Tag Archives: metroid

FGC #412 Metroid: Other M

Let this be Goggle Bob canon: I refuse to believe Metroid: Other M exists.

Some franchises dance all over the place. Before we even hit Nintendo’s third console, Link had already explored Hyrule through overhead exploration and 2-D jumping. Kirby saved Dreamland, and then had time to play mini golf before becoming a pinball wizard. On other systems, Sonic the Hedgehog explored a Game Gear labyrinth as easily as jetting across Mobius. And Mario? Mario had wildly different gameplay just between Super Mario Bros. and Super Mario Bros. 2, left alone later games featuring age regression. In short, if Nintendo had announced that Super Mario 64 was going to feature Mario riding a giant bunny as he hopped across the universe, we all just would have understood that that would be Mario now, and it’s no use lamenting the inevitable absence of our beloved fire flowers.

But Samus Aran and the Metroid series? For a long time, that was ol’ reliable. Metroid, Metroid II, and Super Metroid were all very Metroid. Even Kid Icarus couldn’t make that claim! In a time when most games were still discovering what would eventually be their defining traits (Star Fox is still working on that), Samus Aran had it all figured out. Run around an abandoned planet, collect powerups, fight a dragon man, and call it a day around the time that the last metroid is in captivity (or completely obliterated). This was tried and true gameplay, and Super Metroid was such an amazing title, we didn’t need a new one for nearly a decade.

WeeeeeBut when Samus finally returned (again), we were greeted with two new branches on the Metroid family tree. On one side, we had what was essentially Super Metroid gameplay, but now married to a more robust (and chatty) hint system. Metroid Fusion was superficially very much like Super Metroid, but it forsook the deep well of loneliness of the earlier titles for a more story-based adventure. But on the Gamecube, we saw Metroid Prime, a game that, by all rights, should have been absolutely terrible. It’s a FPS! Of a Nintendo property! Samus is all about finesse and exploration, not tanking around boring hallways! We were all convinced Metroid Prime would be awful, but it was quite the opposite. Through some dreaded alchemy, Retro Studios managed to transmute the gameplay and feeling of Metroid into a FPS format with nary a zoomer left on the cutting room floor. The game may not have been perfect, but it was certainly impressive, and it corralled the interest of an avowed FPS-hater like myself as well as those that actually enjoyed the genre. Metroid Prime brought Samus Aran into the 21st Century, and, more importantly, was a hit in every conceivable way.

And the trajectory of the Metroid series seemed to support Prime over any alternatives. Metroid Fusion saw one direct sequel/prequel, and then not another peep out of 2-D Metroid for years. Metroid Prime, meanwhile, saw two sequels across two platforms. And its DS spin-off title was the pack-in demo for the Nintendo DS (just incidentally one of Nintendo’s most successful portable systems). And there was a pinball game for some reason. Straight through to the Metroid Prime Trilogy for Nintendo Wii, it was clear that Metroid Prime was Metroid, and other interpretations of Samus Aran were destined for whatever solar system used to host Zebes.

And then there was Metroid: Other M. Metroid: Other M is not a Metroid Prime game. Metroid: Other M is something… other.

SCREETo be clear, despite the fact that I have implied otherwise on the site, I do not think Metroid: Other M is a terrible game. M:OM has a terrible plot, and arguably everything about its characterization of Samus Aran does little more than subtract from her story/character/any concept of fun (seriously, Nintendo, literally all of your iconic women are diminutive blondes, let Samus be an inexplicably purple-haired seven foot body builder). It’s noble to feature a heroine suffering from PTSD (reminder, this game takes place shortly after Samus took two hours to blow up her home planet), but there’s a difference between “this is clearly weighing on her” and “Ridley turns her into a blubbering child”. And, heck, some of this would probably even work if Samus wasn’t a woman, as then her submission in the face of a father figure or need to be literally rescued from her most consistent and present enemy would maybe be the slightest bit less sexist. And, heck, I’m not even complaining from a “feminism is good” perspective, I just want to see the same kickass warrior woman that learned how to scale walls from little green men that could sing her theme song. That Samus Aran is gone! I want her back!

