I always love a shout-out, and I'm very impressed by this article! It is very detailed and well-reasoned. However, it doesn't really address why it was necessary for the game to explore the themes of motherhood and surrogacy. (Speaking of which, I'm surprised more people didn't immediately recognize that "Other M" was an anagram of "Mother," or that the title of the game could be abbreviated "M.O.M.")
In regards to the game's having something to say, it isn't exactly under explored territory. For example, one of the most popular manga right now, Naruto, regularly reflects upon the main character's upbringing as an outcast who was actively shunned by those he desired recognition from. Naruto was able to grow and mature thanks to the support of friends and especially surrogate parents who saw past the demon living inside him. Another major character early in the series, Gaara, had a similar childhood except that his parental figure eventually tried to murder him, shattering his psyche and leading him down a path of violence and hate.
But Naruto is a manga, and manga are nothing without a carefully measured narrative foundation to frame the action. Metroid has always had narrative, only it was told through subtle environmental cues and little if any on-screen text. You described the ending to Super Metroid as "thrilling but emotionally empty," but I'd have to disagree. The sudden explosion of power that Samus demonstrated in the final battle was a very clever representation of rage and frustration that had a direct tie with the gameplay. Through her actions alone, Samus's feelings were clear. Even in the ending of Metroid II, the hatching of the Baby Metroid was accompanied by musical change. It was the most light-hearted, upbeat music in a game that up until this point was filled with nothing but ambient noise and stress-inducing audio cues. This was a turning point in which Samus lowers her guard for a creature that wants nothing more than to flit about her head and make adorable chirping calls. So much is said without having to literally say anything, which I believe is Other M's biggest failing, not so much what the game was trying to say.
But don't get me wrong! Excellent article nonetheless!
In regards to the game's having something to say, it isn't exactly under explored territory. For example, one of the most popular manga right now, Naruto, regularly reflects upon the main character's upbringing as an outcast who was actively shunned by those he desired recognition from. Naruto was able to grow and mature thanks to the support of friends and especially surrogate parents who saw past the demon living inside him. Another major character early in the series, Gaara, had a similar childhood except that his parental figure eventually tried to murder him, shattering his psyche and leading him down a path of violence and hate.
But Naruto is a manga, and manga are nothing without a carefully measured narrative foundation to frame the action. Metroid has always had narrative, only it was told through subtle environmental cues and little if any on-screen text. You described the ending to Super Metroid as "thrilling but emotionally empty," but I'd have to disagree. The sudden explosion of power that Samus demonstrated in the final battle was a very clever representation of rage and frustration that had a direct tie with the gameplay. Through her actions alone, Samus's feelings were clear. Even in the ending of Metroid II, the hatching of the Baby Metroid was accompanied by musical change. It was the most light-hearted, upbeat music in a game that up until this point was filled with nothing but ambient noise and stress-inducing audio cues. This was a turning point in which Samus lowers her guard for a creature that wants nothing more than to flit about her head and make adorable chirping calls. So much is said without having to literally say anything, which I believe is Other M's biggest failing, not so much what the game was trying to say.
But don't get me wrong! Excellent article nonetheless!
I have nothing to add to the discussion, but would like to thank you for the time and effort to write this thought provoking blog, and that your contribution to trying to maintain a high standard in the Cblogs is greatly appreciated. ^_^
Wow, I wish I could fap this more than once...great article!
I haven't played the game yet, so I don't think I have a tremendous amount to add here, except to say that I think it's fascinating that the game clearly has some intellectual meat on its bones that most people don't seem that interested in dealing with. Honestly, between this and Tony's article it just makes me want to play the thing even more so that I can see where I stand on it. I like that you characterize the storytelling problems as "autism"--this seems like a problem that's afflicted a number of games I've played, where the story is genuinely interesting and has relatively weighty things to say, but ends up getting delivered to the player in an awkward, inept way that hinders its ambitions. One of the reviews of Other M said that it felt like Nintendo is currently at the place with storytelling in games that many Japanese developers were at in the late 90's (when the PS1 for the first time offered them the tools to make games into cinematic experiences), and that it has the same feeling of flailing around in its attempts to figure out how to tell its story. Don't know if that's true or not, but it's an interesting thought...
