Metroid: Additional M Is an Flawed Masterpiece — Spoiler-Free Review

It is tough to talk about the coming Nintendo/Tecmo launch *Metroid: Additional M *without even reflecting back on the history of this franchise. While this latest chapter is not reluctant to change up the age-old *Metroid *formulation by providing long-silent protagonist Samus a true voice and by focusing on the storytelling more certainly on her own unique history, it’s very much a love letter into the many experiences we’ve shared with our iconic heroine in ages past.

Because of this alone the name has easily been in the very top of my wish list through this, the yearly summertime video game doldrums. Having spent ample time with the retail build of the title, however, I seem to come across lots of my expectations exceeded, but not with no noticeable disappointments.

The storyline of this game evolves at a time following the destruction of Zebes and also the assumed extinction of the Metroids. The match goes to great lengths to push home the personal importance of this pseudo-military jargon since it further shows, upon meeting a squad of Galactic Federationsoldiers, which Samus herself was once a member of the Federation Army.Read here At our site

The pressure between Samus and her previous CO opens the door for the first in a set of cut-scene flashbacks where she reveals a lot about her time with the Army and tips at her motives for leaving which arrangement and camaraderie for the life span of a solitary bounty hunter. This forces the narrative of this full-blown space saver because we delve deeper into Samus’s past while simultaneously attempting to unravel the mysteries of this Bottle Ship.

Both the cut-scenes along with the in-game graphics are amazing, and I will not damn with faint praise by using the aged it-looks-good-for-a-Wii-game routine. Metroid: Additional M finally informs you that the Wii, underpowered as it could be, is a current generation system. I say nearly because, while the plot and dialog are allowed with an additional helping of melodrama as a result of game’s extremely Japanese writing personality, the shipping of principle voice actress Jessica Martin may be described as a bit grating.

While I’ve heard rumblings from the enthusiast community regarding that Martin approaches the job with a younger and more softer intonation than anticipated, my major complaint is the flat, stoic nature of her delivery. I understand this was an intentional decision designed for the interest of the storyline and also in keeping with all the characterization of Samus as a disassociated loner, but it’s not the only time that the producers of *Metroid: Other M *make apparent sacrifices in the name of their artistic vision.

As I said, my main interest in Metroid: Additional M had more to do with its unique control scheme compared to the considerable strength of the home itself. With a variation of the horizontal controller/vertical control system honed in the evolution of both Super Paper Mario, *Metroid: Additional M *uses the tasteful simplicity of the Wii remote to fantastic effect. The rule gameplay is managed by holding the remote sideways enjoy the classic NES controller. Despite a little worry about utilizing such a distinctly two-dimensional controller design in a clearly three-dimensional environment, the system really works beautifully.

Navigating the height, width and length of earth that unfolds as Samus exploresup, powers and retreads the various game zones is managed flawlessly. The title also side-steps a related sticking point, battle, in a number of exciting ways. First, it utilizes an auto-targeting feature to be certain the majority of your blasts meet their mark over the all-too familiar enemies, and, second, it employs a collection of innovative button press events to spice things up. Tapping the d-pad before an enemy’s attack connects executes the »Sense Move » function, allowing Samus to glide effortlessly from harm’s way. Similarly, *Metroid: Additional M *includes a set of similarly implemented offensive moves allowing you to use simple button presses to waylay downed enemies or leap on the backs of this game’s equivalent of this traditional Hoppers to provide… well, massive harm.

At almost any time during regular gameplay you can also stage the Wii remote directly at the display to change into first-person mode. With the support of her nimble in-helmet HUD, this manner affords Samus the opportunity to scan things and fire missiles. Again, this management scheme works incredibly well and also the transition from FPS to side-scroller and back is simple. There are, however, occasions when this first-person manner can be a tiny drag.

