Fans went wild when Nintendo announced Metroid: Other M at E3 last year, and for good reason: the game looked like a return to form for the series in many ways, some sort of odd hybrid of 3D graphics and 2D gaming. They also applauded because the title was being brought to life by the hands of two very unlikely parties: Super Metroid director Yoshio Sakamoto and Team Ninja (best known for over-the-top fighting and action games like Dead or Alive and Ninja Gaiden).
Today, Nintendo let press go hands-on with the first hour or so of Metroid: Other M, and quite frankly, it surprised me. It's a traditional Metroid experience that offers up a completely different take from anything we've seen to date.
Before Nintendo would even let us go hands-on with the game behind closed doors, it sat us down in front of a huge screen to watch the game's hearty opening cinematic, detailing the final moments of Super Metroid.
The look and feel of it is unlike anything you've seen in a Metroid game; the world and the characters are familiar, but with a decidedly darker take. Mother Brain, for instance, is depicted as a hulking, slimy alien beast that's more reminiscent of an H.R. Giger creature than what you might remember from the original Super Nintendo title.
Nintendo is throwing around the word "cinematic" a lot when referring to Other M, and that's probably the best way to describe it. It's dialogue-heavy, with Samus providing a calm, serious voice that keeps with the game's sober (perhaps "more mature," if you will) tone. Whereas previous Metroid titles may have implied a deeper story than what was on the surface (or in the case of the Prime titles, provided backstory based on objects and text found in the environment), it's obvious that Other M is going to wear its narrative on its sleeve.
Within the first hour of the game, you're introduced to a handful of characters, including a number of folks from Samus' past. Without giving too much away, the game begins when Samus answers a distress call from a partially destroyed space station. Once she arrives, she finds that the Galactic Federation has already arrived and is composed of her former crew members. A voice-over shown in a flashback explains that the now-bounty hunter had left the Federation due to an "incident," surely to be explored later in the game's story.

This focus on cut-scenes and dialogue was striking and unexpected, if not alarming. In these opening scenes, Samus speaks more, and is spoken to more, than in all previous Metroid titles combined. As someone who had never delved deep into the Metroid mythology, I truly do feel that I know more about Metroid's female protagonist than ever before, and that's exactly Nintendo's goal with Other M.
At this point, you're probably wondering just how Metroid: Other M plays. I was surprised to find that it's not simply a 2D-style platformer set to more robust 3D visuals. In fact, it's the strangest hybrid of third-person and first-person action that I've ever played.
Other M is played with the Wii Remote and nothing but the Wii Remote. Held on its side like a standard controller, you'll control Samus using the D-pad to move left and right, as well as into the background and out to the foreground.
Other M doesn't simply play along a 2D plane, as the early trailer suggested. While there are some areas that feel like standard 2D action and platforming, Other M's camera and depth of navigation actually change depending on the situation and the area, some of which will allow you to move around in a in fully three-dimensional space.

Because of this, a simple blast of Samus' arm cannon (perform with the "1" button) aims automatically. A room full of enemies will be auto-targeted, and it's possible to just rapidly tap the button to take out a cluster of foes, as long as you're facing in their direction. It takes a moment to get used to this; my inclination was to try to "aim" at each of them individually. But letting the game take over for me was actually liberating, and made the rapid-fire button-pressing feel a hell of a lot like the 2D Metroid games of old, even when I was running around in a 3D space.
You can also go into first-person mode by turning the remote and pointing it at the screen. At this point, Samus' visor comes up, and you're allowed to explore the environment for new paths and items. This mode is also how you'll fire your missiles, and it appears to be the only way to activate them. By pointing at and holding the reticle on an enemy (or something in the environment), you'll lock on and be given the ability to fire a rocket.
