In my first draft of this write-up, I had a several-paragraphs-long
tirade about the unfairness of gender roles in our society today. I talked about how it seemed unfair to me
that male heroes in video games can look any way they want, because they have
and exercise power in some form in the game world, and that seems like the
ultimate basis for “traditional” values associated with male attractiveness. I talked about how unfair it was that when it
came to female heroines of video games, they all had to conform to a certain much
narrower standard of attractiveness, governed by a “traditional” mindset
regarding what makes a woman attractive, with physical beauty being a mandatory
characteristic (for male heroes, it is recommended, but optional).
I want to be proven wrong, but I don’t think I will. Find me one heroine (assuming she’s a full
adult, and that we’re playing a game with relatively realistic character models, and that she is the protagonist)
who lacks a respectable bustline and an hourglass figure.
While you’re at it, find me a dodo bird or two.
Actually, no, the dodo is a bad comparison. It at least existed at some point.
I took the tirade out because it was long-winded and probably ill-informed. I refer just to
the crux of the dilemma, however, because it’s a large part, probably the largest part,
of what pisses me off about Metroid:
Other M.
Our heroine Samus Aran has proven herself time and again
to be an absolutely professional warrior.
Her occupation in the games, overall, is that of the one-woman
army. She is the sort of person the
Galactic Federation calls in to take care of a situation after more typical
military solutions fail. She has saved
the galaxy more than once, with little oversight, support or backup at any
given time. This is not a secret. This
is the reputation she has earned for herself.
What I personally find remarkable about the Metroid
series in general, and its heroine in particular, is that no particular issue,
in the universe of the games, is made of her gender. She is a female warrior who performs most of
her missions clad in a suit of powered armor that makes her gender
ambiguous. Come to that, she doesn’t
even need to be human. Any kind of
humanoid creature at all could lurk under that armor (and in fact, series lore
states that it was made by a non-human race).
Nobody remarks how amazing it is that a woman is the one saving the galaxy
with all this heavy firepower. They just
call on her to do a job, she does that job, and everybody just kind of rolls
with it.
To me, this is the ideal goal of feminism. Her femininity is not an issue of any
kind. It’s neither overplayed nor
underplayed – it isn’t played at all. It
doesn’t need to be. She’s a woman; so
what?
Then, in Other M,
she falls in with a group of soldiers with whom she worked previously, before
she began her solo career as a bounty hunter, and… they all treat her like a brash,
over-eager younger sister who can probably hang with the boys, but still
warrants a certain amount of looking after.
And she just kind of goes with it.
Grudgingly, sure, but with no real protests to speak of.
Now, narrative isn’t usually a big point in the Metroid
games. It normally just provides a
reason for the places you’re going and the things you’re doing there, and that’s
it. It’s the kind of thing that exists
mostly in the manual, or in opening and ending cut scenes. The in-game narrative in Metroid games is
often subtler. The things you do, the way
the environment changes as you progress, the new abilities you gain as you
explore: that’s the story. That’s always been part of the genius of the
Metroid games. The story is solid, but
heavily understated. Where so many other
games are content to disconnect the narrative from the gameplay, and reward you
with non-interactive chunks of the former after completing a certain amount of
the latter, the Metroid series on the whole avoids that. There are exceptions (Metroid Fusion and the
Prime trilogy, though they try to keep their non-interactive bits brief and
infrequent), but aren’t there always? Metroid
games let your exploration, your brooding sense of isolation and your
unanswered questions about all the weird vistas and objects you encounter, be
the story.
Metroid: Other M
does not. It wants to tell you all about
Samus’s motherhood instincts, and rather than do it subtly, as Metroid II and Super Metroid did, Other M
wants to beat you over the head with it.
It wants to make sure beyond all doubt that you understand that Samus Is
A Woman, and that she has a deep-seated need, despite all this galaxy-saving
she does, to mother something. This is
why the game has so many terrible ideas, such a distress call being referred to
as a “baby’s cry” (seriously), or the space station where the game takes place
being referred to as the Bottle Ship (and it’s shaped pretty much like a baby’s
bottle, with some additions which obscure this, very slightly). It has other weird and kind of ridiculous
ideas, such as trying to parlay the whole “thumbs-up, thumbs-down” gestures
into something with deep meaning and symbolism, but that’s a lot less
offensive. What is offensive is how Metroid:
OtherM tries to enhance the overt femininity of the heroine by giving her
powered armor a wasp waist and a more pronounced chest, emphasizing the
femininity of the whole thing, and by putting fucking high heels on the skin-tight Zero Suit she normally wears beneath
it.
