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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

Scardoll Since: Dec, 1969
May 30th 2012 at 4:06:14 PM
Interesting.

I dislike the PTSD explanation for another reason: PTSD is a copout explanation. It is the equivalent of saying that Samus got sad due to magic fairy dust, because neither has any evidence supporting it outside of that scene. There is no source that says Samus has PTSD, there is nothing in the other Metroid games to suggest it, and the only supporting evidence is from the manga, which only has the stress occurring the very next time she meets Ridley (Making it rather suspect whether it was actually PTSD or just a regular old panic attack). The only reason why people suggest that Samus had post-traumatic stress disorder is that the disease is conveniently unpredictable in how it pops up, so they can say “Oh, she didn’t show any signs of it before because PTSD doesn’t need to do that.”

I don't like magic fairy dust being the explanation for Character Derailment.
LostHero Since: Dec, 1969
Sep 30th 2012 at 11:18:04 PM
Very well said, comrade.
Cider Since: Dec, 1969
Apr 18th 2013 at 6:12:09 AM
Post traumatic stress does have common signs. Difficulty remembering things that do not relate directly to the causes, for example. Continual focus on the event in the face of happenings that do not relate to it at all. Hallucinations, inability to move, passing out...Samus seems to show none of the signs of this mental condition in the game. That is unless the cause of her post traumatic stress is not Ridley but Adam, then I suppose one could make a (weak) case for it.

Yes, Samus shows a symptom of Post Traumatic Stress. Well I could sneeze and cough a lot all day, those are symptoms of flue. That does not mean I have a flue though, it could be allergies. Do I have a fever too?
LightChrysalis Since: Dec, 1969
Aug 2nd 2013 at 6:26:11 AM
Disclaimer: I have not seen/played Other M. My experience of it is entirely based in your critique.

One of the biggest problems with telling stories in videogames is that it's hard to make the player feel like they're making progress while still keeping their characters from becoming godlike superbeings that never fail. The fact that your entire criticism of this scene is based on the "Samus is a superhero" starting point indicates that previous games completely failed; after all, Samus has already done godlike things.

I propose that the idea behind this scene IS to destroy that image—to remind you that Samus IS just someone in a fancy suit. An incredible someone who does amazing things, but not a god. A Marvel superhero, not a DC one.

If you think about it from the point of view of the writers, it's clear that their goal is to tear Samus-as-superhero completely down. The one-person army is very 1980s. Flawed, human characters are way more interesting. If they had done this well, there would be no question that Other M would be heralded as a great story. Think Batman Beyond, where Bruce Wayne's Batman is shown has having gotten old, maybe lost his touch, been forced to retire and pass the torch. The god was brought low by something they could not fight: their own humanity.

This tries to do the same to Samus. I applaud that.

All that said, I completely acknowledge that it fails completely. Instead of making Samus human, they derail her entirely.

TLDR; This idea COULD HAVE BEEN GREAT. But the writers were hacks.
Korval Since: Dec, 1969
Aug 8th 2013 at 7:47:47 AM
One of the biggest problems with telling stories in videogames is that it's hard to make the player feel like they're making progress while still keeping their characters from becoming godlike superbeings that never fail. The fact that your entire criticism of this scene is based on the "Samus is a superhero" starting point indicates that previous games completely failed; after all, Samus has already done godlike things.

The term "failed" presupposes the idea that there was some desire to succeeded. I contest this: none of the games were trying to do that at all. They didn't fail because they weren't trying to succeed to begin with.

Furthermore, Metroid games have done quite well in giving Samus moments of failure or difficulty within the context of the story. The entire Mother Brain fight in Super Metroid is basically a playable cutscene (assuming you have enough energy to survive the Hyper Beam once), one that you lose for most of the fight. Hardly a one-man army. Fusion likewise puts Samus in the position of the prey rather than the hunted. Zero Mission has Samus stripped of her gear and left weak and vulnerable, to fight her way through a Pirate ship.

Notably, all of these do it through gameplay rather than cutscenes. None of them detract from Samus as a character; indeed, they add to her character.