This "turn the remote and point at the screen" thing feels completely unique and also ... odd. Pulling your fingers off the D-pad and buttons takes a few moments, moments that are precious in a heated battle. This was particularly difficult to do in one of the game's early boss battles, some hulking monster made from purple space bugs. The goal of this fight was to hit the creature in its eye with a rocket, and I had some issues with coming to a complete stop, aiming the Wii remote, and waiting to fire.

Samus has also been given a few other new abilities not previously seen in Metroid titles. She can now dodge enemy fire and other attacks by tapping the D-pad in any direction immediately before getting hit. In an early tutorial setting, I was also able to get close to enemies and hit the attack button, which performed a melee kick attack. And while I wasn't able to use it in any real-time combat situations, it's also possible to hop on and mount enemies for an attack.
Tying in directly into the more personal feel and approach to Samus that mentioned earlier, the game takes total control over the camera -- depending on the situation and room, you're given a different (sometimes more cinematic) view of the action. In one smaller room I stepped into, the camera pulled in tight over over Samus' shoulder (think Resident Evil 4), giving me an intimate view of my investigation.
Interestingly, killing enemies will no longer provide you with health or missiles. Instead, tilting the Wii Remote vertically and holding "A" can replenish your supply at any time. The same can be done for health as well; if it dips into the red, tilting the remote and holding "A" will replenish one energy tank. Also, weapon and suit "upgrades" won't be found through exploration. Instead, in the sections I played, the Commanding Officer of the Galactic Federation (whom you'll be working alongside) "authorized the use of" morph ball bombs.
With Tecmo and Nintendo on board, there's little doubt that Other M will be a high-quality experience, and it showed in the short demo. Visually, the game is stunning, a completely fresh take on the Metroid universe. From a gameplay perspective, the game challenges expectations of the series' formula. Whether or not fans will embrace the change -- or still call for a true 2D return to form (Metroid Dread, anyone?) -- remains to be seen.
Spending more time with the game (and seeing how the narrative and game unfolds) will be the real test as to whether this new take on Metroid can find its place among the classics. We'll find out soon -- Metroid: Other M ships on June 27.
I wonder if they'll do anything dumb with the now quite sexy Samus. I really hope they use the dark tone to win back some of her "I'm not a sex object despite being sexy" cred.
It sounds very interesting though, especially with it being narrative heavy and Samus having a commanding voice.
I also find it annoying as hell that everything in the future came from a happy meal and is made out of shiny plastic. That or it's always damp and shiny.
I'm confused.
Are you f'ing kidding me!?
1. You can replenish health and ammo at any time?
2. You don't find items/upgrades through exploration?
3. Heavy use of dialogue, force-fed narrative?
All 3 of these things contradict the whole basic elements of what makes Metroid fantastic. I don't care if it plays beautifully.... I want Metroid, not Ninja Samus Extreme Beach Volleyball.
Thanks Tecmo.
It's probably a very slow replenishment, similar to how standing still in Shadow of the Colossus would allow. Except hopefully it's backed up by some sort of real urgency (timer?) to prevent people from wasting their time trying to recover fully after every battle. Who knows though.
And yeah- anyone with tits that big would need a varia suit to support them.
How bout I just take a copy of Super Metroid and slap Wii on it for you. That ok?
Anyways I am a bit worried about the way health and bombs work, but I'm sure it'll be better when I am actually playing it and not just reading about it.
Also Nice Melons, just saying.
Also, they aren't that big. Lets be reasonable here.
The Prime series proved you could innovate without losing the fundamental things that make Metroid fantastic. I am not a traditionalist.... but at the same time, I don't see the point in straying so far from the actual hallmarks of the series.
I'm sure it'll be a fine game and all, but from what's been previewed it just seems like a Metroid reskin of any other Team Ninja game. While the fact that the way the first-person/third-person switch is implemented differentiates itself from pretty much any other game out there, I'm pretty much with Endstiem 100% on this one. It just doesn't seem like it feels very... Metroidy.
Of course, I'd have to play it myself/see more of the game to really determine it, but this hasn't really left a very good first impression for me.
