Metroid Prime 4: Beyond | Nintendo Direct Trailer
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Samus now owns a mother trucking speed bike, which I'm for more so it seems to be the way you can get from one place to another on the alien world you're on. Instead of just using her spaceship, perusal.
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Samus now owns a mother trucking speed bike, which I'm for more so it seems to be the way you can get from one place to another on the alien world you're on. Instead of just using her spaceship, perusal.
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...I am both intrigued and concerned by this game.

On the one hand, bringing back Sylux is an inspired idea. We always knew Metroid Prime Hunters was canon, so bringing on of the hunters back makes sense for a Prime game. The gameplay shown is an interesting evolution on the Prime formula, even if I'm saddened that they look like they've fallen into the "open world" trap with the bike. True, Metroid has always been about exploration, so it's a natural progression, but I'm just sick of every game being open world these days.

However, I have two major concerns: the psychic abilities, and the name.

For the psychic abilities, this seems like a great way to get Metroid to Jump the Shark. For those that don't know the lingo, "Jumping the Shark" comes from the old Sitcom Happy Days, where major character Fonzie literally jumps a shark. It represents the point that a series has gone past its prime (heh), and is basically the mark of the "beginning of the end". Psychic abilities in a reasonably serious sci-fi series is a good way to jump that shark. I am willing to be wrong on this, but this REEKS of a bad idea.

My second concern is the name, as I alluded to in posts at the beginning of this thread. I'll give up the ghost at this point, and just spoil the Prime Sub-series, so don't click if you don't want to know.

I'll be the first to admit: the game looks REALLY FREAKING GOOD! If Retro Studios has still got the goods, more power to them. I just wouldn't have named it "Metroid Prime 4". I like the "Beyond" subtitle; I think I would have just called it "Metroid Beyond". But, I'm not in charge of Nintendo's creative decisions, so hopefully I'll be proven wrong.

I swear to god, if they bring back Phazon, I'm going to have a stroke...
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...I am both intrigued and concerned by this game.

On the one hand, bringing back Sylux is an inspired idea. We always knew Metroid Prime Hunters was canon, so bringing on of the hunters back makes sense for a Prime game. The gameplay shown is an interesting evolution on the Prime formula, even if I'm saddened that they look like they've fallen into the "open world" trap with the bike. True, Metroid has always been about exploration, so it's a natural progression, but I'm just sick of every game being open world these days.

However, I have two major concerns: the psychic abilities, and the name.

For the psychic abilities, this seems like a great way to get Metroid to Jump the Shark. For those that don't know the lingo, "Jumping the Shark" comes from the old Sitcom Happy Days, where major character Fonzie literally jumps a shark. It represents the point that a series has gone past its prime (heh), and is basically the mark of the "beginning of the end". Psychic abilities in a reasonably serious sci-fi series is a good way to jump that shark. I am willing to be wrong on this, but this REEKS of a bad idea.

My second concern is the name, as I alluded to in posts at the beginning of this thread. I'll give up the ghost at this point, and just spoil the Prime Sub-series, so don't click if you don't want to know.

I'll be the first to admit: the game looks REALLY FREAKING GOOD! If Retro Studios has still got the goods, more power to them. I just wouldn't have named it "Metroid Prime 4". I like the "Beyond" subtitle; I think I would have just called it "Metroid Beyond". But, I'm not in charge of Nintendo's creative decisions, so hopefully I'll be proven wrong.

I swear to god, if they bring back Phazon, I'm going to have a stroke...
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(Oct 27th, 2025, 06:35 AM)Maniakkid25 Wrote:
The gameplay shown is an interesting evolution on the Prime formula, even if I'm saddened that they look like they've fallen into the "open world" trap with the bike. True, Metroid has always been about exploration, so it's a natural progression, but I'm just sick of every game being open world these days.
Yeah, when the bike was first revealed it felt off to me, and watching the trailer again I'm still unsure on it. I think the biggest concern I have with it is that it doesn't look like the bike sections will have any Metroidvania style gameplay and that stuff will be kept to on-foot areas, which would mean you might drive to an area only to find you can't proceed through it on foot because you lack an ability. I've only played Dread, but if that game has a similar approach to other Metroid games then every time I found something I needed to come back to later it was something I naturally passed while going through an area. Going out of my way to something on the map to discover I can't do anything there yet seems odd to me if that's what this game ends up doing, and if it were to happen enough times I'd just opt to skip any optional areas found on the bike in favor of the main questline so I can just get all the abilities and go back to searching on the bike later when I know what I'll find won't just turn me away.


