Having recently played Metroid: Other M (and being rather disappointed with it), I felt a yearning to return to the brilliance of the Prime trilogy. So I dusted off my Echoes disc and started a new game. The differences between Other M and Prime are numerous, but one major thing I picked up on right away was how the two games go about telling their respective stories.
Other M tells its story with long, elaborate cutscenes, which serve for Samus to narrate all of the exposition and to describe the finer nuances of the plot. We watch and listen as the game tells us its story. Prime tells its story mostly by having the player scan things in the environment and read the subsequent scan results. Prime asks us to be more involved in its storytelling.
Naturally, I prefer the style used in Prime. That's not to say that cutscenes are inherently bad, but relying too heavily on them ruins the interactivity that you're supposed to get from video games. I could use this as a platform solely to bash Other M, but I want to make a broader point about how games can tell better stories. In the full article, I also use examples from The Elder Scrolls and Portal, and how they use NPCs and the environment to tell their stories, respectively.






