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Metroid: Other M: Difference between revisions

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==Visuals==
==Visuals==
The graphical style of Metroid: Other M is slightly different than what fans are used to in the Metroid Prime series, as a different art direction is taken due to the different camera angles from the said series. The graphical detail in the several environments is overhauled, as the advantage of the Wii's expanded memory space and enhanced processor from the [[Nintendo Gamecube]] gives Metroid: Other M a technical boost in visual flair. Although the game may look astonishing in many sectors during the adventure, some low-resolution textures are used to prevent gameplay slowdowns. The game mostly runs around a solid 50-60 frames per second (FPS), but will occasionally slow down if too much action is on the screen.
The graphical style of Metroid: Other M is slightly different than what fans are used to in the Metroid Prime series, as a different art direction is taken due to the different camera angles from the said series. The graphical detail in the several environments is overhauled, as the advantage of the Wii's expanded memory space and enhanced processor from the [[Nintendo GameCube]] gives Metroid: Other M a technical boost in visual flair. Although the game may look astonishing in many sectors during the adventure, some low-resolution textures are used to prevent gameplay slowdowns. The game mostly runs around a solid 50-60 frames per second (FPS), but will occasionally slow down if too much action is on the screen.


A variety of graphical techniques are seen throughout Metroid: Other M, such as complex bump-mapping, bloom lighting, and the use of Computer-Generated Imagery (CGI). The water effects on the surface of rivers make heavy use of bump-mapping and texture-mapping, as the reflection of the water accurately displays the reflection while maintaining a real-time flowing effect. Bloom lighting is very consistent throughout the game; it is used for many of Samus's beams and Space Pirate beam attacks. Bloom lighting and afterimage techniques are heavily used in the Pyrosphere section, as the lava appears very bright onscreen and appears to "bleed" onto surrounding areas. The lava effects, however, are somewhat lacking in detail, as the effect is only a moving 2D plane. However still, the game manages to maintain a steady frame rate while utilizing many graphical touches and technical boosts, which is what many video game websites praised during their review of Metroid: Other M.
A variety of graphical techniques are seen throughout Metroid: Other M, such as complex bump-mapping, bloom lighting, and the use of Computer-Generated Imagery (CGI). The water effects on the surface of rivers make heavy use of bump-mapping and texture-mapping, as the reflection of the water accurately displays the reflection while maintaining a real-time flowing effect. Bloom lighting is very consistent throughout the game; it is used for many of Samus's beams and Space Pirate beam attacks. Bloom lighting and afterimage techniques are heavily used in the Pyrosphere section, as the lava appears very bright onscreen and appears to "bleed" onto surrounding areas. The lava effects, however, are somewhat lacking in detail, as the effect is only a moving 2D plane. However still, the game manages to maintain a steady frame rate while utilizing many graphical touches and technical boosts, which is what many video game websites praised during their review of Metroid: Other M.