I've been playing the game for a while and have about five hours clocked in, so I figured I'd come on and either alleviate your concerns or make you even more skeptical about Metroid: Other M. The game still has a very Metroid feel, and the action is very satisfying. The controls are tight, for the most part. Movement is quick and responsive, and the first-person elements are solid. Combat is fun, but I did run into an instance where I was repeatedly dodging instead of performing a lethal strike. Hopefully, this isn't too common.
I've progressed through the Biosphere and the Pyrosphere and am currently working my way through the Cryosphere. I've gone through maybe seven or eight boss fights so far, almost all of which incorporated third-person and first-person controls. The dynamic switching is surprisingly not as jarring as some preview articles would lead you to believe. It works well, and it gives the game a very unique twist. The combat itself plays out in a very flashy but fluid way. I have literally hopped back and forth between three Space Pirates, landing on each of their heads and plugging charge shots into their skulls like some demented game of leap frog. Oh, and the speed booster? Awesome.
There isn't much in the way of exploration. The closest parallel is Metroid: Fusion. Very linear, but with hidden alcoves and rooms with a few goodies in them every now and then to spice things up a bit.
You can regenerate your missiles and health by concentrating, which involves aiming the Wii remote at the ceiling and holding A. Originally, your health will only go back up to 99, and only if it falls below 25 or so. You can collect reserve tanks to boost how much health you gain from concentration by 100 units. Missile expansions increase your missile count by one instead of the usual five. Enemies won't drop pick-ups to refill your lost resources. You're either concentrating when the action is slow or holing up in a save room.
Now, onto the part everyone was worried about: the story.
The cutscenes are well-rendered and organic, in terms of how everything looks. Some of Samus' inner monologue feels a bit forced and unnecessary, but otherwise, everything seems to flow. Don't mistake that for "everything's a-okay," however. There are a lot of long cutscenes in the beginning that could have done with better spacing, and the cutscenes themselves are the source of one part of the game I absolutely loathe. Occasionally, you're forced to look around the environment for something specific to trigger yet another cutscene to advance the story. However, there's no clear indicator as to what you're looking for. I have spent periods upwards of ten minutes looking around for something, and I have no idea what this something is. On top of that, it's usually something very small. It destroys the pacing, and as a result, my enjoyability of the game tanks. Whoever made this design decision needs to be dragged out and flogged to death with dull wooden spoons.
Overall, I'm liking what I'm playing. It's different, but it's still Metroid.
I've progressed through the Biosphere and the Pyrosphere and am currently working my way through the Cryosphere. I've gone through maybe seven or eight boss fights so far, almost all of which incorporated third-person and first-person controls. The dynamic switching is surprisingly not as jarring as some preview articles would lead you to believe. It works well, and it gives the game a very unique twist. The combat itself plays out in a very flashy but fluid way. I have literally hopped back and forth between three Space Pirates, landing on each of their heads and plugging charge shots into their skulls like some demented game of leap frog. Oh, and the speed booster? Awesome.
There isn't much in the way of exploration. The closest parallel is Metroid: Fusion. Very linear, but with hidden alcoves and rooms with a few goodies in them every now and then to spice things up a bit.
You can regenerate your missiles and health by concentrating, which involves aiming the Wii remote at the ceiling and holding A. Originally, your health will only go back up to 99, and only if it falls below 25 or so. You can collect reserve tanks to boost how much health you gain from concentration by 100 units. Missile expansions increase your missile count by one instead of the usual five. Enemies won't drop pick-ups to refill your lost resources. You're either concentrating when the action is slow or holing up in a save room.
Now, onto the part everyone was worried about: the story.
The cutscenes are well-rendered and organic, in terms of how everything looks. Some of Samus' inner monologue feels a bit forced and unnecessary, but otherwise, everything seems to flow. Don't mistake that for "everything's a-okay," however. There are a lot of long cutscenes in the beginning that could have done with better spacing, and the cutscenes themselves are the source of one part of the game I absolutely loathe. Occasionally, you're forced to look around the environment for something specific to trigger yet another cutscene to advance the story. However, there's no clear indicator as to what you're looking for. I have spent periods upwards of ten minutes looking around for something, and I have no idea what this something is. On top of that, it's usually something very small. It destroys the pacing, and as a result, my enjoyability of the game tanks. Whoever made this design decision needs to be dragged out and flogged to death with dull wooden spoons.
Overall, I'm liking what I'm playing. It's different, but it's still Metroid.
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