On occasion you will find yourself ripped in the activity and hauled to a sienna-tinted first-person view. Now the game expects you to examine your surroundings, and then scan a particular object or thing to trigger another cut-scene. Regrettably, this is sometimes easier said than done. Whether it had been a Galactic Federation logo on a rebel enemy or a distant slime course, I spent a lot of this early match haphazardly scoping my environment just hoping to chance across the perfect area of the surroundings so I could perform my scan and get back to the activity. This belabored first-person perspective is poor, however, the occasional change to this over-the-shoulder third-person view is far worse.

As you delve deeper in a sordid story of space politics and bio-weapons,  » Metroid: Additional M *actually manages to undertake the smallest hint of survival horror. That is less to the onslaught of ravenous enemies — that exist, obviously, but you have the ammo to manage them and more to do with everything I have come to consider as »investigation mode. » In this style of play, the camera shifts behind Samus’s shoulders (Resident Evil-style), and she is made to clumsily stomp around bloated rooms and vacant hallways.

It is still another unfortunate example of the lengths that the game goes to in a foolhardy attempt to propel the plot. Yes, I know it is important that amateurs build involving occasions and that exploring a derelict space craft is a superb means to do this (just ask the guys behind Dead Space), however the normal running and jumping and shooting is damn tight in Metroid: Other M that these interstitial periods can’t help but feel as though letdowns.

It is really a great thing that the bulk of the game’s controls are really highly polished, because Metroid: Additional M is hard. Brutally so at times. As you work your way through recognizable locales fighting freshly-skinned but familiar enemies to detect familiar power-ups (bombs, missiles, power tanks, match updates, etc.), it’s hard not to understand how genuinely __unfamiliar __the level of difficulty truly is. In the lack of the vaguest of all hyperbole, I must state this is definitely the most difficult game I’ve ever played on the Wii.

Between swarms of enemies, frequently scripted mini-boss battles, environmental dangers and that great, old fashioned jump-puzzle mechanic, this game could be downright brutal. In its defense, navigation booths, the game’s save points, are properly dispersed, and additional in-mission restart points prevent you from needing to re-traverse already defeated terrain in almost every case. The game even goes so far as to incorporate a »immersion » feature that’s sole goal is to allow Samus to recover a modicum of electricity and reestablish her missile source after having her butt handed to her in a tough struggle. It’s a quality that offers much needed succor throughout the gaming experience, but, regrettably, leaves Samus totally open to assault in the process.

Regardless of the above enumerated concessions you will get disappointed by Metroid: Additional M. You will vow and scowl when seeking to get this just-out-of-reach power-up. A good deal.

Unlike many third-party Wii titles I’ve reviewed in the recent past,  » Metroid: Additional M *fully understands the crowd to which it is slanted. But, said crowd is a tad narrow. Longtime fans of the series will probably appreciate the narrative, that the enigmatic Samus becomes marginally less , but may be put off by the game’s difficulty. Likewise, teenagers — as this can be a T-rated title — that may feel their gambling palate a bit too refined for many of the system’s other landmark titles will dig out the hardcore challenge, but might not care to penetrate the distinctly eastern style of oddly convoluted storytelling. And so I’m left with no other option except to provide an exceptionally qualified recommendation to Metroid: Additional M.

In its best the sport unites everything is fantastic in regards to the Metroid *franchise with colors of additional acclaimed show — like the sweeping, almost too-lifelike worlds of Mass Effect and the sense of impending doom so frequently related to the Resident Evil series. At its worst it is a fast, economical death or, worse yet, a sluggish, sometimes tortuous creep toward whatever comes next. If you’re willing to take care of the pain of this latter, then you will be richly rewarded with the genuine glory of the former. If, however, you’re not willing to take a few bumps for the interest of the ride, maybe your cash is best spent on other endeavors.

__WIRED: __Beautiful graphics, excellent use of music and ambient sound, fantastic core control mechanic, excellent activity and in-game suspense, really supplements series canon using a really original storyline, irrefutably brings hardcore gambling to the Wii.

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