|
Obviously I haven't played Metroid: Other M, and I'm not saying it will necessarily be a bad game. But if it is good, it will be good in spite of the limitations Nintendo has put on it. Let me explain.
When Nintendo first revealed the Wii, my head flooded with possibilities of the new and incredible experiences the tech could make into reality. As the system's limitations became clear, one idea still lingered; a game that would combine the precision aiming of a mouse-driven PC shooter with the fluid movement controls only possible with an analog-joystick. We know from The Conduit that the Wii is capable of the first, and by virtue of the nunchuck's analog stick, it's capable of the second. The Wii has the potential to host a game with an unprecedented level of control over the charater. The the kind of game that could put the player into the body of an ultra-mobile combat superhero. The kind of hero who would jump from cliff to cliff, shooting the wings off baddies as she went. Someone like Samus from Metroid.

The Metroid series, since the beginning, has been about shooting and platoforming. I personally love the series, primarily because of Super Metroid on the SNES. For whatever reason, that game holds a special place in the hearts of many a hardcore gamer.

Metroid: Other M is Nintendo's and Team Ninja's continuation of the Metroid series on the Wii. It doesn't utilize the control scheme I had dreamed of, and that's ok. What's not ok is the that Metroid: Other M's control scheme is a giant step backward, and a slap in the faces of the hardcore gamers who have supported the series through all these years.

For those who haven't read the previews, Metroid: Other M is basically a 3d platformer with a good helping of autoaim and a toggleable 1st person mode. The game only utilizes the wiimote. The nunchuck (with its analog stick) isn't used at all. The player holds the wiimote sideways, as if he was playing a virtual console game, and he moves Samus around with the digital d-pad. The 1 button shoots, the 2 button jumps, and the A button turns Samus into a ball. At any point, the player can point the wiimote at the screen in order to enter a first person mode. In the first person mode, the player can look around and shoot, but he can't move. Without the nunchuck attachment, how could he?

Take a second to let that control scheme sink in. Remember how difficult 3d platforming was without an analog joystick? Remember the original Crash Bandicoot circa 1996? Without the joystick, you can't vary your character's speed or move her in the direction you choose. It's up, down, left, or right for you, buddy. The moment you encounter any real platforming gameplay, you'll be longing for Mario 64's controls. Of course the game's level designers are smart enough to know how difficult it is to execute 3d platforming with a dpad, so they will only include the most basic platforming sections. Great.
Then you have the aiming element. Since pressing 'up' on the dpad will make samus move into the screen rather than point her gun up in the air to shoot, your aiming will be limited to the horizontal plane. But even there your aim will be limited since you can only point Samus in 8 directions using the dpad. So the game will do virtually all of the aiming for you via autoaim, as long as you're in 3rd person mode. At least the autoaim works well, according to the previews. But without aiming, shooting is not much more than pressing the fire button.

Of course you can always go into 1st person with a flick of your wrist. Here you can aim precisely, but you can't move while you're doing it. Some game critics have complained about this limitation in the playable demo. I can only imagine how bad it will get in the full game. The idea of Samus having to come to a full stop in order to aim and shoot blows my mind. Resident Evil 4 had the same control limitation. But Samus isn't Leon Kennedy, Resident Evil 4's star. Samus is not meant to be an everyman who fights slow-moving zombies. She's meant to be a super-powered badass who fights futuristic, often hyperactive, alien monsters.
I ask why, when the Wii is fully capable of great 3d platforming controls and great 3d shooting controls, did Nintendo give us a control scheme that's in such conflict with the very idea of a 3d platformer-shooter? The answer is accessibility. In Nintendo's crusade to make every one of their products as casual-friendly as possible, they've trampled all over their most hardcore franchise.
There's no denying that a control scheme that only uses only wiimote is less intimidating than one that utilizes the wiimote and nunchuck together. There's no denying that my dad is more likely to play a game that does the aiming for him rather than one that makes him manage moving and aiming at the same time. But hardcore gamers are used to complicated control schemes. We've played Halo, Gears of War, and Call of Duty. We'd rather have a complicated control scheme that actually puts us in control, than a simple one that makes the game play for us. We want to feel like we're actually wearing Samus's powersuit. Nintendo would rather that my grandfather be able to pull off a screw attack.

