• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Metroid Other M E3 Gameplay Trailer

GrotesqueBeauty said:
But exposition used to only bookend the entire gameplay experience. There was the set up and the resolution, and everything in-between was direct player control. Now the narrative is an interruption. This is what sets the original trilogy apart from everything since imo. Even MZM threw in a lot of brief little cut scenes, and even though they were relatively unintrusive compared to the likes of Fusion or Corruption they still took away more than they added imo.

I completely agree with you. This game looks WAAAAY too much like fusion, which is easily my least favourite.
 
Gilby said:
I completely agree with you. This game looks WAAAAY too much like fusion, which is easily my least favourite.
If I end up thinking what buddy Mdk7 thinks, Fusion will end up being the much better game.
 
upandaway said:
If I end up thinking what buddy Mdk7 thinks, Fusion will end up being the much better game.

I unfortunately think so too :(. Even though MP3 had too much talking and cutscenes around the beginning and end, it was still fantastic in the middle because of awesome level and visual design. The Luminoth and Chozo logbooks/lore from the first 2 prime games were EXACTLY how the story in Metroid should be handled. It allowed for some of the most detailed backstory in any games without interrupting the gameplay.

By contrast, this game looks like it has a ton of interruptions, and Terrrrible (with a capital T) art design. I've been saying this since the E3 video last year.
 
Mdk7 said:
I tried the game at E3 last week, and boy i was SO unimpressed by it.
Really, it's the worst disappointment in years for me, i left the booth so saddened...

They fucked up basically everything: the game plays like shit due to the fugly d-pad controls (who the fuck thought that exploring a 3d world with that tiny d-pad would be a great idea, who?!?)

Other M is born in Sakamoto's mind as a 2d action adventure with 3d backgrounds,
and he want it to be controlled with the only wiimote.
Then Team Ninja have the idea of 3d action, and start the problem of the d-pad controls.
Hope they don't fucked up this game!
 
Rez said:
everything about this post makes me sad.

metroid prime was a look into the future of video games. this seems like the polar opposite: all the dated, undesirable bits of early 3D game design.

In many ways, this seems like the N64 Metroid stepping stone that never was.

Okay people, while Mdk7's opinion of the game is still valid, let's not get carried away in starting to display total doom and gloom opinions about Other M (I swear, when it comes to video games, a single negative impression/review can sway minds more than 10 positive impressions/reviews, like the thought of some one out there not liking a game can be a deal breaker). Other M's design decisions might seem pretty baffling, but when 2D Metroid aficionados like Jeremy Parish praise the combat and the still present "Metroid"-esque atmosphere, I think it'll probably come together when it releases or the control scheme just takes some getting used to before it "clicks." (Check IGN and Eurogamer for the other more positive previous when the players came in pretty skeptical at first).

Now the story is something else, but at least they're skippable and the scenes thus far don't seem to be entirely offensive, but rather pretty abundant with dead-pan Samus (although... What would be considered a good voice direction with some one like Samus?). It's not like we're dealing with Star Ocean 4 cutscenes.

In an alternative response, people were pretty skeptical about the thought (and controls) of first person Metroid before Prime was released including all of its "different" decisions and it still managed to be a pretty damn fine game (for most people, that is). All I'm saying is to be a bit more rational here, people.
 
For the d-pad, I say nothing, cause what I see in videos fell smooth and a lot of one direction progression.

But I don't understand the ask for moving in subjective view, that's the equivalent of Ocarina of time third person segments.
 
I've been, pretty much, entirely skeptical about this game from day one.

the nice thing about it being part of the metroid series, though, is that when I play this game I will not be looking to validate that opinion. I want to be surprised.

That being said, the game has objectively chosen to discard much of what made Prime work so well. I can't help but mourn that when all I have to go by are videos. That will change when I have a game to play.
 
Squeak said:
I'm referencing the games here, up till Super Metroid. Not some ubergeeky semi fanfic, that is hardly kosher.
Even the notion of a "story" and in depth explanations is all wrong with regards to the spirit of the original games.