Crap, that paragraph was supposed to espouse the good in M:OM. Take two…

Metroid: Other M is an interesting experiment in moving Metroid’s normal 2-D action into a 3-D world. Against all accepted standards for such a thing, it completely ignores the analogue stick, and employs the cross-pad exclusively. This should work as poorly as any other 3-D game running on a “lesser” controller (see Head, Metal), but the Bottle Ship is deliberately made with this sort of 2.5-D gameplay in mind. And it works! Samus can certainly run in a circle, but a number of corridors generally bump into the 2nd Dimension anyway, so it feels completely natural to launch into a space jump like in the Metroid adventures of yore. Aiming is fairly automatic, so that clears that spatial hurdle, and, give or take a few spots, the bosses are pretty fun from an action perspective for possibly the first time in the franchise (sorry, Kraid). And the Bottle Ship is just plain entertaining to explore to boot. It’s not too big, not too small, and, while it’s no Zebes, it’s certainly a fun spot to spend a few hours hunting down missiles.

Ultimately, if you can ignore the plot, Metroid: Other M is a fun game.

For the N64.

ChillyWe might be living in a world where Metroid Prime 4 is on the way, but back in August of 2010, it seemed like Nintendo wanted to put the genie back in the bottle. Metroid: Other M notably seems to ignore the more significant character beats of the Prime series (this Samus Aran is not The Hunter that petrified an entire space crustacean race) but also ignores a host of innovations from the series. Metroid Prime proved that Samus could work in a fully 3-D world, but Other M walks that back to a pseudo 3-D. Prime 3 made Wii aiming the most fun it has ever been in a FPS (disagree? Fight me), while M:OM’s missile aiming is inconvenient and cumbersome. Even Samus’s model, thin and lithe like a mecha ballerina, can’t hold a candle to the mobile tank seen in the Prime series. Yes, it might make a little more sense that this Samus can roll into a perfect sphere, but, bad news, that has always been completely bonkers. In short, despite Metroid Prime nailing the Metroid aesthetic and gameplay right out of the gate, Metroid: Other M feels like a stumbling attempt at bringing Metroid into the next generation.

In other words, it feels like a Mario 64 to Super Metroid’s Super Mario World. It’s the Ocarina of Time to A Link to the Past. And none of those games were ever bad… they just might not have been as innovative after a solid decade of advances. Mario Galaxy built off the base of Mario 64. Metroid: Other M built its house on the sand.

Metroid: Other M is not a terrible game. But it is a game that deliberately ignored its own past, and suffered for it. And, through that suffering, it seems it is doomed to be forgotten.

… At least on this site. Let us never speak of it again.

FGC #412 Metroid: Other M

  • System: Nintendo Wii. Despite being released for the most popular Nintendo system in the history of money, this title dropped to bargain basement prices almost immediately. I guess it may have resurfaced on the WiiU, too.
  • Number of players: One day we’ll see a multiplayer Metroid title… That plays like Knuckles Chaotix.
  • Just primeGod Damn this Plot is Terrible: Okay, look, this could have worked. Samus has obvious parental issues (what with her biological parents becoming Ridley chow), and I could totally believe a game where Samus is deliberately limiting herself to impress her father (figure). That could actually be an amazing idea for a Metroidvania style game: you have access to everything immediately, but using the wrong items too early earns you a bad grade and a stern talking to. That could be fun! But that’s not what’s happening here. What is happening in this game is that Samus is being completely subservient to some random dude that just popped up, and, considering he has her walk through an active volcano without protection, it’s hard to imagine this jackass has our heroine’s wellbeing in mind. It is… very hard to justify.
  • Ridley is too Big: Oh, and then we get the nonsense with noted space dragon Ridley scaring Samus until her clothes fall off. How the hell does that make any sense? Why would you design a “power suit” that can teleport into nothingness the moment the exact person that requires protection is frightened? And why is Samus afraid at all, considering she has personally killed Ridley 6,416 times? Is it because she found out he was a Pokémon? That was rather unexpected.
  • And what about those parts of the game where you have to stand perfectly still, and look at some random thing, and make sure the game knows you’re looking at that random thing, or else you can’t advance or do anything? Screw those.
  • Favorite Powerup: The screw attack is more fun here than in the Prime franchise. M:OM gets some things right.
  • Did you know? There is a bug in Metroid: Other M that will permanently lock a door in Sector 3, and thus forever prevent the player from completing the game. This isn’t the worst thing in the world that could happen.
  • Would I play again: Play what? What game were we talking about?