I never knew the name Metroid Prime was related to a very particular thing in the games and always just associated it with the 3D FPS Metroid games. I'm wondering if that's why they didn't change the name for this game since calling it Metroid Beyond would be the same naming convention as things like Metroid Dread. It could also just be that this game continues with things established in the Prime series already and it's easier to retain the name for easy categorization rather than give it a new name and then leave players confused at things coming up that were already explained/shown in a prior Prime title.
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(Oct 27th, 2025, 06:35 AM)Maniakkid25 Wrote:
The gameplay shown is an interesting evolution on the Prime formula, even if I'm saddened that they look like they've fallen into the "open world" trap with the bike. True, Metroid has always been about exploration, so it's a natural progression, but I'm just sick of every game being open world these days.
Yeah, when the bike was first revealed it felt off to me, and watching the trailer again I'm still unsure on it. I think the biggest concern I have with it is that it doesn't look like the bike sections will have any Metroidvania style gameplay and that stuff will be kept to on-foot areas, which would mean you might drive to an area only to find you can't proceed through it on foot because you lack an ability. I've only played Dread, but if that game has a similar approach to other Metroid games then every time I found something I needed to come back to later it was something I naturally passed while going through an area. Going out of my way to something on the map to discover I can't do anything there yet seems odd to me if that's what this game ends up doing, and if it were to happen enough times I'd just opt to skip any optional areas found on the bike in favor of the main questline so I can just get all the abilities and go back to searching on the bike later when I know what I'll find won't just turn me away.


I never knew the name Metroid Prime was related to a very particular thing in the games and always just associated it with the 3D FPS Metroid games. I'm wondering if that's why they didn't change the name for this game since calling it Metroid Beyond would be the same naming convention as things like Metroid Dread. It could also just be that this game continues with things established in the Prime series already and it's easier to retain the name for easy categorization rather than give it a new name and then leave players confused at things coming up that were already explained/shown in a prior Prime title.
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Moonface Offline
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Metroid Prime 4: Beyond | Overview Trailer
When responding to a distress call from the Galactic Federation, Samus Aran becomes entangled in an unexpected disaster. Now, she must explore the unknown planet Viewros in this first-person adventure. Master Samus's core abilities, ride Vi-O-La through Sol Valley, and make use of mysterious powers called Psychic Abilities as you fight to survive and find a way home.




Is Metroid a dark enough franchise that it could potentially have any of the allies in the game get killed in the story, or die if you opt to just ignore them during the game in a similar manner to not saving the animals in older games? I'd find it a little hard to get curious about their fates if they're guaranteed to be okay no matter what you do. Hmm
I did find it funny that the one character was like "I hope we can keep the band together after this" as if Samus doesn't have a track record already of always being by herself. LOL
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Metroid Prime 4: Beyond | Overview Trailer
When responding to a distress call from the Galactic Federation, Samus Aran becomes entangled in an unexpected disaster. Now, she must explore the unknown planet Viewros in this first-person adventure. Master Samus's core abilities, ride Vi-O-La through Sol Valley, and make use of mysterious powers called Psychic Abilities as you fight to survive and find a way home.




