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Metroid Other M E3 Gameplay Trailer

Agent Unknown said:
Yeah, the Luminoth are really cool, every bit as interesting as the Chozo. Echoes is my brother's fave in the trilogy. Back in 06/07 he managed to beat the GC version and got 100% and he only had to consult a guide once. I really like the game too, it's my 2nd fave of the three games and as you said it has fantastic level layout and I appreciate how Retro endeavored to make the game tough as nails (not saying the pre-trilogy disc spider guardian was a good thing mind you :p ).

I also love how Yamamoto put in a remix of Super Metroid's Brinstar/Red Earth theme for Torvus Bog and the old NES Metroid room/transition "beeping" theme every time you finish a guardian/boss.

:D

I had a huge grin on my face the first time I entered that area as soon as I recognized the music. That was my favourite track from super.

Stuff like the making almost every animal on the planet some type of bug was a cool idea. Same with using orange only for important things. It also had really original environment design.
 
I just got an email for Amazon, you guys probably already know this but they're offering $20 store credit with Other M preorders.
I didn't need any more motivation to get this but that's a fine deal.
 
Other M features over an hour of cut-scenes

justno.jpg
 
robor said:
A new exclusive trailer over at Nintendo Magazine UK:

http://www.officialnintendomagazine.co.uk/article.php?id=18677

So badass, I can't wait to get my hands on the game, and the over an hour of cutscenes pretty much cement the fact will be my favorite Metroid game.

I definitly won't be able to go back to the old style, at least not on console so if they try I will just drop it since I will already have the game I have wanted from the series.
 
it's like they finally made that metroid movie we've been asking for, starring michelle rodriguez, and dennis hopper (rip) as ridley!
 
I'm glad they are trying something new. Compared to something like MGS4 or Twilight Princess an hour isn't that much, and I'm ready for something that feels fresh. The recent games have always been big on story, I don't have a problem with them trying to present that in a new way, as long as the core gameplay experience stays true to the Super Metroid/Metroid Prime style.
 
jarosh said:
:/


i weeped

I think Metroid has always been cinematic. From what I've seen, the gameplay captures the classic Alien-inspired feel. Nintendo has developed a game to go with the cutscenes, you know.
 
i feel more and more violated with each new development
 
Ushojax said:
I think Metroid has always been cinematic. From what I've seen, the gameplay captures the classic Alien-inspired feel. Nintendo has developed a game to go with the cutscenes, you know.
we both know what they mean by cinematic. they mention it in the same sentence with the cutscenes.
 
jarosh said:
we both know what they mean by cinematic. they mention it in the same sentence with the cutscenes.

Yeah, they mean one hour of cutscenes to go with the 10 hours of gameplay. I don't see the big deal, as long as those 10 hours feel like classic Metroid.
 
Rez said:
i feel more and more violated with each new development

Well, you aint a true gaffers unless every chance in a series you like makes you feel that your childhood is being raped.
 
I might be the odd one out when it comes to Metroid but I liked the storyline stuff in Prime 3 and Fusion.

Fusion might be my favourite 2D Metroid

Edit: That simple video made me hyped for the game, it looks like classic Metroid in 3D.
 
Ushojax said:
Yeah, they mean one hour of cutscenes to go with the 10 hours of gameplay. I don't see the big deal, as long as those 10 hours feel like classic Metroid.
Thing is that it will probably be an hour filled with cheese and bad story-telling in the vein of Fusion and MP3(judging by what we've seen so far, I hope I'm wrong), which are two of my least favourite Metroid-games for those reasons. It seriously hurts replayability to know that you have to sit through that shit again.

If I'm able to skip the cutscenes however, then it won't be a big deal. Make it optional and everybody wins.

Krev said:
This new video might make you feel a little better.
I think we've found a new contender for 'most uninspired setting in a Metroid-game'-award. Just when I thought Norion couldn't be topped.

I really like how fast and agile Samus though. Looks fun just running around blasting stuff.
 
I'm gonna get my ass flamed here but fuck it, I just gotta spill it.

I'm not sure what the consensus is on cut scenes here at GAF but sometimes I get the feeling people seem to think it's an invalid way of story telling. I'm of the type to feel that most of the time, a story can be conveyed pretty well in-game but that's mostly because anything FMV-based has been atrocious ever since it was introduced in video games.