What’s next? Random ROB has chosen… Bonk’s Revenge! And that’s kicking off a special theme week! What’s the theme week? Guess you’ll find out! Please look forward to it!

ROAR

FGC #328 Metroid: Samus Returns

Samus is baaaaaackIt seems hard to believe, but, after years of Metroid 2 being the black sheep of the Metroid family (or at least its most ignored entry), we now have three different perfectly valid Metroid 2 experiences readily available. The original Metroid 2 is right there on the 3DS Gameboy Virtual Console, AM2R is an amazing fan remake available in the secret corners of the internet, and now we have the official Nintendo reimagining, complete with amiibos and an honest-to-God advertising campaign (admit it: it’s hard to remember if Federation Force actually happened). Metroid 2 is king of the Metroid Hill, and it’s great to see there’s a Metroid Hill in the Nintendo Kingdom at all.

Of course, it’s not so great that Metroid: Samus Returns is the Metroid 2 I’m least likely to ever play again.

That sounds a might pessimistic, so let’s first cover the good stuff. First and foremost, somebody at Nintendo learned from the Metroid: Other M debacle, and Samus Aran is now delightfully mute. Granted, there’s something unnerving about the fact that the only way Nintendo seems to be able to maintain their bad ass bounty hunter’s bad ass status is through keeping her from opening her mouth for an entire adventure… but still! Samus is cool, calm, and collected, and, at no point does she worry about “the baby” or space dragons that may or may not have eaten her parents. That’s what we like to see! And, while she doesn’t talk, she does take a few moments to have “cool” moments in cutscenes (like casually blasting a defeated foe post battle), so what little personality that seeps through is Adam-free and Aran-appropriate. Oh, and this game has the Screw Attack! That’s a great little item. Love that thing.

….

And now for the bad parts.

I think it all boils down to one thing: this video game is too video game-y.

OMEGA!Yes, this is an odd complaint, but it’s valid for this interpretation of SR388. Metroid 2 was a game about a made-up heroine fighting random space monsters until there were no space monsters left. It’s a videogame, and it’s not like someone put serious thought into the ecology of the planet that houses frightening space bugs living among infinitely spawning flying worms. But… that seems reductive. Despite the small screen, despite the complete lack of color, and despite the music that was clearly composed by randomly spitting on a Casio from a distance of at least eleven feet, there is a lot of care and consideration in the original Metroid 2. The “Metroid life cycle” is ridiculous (jellyfish -> bug -> bug with tusks -> fat dragon -> tyrannosaurus), but it seems… possible. Metroids are a weird and wondrous species, and, sure, some of them can breathe fire, but it does make a certain amount of sense that they wouldn’t be amoeba-looking “larvas” for their entire life cycle. Butterflies don’t look that much like caterpillars, after all. Similarly, the other creatures of SR388 seem like actual fauna that might have to live side by side with space vampires. Metroids are given a wide berth, and, aside from the occasional errant robot, if it moves on SR388, it’s staying clear of those apex predators. In fact, this is epitomized during the final area of Metroid 2. The Queen Metroid’s lair is completely devoid of non-metroid life, and this leads to entire screens of Samus exploring empty corridors.

