Cybergoth, on Sat Nov 13, 2010 3:37 AM, said:
This video perfectly sums up my thoughts regarding some of the "issues" a lot of people seem to have with Other M (especially those who actually haven't even played it):
http://gameoverthink...to-metroid.html
Very nice video, but I think mister "overthinker" is missing the point. It's true that Samus has always been a "robot" of sorts, causing us gamers to fill in the blanks about her personality. But let me ask you this: How many successful video games series let us do that
to such an extent? A video game series where an entire world is created, an entire complex storyline is forged around a galactic threat (let it be Metroids, Space Pirates or Phazon) without actually taking the time to define the main hero's personality in relation to this threat? There have been many such series, actually, I'm sure you can name a few (Contra, Castlevania and Ghost'n Goblins comes to my mind) but most of the time there's a storyline plot point that explains why the heroes are there (you're a soldier presumably acting under orders in Contra, and you're a descendant of the Belmont clan in Castlevania). Most of the time, such "heroes" are men, so automatically we assume that there's this sense of "duty" and "respect for hierarchy" that defines the character and sets the stage for their mission. We don't need to define the personality of the hero, we just borrow a page from the "military duty handbook", apply it to the hero, and then we tackle the real problem, which is how to survive and fulfill the game's objective(s).
Out of habit, we gamers also applied the "military duty handbook" to Samus Aran, since she's a bounty hunter and all, but there's a slight difference here: There's no real hierarchy that overshadows Samus' activities (the exception being Metroid Fusion). As a lone bounty hunter, Samus can leave the planet/space station/whatever in her gunship any time she wants, in theory. The way the story is usually set up in the Metroid games, SHE sticks around because SHE wants to. Or rather, the game itself doesn't let us leave, because all that keeps Samus from leaving is her
pure sense of duty, and her need to get the job completely done. And the fact that she's a woman only serves to solidify the respect that we have for this particular hero character.
We gamers took that "robot placeholder" female character that Nintendo created, and collectively defined a personality for her. This personality wasn't defined by game manuals, or by in-game intermissions. It wasn't even infered by the fact that she's a woman. It was defined strictly by her
accomplishments: She ventured into dangerous and unexplored territories, faced hordes of nightmarish alien creatures, stood up to powerful monsters several times her own human size, and she survived it all
powered only by her sense of duty towards galactic peace. In my book, that's the very definition of a bad-ass hero, regardless of gender. And we're supposed to believe that Samus Aran is NOT fearless? That she's NOT stoic in the face of danger, even in the smallest degree?
The point I'm trying to make is that Samus has always been OURS, in terms of character definition. From one Metroid game to the next, we collectively reached a consensus about what her personality is like, and Retro Studios respected this consensus when they created the Prime series. Now a small band of japanese game designers sitting comfortably in their ivory tower comes along and assign a backstory to OUR hero, giving her feelings and doubts that clash terribly with our collective consensus, and we're supposed to say "Okay, I guess we didn't know Samus like we thought we did"?
Off with their heads, I say!!!
I'm not saying that it was wrong to define a back-story for Samus. In fact, personally, I've been waiting for years for Nintendo to properly define her back-story via an official installment in the Metroid series. But there's just something fondamentaly wrong about how they went about it in Other M, and given the general online response to this particular issue, I'd say I'm not alone with this perception. It's okay to define a back-story for Samus, to give her memories and experiences that help us better understand where she came from, who she is and what makes her tick, but when OUR hero character is practically redefined (dare I say even
re-imagined) to the point where she acts in ways that are uncharacteristic of her, I'm sorry but I can't help but cry foul.
So after Other M, our previous collective definition and perception of Samus Aran was wrong because, what, we're not game designers working for Nintendo? I say owning a copyright/trademark over a game character doesn't mean you can do whatever you want with this character and not expect a backlash reaction from fans, especially for a hero character like Samus Aran. No, Nintendo didn't previously "define" Samus Aran like they usually do with their other video game hero characters,
we Metroid fans defined it. And I say this definition is just as valid and as solid as anything Nintendo could come up with, especially since this character definition was reached by general consensus, based mostly on Samus' accomplishments in the many games she starred in.
Basically, they crossed a line they shouldn't have crossed, and I think they genuinely deserve the complaints they're getting for it. And the ironic thing is that these complaints would never have surfaced if they had simply made a few minor adjustments to the in-game intermissions in Other M, in order to make Samus a little more independent towards Adam.