Wednesday, September 8, 2010

Metroid Other M Review




"Awww... What a cute brain sucking baby."



I consider myself a Metroid veteran. I've played each and every installment even the often criticized "Metroid Hunters". Super Metroid easily holds a spot in my top five games of all time. Followed closely by the "Metroid Prime" series. When I heard the latest iteration would be handled by the same team that creates the action-frantic Ninja Gaiden series I was torn, with so much success from their 'Ninja Gaiden' series I knew that inevitably Team Ninja/Tecmo would create a faster more action orientated Metroid I was still very worried that the initial core of exploration and isolation, that is the key to Metroid, would be swept to the side in favor of more high octane action. So understandably I went into the latest installment here with the utmost skepticism. I knew that what was there would be spectacular as Team Ninja/Tecmo doesn't release anything that isn't highly polished. Knowing even then Nintendo would never allow anything out the door that in some way wasn't spectacular in it's own right. Especially for such a high profile license. I'm pleased to report the game is solid in many aspects. However not without some rough edges, which in some way is a little surprising.

STORY:

In a galaxy far far away, there was a beautiful woman named Samus Aran. The galaxy's most respected bounty hunter. Deep in the planet Zebes, Samus witnessed the last of an alien race exterminated as the last baby Metroid sacrificed itself to save the bounty hunter's life. Samus would forever be indebted. Some time later Samus intercepts a distress call that strangely sounds like the cry of small baby. Thoughts of the baby Metroid came flooding back to the bounty hunter, and without a second thought she sets a course for the origin of the signal. There she runs into her old war buddies and together they slowly start to uncover what horrible truths lie within the Bottle Ship, the seemingly abandoned space vessel.



"Samus is portrayed more as a character from a Lifetime movie, then the Lara Croft strapped up in a metal corset that we all expected her to be."

That's really the preface of this space adventure that you'll undertake. However the story that follows is overly preachy one too many times, and even unpredictably dips into sexist overtones which I cover more in the game play aspects. The main tale spins and twists around a typical scientific research disaster, and the script is really just overly whiny and pretentious. I would even go so far as to call it "emo" as the kids now days say. Samus is portrayed more as a character from a Lifetime movie, then the Lara Croft strapped up in a metal corset that we all expected her to be. This hurts the overall tone as well. I knew she needed to be sensitive given the successor to this game "Super Metroid". But did she really need so many monologues and 'woe is me' lines? The voice doesn't help the character either, which I will also cover later in the review. Even with all ridiculous drama, and emotional load the story crams down your throat everyone should be able to look past that. As the game itself has some real high points.

GAME PLAY:

Before we get into the specifics let me lay one thing on the table right off the bat. The Metroid formula still stands and is very much the core game play. I'm pleased to report that nothing there was changed. You still acquire various abilities to allow you to access previous areas you couldn't before. If you'd like, at anytime you can stray from the path to find various power ups that are hidden in little nooks and crannies which still bring a smile to my face every time I nab that cleverly hidden missile power up.

Having said that, rarely, will you do the same thing twice in this game. The level design holds tons of variety and your always asked to do something interesting. Sure there are your standard straight hallways. You'll find these act act as crumbs leading the way to the next tasty bite. Just like in previous Metroid installments, the Bottle Ship contains various sectors. These three sectors are undeniably predictable and do offer the trademark ice, jungle, and lava filled areas. However these areas do offer plenty of variety.

Throughout the game certain story elements require the action to slide into a third person over the shoulder camera. Where the game requires you to walk through narrow hallways and varied sectors heading to her main objective. While this is obviously designed to build suspense and intimidate the player it does neither, as their aren't any jump out at you moments, nor are you allowed access to your weapon. Thus you just trudge through hallways at a snails pace waiting for the next story element. Why this was done instead of just firing off the cut scene it's hard to say, but it slows the pacing down to a crawl and was entirely unnecessary.