Unfortunately, the staff of Metroid: Samus Returns likely found those vacant hallways boring, because that kind of environmental storytelling is absent from this iteration of the Queen’s Lair. Now that area is choked with rampaging robots, angry bats, kamikaze bugs, and murderous hedgehogs. This is just like the area before, which is crowded with rampaging robots, angry bats, kamikaze bugs, and murderous hedgehogs. And the caverns before that also include rampaging robots, angry…. You get the idea. Yes, as you progress in the game, you gain new and exciting ways to battle these monsters, and the different areas generally have different layouts and configurations so it doesn’t all become rote after Area 3, but… It gets exhausting. Samus’s armor has been reduced to Fusion levels of softness, and, at all times, you have to be on guard, else you’ll lose an entire energy tank to an errant angry bat. So you’re always defending yourself, always in rooms filled with rapidly respawning opponents, and always… drained. There is no rest for Samus, because this is a videogame, and if you’re not doing videogame things at all times, what’s the point?

Hey little duderAnd if you think this is an exaggeration, consider that the larval metroids appear in this adventure just as they did in Metroid 2, Super Metroid, and almost every other metroid game. The difference here, though, is that when you clear a room of metroids, and return to what should now be an empty room, there are now all new monsters skulking about for your endless fighting pleasure. Yes, this game can’t even let Samus rest for three hallways.

This need for a constant stream of encroaching encounters is obviously to showcase the new combat features of this Metroid adventure, but… they’re not that great, either. Don’t get me wrong, the new multi-directional aiming is a godsend, and the whole “melee counter” system is fun and exciting when you smack that X button right in time, but it’s more… videogame problems. The average metroid boss battle (which happens somewhere around forty times over the course of the game) involves a lot of hopeful chucking of missiles at a weak point that may or may not be guarded by random electrical discharges at the moment. But you can counter at just the right time, and blast off half a metroid’s health in one quick quasi-QTE. Obviously, the fastest way to clear SR388 of its indigenous life forms is to exploit these counter moves. But it quickly becomes clear that if you miss an early pass at your counter opportunity, it’s often faster to just suicide poor Samus (only takes like three hits anyway…), restart the battle, and save yourself ten minutes of clumsy missile aiming in favor of thirty seconds of mastering the counter timing. This is generally just convenient with the alpha metroids, but it’s practically essential by the time you get to the “invincible for 90% of the match” gamma metroids. And, given the vast time difference between countering vs. not countering, victory over I call him Hoagieany given boss feels less like “mastering” the encounter, and more like “Oh, I finally hit X when I needed to.” It’s not about skill, it’s about following the pattern like an obedient puppy. And the last thing Samus Aran should be is obedient.

And for further evidence, please find me someone that enjoyed that Digby the Drillanaut boss fight. That was the most “this is a pattern, follow it” boss I’ve seen since the NES days.

Now, I want to make something clear: none of this makes Metroid: Samus Returns a bad game. I enjoyed my time with the game, and my hand may have cramped into a Kid Icarus claw from playing the game nigh-continuously since its release. I did not rest until the last Metroid was in captivity, and the game was good enough to hold my interest through repeated demoralizing game overs. But am I going to rush back and play it again? No. Going to fish out every last item because they stuck friggen plasma beam doors randomly in the first area? Nope. Hard mode? Absolutely not. Even the old standard of “it’s a Metroid game, now do it faster” doesn’t seem at all appealing. Sure, I could do this quicker, but it would be because I’d be able to best the various bosses faster… assuming my counter timing skills stay consistent. If not, I’ll be spending another hour taking down four damn omega metroids, and I really don’t want to do that ever again. Heck, I’m not even sure I want to see another one of those stupid snail monsters again. How can the most elite bounty hunter in the universe be thwarted by a mollusk!?

