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Korval2012-05-18 15:55:43

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Metroid: Other M is the ninth game in the popular Metroid series from Nintendo. Other M was developed in tandem between Nintendo of Japan and Namco's Team Ninja, the latter responsible for games such as the Ninja Gaiden series and the Do A games. The game was released in 2010 to some initial fanfare, which quickly degenerated into hellish flamewars and a cacophony of Ruined FOREVER chants. Much has been said about this game, some in bestial rage, others in impassioned defense.

And now I'm going to look at it. But not all of it; just the story. Why?

Because I'm not playing this game. It's that simple.

To play this game would ultimately mean giving financial compensation to Nintendo for it in some way, shape, or form. That would mean tacitly rewarding them for having produced this game. And I will not do that. Buying something, or not buying it, is the only real means of control consumers have over those who produce things in a capitalist society. To purchase a product is to give approval to the producer for that product. To not purchase it is the only means of saying "DO NOT WANT!"

Yes, I could buy it used or something. But I'm still not going to do that.

This all being said, I also refuse to discuss the game based entirely on online play-throughs, Let's Play's, and other such freely available material. To do so would be entirely unfair; watching a game is a fundamentally different experience from playing it.

And that is why this is just a look at the story of Other M, because watching a story is no different from playing it. The game has a special Theater Mode that shows off the story. The game designers have clearly gone through the trouble of making it into an actual first-class mode. They stitch the various cutscenes together with enough "gameplay" for you to understand what's going on. And since it clocks in at a bit more than 2 hours in total, that makes it the equivalent of a feature-length movie.

Now, you might say that it's unfair to discuss a game's story based on just watching cutscenes. I disagree, if for no other reason than that the game developers created Theater Mode. This isn't some people online shoving the cutscenes together. The game developers themselves thought that people would enjoy the story outside of the gameplay; they felt that the story was strong enough to stand up without gameplay. They were so certain of this that they spent time and effort building this special viewing mode just to promote such behavior.

Consider how few game developers think their story is strong enough to work outside of the gameplay.

That being said, and in all fairness to Other M, I do recognize one simple fact: Theater Mode is still just a bunch of cutscenes stitched together. Therefore, I'm making some ground rules about what I can't complain about, in order to at least be somewhat fair to the game.

Ground Rules

No pacing: Many of these cutscenes were intended to be viewed with significant time between them, representing various bits of gameplay. But Theater Mode sticks these cutscenes right next to each other. While Theater Mode may be a legitimate form of experiencing the story, that doesn't change the fact that the game, the primary mode of play, puts significant gameplay between some of these scenes.

Since I am not playing the game, and therefore cannot accurately gauge how much time has passed, I will not make any significant comment on the pacing between cutscenes. For example, if there is repetition among cutscenes that have gameplay between them, I will ignore it. That's simply the nature of videogame storytelling; the user could have stopped playing between then and now. So you need a way to get them back up to speed. Even if they didn't actually stop play, that could still have been hours ago.

Do note what I said: "pacing between cutscenes." Pacing within a single, continuous scene is fair game. And yes, I do know which scenes are continuous and which aren't; I may not have played this game, but I am familiar with it.

No gameplay: I am covering Other M's story, and only the story. Gameplay will be mentioned in the event that it actually directly affects the story narrative in some way. And even then, it will be limited to how it affects the story narrative; how it affects the player will be irrelevant.

No visual storytelling: Metroid is a series that's known for finding unusual ways to do storytelling. Dialog is generally not the go-to place for Metroid storytelling. Indeed, the Metroid game (before Other M) that had the most dialog was Fusion, and that's something quite a few fans hold against it to this day. The developers at Retro Studios came up with the scanning mechanic as a way to have exposition without having to have dialog. In general, Metroid games tend towards visual storytelling when possible. Even Fusion. By visual storytelling, I mean using the environment and aspects of the visuals besides text as a storytelling device.

I've seen a lot of Other M. I've seen it several different people play it from beginning to end. I don't feel that it does visual storytelling very well (or at all, really). But at the same time, I haven't played it. So I don't feel comfortable calling the game out for visual storytelling or any lack thereof.

No Yoshio Sakamoto: Yoshio Sakamoto was the director behind Metroid, Super Metroid, Metroid: Fusion, and Metroid: Zero Mission. So basically, almost all of the 2D Metroid games were done under his direction. And he was the director of Metroid: Other M as well.

Much has been said of his involvement in the process of making the game. Some of it is conjecture, some backed up by evidence from interviews, etc. And if you want to read that, that's great. But that's not what this is about, so I'm not going to say the man's name. I will talk about the makers of the game, but only in a vague "the writers" sense, which I would do for any other story.

