Uploaded November 2025 | Updated September 2026, 2 weeks ago
A playthrough of Nintendo's 2010 action game for the Nintendo Wii, Metroid: Other M.
This is a 100% run through the game on the normal difficulty level. You can see all of the Gallery Mode's unlockable images at 6:22:42.
The "movie" version: youtu.be/APwWQPhKOPI
Kicking off in the direct aftermath of Super Metroid's explosive finale (youtu.be/Y9tufNHthJE), Metroid: Other M opens with the galactic bounty hunter Samus Aran reflecting on the death of the last metroid - "the baby" - as she's recuperating following a mission that resulted in the destruction of the planet Zebes. After some extensive monologuing and a pointless combat tutorial that fails to acknowledge any of her previous accomplishments, Samus decides that it's time to move on.
Shortly after departing the station, Samus picks up a distress signal and sets course for a seemingly deserted craft named the "Bottle Ship." Once aboard, she encounters a platoon of space jarheads, and among them, some familiar faces. Anthony, a buddy from Samus's military days, warmly greets her with the nickname "Princess," and Adam Malkovich, her former CO and surrogate father figure, reacts to her presence with a pointed sense of detachment. After saving the group from an ambush, Samus agrees to support their mission and takes off on her own to learn more about what has happened on the Bottle Ship.
Other M was produced by Team Ninja (the people behind the Dead or Alive and 3D Ninja Gaiden games) under the direction of Yoshio Sakamoto, a prominent member of Nintendo's R&D1 team who had become the steward of the Metroid series following the success of Super Metroid.
Sakamoto's aim was to create a modern, narrative-driven 3D experience that would appeal to the masses without alienating the fans of 2D Metroid games. Nintendo granted him complete creative control over the project, and Sakamoto was extremely proud of the result. He viewed Other M as the perfect execution of his vision and has said that, in retrospect, he wouldn't have done anything differently.
Nintendo deserves props for placing such faith in an employee who'd proven his loyalty and worth through the decades. Sakamoto is a talented guy with a keen eye for solid gameplay mechanics and organic storytelling, and Other M is a gleaming triple-A monument to the spirit of auteurship. However, instead of playing to his strengths, he waded into uncharted waters with Other M, and the final product turned out to be somewhat less than spectacular. Not everyone can be a Hideo Kojima or a James Cameron, after all.
From a gameplay perspective, Other M is compromised but passable. The game runs on a modified form of the Ninja Gaiden engine, so the action is fast and the controls are responsive (until you have to switch between the first and third-person views, at least), but the game is controlled entirely with the Wii remote, so Samus auto-aims at targets and easily auto-dodges incoming attacks with a simple tap of the d-pad. It's a choice that lends the combat all of Ninja Gaiden's cinematic flash with none of the challenge. There isn't much exploration, either, since the plot dictates which areas are available to you at any given moment, and the map points out the locations of hidden items.
But it's the storytelling that ultimately knocks the wheels off the wagon. Though the intended takeaway is usually clear, Samus is portrayed as a petulant child who yearns for approval, and her expository dumps are little more than mawkishly garnished recaps of previous events. The flat cast of supporting characters also fails to engage with their mindless banter. The writing hits with the subtlety of a sledgehammer, as if penned by an overly eager college freshman trying to show off what he learned from his 100-level "Intro to Literary Analysis" seminar. It tries to be multi-faceted, insightful, and provocative, but it's pedestrian as f--k, and the voice direction is excruciating.
At least it paints a nice picture. The hours of prerendered CG cutscenes are shiny and expensive looking, the framerate is rock solid, and the quality of the graphics is way up there for a Wii game. You wouldn't mistake it for a PS3 game, but it looks damned nice for an anamorphic 16:9 presentation rendered at 640x480.
I respect the unwavering commitment to the vision, but Other M would've benefitted from someone periodically stepping in to give the leash a sharp tug. Had Sakamoto had the humility to recognize his limitations, Other M could've been so much more. I'm not above enjoying a glossy yet mediocre action game, and Other M has some fun moments, but the bright spots are totally eclipsed by its insistence on being a terrible movie above all else.
_____________
No cheats were used during the recording of this video.
A playthrough of Nintendo's 2010 action game for the Nintendo Wii, Metroid: Other M.
This is a 100% run through the game on the normal difficulty level. You can see all of the Gallery Mode's unlockable images at 6:22:42.