Grab 'emSo here’s the state of 2017: we have Metroid 2, which is the deeply flawed story of a bounty hunter eliminating space monsters on their home planet. We have AM2R, which is a remix of that story with modern design conventions and a loving attention to detail. And we have Metroid: Samus Returns, which is a videogame.

… I’m pretty sure I have other videogames to play.

FGC #328 Metroid: Samus Returns

NOTE: Spoilers may appear in this area…

FGC #327 Metroid 2: Return of Samus

This is some terrible musicMetroids are not ours to eat, wear, experiment on, use for entertainment, or exterminate in any way.

As a proud citizen of the Galactic Federation, you’ve likely heard the smear campaign launched against the humble metroid. The rhetoric is always the same: the hated space pirates scooped up a bunch of metroids from their home on SR388, telepathically controlled the creatures with a gigantic sentient AI, and then threatened the entire galaxy with their army of “monsters”. We were all saved by the benevolent Galactic Federation and their ability to properly outsource, and the galaxy is now at peace. But the Metroid “scourge” remains! As long as SR388 is still populated by metroids, then any Tom, Dick, or Ridley could return, rustle up another army, and lay siege to our poor universe. What’s a Federation to do?

Well, if you’ve been following the latest on GFBC, you know that the Federation is currently attempting to pass legislation to exterminate all metroids. That’s right! Just because a few bad apples decided to kidnap a peaceful species and use them for evil, the Galactic Federation is going to commit genocide. We cannot let this happen! The metroid is a naturally peaceful species, and anyone that says otherwise is woefully uninformed.

We at the Metroid Preservation Association recently sent an expedition down to SR388, and here are some of the metroid fun facts they sent back.

Larval Metroid

HUGS!This is the “creature” most featured in Federation propaganda, mainly because they were the first vanguard of the Space Pirate threat. And you want to know the kick of it? This is a metroid baby. That’s right! You’re looking at the equivalent of a human toddler, or perhaps a feline kitten. Can a metroid be destructive? Of course! But no one demanded that all dogs be euthanized just because one puppy tore up the couch. Larval metroids have no concept of right or wrong, and just because they could potentially absorb the life force of a nearby organism doesn’t mean they should be eradicated.

And, speaking of which, have you ever seen a metroid feed? They don’t use mouths or teeth like many animals; no, metroids subsist entirely on hugs. Since metroids are incapable of communicating, we don’t even know if a metroid’s most threatening trait is deliberate. So many sentient creatures live their lives with a need to embrace a loving “mother”, and it is entirely possible that the shy child metroid is no different. Sure, this inevitably leads to the death of the hug recipient, but these metroids don’t know their own strength! They’re babies!

Metroid Fact: In rare situations, a larval metroid is capable of copying abilities from his or her hug buddy. Does this mean a metroid might be able “steal” the ability to talk? We’d sure like to hear about that!

Alpha Metroid

Look away!Now this is why you always observe God’s creatures in their natural habitat. Kept in captivity, a larval metroid will forever stay larval, and, at best, may use its energy to grow to absurd sizes; but leave that same metroid on SR388, and something magical happens. Through a biological process that can only be described as wondrous, a larval metroid will shed its soft shell, and grow into an alpha metroid, a creature with tiny legs, adorable tusks, and a protective shell. But don’t worry, metroid lovers, the alpha metroid still maintains a “jelly belly”, and, while those miniature appendages might not be the best for the task, they’re still hugging machines. An alpha metroid will approach its mark relentlessly, begging for hugs all the while.

Free hugs aside, think of the implication of the alpha metroid. Without observing metroids on their home world, we would have never known such a delightful being ever existed. What else are metroids capable of? We don’t know, but we do know that we’ll never find out if the Galactic Federation has their way.

Metroid Fact: If a metroid were capable of returning its absorbed energy to others, it could use said stored energy to power an entire city! Think of the glorious future where metroids and people may live happily together, freely sharing their energy and experiences. Can you envision a more idyllic paradise?

