game's combat isn't always as straightforward as in 2D Metroids past.
The demo actually picked up right where I had stopped playing back in February, when we got to go hands-on with the game for the first time. Samus stepped out of a save point and into the command room that serves an overall hub within the Bottle Ship. This time, there was no sign of the space troopers who arrived on the station with her -- I was going it solo.

As I headed out of the room, things started looking very different, very quickly. I ran past glass-fronted rooms filled with bizarre-looking plants, and was jumped by a pack of dessgeegas. They're most easily dispatched by jumping onto their backs and releasing a charged blast from Samus' arm cannon into their heads. It's also the flashiest way to deal with them. It looked like something that Nintendo would have never tried on its own -- a clear contribution from developer Team Ninja, drawn from its experience with Ninja Gaiden.

I was on my way to "Zone 1." Bringing up the map, I could see several other zones making up a circle -- the one I was en route to corresponded to a single slice of it. The Bottle Ship is big. Here I was, expecting it to serve as a short prelude to the rest of the game, but that clearly isn't the case. And while I'd done a lot of linear running and shooting the last time I'd played, I could tell that there was plenty of the series' trademark exploration ahead. (During this demo, I returned to the same areas more than once.)

Using the d-pad to control Samus in three dimensions felt a little stiff, but not distracting.

The level design opened up as I progressed, presenting me with a massive, multi-story room with a spiraling ramp at its center. It was lush and in stark contrast to the sterile steel corridors I'd encountered the last time I'd played. Giant vines snaked out in every direction and across my path. Like JC said in his preview of the game, Other M's Samus is fast and agile, so it wasn't necessary to jump over obstacles -- she simply vaulted over them on her own, without missing a beat. Her movement through the environments is extremely fluid, something I'm guessing will come in handy later when running away from things, as well.

Moving Samus with the Wiimote -- held "classic style" -- then aiming it at the screen to fire missiles might sound like an awkward control mechanism, but just like her movements, it's snappy and feels like second nature in no time. That's a good thing, as swarms of airborne insects kept attacking me until I flipped into first-person, targeted their hives and destroyed them. Admittedly, using the d-pad to control Samus in three dimensions felt a little stiff, but not distracting. I also got a few chances to discover hidden areas in Samus' Morph Ball form, and can happily report that the classic technique of releasing bombs at just the right time while "hopping" got me to some otherwise unreachable spots.


I also encountered a pretty impressive variety of enemies in just a short time. There were giant Venus fly traps that compressed Samus into her Morph Ball form, the camera zooming in dramatically as it chewed away at her armor. Dropping a bomb did them in. An area that looked like a nature preserve was inhabited by hulking creatures that looked like the offspring of a horse and a ... tree. I had to contend with a pair of large chameleon-like creatures that spit acid and were impossible to target without entering first-person mode. A charged blast or missile would stun them, creating an opening for me to run up and press the fire button to perform a "lethal move."

The toughest foes I faced off against were reptilian burrowers that leapt out of the ground near Samus, making her dodge move (pressing any direction on the d-pad right as an enemy attacks) crucial to survival. After successfully evading their attacks, I was able to use a charged blast to slow them down, jump onto their shoulders and deliver a blast to their skulls. This knocked them out long enough for me to move for a lethal move. It might sound easy, but I can assure you it wasn't -- it was intense. Fighting these three creatures in a confined space didn't afford me the option of making more than a couple of wrong moves, and their speed meant I had zero opportunities to run away and recharge Samus' health when it was near critical. (This is done by holding the Wiimote vertically to "focus," takes a good 15 seconds, and can be interrupted if you're attacked.)

The cinematics seem really campy, which is jarring given the (so far) darker tone of this game.

I only encountered one cinematic sequence in the 40 minutes or so of time I spent playing the game. In it, Samus pondered the state of the dead researchers' bodies she'd come across, uttering something along the clichéd lines of, "What could have done this to them?" Nintendo once again told me that the aim of these scenes -- and Samus speaking for the first time -- is intended to make the game more cinematic and develop her character further. Truthfully, every one I've seen so far just seems really campy, which is jarring given the (so far) darker tone of this game.

The final and most unique section of the game I was given access to was an elevator shaft, crawling with enemies. It seemed mundane enough but, upon making it to the top, dramatic music kicked in and I saw that a giant lizard was climbing up after me. This is when I realized it's possible to look around and shoot in first-person while hanging from a ledge. I used that ability to destroy a bundle of cables, causing the stuck elevator above to move a little. I jumped to the other side of the shaft, shot another bundle of wires and was immediately crushed by the elevator. As it turned out, I needed to jump into a small alcove before freeing the elevator in order to crush the enemy below. The combination of having to suss out the "solution" to this room while performing quick platforming moves was harrowing, and the result of my failure was definitely shocking. A little unsettling, actually.

When it was over, my second hands-on with Metroid: Other M had left me with pretty much the same feeling as the first: I really enjoyed it. The controls were at once familiar and, in the case of switching to first-person so seamlessly, inventive. There seemed to be just the right mix of exploration and action, the lethal moves lent the presentation some nice flair and the varied weak points of each enemy gave it an old-school feel. I'm hoping for some more large-scale, setpiece moments when I play the game in its entirety -- something I'm getting the feeling could be a really good time.

 





Monster Hunter: pissing me off since 2010.

What kind of hopes do you have Mr Khan?



Khuutra said:

What kind of hopes do you have Mr Khan?


I want to see Adam die. Not out of any especial malice towards him, but we know he is dead by Fusion, so that's the obvious conclusion to reach here, but i still want to see it. Should be a powerful moment.

 

Also look forward to the opportunity to kick non-meta ridley's ass in 3D.

 

Though ultimately i'm uncertain as to what you mean...



Monster Hunter: pissing me off since 2010.