And here we go again. The manga he is talking about, its oficially cannon, done by Sakamoto itself.
 
Don't get me wrong guys... i don't wanna sound like a hater (as i wrote i am a huge fan of the series, which is probably my favorite among the Nintendo ones!) and i totally dig the idea of a different take on Metroid after the astonishing work that Retro did with Prime... it's just that what i tried at E3 didn't work at all IMHO.

It felt wrong from a design perspective, and that really struck me (i mean when was the last time you saw a Nintendo game with fucked up controls? Like probably never?)...
There was a specific point in the demo when the camera shifted from the usual side view to something à la Resident Evil 4 that looked sooo akward... like the kinda-broken very first 3D stuff of a decade ago.
Look at this http://www.youtube.com/watch?v=BzHMjJRETVU#t=0m49s until 51" to get an idea, you see how weird it looks? It felt even worse with the Wiimote in your hand, like you were controlling a tank or something in a N64 game.

I do hope that the final game delivers, but from what i've seen that would surprise me A LOT.
I'll keep my fingers crossed though!
 
Mdk7 said:
It felt wrong from a design perspective, and that really struck me (i mean when was the last time you saw a Nintendo game with fucked up controls? Like probably never?)...
Well how about a Team Ninja game?
 
Door2Dawn said:
So we're back to the this game sucks stage again?
What? Ever since the game's release it was always few speak out their feelings -> the rest say "just wait prime was the same deal" or "i love this direction". It was never hated by the majority.
 
upandaway said:
What? Ever since the game's release it was always few speak out their feelings -> the rest say "just wait prime was the same deal" or "i love this direction". It was never hated by the majority.
Not to mention that i'm not hating shit.
I tried it, i thought it was a disappointment, i said it.
That's pretty much it, i'm not on a crusade against a game i was eagerly anticipating.
 
I like the impressions so far. If the decision is between speed at the cost of limited choice and direction input freedom at the cost of speed I tend to prefer the former. The E3 videos showed that the speed of the 2D Metroid games is preserved, to not slow this down the inherent precision of the d-pad as well as auto aiming seem very valid design choices to me.

I think this decision can be compared to 3D Tales battles, the player still moves on a 2D line (ToS) and was later allowed to optionally move freely on the 3D plane (free run since TotA) which slowed down the game a lot. The recent Tales of Graces then toned down free run a lot while offering a precise and as such much snappier (back/forward/round) stepping mechanism, allowing the battle speed to approach that of 2D Tales battles.
 
This week I got around to playing Metroid Prime for the first time, and I have really enjoyed it
just gotta find all the chozo artifacts now

After watching the E3 floor demo's of Other M, I am a bit concerned, it looks a bit, well...janky?

And the E3 dude showing the game talked about Levels, i.e. level 1, Level 2 etc

How can Metroid have levels?

I hope they don't mean like Resident Evil 5 (Gears of Evil :D )
not that Resident Evil 5 is an awful 'game', it's just not resident evil

I do have some faith if the creator of Super Metroid is involved though.
 
dogmaan said:
This week I got around to playing Metroid Prime for the first time, and I have really enjoyed it
just gotta find all the chozo artifacts now

After watching the E3 floor demo's of Other M, I am a bit concerned, it looks a bit, well...janky?

And the E3 dude showing the game talked about Levels, i.e. level 1, Level 2 etc

How can Metroid have levels?

I hope they don't mean like Resident Evil 5 (Gears of Evil :D )
not that Resident Evil 5 is an awful 'game', it's just not resident evil

I do have some faith if the creator of Super Metroid is involved though.
Metroid Fusion had something similar to levels, too. And the demo was just a starting area. Don't worry about that.
 
Mdk7 said:
It felt wrong from a design perspective, and that really struck me (i mean when was the last time you saw a Nintendo game with fucked up controls? Like probably never?)...
This is Sakamoto's fixation on making the game "accesible" for everybody. Sadly Metroid, especially in 3d isn't the game to showcase this. With convoluted maps and lots of actions. If moving with a dpad is awkward, then it doesn't matter that it seems inviting because it's a sideways Wii remote, because it'll be hard to control. Hoping for the best though.

