User blog comment:Vommack/M:OM low point? I beg to differ.../@comment-1901106-20111017235533

Hunters was definitely one of the less-thought-through games of the series. But was it as abominable as Other M? I don't think so. In fact, not to be confrontational or anything but simply because it dovetails so nicely, I can pretty much go through your post point by point and explain how Other M did each of them and more: 1: Not only is the storyline poorly connected and filled with loose ends, but it's also demeaning and almost always spoon-fed TO you. 2: Not technically a scan-free game. They could have easily added them in, but they were too lazy to, so now everything is just "MISSILE" or "ADAM". Gee, I wonder what THOSE mean... 3: Had a whale of a time managing the 1P/3P switch, not to mention those silly melee moves that never activated when you wanted them to and always activated when you didn't. 4: Very limited boss/enemy repertoire. The same minibosses just showed up everywhere. 5: The above applies here as well. Recurring enemies are good ONCE. Then they get really, really old. 6: Ok, a bit of a snag here. The authorization system was demeaning and silly, but that goes more under plot than mechanics. That said, the now-where-can-I-go feeling you describe was pretty much cut off by the locked doors and railroad plot. 7: If anything, Other M suffers from save room overload. Oh wait, I forgot, they're "Navigation Booths" now.... but whatever. The game is still tedious to navigate later on, especially given the general homogeneity of so many corridors and natural rooms. None of which have names. 8: This is another area where the two games really don't compare. The Other M countdowns, despite the horrifying plot, image, and consistency problems that usually accompanied them, were not nearly as tedious as the Hunters ones. I even thought them somewhat well-done from a game-play perspective. 9: The same basic idea applies in Other M. Enemies as a whole also seemed very rare in both games. More importantly, even the limited array of enemies in Hunters required SOME thought about how to defeat- weapon match-ups, generators, and different ranged weapons you had to dodge slightly differently. But in Other M, everything is melee, and TN obviously expected the player to use melee a lot too. I on the other hand found an easy but very tedious time just keeping my distance and blasting over and over again. It's also a loss to not get pickups from enemies. 10: The graphics were supposed to be good, and I actually liked some of the area design because it reminded me for some reason of the Praxis Palace in Jak II. But I never really liked 2.5-D (it resulted in a lot of blank walls), and Metroid, with its heavy emphasis on aiming, really needs to be a fully 2-D or 3-D game.