In A Matter Of Hours: Metroid: Other M (Wii, micro-review)

After listening to countless gaming podcasts and reevaluating my enjoyment with the gaming industry, I've decided to leverage my GameFly subscription on the side of quantity, not quality. To that end, I provide these reviews, formulated In A Matter Of Hours.
  

Having heard so many divisive opinions on this game, I figured it was time I add it to the queue and form my own. Ultimately, this Team Ninja-helmed take on the classic franchise forges some bold, new steps but fails to catch with me for a variety of reasons.


It's well known that many female reviewers have had issues with the subservient role which Samus is forced into when faced with a team of capable men, and I couldn't agree more. The new voice that she finds in this iteration is a dull and monotone one, lacking in any of the action and drama that even the voiceless Prime series somehow provided. It's a great step forward to try and provide a voiced narrative to the Metroid saga, but this isn't how it should be done. Having her powers unlocked by a man who simply tells her they are finally, nearly fatally authorized is further proof that in  this  man's world, Samus is faced with a glass ceiling that will end her life again and again and again.

 
 The reasoning for the "thumbs down" idea is a perfect example of how adding a superficial story to a game like Metroid only brings it down.

Combat is mostly a plus, and holding the Wii Remote sideways does the job nicely, though I didn't really feel the rush of nostalgia that I think they were hoping for while doing so. One of the biggest complaints leveled at the mechanics of the game, that being a forced point of the Wii Remote towards the screen to enter first-person mode and thus, fire missiles, is troubling in high pressure situations but actually kind of cool in moments where time and danger are not factors.


What did me in with this title was the backtracking that is now a staple of the Metroid series. If I have to step away from the game for longer than 24 hours, a very real possibility after nearly every play session, I completely lose track of where I was going and have to retrace my steps or resort to relying on a FAQ (*shivers*) to find my way once again. Too many other games have my attention to allow this tried-and-true-but-still-annoying-as-hell game mechanic to dominate, so it was time to pack it in and say goodbye to Metroid: Other M, at least for now. I would love to return to this when I have the time to dedicate to a nearly non-stop playthrough. Older franchises rarely take the time to try something as new as what Team Ninja has tried here and that deserves to at least be sampled, if not thoroughly enjoyed.     
1 Comments
1 Comments
Posted by Jason_E_Sigler

After listening to countless gaming podcasts and reevaluating my enjoyment with the gaming industry, I've decided to leverage my GameFly subscription on the side of quantity, not quality. To that end, I provide these reviews, formulated In A Matter Of Hours.
  

Having heard so many divisive opinions on this game, I figured it was time I add it to the queue and form my own. Ultimately, this Team Ninja-helmed take on the classic franchise forges some bold, new steps but fails to catch with me for a variety of reasons.


It's well known that many female reviewers have had issues with the subservient role which Samus is forced into when faced with a team of capable men, and I couldn't agree more. The new voice that she finds in this iteration is a dull and monotone one, lacking in any of the action and drama that even the voiceless Prime series somehow provided. It's a great step forward to try and provide a voiced narrative to the Metroid saga, but this isn't how it should be done. Having her powers unlocked by a man who simply tells her they are finally, nearly fatally authorized is further proof that in  this  man's world, Samus is faced with a glass ceiling that will end her life again and again and again.

 
 The reasoning for the "thumbs down" idea is a perfect example of how adding a superficial story to a game like Metroid only brings it down.

Combat is mostly a plus, and holding the Wii Remote sideways does the job nicely, though I didn't really feel the rush of nostalgia that I think they were hoping for while doing so. One of the biggest complaints leveled at the mechanics of the game, that being a forced point of the Wii Remote towards the screen to enter first-person mode and thus, fire missiles, is troubling in high pressure situations but actually kind of cool in moments where time and danger are not factors.


What did me in with this title was the backtracking that is now a staple of the Metroid series. If I have to step away from the game for longer than 24 hours, a very real possibility after nearly every play session, I completely lose track of where I was going and have to retrace my steps or resort to relying on a FAQ (*shivers*) to find my way once again. Too many other games have my attention to allow this tried-and-true-but-still-annoying-as-hell game mechanic to dominate, so it was time to pack it in and say goodbye to Metroid: Other M, at least for now. I would love to return to this when I have the time to dedicate to a nearly non-stop playthrough. Older franchises rarely take the time to try something as new as what Team Ninja has tried here and that deserves to at least be sampled, if not thoroughly enjoyed.