I still think a system like Yoshi's tongue in Galaxy 2 would have been a much better system for shooting.
 
Ok. My faith has been redeemed by that clip alone. I dunno what it is but every other clip at E3 just seemed really off with this game. I get the d-pad now, it makes sense but one thing, this auto-aim function, how does it actually work? If you're running away from an enemy in 3D do you just let go of the pad in order for Samus to auto-lock back onto the enemy?

Oh and did anyone else notice the seamless transition from cutscene to in-game? That was fucking incredible.
 
That video clearly shows the stuff i wrote.
The movement is not as smooth as an analogue one, you clearly see that Samus is always moving along the 8 directions of the d-pad.
And the shooting is exactly like that: the lock on doesn't work perfectly at all, and in the final combat you can clearly see that while the guy is trying to hit the enemy lots of shots completely miss him (that's because if you move around a character and keep shooting, you shoot in the direction you're facing and not always towards the target).

Other than that surely the intro is astonishing and blablabla, but all my worries remain (i played a different part of the game at E3).
 
Mdk7 said:
That video clearly shows the stuff i wrote.
The movement is not as smooth as an analogue one, you clearly see that Samus is always moving along the 8 directions of the d-pad.
And the shooting is exactly like that: the lock on doesn't work perfectly at all, and in the final combat you can clearly see that while the guy is trying to hit the enemy lots of shots completely miss him (that's because if you move around a character and keep shooting, you shoot in the direction you're facing and not always towards the target).

Other than that surely the intro is astonishing and blablabla, but all my worries remain (i played a different part of the game at E3).

Do you think those problems would have not been here if they used the nunchuck ?

EDIT : (I mean, if the controls are really a problem perhaps they could patch then)
 
JonStark said:
Do you think those problems would have not been here if they used the nunchuck ?
Absolutely yes.
The movement would have been A LOT smoother (just like it always is, i mean the analogue is the standard for 3D controls nowadays!) and they could have used the IR pointing for aiming and shooting (maybe as someone said by taking inspiration from Yoshi's tongue in Galaxy 2).
That would have been much more natural IMHO.
 
Boney said:
This is Sakamoto's fixation on making the game "accesible" for everybody. Sadly Metroid, especially in 3d isn't the game to showcase this. With convoluted maps and lots of actions. If moving with a dpad is awkward, then it doesn't matter that it seems inviting because it's a sideways Wii remote, because it'll be hard to control. Hoping for the best though.

I still think a system like Yoshi's tongue in Galaxy 2 would have been a much better system for shooting.

This!
Well I'm vindicated I guess, told ya that auto aim was a sucky solution where a perfectly good solution existed and dpad in 3d plane doesn't work.
And what's with japanese devs fixation on accessibility?
Super Metroid is not that overwhelming and it sure has a complex set of controls for a 2D game.

I really hope they tone down on the cutscenes too...
Anyway will probably pick it up if only for the last 10% of the game which is assured to be awesome (progression basically over and now on to 100%ing the game).
 
This thread is overflowing with pessimism. Never mind the fact that most impressions have been positive. Anyway, I can't wait to play the game for myself.
 
Those morph bomb explosions are even bigger than in Prime! Holy shit!

It's like they make the bombs more powerful in every game.
 
Mdk7 said:
That video clearly shows the stuff i wrote.
The movement is not as smooth as an analogue one, you clearly see that Samus is always moving along the 8 directions of the d-pad.
And the shooting is exactly like that: the lock on doesn't work perfectly at all, and in the final combat you can clearly see that while the guy is trying to hit the enemy lots of shots completely miss him (that's because if you move around a character and keep shooting, you shoot in the direction you're facing and not always towards the target).

Other than that surely the intro is astonishing and blablabla, but all my worries remain (i played a different part of the game at E3).