Combat is frequent and the main focus of this installment. Samus has always handled her beam weapons as a pro, and the added mixture of aerobic dodges and gravity defying leaps add that "ninja" element that Tecmo is known for. Let me clarify though, this is not "Metroid-Gaiden". In no way does the combat suffer from this, in fact I feel it makes it more lively and in many ways especially through the first part of the game, pretty difficult. You will die a lot until you start nabbing up some health tanks. The main idea remains the same. You still shoot anything that isn't human and constantly are hammering on the fire button. Charging up your attacks all feels the same, but the added bonuses here are the convenient counter attacks. If an enemy lunges in to attack, or if one tries to fire a shot at you from afar, you can tap the directional pad in any direction and perform a slow motion leap out of harms way, which allows you to perform an instant charged attacked the moment you land. This is effortless to pull off, and thus is strategically advantageous. To be sure you'll find yourself spamming this flaw in every major encounter. Maybe including a "Quick Time Event" or something similar would break up the monotony. I digress. Once your opponent is stunned you can slide in and finish off the creatures with a fantastic finisher. Usually Samus jumping on top of her opponent and blowing a charged beam through the creature's skull.

In contrast to the speed and smooth stylings of the combat, the missile system is anything but. And for me is one of the games main frustrations. To fire a missile you physically point the Wii Remote at the screen. The camera switches to a first person perspective where you can aim and fire. In theory this sounds like fun, and the immersion is there, but the end result can be frustrating. Since the game requires you to hold the remote sideways. Its a little disorientating to have the camera switch from the first perspective of side scrolling action to a first person view where nine times out of ten the game requires you to aim at a small weak point, right in the middle of a frantic battle. Which brings me to my largest point here. You can't move while aiming! I repeat, you are firmly rooted into the ground while trying to waggle the remote to reorient yourself to fire off a few volleys. As I stated the missile control is immersive to be sure, but could of been executed better.

The bosses are original in design, they are varied, they are many, and require a lot of interesting strategy to best each one. Without revealing anything here your abilities are put to the utmost use. Expect to die quite a bit throughout the first half of the game as the bosses are difficult. Most of them require you to slam missiles down their throat which can be a pain given the targeting system. (See above paragraph) Even the simpler auto targeting system can be wonky from time to time. In one particular instance I found myself fighting a boss that should of been cake, but instead drug out due to the the correct target not being locked on. This type of thing is rare throughout the game, but really this sort of bug should of been stomped out before release.

"For whatever reason Federation Troopers love their thumbs."

In each installment of Metroid, without spoiling anything, there is always an event that causes poor Samus to lose all of her weapons and tools. Thus creating the necessity to re-acquire all of them to progress further into the game. This game is similar but with one major change. All of her abilities are available from the get-go. The problem you ask? She won't use any of them! Thats right. See, out of some misplaced respect, and honestly in my opinion some deep daddy issues, her commanding officer, who isn't even her commander(she's a for-hire bounty hunter don't forget)won't allow her to utilize any of her armory until he gives the OK. It's even more ridiculous once your knee deep into boiling lava, taking severe damage, for Adam to get on the horn and give you the thumbs up to use your arsenal. You'll understand that stupid pun once your into the game. For whatever reason Federation Troopers love their thumbs. Having said that the most annoying part of the entire game for players, I'm sure, will be at the very end. Not because its difficult but because your allowed to use abilities that you absolutely must utilize to progress, but the game gives you zero indication whatsoever that you are able to! I'm not embarrassed in the least to report I died over ten times on the last "boss" of the game, because it wasn't made clear as to what I had available. I mean I never want a game to hold my hand, but when it doesn't even notify you that you have a new ability available that's just ridiculous.

VISUALS/AUDIO:

I'm sure I'll just sound like every other person that reviews a Wii title here in terms of presentation, but (and of course there is the 'but')without a shred of a doubt this game does not look like a Wii game. From the deep lava filled caverns, to the cold winter expanses, the game is a looker. Technically the game's engine utilizes the latest tricks to bring the smallest detail to the front. From the way that Samus' suit glistens and reflects, to the deep colors that explode when she masters some of the games strongest arsenal. Graphics here are easily on par with the highest tier Wii titles. A gorgeous example of what the Wii is capable of visually.