I haven't played the game yet, so I don't think I have a tremendous amount to add here, except to say that I think it's fascinating that the game clearly has some intellectual meat on its bones that most people don't seem that interested in dealing with. Honestly, between this and Tony's article it just makes me want to play the thing even more so that I can see where I stand on it. I like that you characterize the storytelling problems as "autism"--this seems like a problem that's afflicted a number of games I've played, where the story is genuinely interesting and has relatively weighty things to say, but ends up getting delivered to the player in an awkward, inept way that hinders its ambitions. One of the reviews of Other M said that it felt like Nintendo is currently at the place with storytelling in games that many Japanese developers were at in the late 90's (when the PS1 for the first time offered them the tools to make games into cinematic experiences), and that it has the same feeling of flailing around in its attempts to figure out how to tell its story. Don't know if that's true or not, but it's an interesting thought...
Excellent blog, as always.
I'm with walrusmustdash in that all this talk makes me want to play Other M more, if only to organize my thoughts on it. From what I've gathered, as a game Other M is comparable to the gymnast who attempts a quadruple backflip only to snap her leg on the landing.
You know. That whole "autism" thing.
I'm with walrusmustdash in that all this talk makes me want to play Other M more, if only to organize my thoughts on it. From what I've gathered, as a game Other M is comparable to the gymnast who attempts a quadruple backflip only to snap her leg on the landing.
You know. That whole "autism" thing.
Thanks for all the kind words everyone!
@LawofThermalDynamics: I hope the post lived up to your expectations! Be warned that I've got my Cereberal Bore at the ready, just in case.
@Lets Hope Theres a Heaven/Funktastic: Aw, shucks! The generous praise is greatly appreciated.
@Tony Ponce: Without getting into a mutual fapping contest (chuckle), I greatly enjoyed your article and agree with many of your criticisms. As for how surrogacy is relevant to the Metroid series, you're correct that a theme should be relevant to the way a series is presented. But since Metroid has never been a story-driven series until now (not in any depth, anyway), it was always going to be a challenge to pinpoint exactly the values which define it. I think the recontextualising (word!) of the end of Super Metroid works as a thematic retcon, making the theme more a part of the canon than it would have been alone. The theme of guilt could also be related to the series' trademark isolation, in how most of the main characters find themselves isolated in some way through mistakes in their relationships with others. It's a tenuous link, but even though the story often felt out of place, I found the themes to be quite a suitable fit.
@Walrusmustdash/PlayHangman: You'd both be better off renting it. It's not an especially amazing game (decent, but not exceptional - my review from last week is linked to in the article) and completion only takes about eight to ten hours.
@LawofThermalDynamics: I hope the post lived up to your expectations! Be warned that I've got my Cereberal Bore at the ready, just in case.
@Lets Hope Theres a Heaven/Funktastic: Aw, shucks! The generous praise is greatly appreciated.
@Tony Ponce: Without getting into a mutual fapping contest (chuckle), I greatly enjoyed your article and agree with many of your criticisms. As for how surrogacy is relevant to the Metroid series, you're correct that a theme should be relevant to the way a series is presented. But since Metroid has never been a story-driven series until now (not in any depth, anyway), it was always going to be a challenge to pinpoint exactly the values which define it. I think the recontextualising (word!) of the end of Super Metroid works as a thematic retcon, making the theme more a part of the canon than it would have been alone. The theme of guilt could also be related to the series' trademark isolation, in how most of the main characters find themselves isolated in some way through mistakes in their relationships with others. It's a tenuous link, but even though the story often felt out of place, I found the themes to be quite a suitable fit.
@Walrusmustdash/PlayHangman: You'd both be better off renting it. It's not an especially amazing game (decent, but not exceptional - my review from last week is linked to in the article) and completion only takes about eight to ten hours.
Amazing blog. I haven't finished the game yet, so I cut myself off from some spoilers, but I grabbed at least one idea from it, and I could agree more.
Other M doesn't treat Samus differently either way because she is a woman. Therefore, it isn't sexist.
Other M doesn't treat Samus differently either way because she is a woman. Therefore, it isn't sexist.

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