The Primes primarily do storytelling through the past. Rather than trying to stop Samus from being a wrecking machine, they take Samus out of the story entirely. The stories being told in those games are about what happened previously in these locations. This allows them to tell interesting stories in a novel way, while not subtracting anything from Samus herself.

I propose that the idea behind this scene IS to destroy that image—to remind you that Samus IS just someone in a fancy suit. An incredible someone who does amazing things, but not a god. A Marvel superhero, not a DC one.

I... contest part of this.

I contest the idea that Marvel heroes are in some way different from DC ones on this score. Marvel heroes may tend to have more faults, rather than being paragons and icons like DC's heroes. But that doesn't mean they don't have those elements to them.

Marvel heroes still have those larger-than-life elements to them. Tony Stark build his armor IN A MEME, WITH A MEME! Spiderman was able to invent web fluid, because of Science! And so forth.

Marvel heroes also have the two elements of superheroes: the abilities needed to be a hero and the driving force behind them. They may have more complexities to their drive than DC heroes, but it's still there.

The main thrust of your point is quite correct, and I acknowledge this: "a direct assault on her courage," that thing which makes her a superhero.

That's bad.

The one-person army is very 1980s. Flawed, human characters are way more interesting.

I contest that on general principle. Personally, I'm rather tired of these "flawed, human characters" who are little more than walking bags of neuroses. It's like the Dark Age of Comics, but everywhere, all at once. Nobody knows how to write a reasonably good character anymore; everybody's got to be some kind of sumovabitch or other. It is very possible to write characters that aren't assholes, douchebags, or some such that are still interesting.

Seriously, if I wanted to watch groups of douchebags be assholes at each other while the world slowly burns around them, I'd turn on the news.

However, the thing I contest the most is the primary thrust of my point: adding complexity does not require removing elements of character. If you want to make Samus more interesting than a "one-person army", fine; you don't have to stop her from being one to do that. I covered several ways of achieving that goal. And again, The Dark Knight Trilogy is a prime example. It's still Batman, still a superhero, just with more complexity.

Think Batman Beyond, where Bruce Wayne's Batman is shown has having gotten old, maybe lost his touch, been forced to retire and pass the torch. The god was brought low by something they could not fight: their own humanity.

And yet, he never once lost the drive to go out and right wrongs. He is still driven by the tragedy of his youth to help fix the world, so that nobody will ever have that happen to them. He may not be physically able to take care of business himself anymore, but that hasn't stopped him from wanting to.

The flesh may be weak, but the spirit never was. The Ridley scene attacked Samus's spirit, not her flesh.
Arawn444 Since: Dec, 1969
Sep 11th 2013 at 10:47:33 PM
I agree the scene was poorly played out and definitely could have been handled better, and it does function as a Shout Out to a scene in the obscure Metroid manga, which states Samus has PTSD regarding Ridley eating her parents in front of her. Why this bit of characterization has never been brought up - barring a brief expression of shock in one of the Prime games - the other times she thought she'd killed him I dunno, but she did get a lot of sh*t dumped on her in a short amount of time: her maternal instincts were awakened by the "Baby" Metroid only to be tossed into a meat-grinder by Mother Brain, she reunites with her ex-commanding officer/father figure (complete with Abusive Parent and Stockholm Syndrome-meets-Well Done Son Guy connotations), and finds out that the monster that murdered her parents - which she thought she'd finally Killed Off for Real* - has been accidentally cloned by the people she works for. Was her breakdown excusable? Yes. Was it poorly scripted and executed? Yes, but this is Team Ninja we're talking about, and the whole scene was evidently shoehorned in to begin with. Could the scene have been pulled off if handled properly? Yes, as illustrated (literally) in the manga.

Trollblade69 Since: Dec, 1969
Nov 9th 2013 at 10:39:55 PM
@Arawn444: You know, it's stupidity like that that made Korval dedicate the intro to the next part being all about HOW fanboys like you knock aside criticisms. Yes, she had all kinds of shit dropped on her, but she wasn't confused or uneasy with Adam's appearance. In fact, it's implied she'd probably be AT EASE with her husbando on the case. Plus it's also implied that it's been MONTHS since the intro tutorial scenes. Yes, she might've angsted about it then, but now she's just angsting about how "Adam is her guiding shepherd and nothing will go wrong as long as he's in control!".