Now here's where it's gonna get really messy for me because so far (and I've kept it pretty silent up until now) the cut scenes in Other M look to be the best I've ever seen in this industry. Is that because I love the Metroid series? No actually, it isn't. It's actually because the cinematography in what I've seen so far has been quite stellar and symbolic. Kitaura Ryuzi has done a fine job. Another thing is, I feel like this time in particular, the FMV sequences feel WAAAAY more involved....

“Normally story writers create a “story image” for the game but don’t get to be involved in the creation of the actual game.This was the first time I was given so much authority to be involved in the designing of the game itself. It was very challenging and exciting.”

..and I totally see where he is coming from and that's what I've seen so far.

Now going back to my first paragraph, I'm pretty damn sure it isn't by consensus that cut scenes actually suck, it's just that they suck in a Metroid game because apparently - without question - it's supposed to be in-game, or it's supposed to be like Super Metroid. I remember when I was on a forum ages back (can't remember which exactly) where a trusted member divulged in the Metroid series and said that Super Metroid is such a great game but unfortunately it has burdened the rest of the series for even daring to try something new. When I think about it, when ever I hear that name, I kinda hate it, yea Super Metroid, I kinda hate that game, not because it sucks, quite the contrary, but just because it has such a dastardly sickening reputation that it destroys any sort of experimentation.

It's like when people scoffed at Sakamoto not seeing the importance of SM's legacy, or not even seeing a legacy there at all. Maybe that's the distinction between player expectations and designer expectations.

Either way, it's only a month and a bit off and I've never felt so excited in such a long time. Cheers.

Oh wait, I hear something *a roaring sound much like a lion amplified by 100000000 hertz* looks like my time's up. Back to the bomb shelter I go....
 
I'm totally fine with good cutscenes in landmarks or after climaxes and similar timing. Particularly with Other M my concern is that cutscenes and scripted events pop up in the middle of a boss fight (for one), not to mention the atrocious dialogue.

By the way that gameplay trailer looks pretty good. The area is bland like hell but I like the overall shape.
 
robor said:
I'm gonna get my ass flamed here but fuck it, I just gotta spill it.

I'm not sure what the consensus is on cut scenes here at GAF but sometimes I get the feeling people seem to think it's an invalid way of story telling. I'm of the type to feel that most of the time, a story can be conveyed pretty well in-game but that's mostly because anything FMV-based has been atrocious ever since it was introduced in video games.

I can't speak for anyone else but here's why I am annoyed by the focus on story and cut-scenes/FMV: cut-scenes are boring. I want to play a game, quite simply. It is fine if people enjoy them but I do not.

Secondly, I don't want a story. I don't care. This isn't limited to Metroid but nearly every other game I play (WRPGs excluded). Most are terribly dull and get in the way of playing the game. Atmosphere, tension, fun are all things I support in a game. Metroid in particular does the firs two well. But I don't want anything to be stopping me from playing.
 
Krev said:
This new video might make you feel a little better.

:O OMG. This new composer is KICKING ARSE. I felt tension through out that entire clip, the hum of the ship, the subtle audio effects and then that huge drum beat near the end, hooooly fuck intense!! Who is this guy!?
 
robor said:
:O OMG. This new composer is KICKING ARSE. I felt tension through out that entire clip, the hum of the ship, the subtle audio effects and then that huge drum beat near the end, hooooly fuck intense!! Who is this guy!?
Kuniaki Haishima. He's an anime composer and did the music for Monster and Macross Zero.
 
vcassano1 said:
I can't speak for anyone else but here's why I am annoyed by the focus on story and cut-scenes/FMV: cut-scenes are boring. I want to play a game, quite simply. It is fine if people enjoy them but I do not.

Secondly, I don't want a story. I don't care. This isn't limited to Metroid but nearly every other game I play (WRPGs excluded). Most are terribly dull and get in the way of playing the game. Atmosphere, tension, fun are all things I support in a game. Metroid in particular does the firs two well. But I don't want anything to be stopping me from playing.

I agree with this man.

Say what you will about the Prime games, but I really liked the way they handled this. Reading the text from the terminals would give you some backstory, but if you chose, you could just scan them and ignore their contents entirely.

I will reserve judgment on Other M until I play the game but reading stuff like "over an hour of cut-scenes" is not encouraging.
 
so not looking forward to all the cg story bs

Have you played Metroid Fusion? The cut-scenes are no different. Why is there an uproar from all these "Metroid fans" about Metroid: Other M's cut-scenes. It just boggles my mind.
 
vcassano1 said:
Secondly, I don't want a story. I don't care. This isn't limited to Metroid but nearly every other game I play (WRPGs excluded). Most are terribly dull and get in the way of playing the game. Atmosphere, tension, fun are all things I support in a game. Metroid in particular does the firs two well. But I don't want anything to be stopping me from playing.
Not that I necessarily disagree, but the counter argument to that would be that plot elements could enhance the in-game experience, e.g. making a moment more tense.
 
