The most obvious of these is how the story, in a rather goofy way, prevents you from using all the weapons you already have. Samus is on a deserted spaceship in the universe, but in contrast to the standard, this time she is not alone. She holds the port together with a group of soldiers and her former superior. This guy gives her strict orders that she must have authorization from him before she can use different weapons and tools, which offer a lot of minor pain.

For certain things, it’s completely natural and completely okay to have permission. For example, we don’t want people to jump in and fire the nukes at the fragile spaceship, as then the consequences can be fatal (and costly no less). It is a little more difficult to understand why you must have the trust to make use of some of your properties as you wish. Why can’t he just adopt the characteristic that allows him to resist more damage, in addition to increasing heat resistance? And why can’t he use a hook that allows him to jump great distances? It won’t just hurt someone. There are big, philosophical questions that shame the meaning of life, and it’s up to you all the time. through a lava park.

Friendship

Although certain things make the story more annoying than the current range, it’s still a good story, they serve us. What actually happens is not very good to go on, and a lot of movies show a bit about a developer who is not used to dealing with this issue. It brings with it a good humor and has a stronger “Alien” feel where we run through the halls to find out what’s going on, rather than a dramatic epic about good versus evil.

So the story works fine. Meanwhile, Samus got a capable actor who manages to make you believe that it is Samus telling a story, instead of a bad actor reading from a piece of paper. The best story is that we have a much better idea of ​​who this woman in a robot suit really is. We approached her, and she has nothing against her.

Story plays a central role in Metroid: Other M, but of course it’s your own efforts that create an orchestral space. This is a completely different beast than the Metroid Prime games, and it’s a good thing. While the Metroid Prime series has rightly received a lot of praise, sometimes it’s okay with something new and different, and Metroid: Other M immerses us in the Metroid universe in a much more intense and immediate way than ever before.

Metroid: Other M combines both genres and styles to offer us a series of experiences that are different from each other. The drama turns from an intense and extremely satisfying action game to an atmospheric adventure game where you explore around you in search of a slot that can take you further.

Samus on the warpath

Most of the game takes place in the third one, where we can see Samus running through the different and varied areas. The chamber is completely locked and mostly level, designed in such a way that even if Samus takes a turn, you won’t have to do anything yourself. You can only stay ahead of the arrow, and Samus will take care of the rest. This may seem a bit too simple, but first you need to understand that this is not a game that often deals with direct navigation, but quickly comes from one place to another and is a battle of fireworks.

When you encounter an enemy for the first time, you have more options within the very simple controls. You can choose to just fire Samus’ weapons, or you can hold down the button to charge up a powerful attack. This game has a very effective autofocus, something that means that you practically never have to lean towards an enemy. All you need to do is find the monster and shoot the way you want. As you progress through the game, you’ll unlock better versions of your weapon, allowing you to create many enemies at once, depending on how you play.

The result is an extremely effective combat system that makes fighting a joy. You really have the feeling of being a super soldier, where you quickly and easily crush all opposition. This does not mean that the game is too easy. The resistance can sometimes be great and this requires, among other things, jumping from Scots or attacking. The hours following the right moment will slowly pass a second or two, and the weapon will charge. You can kill whatever you want, but it requires you to really want to keep your eyes on the screen, have iron control over the entire visual and audio character, and react in seconds.

What really puts the finishing touch on one is a long line of some of the best boss battles this side of God of War. Of course, it’s not possible to compare them to the Bestial process, but they offer a fantastic challenge that gives you a wonderful sense of accomplishment when you finally reach the finish line.

rust on machinery

As with many other potential gems, it’s not all that glitters as brightly as gold in Metroid: Other M. One thing that rubs a lot, there’s a quirky control system. You are using only the Wii mote, with no opportunities for expansion. For the most part, holding it horizontally, and while this for the most part works pretty well, one quickly realizes that it was lost for an analog device. Especially in situations where one must go through some sekvensar platform, or in the few areas where one has to turn and navigate the corridors, it becomes awkward and cumbersome. The accuracy is not good enough for this type of game and it gets frustrating.

It’s all made worse by the fact that you’re often doing it in first person, something you do by pointing the Wii Remote at the screen. The first angle is that you will explore around you or shoot things. If you shoot a rocket, this can only be done, for example, in first person, and against most warheads missiles are completely necessary. The fact that you have to constantly switch between holding the Wii mote horizontally and vertically is really silly. I could understand if this was done to make the control lane as easy as possible to invite new players in, but if that’s the goal, both Nintendo and Team Ninja complete both the challenge and the difficulty.

In short, I don’t see any good reason why one shouldn’t use a Nunchuck in this game, and the control as it is higher up could easily lead to additional and unnecessary frustration. All of this is very disappointing, as the use of the first angle is directly exemplary, and is a hugely important part of both exploration and boss battles.

The worst thing about the game is still that it’s ridiculously easy to set up completely stuck. Very often the path is more hidden, and the game is designed in such a way that things very easily pass the second element. It’s as if the developers hide the element in the best possible way so that you jump from one place to another in the constant search for the answer. The result is a lot of back and forth as you examine each area with a magnifying glass until you get so tired that you turn to Google for help (something that can quickly prove that you’re not the only one blind to things).

The most provocative of all is that the answer is actually to wave the white eye all the time, it has only been hidden in ways that go up. Or was he just not smart enough to realize he’s going back to a previous area without the central map making a single attempt to tell him about it?

beautiful presentation

It’s a bit strange to call a Wii game beautiful when compared to machines that perform much better, but Metroid: Other M is just that. It’s a game that squeezes the deputy out of the machine to the breaking point, but that’s not all that makes this game pretty. It’s obvious that the overall design philosophy has been very good throughout, and everything from the different areas to the many enemies is excellently crafted.

Although many of the enemies look uniquely strange and strange, they also have meaning. This is a Metroid game, and when should it be a little weird? We get the monster that took us back in time to an era where the Super Nintendo and 80th century-inspired design was cool. Sometimes it’s like playing a 3D version of Super Metroid, and I can’t see if it’s possible to appeal against that. It pretty much respects the source material when you look at what Team Ninja has done. Every sound is well placed and there is nothing here that sounds like our world. All memories of something we know, but it’s also a bit distant. Coupled with atmospheric music tracks that know when to keep their mouths shut and when to take control, there’s very little to signal the performance.

conclusion

It’s strange how the same game can make you go through very opposite feelings. One moment it’s Metroid: Other M as a gift from the gods, while the next it’s a long yawn where you’re more easily irritated by pacing back and forth looking for the exit. There is a lot of back and forth in this game, and Team Ninja has at times hidden important elements so well that one can be directly teased that it has gone through quality control.

It’s totally fine for one to peek around a bit, but it gets a little silly when you find a button that’s hidden behind the thing that’s nearly impossible for any living creature to reach.

Fortunately for Metroid, Samus Aran has what it takes in the fight against the rombeista. Whether it’s a single settlement with a small pack of enemies that can range from weak to strong, or pompous fights against giant savage beasts, there are few things that are as much fun as putting on the shiny shirt of all time. The entire game had maintained the same quality of intense fighting that Metroid: Other M could quickly make into a classic.

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