Is Metroid a dark enough franchise that it could potentially have any of the allies in the game get killed in the story, or die if you opt to just ignore them during the game in a similar manner to not saving the animals in older games? I'd find it a little hard to get curious about their fates if they're guaranteed to be okay no matter what you do. Hmm
I did find it funny that the one character was like "I hope we can keep the band together after this" as if Samus doesn't have a track record already of always being by herself. LOL
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Yea, I saw a youtuber [mostly Arlo] talking about how Samus now has to escort this Galactic federation guy around and he just won't shut the f up. If he died while escorting him around in game previews: game over. Arlo said that this guy comes off like a something in a Marvel movie with dumb quips and sheet. Which has me worried since Samus usually works alone. Idk, I think this is one Metroid game a few fans might skip due to this b.s which is pretty sad.  Whistle
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Yea, I saw a youtuber [mostly Arlo] talking about how Samus now has to escort this Galactic federation guy around and he just won't shut the f up. If he died while escorting him around in game previews: game over. Arlo said that this guy comes off like a something in a Marvel movie with dumb quips and sheet. Which has me worried since Samus usually works alone. Idk, I think this is one Metroid game a few fans might skip due to this b.s which is pretty sad.  Whistle
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(Nov 15th, 2025, 04:05 PM)shadow Wrote:
Yea, I saw a youtuber [mostly Arlo] talking about how Samus now has to escort this Galactic federation guy around and he just won't shut the f up. If he died while escorting him around in game previews: game over. Arlo said that this guy comes off like a something in a Marvel movie with dumb quips and sheet. Which has me worried since Samus usually works alone. Idk, I think this is one Metroid game a few fans might skip due to this b.s which is pretty sad.  Whistle

Yea, meanwhile: twitter seems unphased by the escort mission. <_< I'm on the fence myself about it, still: we'll see.
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(Nov 15th, 2025, 04:05 PM)shadow Wrote:
Yea, I saw a youtuber [mostly Arlo] talking about how Samus now has to escort this Galactic federation guy around and he just won't shut the f up. If he died while escorting him around in game previews: game over. Arlo said that this guy comes off like a something in a Marvel movie with dumb quips and sheet. Which has me worried since Samus usually works alone. Idk, I think this is one Metroid game a few fans might skip due to this b.s which is pretty sad.  Whistle

Yea, meanwhile: twitter seems unphased by the escort mission. <_< I'm on the fence myself about it, still: we'll see.
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Escort Mission? *GatheredConcern.jpg*

I don't think I need to explain why Escort Missions are... fraught with problems. So, my next complaint:

WHY DOES THERE ALWAYS HAVE TO BE A LAVA LEVEL?!

Metroid Prime? Magmoor Caverns. Prime 2? The Dark Water in Torvus Bog might as well be lava! Prime 3? Bryyo Fire. WHY IS THERE ALWAYS A LAVA LEVEL?! I HATE IT! IT FREAKS ME THE FUCK OUT! STOP WITH THE LAVA!
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Escort Mission? *GatheredConcern.jpg*

I don't think I need to explain why Escort Missions are... fraught with problems. So, my next complaint:

WHY DOES THERE ALWAYS HAVE TO BE A LAVA LEVEL?!

Metroid Prime? Magmoor Caverns. Prime 2? The Dark Water in Torvus Bog might as well be lava! Prime 3? Bryyo Fire. WHY IS THERE ALWAYS A LAVA LEVEL?! I HATE IT! IT FREAKS ME THE FUCK OUT! STOP WITH THE LAVA!
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(Nov 16th, 2025, 06:21 AM)Maniakkid25 Wrote:
WHY DOES THERE ALWAYS HAVE TO BE A LAVA LEVEL?!

Metroid Prime? Magmoor Caverns. Prime 2? The Dark Water in Torvus Bog might as well be lava! Prime 3? Bryyo Fire. WHY IS THERE ALWAYS A LAVA LEVEL?! I HATE IT! IT FREAKS ME THE FUCK OUT! STOP WITH THE LAVA!
Because it's the only way games apparently know how to incorporate a heat hazard into games that affect the player character. Tongue
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(Nov 16th, 2025, 06:21 AM)Maniakkid25 Wrote:
WHY DOES THERE ALWAYS HAVE TO BE A LAVA LEVEL?!

Metroid Prime? Magmoor Caverns. Prime 2? The Dark Water in Torvus Bog might as well be lava! Prime 3? Bryyo Fire. WHY IS THERE ALWAYS A LAVA LEVEL?! I HATE IT! IT FREAKS ME THE FUCK OUT! STOP WITH THE LAVA!
Because it's the only way games apparently know how to incorporate a heat hazard into games that affect the player character. Tongue
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So reviews have come out for the game, and at current the aggregated reviews come out to this: OpenCritic - 82 average - 82% recommended - 39 reviews

Here's some of the summaries that mention something specific about what the game does good and/or bad:
  • CGMagazine - 8/10
    While Metroid Prime 4: Beyond is incredibly fun as a straightforward shooter, its more guided nature and excessive handholding may deter hardcore fans of the series and genre.