The "movie" version: youtu.be/APwWQPhKOPI
Kicking off in the direct aftermath of Super Metroid's explosive finale (youtu.be/Y9tufNHthJE), Metroid: Other M opens with the galactic bounty hunter Samus Aran reflecting on the death of the last metroid - "the baby" - as she's recuperating following a mission that resulted in the destruction of the planet Zebes. After some extensive monologuing and a pointless combat tutorial that fails to acknowledge any of her previous accomplishments, Samus decides that it's time to move on.
Shortly after departing the station, Samus picks up a distress signal and sets course for a seemingly deserted craft named the "Bottle Ship." Once aboard, she encounters a platoon of space jarheads, and among them, some familiar faces. Anthony, a buddy from Samus's military days, warmly greets her with the nickname "Princess," and Adam Malkovich, her former CO and surrogate father figure, reacts to her presence with a pointed sense of detachment. After saving the group from an ambush, Samus agrees to support their mission and takes off on her own to learn more about what has happened on the Bottle Ship.
Other M was produced by Team Ninja (the people behind the Dead or Alive and 3D Ninja Gaiden games) under the direction of Yoshio Sakamoto, a prominent member of Nintendo's R&D1 team who had become the steward of the Metroid series following the success of Super Metroid.
Sakamoto's aim was to create a modern, narrative-driven 3D experience that would appeal to the masses without alienating the fans of 2D Metroid games. Nintendo granted him complete creative control over the project, and Sakamoto was extremely proud of the result. He viewed Other M as the perfect execution of his vision and has said that, in retrospect, he wouldn't have done anything differently.
Nintendo deserves props for placing such faith in an employee who'd proven his loyalty and worth through the decades. Sakamoto is a talented guy with a keen eye for solid gameplay mechanics and organic storytelling, and Other M is a gleaming triple-A monument to the spirit of auteurship. However, instead of playing to his strengths, he waded into uncharted waters with Other M, and the final product turned out to be somewhat less than spectacular. Not everyone can be a Hideo Kojima or a James Cameron, after all.
From a gameplay perspective, Other M is compromised but passable. The game runs on a modified form of the Ninja Gaiden engine, so the action is fast and the controls are responsive (until you have to switch between the first and third-person views, at least), but the game is controlled entirely with the Wii remote, so Samus auto-aims at targets and easily auto-dodges incoming attacks with a simple tap of the d-pad. It's a choice that lends the combat all of Ninja Gaiden's cinematic flash with none of the challenge. There isn't much exploration, either, since the plot dictates which areas are available to you at any given moment, and the map points out the locations of hidden items.
But it's the storytelling that ultimately knocks the wheels off the wagon. Though the intended takeaway is usually clear, Samus is portrayed as a petulant child who yearns for approval, and her expository dumps are little more than mawkishly garnished recaps of previous events. The flat cast of supporting characters also fails to engage with their mindless banter. The writing hits with the subtlety of a sledgehammer, as if penned by an overly eager college freshman trying to show off what he learned from his 100-level "Intro to Literary Analysis" seminar. It tries to be multi-faceted, insightful, and provocative, but it's pedestrian as f--k, and the voice direction is excruciating.
At least it paints a nice picture. The hours of prerendered CG cutscenes are shiny and expensive looking, the framerate is rock solid, and the quality of the graphics is way up there for a Wii game. You wouldn't mistake it for a PS3 game, but it looks damned nice for an anamorphic 16:9 presentation rendered at 640x480.
I respect the unwavering commitment to the vision, but Other M would've benefitted from someone periodically stepping in to give the leash a sharp tug. Had Sakamoto had the humility to recognize his limitations, Other M could've been so much more. I'm not above enjoying a glossy yet mediocre action game, and Other M has some fun moments, but the bright spots are totally eclipsed by its insistence on being a terrible movie above all else.
_____________
No cheats were used during the recording of this video.


![Final Fantasy III (SNES) Playthrough [1 of 3]
A playthrough of Squares 1994 role-playing game for the Super Nintendo, Final Fantasy III.
This video is part one of a three-part playthrough, covering the beginning of the game through reconnecting with Terra in Zozo and gaining control of the airship.
Part 2: https://youtu.be/tJQtMmT9VfE
Part 3: https://youtu.be/jxS32BHD6Xc
Please note that this is the original English-language localization of Final Fantasy VI.
