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| Pictured above: Sweet ass upgrades. |
….to be done with this game!
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| Didn't see that coming... |
Where exactly? Well, let’s break it down. This is the first attempt to flesh out Samus as a character, and it’s all downhill. The game’s introductory sequence is awesome and promising; recounting the last battle with Mother Brain in Super Metroid. It’s a nice nostalgia trip. Then you’re greeted with the game itself.
First, you control Samus by putting the Wiimote sideways. 1 and 2 shoot Samus’ beam and make Samus jump, respectively. It works, and isn’t a bad scheme when you see the way the game is presented. In a pseudo 3D style, the game still sticks to 2D elements. You might think, “HOW THE HELL does that work? The game is already bad!!” It works by being overly simple. You shoot in a direction, and Samus auto aims to her targets. Again, very simple…
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| RIGHT IN THE FACE |
This mode is also used for a variety of things in the game. You use it to scan the environment, which I’m using the term “scan” lightly because, unlike the Prime series where EVERYTHING could be scanned, this game reduces it to linearity for the sole purpose of continuing. For example, an hour into the game, I’m greeted by a cutscene which I accidentally skip, and then go into scan mode. Can’t move. Can’t do anything. So what am I supposed to do?
Turns out, I’m supposed to be scanning for something in the area, which happened to be a puddle of green liquid. I call these moments “pixel hunts” because that’s exactly what they are. You’ll swing the Wiimote all over looking at shit until FINALLY you get a confirmation that you’ve found something. I call it pixel hunt too because even if you’re on the object you need to scan, you need to be precisely on a certain spot with the cursor for it to register. These moments break up the intensity and do NOT belong at all. It’s a gimmick to add more gameplay but ends up being frustrating and only to move the shitty story along.
I’m saving the story for last, so lets focus on the graphics and gameplay some more. Graphically, the game is pretty great. Samus animates fluidly, as do her enemies, and the beams look awesome. The hud portrays everything quite nicely, and the CG cutscenes are gorgeous. However, the game’s settings are very subpar compared to the Prime series, and even Super Metroid. The Bottleship, the game’s main setting, is boring and generic. A lot of corridors look the same, and even when you get to go other locales in the ship, like the pyrosphere and snowsphere, they’re still lifeless. However, there are a few awe inspiring moments, like coasting a morph-ball passage along the side of the ship and seeing the whole galaxy in the background.
The gameplay is another thing though, and it’s here where story and gameplay go together, and the results break the game completely. There’s a move called the “sensemove”, and with it you can beast through this game without dying once. It’s done by tapping a direction on the D-Pad right before Samus is hit. The problem is, you can mash the D-Pad and NEVER be hit because this move requires no timing. Sure you can be late, but you will find it so easy to execute that never will you fail to use it. Along with this, you get an instant charge on your beam from executing the sensemove. This makes combat a repetitive “dodge, shoot charged beam until enemy dies” circle that continues the whole game, and is used on bosses as well. That’s ridiculous. The Prime series had bosses that required some pattern recognition to best, and clever uses of beams and visors to overcome. Other M however, you spam the routine “sensemove, charge beam” until the boss dies. It’s not fun, and it reduces big bosses like Phantoon to child’s play.
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