I do like that Nintendo is taking a risk with this franchise, much like they let Retro do with Prime. I just hope that their risk pays off in the long run. Metroid isn't the series that needs changing, but I'm sure Nintendo won't let their star fail.
She, like, totally is a teenager in Other M, meng.
Other M. M Other. Mother. MOTHER
Also, recover your own health? Just out of the blue? The only defense of that is a Halo-esque shielding system, such that you're trying to survive each battle separately. That's not the Metroid style. Metroid is about exploration, advancement, and survival. At the very least, I hope the battles are hard enough that a fillable health bar is necessary.
Though maybe that's the whole point... OTHER m. As in, DIFFERENT. Perhaps Nintendo's trying to mix it up with the series. Probably a poor choice, Metroid fans have been asking for a return to roots, not experimentation. At any rate, I'm skeptical, but not gonna write it off yet.
On the one hand, it IS Team Ninja, and Team Ninja has a reputation to maintain. On the other, I cannot think of any [non porn] game BEFORE the original NES Metroid where the best ending payoff was the protagonist waving to you in a bikini, and the ability to play the game again without the armor. Sex appeal has been part of the Metroid franchise from the beginning.
1. You can replenish health and ammo at any time?
2. You don't find items/upgrades through exploration?
3. Heavy use of dialogue, force-fed narrative?
All 3 of these things contradict the whole basic elements of what makes Metroid fantastic. I don't care if it plays beautifully.... I want Metroid, not Ninja Samus Extreme Beach Volleyball.
Thanks Tecmo"
You should read this article
"Sex appeal has been part of the Metroid franchise from the beginning."
Sex appeal has NEVER been a part of the Metroic franchise.
I for one, am stoked. This year is doing serious damage to my wallet.
Also, tits.
http://wii.ign.com/articles/107/1071925p2.html
(I am just quoting the relevant stuff. The rest of that page has story spoilarz.)
"When enemies come pouring out of a vent system in the floor, she can change to morph ball and drop into the crevice, where missile or energy tank upgrades await."
Wrong. Remember what happened when they decided to have a HUGE departure with Windwaker. Or the stupid risk of changing up the formula when creating Resident Evil 4. Both of those games ended up fai... Oh wait, bad examples.
Oh yes, god forbid a game that has some focus on Samus' past even dare to highlight aspects of said past. It should be obvious that the teen Samus images are from her days in the Galactic Federation. I hate to point out attention to her chest, but pay attention to right side of her shirt, The logo specifically.
Now look at the image of Samus with the Galactic Federation squad and look at the logo on those uniforms. Really people, connect the dots.
"Sex appeal has NEVER been a part of the Metroi[d] franchise"
Really? You mean Samus never lost more clothing as a reward for completing the game as fast as possible, or that there was never any possibility of seeing her in a form-fitting zero suit? Are you seriously suggesting that up until now, Samus was like Jade in "Beyond Good and Evil" and that any highlight of feminine assets is an utter innovation on the part of Team Ninja?
I'll repeat it again in case it didn't come through in the write-up, but the game DID have a definite Metroid feel. Even the odd 2D/3D stuff had a side-scroller vibe, particularly with the auto-target stuff (which felt a lot like Shadow Complex, oddly enough).
I too am scratching my head over some of the changes, particularly the infinte amount of missiles you seemingly have with the remote-waggle stuff. I'm also just as heart-broken as everyone else over the upgrades not being found through exploration. But that said, it does SEEM like there's still an emphasis on that same style of exploration, and the payoff will be narrative (and from that narrative will come new abilities). From what I was told (and every question was met with vague, vague answers unfortunately), there will be plenty of unobtainable areas on the map you'll want to revisit once you're "authorized" to use new abilities.
If anyone has any questions about the gamplay or anything else, definitely ask me here -- I'll try check the comments from time to time over the next day or so to answer. I'm sure I missed some stuff in my preview, either because it slipped my mind or for the sake of brevity.