Let me repeat that, because it’s so fundamentally
ridiculous that it really should be highlighted. A woman who is known for single-handedly succeeding
where armies fail for some idiotic reason goes into combat with high heels.
It also tries to downplay her known and oft-demonstrated strengths
in order to play up her insecurities, with the stated goal of making her a more
well-rounded, fully realized and interesting character. Except she was already interesting and well
realized. The games prior to this mostly
took the ancient maxim of storytelling – “show, don’t tell” – to an aggressive
extreme and in so doing gave us ideas about the character that we could
interpret along certain general lines.
And it did this without getting in the way of the game itself, for the
most part. So few games do this well, or
at all. The ones I can think of offhand
are Another World, Ico and Shadow of the Colossus.
Metroid: Other M says that’s not good enough.
It starts off well enough, giving us an early view of
Samus’s life as a green recruit in the Galactic Federation army under her
commander and mentor Adam Malkovich. We
get to see her as a raw, idealistic young warrior who finds herself at odds
with the cold, hard facts of military responsibility. We can guess this fiery temperament cools into
a more level-headed perspective with time and experience, but here we would be
wrong, despite everything the rest of the Metroid series seems to imply. Part of the problem is that Other M has a short list of issues in
the larger Metroid story that it wants to tackle, and is hell-bent on doing
exactly that, however stupid the method might be.
Let’s talk about the military presence in Other M for a minute.
The story of Metroid:
Other M proper starts with Samus responding to a distress call (I’m sorry,
a “baby’s cry”; God, that’s a terrible idea) originating from a space station
called a Bottle Ship. Arriving on the
scene, she runs across a group of soldiers who have also been dispatched to the
Bottle Ship. They are very familiar to
her, as they should be. They are the Galactic
Federation 07th Platoon, her old unit, still led by Adam Malkovich. Adam is now a general. He orders her to shut off her power suit’s
many functions and weapons in order to avoid undue damage to the Bottle Ship
until his unit’s operation is complete, and she willingly complies
The game has hardly started, and already, we have problems.
Platoons are not led by generals. Generals are usually in charge of much larger
units of soldiers – brigades, whole armies, etc. They never,
ever go to the front lines, and they certainly
never take point I sensitive, secret operations with low survival odds. This isn’t because they’re fundamentally
cowardly, lead-from-the-rear sorts. It
is because military regulations prevent it.
The loss of strategic expertise and the compromise of sensitive
information should a general be killed or captured is not acceptable. A general would design and authorize a
mission like this, sure. And then he
would send it to a captain or a major under his command to actually execute it. He certainly wouldn’t go along on the
operation and he especially wouldn’t
be suiting up in armor to go with his men on the ground.
So why did General Adam Malkovich do exactly that?
Well, the first, most tempting answer is that series
director Yoshio Sakamoto is an idiot who lost sight of his creative vision. And this is probably to some extent
true. After all, despite the known
predilections of Team Ninja (famous for the Dead or Alive series of fighting games, as well as Dead or Alive Beach Volleyball, and the
Ninja Gaiden reboot), with whom
Nintendo partnered to make this game, Sakamoto has gone on record as saying
most of the story ideas came from him anyway.
But there’s another reason as well.
Sakamoto is hobbled by the overall story of the series.
Samus has a personal history with General Malkovich. As explained in Metroid Fusion (chronologically the last game in the series, but
the one where Adam is first named and his relationship with Samus explained),
Adam was Samus’s commanding officer, back when she was still a soldier in the
Galactic Federation army. It’s clear
from what she says and implies in Fusion
that she cared for him, admired him and respected him. It’s also clear that the feeling was mutual. He often referred to her as “Lady”, a title that
was both sardonic and fond; it served as a reminder of his authority, but was
always delivered in a way that also acknowledged her autonomy and conveyed his
respect. This was my reading of it,
anyway. Unfortunately, Adam is dead in Metroid Fusion, and has been for some
time. Other M, however, seeks to explore the relationship between Adam
and Samus. Which is fine, in and of
itself. So Adam having that distant-yet-also-paternal
authority, where Samus is impulsive, rebellious and brash makes sense. Other
M hams it up a bit for drama’s sake, but the relationship operates along
the basic lines described by Samus in Fusion. Placed where it is in the timeline of the
series, though, it makes very little sense.