The audio is also stellar. Although only mixed in Dolby Pro Logic, the sound scape is still fantastic. Bringing forth creative sound effects and deep rumbles for the burliest bosses. The score however is no where near as rewarding as previous Metroids. I'm looking at you here, Prime series. However it does get the job done, and fits the mood.

Replay Value:

Once the game is beaten there's not much to be had in fresh material. However once the main game is complete, Samus takes it upon her to complete one last objective. Which is honestly ridiculous, but does allow you to return with all the equipment to pick up all the power ups you missed. The map even calls out each room where they can be found, minimizing the hassle of fetching, when this is truly an action game.

Parting Thoughts:

As I wrap this up, I'm sure your finding there is more negative throughout then positive. And you would be correct. Despite all of this however I still highly recommend playing this game. It easily is among the best looking games on the Wii, and offers hours of exploration and action. The story does pick up after the first half of the game. In truth, the entirety of the game is better in the second half, as your given access to all abilities and weapons, and you become so powerful you began to feel like a god.

The game offers enough fresh ideas to urge the player through those boring hallways into the next themed section. The level design is both fresh, and familiar for newcomers to the franchise, and veterans alike. The combat is frantic, and although you will find yourself countering everything and blowing charged shots into your opponent's faces, the system is still a hack 'n slash blast! The game at it's core is undeniably Metroid. Even with its rough patches it's an entertaining journey through an abandoned space vessel.

Tuesday, August 31, 2010

Coming Soon- Metroid Other M Review



My hands on so far: The story is overly dramatic and feels like a bad teen drama flick sometimes. Samus is not a bad ass Bayonetta, or Lara Croft in a metal Corset. She is more of a lifeless shell than the crazy bounty hunter that I've destroyed countless Space Pirates with! So the story is preachy so far, and lacking.

Game play so far has some real shining moments though. The game introduces neat uses of the Wii Remote. Which is saying something given the life cycle of the Wii thus far. Visually this is one of the strongest games on the system, hands down.
More to come...

Monday, August 30, 2010

Dead Space Review

"In space no one can hear you scream... Like a little girl... Who just wet herself."

I've played every horror/survival game in existence, as far as I know... I've jumped when the mutant dogs broke through the pane glass windows in the foreboding halls of Resident Evil's Mansion. My heart raced as the fog around Silent Hill became so thick I couldn't tell how big the horror was that was chasing me. I've even run through scientific halls and feeding docks as I was being chased by bio engineered Dinosaurs. That's Dino Crisis to those not familiar. However, even with all that training if you will, nothing, and I mean NOTHING prepared me for the scariest, heart pumping, adrenaline rushing, nail biting, horror-fest that Dead Space provided as I explored it's abandoned halls. Well, not completely abandoned... Trust me folks, this is the scariest game you have ever played.

STORY:

In the vastness of space planets are mined and illegally cracked open so giant corporations can get rich on the planet's minerals. The USG Ishimura, the galaxy's largest planet cracking vessel, has been contracted to crack open a mineral rich planet hidden deep in the heart of space known as Aegis VII. However, predictably, something goes horribly wrong. The USG Ishimura puts out a distress call to open space. A small engineering team is dispatched to repair the ailments. Little does the team know, a broken communication array is the absolute least of the worries.

GAME PLAY:

You play as Issacc Clarke. Team engineer of the Kellion. The game borrows many pages from the third person masterpiece, Resident Evil 4, in terms of it's presentation. The camera provides a pseudo first person shooter, where it's presented over your shoulder, and works wonderfully for the mechanics presented. It doesn't take long for the terror to begin. Right off the bat you learn that this is not Doom. Head shots and shotguns have been replaced by very specific weapons that are designed to slice off limbs. That's right. Without spoiling too much the horrific monsters you encounter can only be taken down by immobilizing them. Which is absolutely, wonderfully terrifying. No longer do you feel like a god even at the later stages of the game. The terrifying fact is always the knowledge that these monsters need to be taken down by steady aiming and strategic shots. Riddling the creatures full of bullets wont work here. Although this sounds discouraging at first, especially when other franchises that have tackled similar material have had the player successfully use all means necessary to take down their beasts(I'm looking at you Doom). It really does work masterfully and provides game play never before experienced.