  • COGconnected - 80/100
    All the superior design choices make the baffling ones stand out even more, however. I can’t comprehend why this game was made open-world. The backtracking you have to do is downright offensive. Otherwise, this is a fantastic entry in the Metroid Prime series.

  • Cerealkillerz - 7.8/10
    Metroid Prime 4: Beyond plays fantastically, looks great, and delivers some of the best boss fights in the series. Unfortunately, needlessly generic companions, a weak soundtrack, and story-tied fetch quests drag the overall experience down a bit. Still, fans of the Prime entries will definitely have more than enough fun with this title.

  • Eurogamer.pt - 3/5
    Metroid Prime 4 has occasional moments of brilliance, especially when it approaches the original trilogy, but the Metroidvania design seems to have been oversimplified, the open world does not work, and parts of the progression involve bizarre decisions.

  • Forbes - 9/10
    Overall, Metroid Prime 4: Beyond is worth the wait. The new story characters are not in any way overly chatty, and this is still the mysterious and moody alien treasure hunt Metroid fans have come to love, but now with a funky alien bike. I still rate the original Prime trilogy over this, but those games were pretty much faultless, whereas this is just thoroughly excellent.

  • VGC - 3/5
    Metroid Prime 4: Beyond feels like a game stuck between two worlds. When it’s emulating the series’ past, Beyond is an entertaining, if overly conservative, sequel. However, as the shadowy corridors make way for open-world fetch quests, and Halo-style expeditions with AI companions, it’s left feeling like a diluted experience that doesn’t fully deliver on the spirit of earlier entries.
Seems like the repeated points are that it's got good core gameplay held back by the things introduced into this game that either weren't executed well or just don't justify their inclusion. For me the open world being a bad point is what makes me hesitant more than anything, because I remember being burnt out by open world games a year or two ago and those weren't even games that did a bad open world, I just got tired of spending time in such large spaces. If the open world for this game isn't too big or something then maybe it won't be as bad for me but right now I'm not getting that impression. Hmm
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So reviews have come out for the game, and at current the aggregated reviews come out to this: OpenCritic - 82 average - 82% recommended - 39 reviews

Here's some of the summaries that mention something specific about what the game does good and/or bad:
  • CGMagazine - 8/10
    While Metroid Prime 4: Beyond is incredibly fun as a straightforward shooter, its more guided nature and excessive handholding may deter hardcore fans of the series and genre.

  • COGconnected - 80/100
    All the superior design choices make the baffling ones stand out even more, however. I can’t comprehend why this game was made open-world. The backtracking you have to do is downright offensive. Otherwise, this is a fantastic entry in the Metroid Prime series.

  • Cerealkillerz - 7.8/10
    Metroid Prime 4: Beyond plays fantastically, looks great, and delivers some of the best boss fights in the series. Unfortunately, needlessly generic companions, a weak soundtrack, and story-tied fetch quests drag the overall experience down a bit. Still, fans of the Prime entries will definitely have more than enough fun with this title.

  • Eurogamer.pt - 3/5
    Metroid Prime 4 has occasional moments of brilliance, especially when it approaches the original trilogy, but the Metroidvania design seems to have been oversimplified, the open world does not work, and parts of the progression involve bizarre decisions.

  • Forbes - 9/10
    Overall, Metroid Prime 4: Beyond is worth the wait. The new story characters are not in any way overly chatty, and this is still the mysterious and moody alien treasure hunt Metroid fans have come to love, but now with a funky alien bike. I still rate the original Prime trilogy over this, but those games were pretty much faultless, whereas this is just thoroughly excellent.