Gamma Metroid

ZapA metroid doesn’t just stop at the alpha form. It turns out that a metroid can develop even further. A gamma metroid seems to be the natural evolution of the alpha, with longer legs, bigger tusks, and even a “head horn” that looks like a charming little dunce cap. Silly gamma metroid, you’re still just a kid, you’ll learn how to get out of the corner soon enough.

The gamma metroid even learned a new trick: it can generate and distribute electricity! This is amazing, as metroid physiology previously only allowed for the absorption of energy, and it seemed that all the excess power was spent on the metroid’s strange floating ability. But the gamma metroid has extra power, and he/she knows how to use it! Lightning bolts fly from the gamma’s fangs, igniting the dark caverns of SR388 with every burst. Could gamma metroids be deliberately illuminating these passages for the benefit of their fellow SR388 inhabitants? That seems like the most apparent answer.

Metroid Fact: Metroids do not compete. In the event that multiple metroids have targeted one person for hugs, the metroids will work together, and never damage each other in pursuit of the hugee. Metroids are so polite!

Zeta Metroid

Toasty!Like a butterfly emerging from a cocoon, the zeta metroid will emerge from the carapace of a gamma metroid. And this change means big things for our friend the metroid! The alpha/gamma’s “limbs” become “fingers”, and zeta now has full-fledged legs and arms. And a tail! How could any creature with a tail be worthy of extinction? And those lightning powers have evolved, too, because the zeta has the ability to spew fire and acid-like substances. These abilities are clearly there for the betterment of his or her friends, as who doesn’t like to warm up with some spicy fire breath? Why, with a zeta metroid in your kitchen, you might never need an oven ever again! And don’t forget about that acid spit for opening those hard-to-open jars!

Metroid Fact: Metroids hate the cold, which is probably why their entire planet is filled with lava. As a result, it’s not the easiest place to explore, but with a few decent barrier suits, you might find it’s a pretty nice planet with all sorts of exciting indigenous wildlife.

Omega Metroid

Look at the widdle tailAnd thus must the zeta inevitably become the omega, the final form of the humble metroid (usually). The omega metroid is basically a miniature tyrannosaurus. And that’s good! Who among us hasn’t ever desired a pet dinosaur? The omega metroid, not unlike a mastiff or a great dane, would be the perfect oversized companion for any schoolchild. Aw, look at that omega, it even looks like it’s wearing an pleasant little backpack. Wouldn’t you be happy to see Lil’ Timmy walking down the street with Lil’ ‘Meggy Metroid? Just be sure to clean up the sidewalk before that acidic drool seeps into the water supply.

Metroid Fact: If a metroid does happen to absorb all the life energy of an opponent (who was clearly asking for it), it will leave behind a stone or sand sculpture of the aggressor. Wicked people are transformed into pillars of salt in the first book of the Bible… Could metroids have visited Earth in our distant past?

Queen Metroid

QUEEN OF HUGSDid you know that metroids have a matriarchal society, and they all love their mama? It’s true! Queen Metroid is apparently the mother of all metroids on SR388, and lays eggs at an astronomical rate. While there appear to only be about forty living metroids on SR388 currently, there are a number of eggs lying around the queen’s chambers, so it looks like we’ll be seeing a population boom any minute now. And that’s great, because this galaxy could use more metroids!

The metroids are a humble, huggable race. To eliminate them and their planet would be an affront to the very precepts on which our Federation was founded. After all, if metroids were so terrible, then why didn’t our expedition team ever return? They clearly chose to stay and continue their lives on SR388, living in peace and harmony with our friends, the metroids. May the whole galaxy be as welcoming and serene as SR388.

