In what sense is a "3D" game? In terms of how the visuals are calculated and displayed? In terms of full 3D navigation? Can you be more specific? Basically we had the 2D series and the 3D Prime series. Movement and navigation doesn't exactly work like Prime.
Other M is a 3D game.
I mean the gameworld is a 3D space and you navigate a 3D space as well.
I mean it's not a 3D game like 3DS games are or other VR products but it's as much a 3D game as Mario 64 ever was.
M:SR is a 2D game using 3D graphics, you navigate the gameworld in a 2D space.
Progression, map and encounters i would group under level design. The same engine and controls could pull of a pretty good game.
Depends on what you put in the engine.
the camera angle could work after all but the way they're used in the game is really bad (the game isn't made to count on backtracking after all).
The controls are absolutely atrocious.
they're a shitty compromise, they needed to absolutely drop anything to do with 1st person.
That shit is pointless, useless and detract from the game.
The auto aim needs to go as well as the auto dodge shit that makes the game a cakewalk.
Powerups need a revamp as well as it's pretty clear there's nothing interesting in that game.
They managed to make space jump boring due to all the invisible walls around.
They would have been better served with just using the nunchuk as it would allow manual aiming as well as not force the level design in the grid layout they had to fit the game into.
Resulting in more natural environments that are more conducing to better level design.
Seriously that decision to only use the wiimote doomed the project and made the game so much worse than it could have been. It's part of the problem.
The manual aiming system and melee actions were interesting enough aspects to make a return in Samus Returns. Manual aiming for in terms of a non 3D not Prime game just to be clear since Prime did have that.
im not sure if discussing the other aspects are worth it since you and the person below are too pationed about hating the game.
The manual aiming in Other M is nothing like in M:SR. It doesn't work the same way and actually enhance the game in a way.
The melee actions are more SSB than Other M as well.
They're not limited to finisher moves with camera angles to begin with and are more reactive in nature. The only reactive move in Other M is charging your shot if you even do that.
Other M brought so little to the table we can barely find stuffs that are in M:SR that were also uniquely in Other M and we have to stretch to even make the jump.
If M:SR have forced walking sections and find waldo sections it would be clearer...
Also do not mistake my arguments as blind hatred for the game, I can lay out pages upon pages why it failed at nearly everything it tried....without touching the story, VA or other common complaints.
Objectively speaking the controls are not awful. That's just an opinion. The game is made to work using the Dpad and once the user is adjusted to the way movement works it can get consistent results.
To be perfectly clear, i do prefer the analog style movement we got in Mario 64 using a thumbstick as it feels less rigid (instead of a grid like movement). But to say the controls are "awful" is an exageration that steems from them not being what you like or prefer.
Having to change the way you hold the controller just to get another perspective is not good control. The controls are also so simplified as a result that most of the added complexity they tried to add ended up being automated useless fluffs that should have stayed on the cutting room floor.