In between all the slicing and dicing, the game does break this up with neat areas of the ship that are referred to as "Zero Gravity" locales. These allow the player to jump to any side of the structure within the three dimensions. I.e. Super Mario Galaxy. These always contain interesting puzzle elements and employ the player to think about the environment in creative ways. The game also has the player utilize turrets to protect the ship from incoming asteroids, and even take down a monstrous boss. These segments help break up the game play and never step on the toes of another style. They all mesh harmoniously.

To combat the horror the game implements a rewarding upgrade system. Throughout the game you can upgrade all of your favorite equipment, along with the health of your suit, and other parameters. This is carried out through the collection of Power Nodes. These rare trinkets are always provided after an especially difficult sequence and are a great reward as you can use them to customize your weapon in whatever way you choose through a cleverly designed system.

Dead Space uses a currency system throughout the Ishimura known as Credits. These can be spent at store kiosks scattered throughout each area of the ship. You can buy various ammo and Med Packs, you can even purchase Power Nodes, for a high cost, and tip the upgrading scale in your favor. You can sell any and all unused ammo and other supplies to the store to help strengthen the supplies you do need. This system is a great balancing act throughout the game.

VISUALS/AUDIO:


Visually the game is one of the strongest examples of mood and atmosphere in gaming. Although most of the environments are very similar and a lot of 'Deja-Vu' feelings, the game does take you to more visually interesting areas. The Hydroponics division is one that I appreciated a lot to break up the visual similarity. The game is also a righteous gore fest. Characters are absolutely insane throughout the entire game and the developers present this every chance they get. There are blatant suicides performed right in front of the character, and many times poor citizens are ripped apart limb from limb. Even the horrors that run around the ship are monstrously designed. With a key example being an infant that has been mutated to run around on tentacles, screaming bloody murder as it tries to gouge your eyeballs out.

This brings us to the sounds of the game. This game deserves many accolades on it's sound design. I weep for anyone not playing this with a full surround sound system or at least surround headphones. This game was designed to scare the hell out of you utilizing the smallest little scratches on walls, to the blood curdling screaming through the iron halls of the Ishimura. Many times I spun around gun aimed into the darkness because I heard a loud pipe clang somewhere throughout the ship. Amazingly terrifying stuff!

REPLAY VALUE:


Once the game is beaten, I'll bet my last dollar that many of you will instantly boot up your second play through. Not only are there appetizing achievements/trophies to obtain, you get to keep all of your equipment from the previous run. Which is incredibly fun to tear your way through the Ishimura again. For those who are looking for the most hardcore challenge available there is "Impossible Mode" that is so ridiculously tough that it will have you thinking of every area in a new strategic way. Kudos to the developers for actually making this insanely difficult.

PARTING THOUGHTS:

I enjoyed every minute of my time with Dead Space, and that is countless hours, and multiple runs. Until this horror-fest I'd never played through a game again immediately after I completed it. The story is entertaining, the visuals shine in the most horrific way, and the upgrading system is addicting and you'll find yourself staying up to the wee hours of the morning just to complete 'one more' chapter.

Welcome to my Experiment!

Hello one and all and welcome to my gaming review experiment. My name is Ryan and I have the biggest passion for the world's greatest digital medium "Video Games". Within this blog I will be reviewing whatever game I'm currently playing. That in a nutshell is the jest of this blog. It may even slowly evolve to reviewing other various digital entertainment. The underlying experiment here is to say if I actually have what it takes to create intelligible, and intelligent copy that people want to read and, hopefully relate too. Anyone that stumbles upon this, please be as critical as possible so I may grow as a writer and overall gamer! Enjoy everyone!