  • VGC - 3/5
    Metroid Prime 4: Beyond feels like a game stuck between two worlds. When it’s emulating the series’ past, Beyond is an entertaining, if overly conservative, sequel. However, as the shadowy corridors make way for open-world fetch quests, and Halo-style expeditions with AI companions, it’s left feeling like a diluted experience that doesn’t fully deliver on the spirit of earlier entries.
Seems like the repeated points are that it's got good core gameplay held back by the things introduced into this game that either weren't executed well or just don't justify their inclusion. For me the open world being a bad point is what makes me hesitant more than anything, because I remember being burnt out by open world games a year or two ago and those weren't even games that did a bad open world, I just got tired of spending time in such large spaces. If the open world for this game isn't too big or something then maybe it won't be as bad for me but right now I'm not getting that impression. Hmm
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Interesting interview from Famitsu with staff from Nintendo regarding Metroid Prime 4, which gives some good insights into some of the design decisions in the game such as the desert bike sections. I will note this interview was translated with online programs so it may not be 100% accurate in places:

Famitsu Wrote:
  • Please tell us about the development process for this title.
    The project began when we received a development request from Nintendo of America. They asked us to create a numbered entry—a mainline title—in the Metroid Prime series. We aimed to create a game that preserved the essence of Prime while also delivering new experiences. Simultaneously, we wanted to center the story around the relationship between Samus and Sylax, something we had planned to explore in a future title.
  • What were the most challenging aspects and the points you focused on most during the long development period?
    The project changed development companies midway, and we had to restart at Retro Studios. However, Retro Studios didn't have the infrastructure in place to develop a "Metroid Prime" title at that time, so we had to start by building that foundation. Additionally, while we outsourced background models and cutscene creation, producing background data alone required numerous subcontractors. This involved selecting those companies initially and managing them throughout. Our progress management staff were incredibly helpful in balancing both schedule and quality. We're grateful to them. We're also thankful to the many studios that created the data. The key point we focused on was getting new staff to understand our production philosophy. It took time for them to grasp that we weren't just making a game, but building a player experience, and especially to understand the sense of 間 (pause/space) that is so characteristic of Metroid Prime. Ultimately, I believe they came to understand this Japanese concept of 間 itself.

  • It's been 18 years since the last numbered title. Were there any changes you consciously made to reflect the times?
    At the start of the project, perhaps due to the influence of The Legend of Zelda: Breath of the Wild, we saw a lot of comments on the internet saying 'we want to play an open-world Metroid'. However, Metroid's core element of 'increasing the amount of explorable areas by unlocking powers' is not very compatible with the 'freedom to go anywhere from the beginning' of open worlds. Thus we thought to design a limited area that could be freely explored, and have that be a hub that could connect to other areas. Then we thought that if one could move around on the bike in a satisfying way in that area, it could be a segment that mitigates the tension from exploration, and paces the whole game.

    In the end, the game took much longer than expected to finish, and we realized that players' impressions toward open-world games had changed. That being said, development had already been reset once before (when we started again from scratch with Retro Studios) so backtracking development again was out of the question, and we resolved to move forward with our original vision. During this time, shooting games and action games went through evolutions, with an increase in game speed in particular, but taking in those changes would have made it difficult to construct the tempo of an adventure game, so we actively chose to not take them into account. Therefore, I think this game is pretty much divorced from the changing of times.

  • What meaning is conveyed by the subtitle "Beyond"?
    The development team intended it to mean "transcending time and space."

  • What is the biggest appeal of Metroid Prime 4, in a nutshell?
    Technically, the stunning graphics using massive texture data. We've fully maximized the hardware's potential, like maintaining a steady 60fps on Nintendo Switch and 120fps on Nintendo Switch 2 Edition. As a game, we want players to experience the unique genre of first-person adventure. If they play through to the end, we believe it will be a memorable experience that goes beyond the simple satisfaction of clearing the game.

  • Could you elaborate on features unique to the Nintendo Switch 2 Edition? Specifically, what did you focus on when adjusting the feel of the mouse controls?
    Since this is primarily a first-person game, we aimed to ensure mouse control felt satisfying for players accustomed to it, meeting their expectations. We spent considerable time fine-tuning camera movement and cursor control, and included numerous customizable options for players. However, as we learned more about the Joy-Con 2's capabilities, we realized that the seamless switching between mouse and stick controls would be a truly unique and excellent experience for the Nintendo Switch 2. Consequently, we dedicated a significant portion of our development time to creating technology that automatically distinguishes between mouse and stick inputs, minimizing unintended actions. The team worked extremely hard to make this control scheme the best it could be, so we were very happy to see such positive reactions at the Nintendo Switch 2 experience event. We look forward to more people experiencing this control scheme after the game's release!