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FGC #327 Metroid 2: Return of Samus

  • System: Nintendo Gameboy, and 3DS if you’re nasty. No, I’m not talking about the remake.
  • Number of players: There is only one metroid hunter in this galaxy.
  • Awesome new powerMaybe actually talk about the game for a second: This is such a weird game. It feels at once complete and whole, but also entirely unfinished. Samus spends what seems like forever gradually upgrading and fighting alphas and gammas, and then finally encounters her first Zeta. Then, one area full of three or so Zetas later, the mighty Omega rears its ugly head. Then you fight a couple more… and the game is basically over. You’re at the queen’s “final level”, and then all that’s left is to leave the planet in the calmest “escape sequence” ever. We were just getting going! I want more!
  • Favorite metroid form: That would be the zeta metroid. Omega is too powerful, alpha is too boring, and gamma’s stupid lightning artificially prolongs the fight with its missile blocking properties. Zeta is just right. Actually, my real favorite is the tried and true larval metroid, but they’re all over the place at this point (in, like, a whole five games).
  • So, did you beat it? Of course I did. I beat this puppy back in the day, and I did it again just now. See my AM2R review for more details on why wet paint always makes me think of SR388.
  • He’s too big: No Ridley in Metroid 2. How does something like this happen!?
  • Did you know? Shooting zeta and omega metroids in the back causes more damage… but since the Metroid series is averse to HP gauges, the average player has no hope of knowing this. Omega’s lil’ tail does twitch a little more on a back hit, I suppose.
  • Would I play again: Hopefully I won’t have to, because…

What’s next? Obviously, I’m going to spend this weekend playing the latest Metroid game, because of course I am. Will I also be ready to write about it? We’ll find out! Please look forward to it!

WINNER

FGC #320 Low G Man: The Low Gravity Man

Low Grav, yo!Not all ideas are created equal.

Our good friend ROB has chosen Low G Man: The Low Gravity Man for today’s entry, and I have to compliment the random robot for this choice. I can tell you that, with absolute certainty, I purchased this title as a cheap, used cartridge, and the only reason I picked it up was because I confused it with (Nintendo Power’s coverage of) Metal Storm. “This is that cool NES game where you could switch gravity, right?” I asked myself as I wandered over to the cash register. I was wrong. I was very wrong, and I’m pretty sure I played this game for all of six seconds before dropping it back into the collection and then proceeding to play… let me guess the timeframe here… probably Final Fantasy X-2. No need to play another weirdo NES game where I can’t even successfully beat the first level, time to get back to being a pop-star/world savior.

And there Low G Man sat for quite a while before ROB pulled it off the shelf for this article. This led to the very unusual situation of playing a 27 year old game that created zero feelings of nostalgia, and, more importantly, I had no idea how to play. I initially figured that this was no more than a NES game, so it can’t be that complicated, and I’d bang out a few levels before the hour is up. But an hour quickly escalated to two, and, before I knew it, I had beaten the game, hopefully having uncovered all the secrets and tricks to this low gravity man’s adventure.

… Or at least figured out how the damn combat system works.

Low G Man has an amazing jump. LGM can jump to the height of the screen (and even powerup further from there), and I guess he earned his title through these miraculous ups. However, his jump is kind of… useless. Don’t get me wrong, you wouldn’t get very far in the LGM world without the ability to scale giant robots or be a human elevator, but this is not a Mario situation wherein our hero bops his way to a better future. Jumping is strictly there for traversal and dodging, which… makes sense? I mean, if he’s got the jump powers because he’s using some manner of self-anti-grav unit, then I guess the impact of boots to a head wouldn’t involve much force. Way to think it through, Low G Man producers!

WeeeeeeSo, in order to properly defend himself, LGM is equipped with a stun gun. That’s good! We’ve got your basic NES freeze ray here, and it works on Samus Aran rules (not to be confused with Ice Slasher rules): an enemy robot (or alien) is frozen, turns blue, and may be used as a platform at will. Bonus: this also means the frozen opponent doesn’t deal contact damage while frozen. By the time of Level 1’s boss, you’ll also be tasked with the Metroidian goal of freezing a few lesser adversaries so you may successfully scale a vertical shaft. All pretty straightforward to start, though with one glaring flaw: the stun gun does absolutely zero damage. Nothing. Frozen or not, an opponent will never die from simple stun blasts. So what’s a Low Gravity Man to do? Whip out a kick ass spear, of course!

