
After spending time with the near-final build of "Metroid: Other M" last night, I got the impression that Team Ninja is attempting to offer players something they never really asked for.
When I think of the popular tenets of the "Metroid" franchise, I think of the open, explorable worlds. I think of the technology. I think of the hero. What I don't think of is the story. Team Ninja really wants me to wonder about the origins of Samus, how she became the bounty hunter she is today. And I'm worried it's that desire that'll hinder the game's final release. The gameplay is there. The exploration. The world. All the "Metroid" staples.
But the story. The story worries me.
The first hour of "Metroid: Other M" includes around 30 minutes of cutscenes. That's arguably the longer than the total length of cutscenes in any "Metroid" game before it. And they're dense. Packed with internal monologues and flashbacks. They're flashy, quickly cut and could very easily be ripped out of a Michael Bay movie. This is not the "Metroid" I remember; the "Metroid" where I was exploring this strange, alien world on my own, feeling the grit beneath Samus Aran's feet.
Cutscenes absolutely have their value, but they definitely hinder immersion, and that immersion has long been a shining aspect of "Metroid." That feeling of awe when a door opened and a brand new world was stretched out in front of you. That door is still there, but you're probably going to have to sit and watch a movie for five minutes before it opens.

And, let's face it: Team Ninja is not exactly known for their well-crafted stories. The "Ninja Gaiden" games offer up great swordplay and combat mechanics, but the stories in them are far from top-notch. Poor writing and campy voicework are unfortunate themes that have plagued past Team Ninja games, even excellent games like "Ninja Gaiden," and in that first hour of "Other M," I could feel those elements creeping in once again.
It's a shame, because the combat is an enjoyable twist on the "Metroid" formula. The game's graphics look great, too, and are definitely on par with any of the "Metroid Prime" games. My sincerest hope is that, after the introduction, the remainder of "Other M" will see Team Ninja focusing more on their strengths (combat and visuals) than their weaknesses (story and writing).
I'm not a traditionalist. I accept and appreciate change and innovation. I support a game attempting to flesh out the "Metroid" backstory (something that Retro Studios accomplished swimmingly with the "Prime" games), but my first impression is that Team Ninja doesn't really have that skill set. I hope to be proven wrong when the game releases on August 31.