  • When creating Planet Viewros, what aspects did you pay particular attention to?
    The staff in charge of art and environment construction put a lot of effort into how to express the "otherworldly jungle" in Fury Green, the first area you explore. Of course, we believe the other areas also have unique environments. In particular, the visualization of the Lamorn culture, symbolized by its structures, showcases the exceptional talent of Steve Burg, who was in charge of concept art, and is characterized by a sense of unity and elegant curves.

  • Please tell us the reason for adopting the new "psychic ability" element in this title and any points you focused on.
    While playing with the prototype, we came up with the idea of "controlling the Charge Beam." We had it programmed and tested, and determined it would add a new layer of gameplay. But then we asked, "What makes Samus capable of this?" That led us to tie it to psychic abilities. Later, when development was transferred to Retro Studios, we asked them to add other ideas for psychic abilities.

  • A new element is the bike-like vehicle "Viola." Please tell us the reason for adopting this element and any particular points you focused on. Also, are there any tips for mastering it?
    When we conceived the freely navigable hub area (Sol Valley), the issue of movement speed arose simultaneously. Walking across vast areas, even with freedom of movement, can become stressful. While Samus possesses high-speed abilities like the Boost Ball and Speed Booster, we determined that "riding a bike" was the optimal solution to satisfy both the perspective of "moving freely and quickly across large areas" and the perspective of "looking cool." The key point was achieving that "purely enjoyable feeling of just piloting it." Retro Studios' programmers and game designers fine-tuned this, and we feel it resulted in a satisfyingly responsive feel. Furthermore, the map creation team crafted maps with varied terrain that truly let you experience that responsive feel. Once you can freely control the drift for directional changes, it allows for both that satisfying feel and the necessary gameplay responsiveness.

  • Any tips or advice you'd recommend players keep in mind when tackling this game?
    For those new to the Prime series, focus on scanning. It expands the game's world and helps with puzzles and boss battles. We also recommend saving frequently at save stations.

  • Please tell us what you can about the timeline of this game. I assume it takes place after Metroid: Federation Force, but how does it relate to the other games?
    It's set after Super Metroid and before Metroid Fusion. However, since Samus has jumped into another dimension beyond time and space in this game, you won't need to worry about the timeline going forward. We deliberately set it up that way. We wanted to allow for a free and unique setting for Metroid Prime without affecting the 2D Metroid series.

  • On Sylux's creation:
    When developing Metroid Prime Hunters, the game designers at NST, the development company, came up with concepts for each Hunter. Among them was the idea that Sylux harbors hatred toward the Federation and Samus. At the time, I specifically asked them not to decide on the reason behind it. I did this so that if I ever wanted to create a game centered around that reason, the existing concept wouldn't become a hindrance. While laying groundwork in the endings of Metroid Prime 3 and Federation Force, we finally decided on the specifics of what happened in the past for this game. That's the footage Samus sees, resonating with Sylux's consciousness, like occasional flashbacks. Due to his self-righteous and narrow-minded nature, Sylux came to resent Samus and the Galactic Federation. The suit design, while based on the original colors and design, was redesigned by Retro Studios' artists. In terms of lore, we established that the Galactic Federation modified the suit using nanotechnology. I believe it resulted in a more refined and stylish design.

  • This time, while we've prepared plenty of those quintessential Metroid moments of solitary exploration, we've also incorporated cooperation with the Galactic Federation Forces. What was the intention behind this?
    In our approach to game design, we often start by setting the theme we want players to experience in that title. Normally, when players clear a game, they press the A button without hesitation, right? But for Metroid Prime 4, we wanted to make them feel hesitation and conflict there. That's why we decided to have Galactic Federation soldiers also be transported to Planet Viewros. With that foundation, we then considered how the soldiers should behave within the game to feel realistic. Rather than examining specific elements one by one—like adding escort missions or engaging casual users—we determined each character's AI and event specifications to evoke the feeling: "If a character is cowardly, they'll be weak in combat, so you have to protect them, right?"

