In anticipation of the next chapter of the Metroid series, Other M for Wii, 1UP recently spoke with producers Yoshio Sakamoto (from Nintendo) and Yusuke Hayashi (Tecmo's Team Ninja) on the nature of this unusual collaborative effort between two very different development teams, the challenges of updating the Metroid legacy, and the science of creating an NES-style game in 3D.
With Wo Long: Fallen Dynasty coming soon, it's time to look back at the developer's greatest triumphs...and one oddball favorite.
Former Nintendo of America president Reggie Fils-Aime reflects on Metroid: Other M and his initial high hopes for the game.
Yeah we all loved how you took a stoic badass and turned her into a whiny shrew. All those writers should be sacked.
VGChartz's Paul Broussard: "The early-mid 2000s saw something of a golden age for Metroid games. After an eight year hiatus, Metroid burst back onto the scene in dramatic fashion. Largely buoyed by the critical and financial success of Metroid Prime (at least, relative to other Metroid releases), Metroid saw a whopping six new titles between 2002 and 2007, as well as one rather bizarre pinball spin-off that wound up being much better than it had any right to be. Metroid had never been this popular before."
Never though the day would come where I say this but I’d be fine with having every 2D Metroid remade the way Dread plays.
I gotta say...I was VERY worried when I read about this game's control scheme. But the more I read about it, the more hyped I get. I don't know what it is, but there's something about it that has caught my attention. I'm looking over at my Wii remote thinking, "man, how are they going to pull all of this off?"
The idea of simplicity leading to more inventive and intricate design choices is so obvious that it's amazing no one else really thought of pushing the envelope so far like this. There's a method to Sakamoto's madness, and I can't wait to play it for myself.