Posted on 08/30/2010 at 01:05 AM
| Filed Under Review
I'm not sure if they deliberately tossed those specific elements out, or if they just completely underestimated their significance to fans of the series. Either way, it's hard not to feel a sting of disappointment when encountering both of the situations you quoted from my review.
As for enemies, they aren't present in every single room. Some rooms are more like connecting corridors and are completely void of any conflict.
I honestly didn't pay very close attention to the specific moments when previously explored areas became blocked off, but they don't lock immediately. It isn't as though you walk into a new room and the door behind you immediately locks. I think the areas with power-ups just get blocked off gradually, and since there is no backtracking needed for the main quest, players won't even notice unless they intentionally try to go back and get the power-ups.
Besides the new ability to charge and restore health/missiles I can't think of any power-ups that haven't been seen in a Metroid title before. There is the super high jump from Super Metroid, and a version of the long jump as well, and the familiar Screw Attack makes a return.
In Other M, players aren't able to switch between the different beams acquired. Unlike other Metroid games, Samus doesn't find any of her different beams or morph ball abilities. Instead, players are given permission by Captain Adam Malkovich (who directs Samus where to go and what to do throughout the game) to use these abilities when the need arises. Unlike the morph ball powers, as the beams unlock the newest one stacks upon the last.
As for the name Other M, I honestly can't explain that without giving up plot details. In fact, I'm not even sure my theory is correct, but we can argue that point at a later time.
Finally, her mole does not play a part in the plot, even though her face is rarely turned so players cannot see it. Individuals with a mole fetish will not be disappointed.