I am also insulted at how you brainlessly, stupidly blame TEAM NINJA for this game's faults. I think it's been overestablished that THIS ENTIRE GAME WAS MADE EXCLUSIVELY BY NINTENDO. All Team Ninja did was be...well, I'll paraphrase The Oatmeal for this: "They were no longer game developers. They were now a mouse cursor inside a graphics program which Nintendo controlled by speaking, emailing, and instant messaging." So don't you fucking dare blame them for this.

Also, you're going to blame GAMEPLAY AND STORY SEGREGATION for Ridley's other deaths!?!? What the hell is wrong with you?! He blew up in Zero Mission, he got turned into a cyborg clone in Prime, he got cloned still in Super, and it was a frozen clone that was in Fusion!
IndirectActiveTransport Since: Dec, 1969
Jan 9th 2014 at 8:22:48 AM
Flawed, human characters are way more interesting. If they had done this well, there would be no question that Other M would be heralded as a great story.
Immersible free roaming Metroidvanias are more interesting than 'cinematic' pipe shooters.
All that said, I completely acknowledge that it fails completely.
What I do not get is why Samus had to be mutilated if the she was too 80s, too superheroy, too DC or something. Prime 3 was the ideal time to back off Metroid with roughly eight games known for atmospheric level designs, game play innovations, set piece plots and light characterization.

Future company heads, it would be better to let your Samus become a relic from an earlier age like Flash Gordon or the Doom guy. Make a new character who frightfully obeys a CO who technically is not her CO, unjustifiably gushes over him, breaks down in her line of work and generally proves herself the anti-Samus. Put her in a straight forward no side path no backtrack anti-Metroidvania. Do a parody too, the Samus equivalent Captain Space, Defender of Earth!.

Maybe you now have three marketable characters, even if only because Nostalgia or Grandfather Clause keeps the "outdated" Samus type alive. Maybe the other two fail but your Samus is still untainted. Batman has remained popular despite the likes of Spider-man and The Ambiguously Gay Duo so there is precedent for simply making other things.

Beyond characterization, story and level layout, you want a scantly clad whip wielding waif? Why not create one? Why stuff one assuredly not that character into the role like Super Smash Bros Brawl awkwardly did. You want a clap your hands henshin hero? Why not make her and not break three plots to make Samus her. Especially if the character/brand fell into you possession or could otherwise be considered joint custody. Prime managed to mutilate things less, the mostly optional scan visor being the biggest change coming from a shift from 3rd to 1st person AND an added dimension to move in.
TheDoomSong Since: Dec, 1969
Oct 12th 2017 at 10:08:01 PM
@Indirect Active Transport

Brawl still kept Samus as a badass who gets things done. Hell, Zero Suit Samus is top tier and kicks all sorts of ass. Simply being in a bodysuit does not make a character weak or sexist or whatever.
Godofwar Since: Dec, 1969
Oct 30th 2021 at 12:58:30 AM
I am VERY late, but I want to say my piece here. I\'ve just chosen to interpret her reaction to Ridley as a result of her legitimately believing he was dead. You know, cause she blew up the planet he was on. I\'ve always seen Ridley as being one of the few things outside of maybe Dark Samus that actually presses Samus\'s buttons. She has a personal beef with the guy that goes back to her childhood. Yes, Ridley has shown up without her expecting it before, and she hasn\'t reacted, but the only time she saw him in a similar context (believing he was dead) was Metroid Prime. But that happens so SOON after Metroid 1/Zero Mission that, again in my viewing of it, she didn\'t really process it. And seeing Meta Ridley lets her realize how annoyingly resilient Ridley is, which means his death isn\'t particularly likely in any event. At least, until she blows up the planet he is on, which DID kill him. So she goes on truly believing him to be dead, and then all the crap in this game happens. She sees him rise from the flames like a literal demon, and her first reaction is likely that realization that even the most destructive thing she could do to this thing can\'t even kill it. Granted, the way it\'s SHOT is ass, but this is probably the only scene in this game that I feel COULD have worked with some tweaking. It\'s just my opinion though, and I completely understand why a lot of people HATE this scene and can\'t blame them.
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