Final Fantasy III was a huge deal when it was released. Square advertised it heavily in magazines, and it was immediately met with universal acclaim. The game represented a huge evolutionary step forward from 1991s https://youtu.be/zsPm6Tui7Ts. Dont get me wrong - I loved FF2, and I still consider it my favorite RPG ever - but FF3 was a clear upgrade in most respects, and was extremely popular despite the niche status of the genre on consoles at the time.
It featured a massive cast of characters and a plot that was far more mature in its nature and its writing than any of the previous games in the series. Regularly dealing with heavy-handed moral issues, it showed that Squares writing and design chops were growing with the genre in how they were becoming increasingly comfortable addressing things like identity, sexuality, and politics. I still remember how taken aback I was the first time I witnessed a video game character attempt to commit suicide in (one possible outcome) of one of FF3s pivotal plot moments.
The graphics and the music were absolutely gorgeous for a 16-bit RPG, the battle system had been sharpened to a razor edge, and with everything working to support one of the most intricate plots attempted in a console RPG, the game came together to present an unforgettable experience to anyone who has ever had the pleasure of playing it. And those set pieces! Who could ever forget the infamous opera scene (9:44:30), the minecart ride through the Magitek lab facilities (11:15:34), or the apocalypse?
The villain deserves a special mention, too. Kefka has to be one of the best villains ever in a game. He reminds me of Iago in Shakespeares Othello. His character works so well because he has no real justification for his cruelty. Hes power hungry, sure, but more than that, he enjoys inflicting pain on people. Hes unequivocally evil and makes no apologies for it. How much more frightening can a despot be than when he cares for nothing but utter destruction?
Final Fantasy III is rightfully remembered as one of the best RPGs, and one of the best games, on the SNES. Can you really call yourself a true JRPG fan if youve never experienced it?
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Final Fantasy III (SNES) Playthrough [1 of 3]](https://i.ytimg.com/vi/wpKEFXrkGzc/mqdefault.jpg)


![Ys V: Kefin, Lost Kingdom of Sand (SNES) Playthrough [English]
Ys V: Kefin, Lost Kingdom of Sand (SNES) Playthrough [English] Ys V: Kefin, Lost Kingdom of Sand (SNES) Playthrough [English]](https://i.ytimg.com/vi/xXT8GfaE1tQ/mqdefault.jpg)

![Castlevania II: The Seal of the Curse (Famicom) Playthrough [English]
A playthrough of Konamis 1987 action-adventure game for the Nintendo Famicom, Dracula II: Noroi no Fuuin (ドラキュラⅡ呪いの封印, lit. Dracula II: The Seal of the Curse).
Dracula II: Noroi no Fuuin, released in the fall of 1987 for the Famicom Disk System, is the original Japanese version of Castlevania II: Simons Quest (https://youtu.be/HJ-wR_D48uE), which was localized and released for the NES in North America in 1988 and in PAL territories in 1990.
Simons Quest is my favorite game in the Castlevania series, and I wanted to do something special with it for this Halloween season. I havent tried any of the fan-made translation patches that are out there so I cant speak to their quality, but to give the game the royal treatment, I rolled up my sleeves and translated the entire thing myself. (Please note that this is not a game patch. All of the text was superimposed over the footage in a video editor.)
The official English version of the game regularly gets blasted for the quality of its translation, and while it does have its share of glaring errors and omissions, its more faithful to the original script than people give it credit for. I think what hampers it is how terse and literal it is, and how that tends to obscure important information. With this translation, I did my best to address those issues while staying true to the Japanese text. I hope you find it as interesting to watch as I did to work on.
The soundtrack in this version is also pretty neat. The music is the same, but the FDSs wavetable channel gives it a very different character to what we heard on the NES. I prefer the NES versions of the tunes - the sampled drums give them a lot of oomph - but the FDS music is very good in its own right.
(The loading screens are a bit of a pain, though!)
In this playthrough, I finished the game in seven days for the best ending, but I also included the normal and bad endings at end of the video, starting from 1:45:06. The endings were already in English, so Ive left them untouched.
I hope you guys enjoy the translation, and Id love to hear your thoughts on how this version compares to the NES game!
(And if you like Castlevania music, perhaps youd like to check out some of my arrangements done on original SNES hardware! You can find one of my SNES remixes of the town music at https://youtu.be/Yd4p2EX5WyM, and a compilation of several of my Castlevania SNES mixes at https://youtu.be/KQLqelPbwZc)
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Castlevania II: The Seal of the Curse (Famicom) Playthrough [English]](https://i.ytimg.com/vi/xlcOtFgMDC0/mqdefault.jpg)