Shikamaru Ninja said:
Have you played Metroid Fusion? The cut-scenes are no different. Why is there an uproar from all these "Metroid fans" about Metroid: Other M's cut-scenes. It just boggles my mind.

"Metroid fans", they're one of a kind.

*edit* I also don't understand how people find non-linear narratives to have anymore depth.
 
Shikamaru Ninja said:
Have you played Metroid Fusion? The cut-scenes are no different. Why is there an uproar from all these "Metroid fans" about Metroid: Other M's cut-scenes. It just boggles my mind.
Metroid Fusion is a lot of people's least favourite Metroid. Also, it makes a difference when cut-scenes are fully voiced CG anime-like things as opposed to sprite-based in-engine sequences on a handheld.

Personally I'm taking a wait-and-see approach to the the cutscenes. Metroid for me is about the unbroken experience and the atmosphere of isolation, but I'm open to something new.
 
Shikamaru Ninja said:
Have you played Metroid Fusion? The cut-scenes are no different. Why is there an uproar from all these "Metroid fans" about Metroid: Other M's cut-scenes. It just boggles my mind.
i have. several times. it was a good game. i still wasn't a big fan of the "cutscenes" but i didn't mind them too much. i sure as hell wouldn't have missed them though. also: they did NOT amount to anything close to 1 hour or even more. and you can't possibly compare gba cutscenes with a handful of static backgrounds and some text to other m's approach. there is a lot more potential for cringeworthy dialogue, awful voice acting, bad writing and over the top blockbuster action nonsense (we're talking about fully animated and voiced cg). so that's what i'm worried about. and i never said it would necessarily have any impact on the overall quality of the game. i said i'm not looking forward to the cg cutscenes, just as i'm not looking forward to fusion's cutscenes whenever i play it.


Krev said:
This new video might make you feel a little better.
wow.. that... that looks really bad. holy shit. the running and shooting looks awkward as fuck. hopes crushed. d-pad control :(
 
I just came in here to say that I am really looking forward to the story and cut scenes in this game. I am excited by the fact that Samus' character and backstory is going to be explained.

Of course, the gameplay is looking great to me as well.
 
Eh...an hour of cutscenes is terrible. Metroid has always been about telling story through gameplay, which is the best way to tell a story for a videogame, period. In all of my years of gaming, I've never had a cutscene deliver even close to the same amount of gratification as actually playing a sequence. You can't blame someone for being upset knowing that an aspect of the game will already be inferior to other titles in its history right from the jump.

Cutscenes will never top playing a sequence....ever. In case there is any doubt that this isn't true, I'm sure Team Ninja of all developers will NOT be the ones to prove it wrong.

Edit: From the looks of the movement in that video....dat d-pad :^(
 
abstract alien said:
You can't blame someone for being upset knowing that an aspect of the game will already be inferior to other titles in its history right from the jump.

I can't blame them for being upset but I will blame them for asserting such bullshit.
 
jarosh said:
wow.. that... that looks really bad. holy shit. the running and shooting looks awkward as fuck. hopes crushed. d-pad control :(
The way they settled on that control scheme seems completely illogical.
Sakamoto wanted to do 2.5D, but Team Ninja convinced him that it should allow movement in all directions.
Sakamoto wanted the game controlled with the horizontal Wiimote, but Team Ninja argued it should be Wiimote + Nunchuck. Sakamoto won out.
It seems to me that the game could only have worked properly if they'd stuck entirely with Sakamoto's ideas, or entirely with Team Ninja's ideas. Sakamoto agreeing to Team Ninja's suggestions on the perspective but refusing to compromise on control seems to have created some awkward hybrid of two different visions for the game.
 
robor said:
I can't blame them for being upset but I will blame them for asserting such bullshit.
The story looks mediocre at best in this game so far, and neither voice acting or dialog have shown to really lead us to believe otherwise. Sure, it could turn out to be a narrative masterpiece(and I hope it does), but I wouldn't exactly get my hopes up for such a thing happening, especially from Team Ninja. Either way, when it comes to videogames, actual narrative through gameplay is the best way to convey a story, and it's specific to the medium. I'm not saying that a cutscene can't be proper and fulfilling(metal gear fan here), but it will never be as good as playing those same events you just watched.