As I said, I don't think Metroid: Other M will be a bad game. Nintendo won't allow it to be anything less than good. But it will be good in spite of its limitations. It will be like the original Playstation 1 Resident Evil games, which were good in spite of the fact that the characters controlled like tanks. It will be like iPhone action games, which are good in spite of the fact that virtual joysticks are terrible. Metroid: Other M shouldn't be good. It should be great.
Nintendo calls it the sequel to Super Metroid, but Super Metroid was groundbreaking. Metroid: Other M could have been groundbreaking too. It could have been something that Microsoft and Sony, even with their far superior hardware, couldn't touch. Instead Nintendo took a hardcore series and gave it to the casual gamer. Maybe they should change the name to Metroid Party.
|
The controls sound weird, sure, but I've not tried them yet. I'll have to wait and see. There's nothing that states that complicated controls that give you precise control over everything are indeed better at all, if that's not how the game was designed. In Super Metroid, you could only shoot straight forwards, or at an angle up or down. Yet I didn't find that to be an issue. You just didn't aim at all very much, and instead destroyed targets by jumping around and shooting bullets straight forwards through the air. This is very similar to a rant by Adam Saltsman, who was talking about warmachines in games being clunky by having to almost aim at their target, and then sidestep a bit to get their aim perfect. That's not good either.
And I'd most definitely wait until you can play the game before you pass judgement on the controls, in any case.
I think many of us can agree that the best thing would be an all new traditional 2D Metroid, and I am also skeptical about this other M, but I'm sure I'll give it a go once it's released.
But yeah, I think this will be a lot better received by people after they've been able to play the game. You could be right, the others posting on here could be right, or the game could completely flop (doubtful for a Metroid game, but still possible).
I actually like the idea of simplifying controls and reaching a broader audience, however simplification is not nor will ever be dumbing down gameplay---which is a real problem. The worst part of the Wii-induced casual games movement is not the accessibility of controls, it is lack of depth in gameplay. The ideal game has very simple controls that are intuitive to anyone, but challenge comes from the gameplay and ramps up as you continue to play through. Challenge should never be in the controls. And it's basically like kicking out everyone who didn't grow up on games to say you have to use two analog thumbsticks while pressing lots of buttons and navigate needlessly confusing menu screens.
I suggest reading/researching Edward Tufte, he's said a lot of fantastic things about how design of information should be simplified, but not oversimplified. He often criticizes PowerPoint presentations for being needlessly simplified to the point that they garble the message. But, he also believes things shouldn't be needlessly complicated.
The truth of the matter is that hardcore gameplay does not require a complex control scheme. So long as the controls' responsiveness is tight and accurate and accompanied by a sufficiently evelated difficulty level and challenge for the player, this game still conserves the potential of offering an intense experience for hardcore and casual gamers alike.
The level of quality that Nintendo and Team Ninja consistently infuse in their titles also fills me with confidence regarding Metroid: Other M's potential appeal and success.
In any case, it's definitely not a good idea to rant about a game's controls before it comes out, or before you even have a chance to play it. At the very least, you should've named this column WILL Nintendo Ruin Metroid?
@Alan Youngblood: I think dumbing down gameplay and taking away player control are two different things. I agree that you can have an incredibly smart, deep game with simple controls. That's not what I'm talking about. I'm talking about the idea of being in control of your character. I'm talking about getting a stronger feeling of accomplishment when your character does something because you know that you were truly responsible. I think you could make a very deep version of Wii Sports Tennis without changing the control scheme, but it would never create the same feeling of immersion that you get in a game like Mario Tennis, where you have far more control over your character.
@Philippe Rostaing: Super Mario Wii and Super Metroid were 2D platformers. That's a big distinction. The dpad works fine in 2d games because it was designed for 2 dimensions. When we moved to 3d platformers, Nintendo, Sony, and everyone else had the sense to realize that we needed something designed for 3 dimensions. Hense we got the analog joystick.
All joking aside, I am really curious about this new control scheme. Having loved the Prime series and having played everything Metroid except Hunters and Fusion, I really look forward to a new play style.
Was Super the perfection of 2d Metroid game play? Yes. In my opinion anyway. Was Prime the Perfect 3d Metroid gameplay solution? there was room for improvement. But it was still fun and challenging.
I don't know what to expect from this new control scheme, but one thing I do know is that such a control scheme has not been done before and it could be good.
So my issue is, you say (to paraphrase): "Wouldn't it be great if there was a Metroid game where you could platform in 3D and aim with the Wiimote". But it's already been done, hence my confusion.
I think @Derek above has highlighted the same point. How you can write an article like this without mentioning the existing Wii incarnations of Metroid games is pretty confusing.
Regardless this dual control scheme is something new and looks intriguing. I’m also interested in how it will be balanced, such as how much first person is required.
It's easy to label this a "casual re-working", but the truth is, no other game has controls like this. Team Ninja is actually taking chances with this game, and pushing the envelope of design. Regardless of the outcome, we'll all learn something from the experiment, and that is something to celebrate.
Second, and excuse me if I'm paraphrasing Ian, you're saying that you hate the mechanics and controls of a game that you've never played based on the *idea* of it. You are then making a Strawman Argument via a parade of failed attempts, before broadly calling the franchise "Ruined." Correct?
It's like saying that 3D games will never work because Castlevania 64 has a broken camera.
I'm saying that when you force the player to use a 2 axis dpad to navigate a 3d environment, you're making it more difficult for the player to navigate. No matter how good the game design is, and I'm sure it will be good, there's just no getting around that.
I'm taking a "wait, stand in line at midnight, and see" approach personally.
But I haven't played a demo so I could be wrong. The blog fell apart at the end..you first trashed on the game..then praised it...then said it should be Metroid Party?..based off not playing the game? Well... Adleast you brought out peoples opinions of the game.
As for what you're saying about the controls of the new game, they sound super basic. Like a NES/SNES/or even N64 game. Rather than moving left/right and jumping, you can move up/down/left/right and jump. This control style is as old as the hills. These days it's 3D, so, you can change the camera angle way easier.
Even with "classic" style gameplay, I'm sure it'll be fun. Hardcore? About as hardcore as a 2D game gets. But it's not a hardcore FPS'er, something you play day in, day out. Compete in and at times, play for money.