AveryZoe
The Good:
The Bad:
GoozerNation score (2 out of 5):
P op in Metroid Other M, and you'll be immediately struck by the captivating story, interesting graphics, and the voluptuous Samus. As the game unfolds, you are drawn in, and possibly start to wonder why the game isn't getting better reviews. As the gameplay starts though, it soon becomes apparent that the intuitive controls are, well, perhaps a bit too intuitive. With the push of a single button, you can do dazzling combos and strike with surprising accuracy--no real skill involved. While beginning gamers will definitely find this a plus, it can turn out to be a bit boring for people who actually wanted to *play* the game. Added to the intuitive controls is the issue of incredibly long cut scenes. The player is bounced from one admittedly well-done cut scene to the next with hardly a button pushed in between, in a manner that can feel more like an interactive movie than a video game. My six-year old and I literally progressed through the game at a near identical pace. This isn't due to any amount of precocious gaming skill on his part (although he does have some remarkably fine genes, if I do say so myself). We progressed at the same pace simply because the game does not allow you to do anything that you aren't supposed to and there is little opportunity to fail.
While the movie portions of the game are quite colorful and visually interesting, the gameplay portions themselves are another matter entirely. Samus needs to walk down a whole lot of long, dark, nearly black hallways. The areas are actually so dark that it makes it very difficult to see platforms and other important items. This is not presented in a "the dark, mysterious stages add to the challenge and fun" way either. It's more like, "dammit, just turn on the lights already!" What it boils down to is that Metroid Other M seems more like a great movie with some annoying button mashing involved, than the great game with some cool cut scenes that it should be. I give Metroid Other M a 2 out of 5, and recommend it to CGI fans and the Metroid superfans who'll buy it no matter what.
Don't worry, though. If you do run low on life, just lift your controller up and push "A" and you'll get filled right back up. Run out of missiles? Lift up the controller and you'll be full again. I really don't see the point in this feature--either make the missiles unlimited or make the player do something to get more. The way it is done not only adds nothing to the gameplay, it feels like an annoyance.