Ok cool but could you elaborate on the auto-aim function? If there is an enemy in 3D space and you run in the opposite direction, the moment you stop will Samus auto-lock onto that target?

*EDIT*

(that's because if you move around a character and keep shooting, you shoot in the direction you're facing and not always towards the target).

How is this different for analog? You need a button dedicated to locking on no matter what choice of control for movement.
 
robor said:
How is this different for analog? You need a button dedicated to locking on no matter what choice of control for movement.

Hence why the aiming should have been handled by the wiimote hence where you aim is where Samus shoot, problem solved!
 
It's been a while since we had games were we had to move back, turn around and shoot the enemy. If I recall correctly, almost every 2D platformer didn't allow you to move backwards and shoot forward. It's a design choice people.

PS. I assume you don't have to keep walking forward to shoot in a direction, which most videos show people doing. Move back, turn around, stand still and shoot. Classic 2D feel.
 
Soneet said:
It's been a while since we had games were we had to move back, turn around and shoot the enemy. If I recall correctly, almost every 2D platformer didn't allow you do move backwards and shoot forward. It's a design choice people.
One exception to that rule is Super Metroid. But I don't think anyone actually used that option, so yeah.
 
Door2Dawn said:
So we're back to the this game sucks stage again?


Game looks awesome to me. Have I played it? Nope, but I haven't heard any negative feedback from it, besides this guy on GAF.
 
Soneet said:
I assume you don't have to keep walking forward to shoot in a direction, which most videos show people doing. Move back, turn around, stand still and shoot. Classic 2D feel.

This is what I'm trying to get out of Mdk7's experience from the game. Cause the auto-lock feature is still pretty hazy for me.
 
Door2Dawn said:
Uh, isn't that the same thing you did in the prime series? *rolls eyes*

To be fair, in the Prime series you were usually already locked on to an enemy before you got close and you can still move backwards while shooting. Alternatively, that kind of movement absolutely does not work well for any kind of 2D game unless you do something like Super Metroid's Moonwalk option (which was slow and no one never really used it).
 
I watched about 20 seconds of that demo footage just so I didn't see too much in the way of spoilers and....god. I went from skeptical to really optimistic with the new trailer and now right back to incredibly skeptical. That just looked fucking awkward, which is the last way I'd describe a typical Metroid game.
 
The gameplay looks extremely awkward. It's as if Samus struggles to move in just 8 directions. Why in the world didn't they think of using the full 360 motion of the nunchuck's analog??? I don't get it.

As some of you mentioned already, it would've been ideal to control Samus with the nunchunk and aim/lock on using the Wiimote, just the way Yoshi locks on in SMG2.
 
I guess they wanted to use the first person perspective change.

It does seem like a cool idea but the sacrifices seem pretty big.
 
upandaway said:
I guess they wanted to use the first person perspective change.

It does seem like a cool idea but the sacrifices seem pretty big.

The worst part was that they could have kept it while having the nun/wiimote combo, I mean it's not like there no buttons on the chucks either.
It would be probably closer to how it should be played too (classic metroid on wii).
i mean Metroid is know for the ability the player have over the characters (heck you could even shoot up in the freaggin NES game!)
 
Does anyone know if the auto-lock on is better if you stand still?

Because it seems to me that you're supposed to stand still while you're shooting rather than run around, I mean that's what the dodge move is for, to evade attacks.
 
I still don't think Nintendo off all companies would let the controls be that bad. If there's one thing Nintendo almost always get right, it's the user experience.

And particularly with a series of Metroid's pedigree.

Blind hope perhaps but I'm still confident that it will surprise. I do agree though that the remote/nunchuk combo seems the optimal fit for the game.
 
Easy_D said:
Does anyone know if the auto-lock on is better if you stand still?

Because it seems to me that you're supposed to stand still while you're shooting rather than run around, I mean that's what the dodge move is for, to evade attacks.

Man it's like the only thing that isn't being answered here and I find it to be the most important.
 
Metroid is definitely going the way of Zelda in regards to fans: basically bitching and moaning.

fuck, it's sad.
 
Top Bottom