For instances, say they have a scene where Samus is being portrayed as a lonely hunter whom people don't seem to understand. No one really wants to get near her, and when she goes from place to place, other people do everything they can to stay clear of her. This exact same sequence would be much more impactful in an actual gameplay setting, having the player discover that no one wants to be near her because every time they come close to some one, they move away. Have them whispering things, or pulling their children aside and shielding them onces she steps close. Not saying this example applies directly to Metroid(story wise) for a few reasons, but I'm sure you understand what I'm getting at.

Another example would be the ending of Braid. That is a scene masterfully crafted that excels in expressing surprise and emotion more so than any cutscene I've ever witnessed. Or Super Metroid, when you first see the dried husks of powerful creatures that turn to dust once you touch them. Its a very simple scene that conveys a few questions while stirring up emotions and setting up a story element.

And this:

upandaway said:
Just as a case in point, think about the final boss in Super Metroid.
Playing this scene in Super Metroid and watching it in this game(the pieces we have seen) are a prime, real time example.
 
Eh...an hour of cutscenes is terrible. Metroid has always been about telling story through gameplay,

LOL. Most ridiculous argument ever. Yeah the NES and Game Boy versions decided not to use FMV and voice-acting. You are absolutely right.

But seriously. The technology wasn't available for Sakamoto and his team. Even on SUPER NES, they added a dramatic animated intro with voice acting (Samus speaks). Then on Fusion we really saw much more frequent dramatic cinemas.

[
 
Wow. I was actually getting excited about this until the cut-scene bullshit. What was I thinking?

But seriously. The technology wasn't available for Sakamoto and his team. Even on SUPER NES, they added a dramatic animated intro with voice acting (Samus speaks). Then on Fusion we really saw much more frequent dramatic cinemas.
Your argument doesn't hold water when we hold up Metroid Prime- a champion of environmental story-telling.

Don't kid yourself about Other M. It'll be a good ten hour playthrough but nothing more. It will not be the timeless Metroid game Super or Prime were.
 
AntMurda said:
LOL. Most ridiculous argument ever. Yeah the NES and Game Boy versions decided not to use FMV and voice-acting. You are absolutely right.

But seriously. The technology wasn't available for Sakamoto and his team. Even on SUPER NES, they added a dramatic animated intro with voice acting (Samus speaks). Then on Fusion we really saw much more frequent dramatic cinemas.

[
What Sakamoto "wanted to do but couldn't" has nothing to do with reality or this argument.
 
AntMurda said:
LOL. Most ridiculous argument ever. Yeah the NES and Game Boy versions decided not to use FMV and voice-acting. You are absolutely right.

But seriously. The technology wasn't available for Sakamoto and his team. Even on SUPER NES, they added a dramatic animated intro with voice acting (Samus speaks). Then on Fusion we really saw much more frequent dramatic cinemas.

[
...and the most memorable parts of Fusion happened during the actual gameplay, as the story and cutscene sections were utterly forgettable. I'm not saying Super Metroid was 100% controllable, but its important scenes were.
 
Something else occurred to me- does Sakamoto really think that simplifying the controls will accommodate novice players? If anything it'll alienate the only players who would purchase a Metroid game. Who is he trying to attract outside the core Metroid audience? Is it realistic to expect them to even give this game a chance with or without the dumbed down controls?
 
evilromero said:
Something else occurred to me- does Sakamoto really think that simplifying the controls will accommodate novice players? If anything it'll alienate the only players who would purchase a Metroid game. Who is he trying to attract outside the core Metroid audience? Is it realistic to expect them to even give this game a chance with or without the dumbed down controls?
How is it dumbed down? The fact that its not an fps anymore?
 
AntMurda said:
LOL. Most ridiculous argument ever. Yeah the NES and Game Boy versions decided not to use FMV and voice-acting. You are absolutely right.

But seriously. The technology wasn't available for Sakamoto and his team. Even on SUPER NES, they added a dramatic animated intro with voice acting (Samus speaks). Then on Fusion we really saw much more frequent dramatic cinemas.

[
Are we pretending the Prime series doesn't exist again?
Prime showed one of the most elegant and subtle ways to deliver a compelling background and story in a series that traditionally does and should not feature generic cutscenes with terribly delivered dialog. Observing your environment and scarcely using NPC monologue was genius.
Prime 3 was already a step in the wrong direction when it comes to storytelling, but Other M seems to go the whole way and presents everything that is wrong with storys in videogames.
 
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