If Samus was a
rookie bounty hunter, fresh out of the army and stumbling into her old comrades
during an early solo mission, then the relationship dynamic would make
sense. Samus would still be making her
way in her new life, feasibly shaky enough on her own still that she could
easily fall back into old habits of obedience when in proximity to (and under
the nominal oversight of) her old commander.
It would also explain her
abject terror at encountering the series recurring villain Ridley, who is responsible
for the loss of her family and her entire way of life, because this would be
her first encounter with a truly vicious, powerful and serious enemy who has
also provided her with one of her life’s great turning points.
But Metroid: Other M occurs next to last in the
Metroid timeline. Samus is a big girl
now. She’s defeated the Space Pirates on
four separate occasions by this point, and has destroyed her nemesis Ridley as
many times. She has committed practical
genocide on a parasitical species whose use as a biological weapon also
threatened the galaxy. She was also indirectly
responsible for the detonation of an entire planet. She is a consummate warrior, a skilled
veteran, and her quick thinking and determination have saved the galaxy time
and again. If Queen Badass of the Galaxy
was a real title, it would be hers.
And yet,
unaccountably, she obeys Adam’s commands with little question (and much
figurative hand-wringing over what he might think), including arbitrary
commands to deactivate most of the useful functions of her power suit. Her encounter with Ridley, whom she has
destroyed four times now (and whose reappearance after “death” should no longer
come as a surprise to anyone, least of all Samus), has her inexplicably
paralyzed with fear.
So the writing is terrible. Both on the level of execution (some of the
dialogue is pretty cringe-worthy) and on the conceptual, story level, it’s
bad. So, so bad.
So how’s the actual game?
It’s okay.
Probably the largest problem with Metroid:
Other M from a purely gameplay standpoint is that it feels like a Metroid
game made by people who enjoy the series thoroughly, but have trouble articulating
what makes it great. And since they can’t
explain it, they’re unable to really create it.
There’s exploration, to an extent, but you are limited. Previous titles in the series mostly feature
a fairly open environment, allowing you to go wherever your abilities can take
you. Metroid and Super Metroid
have become famous over the years for the sheer number of ways clever players
have been able to exploit the heroine’s abilities to reach locations in the
gameworld which they were not meant to be able to reach until much later in the
game. Metroid: Other M, on the other hand, has definite ideas concerning where
it wants you to go, and when, and its structure allows for very little player
freedom. Platforms you might be able to
reach with new abilities remain inaccessible due to invisible barriers; the
only available entrance or exit to these areas is the one the game designers
intended, even if your abilities should by rights allow you other means of access. This flies in the face of the very essence of
the Metroid experience.
Even the process of gaining new weapons and abilities is
robbed of much of its savor. In previous
Metroid games, Samus gathers various upgrades in order to better explore the
game’s world. She empowers herself
through resourcefulness, diligent exploration, and the competent application of
existing skills and abilities. You have
to go out and find the items that empower you, and the ability to use them and
apply them in other areas of the game is its own reward. In Other
M, Samus gains new weapons and abilities because… a man told her to
activate them. The sense of discovery is
completely absent, and in fact no real discovery actually happens. The abilities just become available to you at
set points throughout the story, no finding required. And the narrative framework makes this even more galling by specifically
denying you these abilities that you always had, and in at least one memorable
case only activating an ability after
it would have been most useful.
The story’s given excuse for this may be weak, but it can
be made to work. Samus’s weapons are
deactivated so as to avoid collateral damage, okay, fine, I get it. It’s stupid, but I can work with it. But her armor
abilities being turned off? Is Adam
really afraid that she could potentially damage something by, I don’t know,
being immune to high temperatures at it?
And then, when all of Samus’s abilities are activated by the endgame
anyway and fail to do any real damage to the Bottle Ship, the whole “authorization”
business falls apart like the lazy fucking gimmickry that it is.
The game itself is all right and actually can be pretty
consistently fun (I did manage to finish it, after all), if a disappointing low
point in its series and a frustrating exercise in missing the point of what
makes Metroid games interesting and fun in the first place. But it’s saddled with some awful game design
decisions and this frankly embarrassing plot that tries hard to be deep, and
sacrifices no small measure of consistency with the greater series story in the
attempt. That it fails so miserably only
makes the sacrifice all the more aggravating.
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