LGM has got a spear, and he knows how to use it. Wait, scratch that, he knows how to be a dragoon… and that’s about it. Likely due to the severely lacking number of buttons on the average NES controller, LGM can only utilize his spear in an upward or downward direction. Not coincidentally, LGM also cannot shoot his stun gun straight up or down, only side to side. In a way, this couples amazingly with his crazy jumping skills, as we wouldn’t see a real “moving” Kain Highwind until that one Dissidia game, and dropping spear-first into a foe is always going to be fun. On the other hand, the antagonists of this world almost always move (and attack) horizontally, and the best LGM can consistently do is plink away with his lame stun gun, wait for the freeze to take effect, and then pull off the leaping spear “finishing move”. Pointy end goes hereIt’s kind of fun when there’s one enemy on the screen, but it’s ambiguously suicidal when the place starts filling with murderous robots (and this already happens during the first stage). And, while it can be fun once or twice, stun-jump-spear is basically “normal action gameplay, but with extra steps” when you get right down to it. That can get old across fifteen separate stages crammed with bad bots.

But it’s not the worst idea, right? It’s easy to give a NES game a lot of flack, but the brave men and women of the 8-bit console generation were pioneers working with tools that would nary impress a caveman. Four buttons? Three if you don’t count the seemingly mandatory pause? That barely allows for a second offensive option, so it’s no wonder this feels clumsy. But like how Mega Man X revolutionized weapon switching with the L&R buttons, a “next gen” Low G Man could actually make this idea work. It’s not about freezing and spearing, it’s about utilizing long distance attacks to “soften up” an enemy, and then using a close range maneuver to finish the job. There’s some meat on those bones! That could be a really interesting way to switch up the typical run ‘n gun gameplay of most 2-D action games. Get a director who has been making videogames for a solid couple of years, introduce some modern technology, toss in some dashes that make the whole process faster, and maybe…

DASH DASH SLIDE

Nah, screw it. Not gonna work.

Low G Man, there’s a reason nobody revisits your gameplay. Sorry.

FGC #320 Low G Man: The Low Gravity Man

  • System: NES exclusive. There’s not a Master System or Commodore 64 or whatever version? No? Okay, just checking.
  • Number of players: This Low G Man is an island.
  • Other X Connections: Some enemies ride hovercars or tanks, and you can snag a vehicle for yourself. Not unlike in Metal Slug, all the vehicles have limited “fuel”, and they’ll self-destruct pretty quickly if you’re not paying attention, but it’s always fun to suddenly wield a gun that actually does damage.
  • Favorite Powerup: Low G Man also has a host of sub weapons available. They’re not so great, because you have to earn them from quickly lost enemy drops, and a loss of life will lead to a complete loss of all sub weapons, but… they’re there? Whatever. You get a boomerang, and that’s the quintessential NES weapon, so I’m happy.
  • An end: In a shocking twist, the Low G Man finale, which can only be viewed after beating the game three times, advertises the “upcoming” GI Joe game:

    Just wait!

    Well, I mean, I guess it was a pretty good game.

  • Did you know? Low G Man was developed by KID, a development company that primarily seems to be responsible for a buttload of visual novel games (which can only be measured in butt-based measurements). But they’re also the deranged minds behind the Playstation 1 Pepsi Man game, so they get a pass from me.
  • Would I play again: Naw. Throw this one in the pile of “interesting, but not really enough fun” castoffs.

What’s next? Random ROB has chosen… WarioWare: Touched for the Nintendo DS! It’s Wario touching time, everybody! Please look forward to it!

Get the point?