So if you're looking for a personal hit-piece*

, search elsewhere.

Comments

nomuru2d Since: Dec, 1969
May 22nd 2012 at 9:57:11 PM
... Fucking wow. How did I not put that together? She got derailed harder than I thought. *facepalm*
Scardoll Since: Dec, 1969
May 30th 2012 at 3:51:14 PM
Oh God. I never thought about how Adam showed no emotions towards Ian's death. That's... That's scary.

They didn't just derail Samus' character with this game, they derailed Adam's too. Samus' "You're nothing like the real Adam Malkovitch" scene in Fusion makes no sense if this is the real Adam Malkovich.
SparkyLurkdragon Since: Dec, 1969
Jul 15th 2012 at 8:39:02 PM
The other major problem with the Ian scene is that we have no idea who this guy is and why we should care, much like Metroid newbies would have no idea who Ridley is and why they should care.

I mean, okay, he's Adam's brother, but... so? We don't know anything about his personality or why Samus is so freaked out about him dying (beyond, perhaps, that he is Adam's Brother and thus of importance to Adam oh god Other M I hate you). He's just as faceless as the Federation redshirts on the BOTTLE SHIP.
Korval Since: Dec, 1969
Jul 18th 2012 at 10:06:54 AM
beyond, perhaps, that he is Adam's Brother and thus of importance to Adam oh god Other M I hate you

And thus you have realized the point. The absence of information about Ian is because we aren't supposed to care about him as a person. He is simply "Adam's Brother" and nothing more than that.

Because why should we care about a character as a person? I mean, that might get in the way of the Adam fellatio. And that would be horrible.
TheFavs Since: Dec, 1969
Sep 12th 2012 at 8:21:51 PM
“Yeah, yeah, but your scientists were so preoccupied with whether or not they could that they didn't stop to think if they should.” -Ian Malcolm; Jurassic Park

There are so many things wrong with this scene that one BIG thing has been overshadowed. I only realized it after re-watching this scene. I'm talking about Samus' request to go after Ian. Her request makes no sense! I mean, think about it. Let's say that Adam allowed Samus to go after Ian. Let's say Samus reached Ian before the ship exploded. Then what? Was she going to tap his shoulder and say “Let's go”? Was she going to take him by the hand out of the ship? Was she going to sling him over her shoulder and carry him out? What would her running to Ian accomplish, except have two people in danger instead of one? She would have to put herself in peril and then leave with Ian, whereas Ian can just leave on his own without Samus. You see, we've been so busy wondering if Samus could actually do it that we didn't wonder if she even had to do it. I think that's why Adam doesn't respond to her plea; it's so stupid it doesn't even deserve a response. Why is it made to seem she has to go over there? Ian's in a tight spot, but he doesn't need rescuing, he just need's to leave. Samus shouldn't be in this equation. It's between Adam and Ian. Here's what should have happened: Adam should have said to Ian “Get out of there!”. It's established they were in radio communication. Ian starts running, but Adam realizes he's not going to make it in time, and orders the drive section separated. Then Samus could chime in “Wait Adam! -Ian- can make it! Just give -him- a chance! You have to trust -him-!”. This scenario now focus' on Ian's ability and Adam's decision. Of course in this case, the scene is not about Samus. So here's another thing that could/should have happened: Ian starts his routine thing, but then a malfunction in the drive reactor causes an explosion in his room that (A) disrupts the lock function on the door, trapping him inside, (B) sends him flying back and knocking him out, or (C ) causes steel columns and debris to fall on him, trapping him and/or knocking him out. NOW Ian needs rescuing and Samus' request makes sense. She has a reason to go over there. But the way the scenario is constructed, it makes Samus' request not only (like you said) impossible, but also completely pointless.
Xovvo Since: Dec, 1969
Jan 11th 2015 at 9:30:33 PM
Headcannon: Setting aside Samus centering her feelings around her abuser's perspective (which is a thing that actually happens)—judging from the photo and the fact that Samus flips the fuck out when Ian's about to die, she seems to care an awful lot about Ian. Adam doesn't seem to share the concern. It always stuck me as just one more was for him to abuse Samus—doubly so considering that in actual reality, abusers isolate their victims, keeping them both from support, and keeping anything from dividing their attention so their entire focus is forced to be on them (the abuser).

deltanine Since: Dec, 1969
Aug 13th 2015 at 8:10:21 PM
How come Samus in this game didn't blame Adam for not caring about a family member?
Extraintelligence Since: Dec, 1969
Nov 5th 2015 at 11:46:47 AM
deltanine

Because that would make him look objectively bad, and we certainly can't have that.
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