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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 27th 2012 at 9:53:49 PM
And so it ends. Even though I don't smoke, I need a cigarette. XD

But yeah - the game justification for Samus' controls in the escape sequence are... poorly and unfortunately justified. In the game, she doesn't fire her beam weapons one-handed. She always braces herself with her free hand. Here, because she's carrying Adam's helmet, she doesn't have a free hand, so no suit and beam for her.

Besides which, it's symbolic in a way - with Adam's influence, Samus just sucks! : D
Korval Since: Dec, 1969
May 28th 2012 at 10:27:49 AM
It's not over yet. As is standard, I end my looks at these kinds of things with various analyses and speculation on some important aspect of the work. Other M will be no different.

Also, I have some surprise content for Other M coming up next.
nomuru2d Since: Dec, 1969
May 29th 2012 at 9:25:00 PM
Also this is guaranteed bad writing, if you couldn't tell the difference between past-tense and present inner monologue.
Scardoll Since: Dec, 1969
May 30th 2012 at 5:09:12 PM
I actually like the last post-credits scene; it doesn't use monologue, so all the emotions are suggested by the actions, and it doesn't suffer because the script is awful. However, everything else sucks.

Also, holy shit, you have some serious endurance for writing all of this. Great blog.
thefavs Since: Dec, 1969
Jul 12th 2012 at 11:16:26 PM
I hate to point out an error in this, but at the end when MB discards the hairpin and shoves Madeline away... it isn't Samus who shoots MB with an ice beam. Go Youtube that scene and you will notice that the shot comes from a GF trooper from the door. MB turns to face him, and is hit.

So the ending scene involves Samus even less than you realize!
Korval Since: Dec, 1969
Jul 13th 2012 at 1:14:22 PM
I'm not certain about that. The scene clearly shows Samus firing a shot. And while the blocking of the scene does show Melissa turning around, thus suggesting that the shot that hit her came from the other direction, there are a lot of other directorial screwups in that scene. Like when it does the 360-pan around Melissa as she unfreezes, it clearly shows that the room is empty. Also, she unfreezes while facing neither Samus nor the entrance to the room.

Ultimately, the scene is so poorly directed and shot that it's impossible to be sure of anything.
Scardoll Since: Dec, 1969
Nov 13th 2012 at 1:37:15 PM
Looking at the ending sequence, you can only see the legs of the shooter. Judging by the shape, it was one of the GF troopers who shot Melissa... The ones who ran into the room seconds later.

STUPID STUPID STUPID
Buretsu Since: Dec, 1969
Jul 28th 2013 at 3:05:23 AM
I think it's entirely telling that when I saw a thumbnail with Samus holding Adam's helmet, my first thought was that it had her look pregnant.
IndirectActiveTransport Since: Dec, 1969
Jan 9th 2014 at 1:51:08 PM
Oops, maybe I should have read the whole thing before leaving that comment a page back.

And maybe I should look ahead before commenting further? No, the stupid telepathy plot line? Ridley, Kraid and Mother Brain were all blown to bits in the first game so clearly they did not need MB's psychic powers. Furthermore, Mother Brain's telepathy did not stop the Metroids from eating her staff in Zero Mission or eating her in Super. I did not even realize these plot holes before but looking at this review they are so obvious.
TARINunit9 Since: Dec, 1969
May 1st 2014 at 6:23:02 PM
Good God in Heaven above

I know Japanese culture is considered misogynistic by the standards of Americans, but... holy fuck, this is terrible, Sakamoto, this is downright terrible. The average anime and manga isn't NEARLY this bad about it, you have no excuse. The guy who does Naturo publicly admitted he's not comfortable writing female characters, but he's a hell of a lot better than motherfucking Sakamoto
ShermTank7272 Since: Dec, 1969
Feb 4th 2015 at 9:41:51 PM
You know, the scene with Anthony made me realize - if they replaced Adam with Anthony (or someone with his personality at least), we could have a viable story here.

Think about it. The only GF member who even seems to recognize Samus's abilities and destructive asskicking power is Anthony, and he could easily work as a fatherly (or at least, older brotherly) figure. Not to mention how he's one of the only characters to have an actual personality (it's nothing to write home about but still loads better than anything Samus or Adam has). I could totally see him directing Samus from the command center, being a lot more chatty than Adam (which could definitely lead to some mutual character-building moments), and possibly even stepping in to help out with a boss fight or two if Samus needs it (or vice versa). He'd definitely be more active in hunting the Deleter, which may lead to an unexpected co-op with Samus every once in a while or possibly a confrontation between the two, each thinking the other is the Deleter before finding out who the real Deleter is. Hell, I'd imagine someone like him would ditch the whole "authorization" mechanic and just say something like "Just don't blow anyone up out there, Princess." At the very least, he'd only unauthorize explosives (and nothing useful like the suits or beams) until they were needed.

Sure, him calling Samus "Princess" seems a bit odd, possibly even sexist if you want to take it that far. But, I could easily see it as one of those nicknames that close friends (and/or war buddies) call each other by all the time, especially if they gave Samus a nickname to call Anthony by. There at least still more believable chemistry between Anthony and Samus than there is Adam and Samus.
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