By the end of my most recent hands-on demo
with the upcoming Metroid: Other M,
Nintendo's representatives had decided to start calling me "the
android." This was inspired by the fact that I played through
never-before-shown areas of the game with total efficiency, taking down
foes and finding hidden items that had stumped everyone who had played
the demo before me. In fact, I did so well that it screwed up their
presentation, which had been tailored around the presumption that
everyone would lose a certain battle -- one that I managed to squeeze
through.
So... that means I'm, like, the most awesome gamer ever, right? Ha! Not a
chance. Years of turn-based RPGs have dulled my action game reflexes to
a dull, butter-knife edge, and I wouldn't dare to pretend otherwise.
No, the fact that I breezed through what I played of Other M doesn't
speak highly of me. Rather, it's a credit to the game. You see, I've
been playing Metroid games for much longer than I care to count, and
I've developed a deep,
personal connection to the series for the way it's shaped my gaming
tastes; I go back and replay my favorite entries at least once a year.
The fact that I was able to slip right into Other M with such ease
simply means that Other M is a true Metroid game
through and through, one that plays and controls exactly the way my
decades of repetition have trained my muscle memory to expect.
This wasn't a given. Sure, Other M is being overseen by Yoshio Sakamoto,
who has been involved with most of the series' core titles, but the
involvement of Tecmo's Team Ninja has left many Metroid fans wary. Would
the game abandon the isolation and exploration for which the series is
known in favor of raw action? It's certainly seemed a possibility. And,
to date, all Nintendo has really shown of Other M has been the opening
section, which is heavy on dialogue and linearity -- not the series'
strengths.
Having played beyond the twin chameleon battle shown at
this year's E3, though, I'm feeling a lot more confident about Other
M's direction. It's shaping up to be very much a classic Metroid
experience presented in a new and interesting way: Less talk, more
poking around lonely environments crammed with monsters and secret
passages. The Team Ninja influences are definitely visible, especially
in the brutal killing moves and timing-based evasion system Other M
introduces, but the most important thing Yosuke Hayashi and his crew
have brought to Metroid is the way the game deals with 3D space.