  • Starting with McKenzie, the Galactic Federation characters are designed to feel relatable as players progress through the game. What did you prioritize in their personality and dialogue?
    We decided on the characters' personalities based on their roles. Since McKenzie the engineer also serves as the game's guide, we wanted him to have a bright and lighthearted feel. We wanted him to be skilled at developing items, so we made him a talented technician, but to keep him from coming across as obnoxious, we made him a bit absent-minded and timid. For the sniper Tokabi, we imagined a hunter who is quiet, solitary, and has a mysterious aura. He often acts alone throughout the game, so we made him that kind of character. Sergeant Duke and Private Armstrong are like a stubborn old man and a girly girl. Their conversations and acting were designed to make the contrast between the two seem endearing. Also, when they act together with Samus, they were programmed to show their characteristics: the reckless Private, who tends to rush in first, and the calm Sergeant, who is reliable and has strong firepower. I actually designed events centered around them, but unfortunately, due to scheduling issues, I couldn't make them happen. The android VUE-995 was designed as the pilot of a giant mech. Since the other characters have strong personalities, we deliberately opted for a robotic, inorganic expression for him. A personal point of focus was that he can launch multiple missiles simultaneously from his shoulders; I specifically asked the animator to depict their trajectory using a pattern common in Japanese anime. Their dialogue was handled by Retro Studios' writers, and their acting was supervised by Retro Studios' movie staff. They handled everything with great care and enthusiasm, including several re-takes, and we implemented many of their suggestions. Furthermore, the Japanese dialogue wasn't simply translated. It was simplified to fit the game while expressing each character's personality, and rewritten to sound more realistic and natural. This wasn't done by a writer, but by game designer Taro Kudo.

  • Finally, if there's anything you'd like to share with those currently playing Metroid Prime 4, or those who haven't played it yet, please tell us.
    We hope you experience the graphics and smooth gameplay we aimed for at the highest level among Nintendo games. We'd be delighted if you not only clear the game but also take the time to explore every corner of this world. This applies to the Federation soldiers too. Their conversations and movements were crafted with great care to ensure they aren't just AI characters. You'll feel this if you return to their pace multiple times during the game and engage in conversation. Above all, the Metroid Prime series is fundamentally a game about "thinking and finding answers." That this philosophy extends even to combat, symbolized by the boss battles, makes it perhaps a rare gem in today's gaming landscape. Yet, we believe this captures the true essence of what makes games fun. Metroid Prime 4: Beyond combines visceral excitement with the intellectual satisfaction of discovery, creating an experience you'll remember. We sincerely hope you'll give it a play!
I always thought this game had been restarted from scratch when Nintendo shared that development had been restarted in 2019, but seems more like it was salvaging whatever parts could be salvaged from the state the game was in at that time. Hmm
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I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
#25
Moonface Offline
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Interesting interview from Famitsu with staff from Nintendo regarding Metroid Prime 4, which gives some good insights into some of the design decisions in the game such as the desert bike sections. I will note this interview was translated with online programs so it may not be 100% accurate in places:

Famitsu Wrote:
  • Please tell us about the development process for this title.
    The project began when we received a development request from Nintendo of America. They asked us to create a numbered entry—a mainline title—in the Metroid Prime series. We aimed to create a game that preserved the essence of Prime while also delivering new experiences. Simultaneously, we wanted to center the story around the relationship between Samus and Sylax, something we had planned to explore in a future title.
  • What were the most challenging aspects and the points you focused on most during the long development period?
    The project changed development companies midway, and we had to restart at Retro Studios. However, Retro Studios didn't have the infrastructure in place to develop a "Metroid Prime" title at that time, so we had to start by building that foundation. Additionally, while we outsourced background models and cutscene creation, producing background data alone required numerous subcontractors. This involved selecting those companies initially and managing them throughout. Our progress management staff were incredibly helpful in balancing both schedule and quality. We're grateful to them. We're also thankful to the many studios that created the data. The key point we focused on was getting new staff to understand our production philosophy. It took time for them to grasp that we weren't just making a game, but building a player experience, and especially to understand the sense of 間 (pause/space) that is so characteristic of Metroid Prime. Ultimately, I believe they came to understand this Japanese concept of 間 itself.

  • It's been 18 years since the last numbered title. Were there any changes you consciously made to reflect the times?
    At the start of the project, perhaps due to the influence of The Legend of Zelda: Breath of the Wild, we saw a lot of comments on the internet saying 'we want to play an open-world Metroid'. However, Metroid's core element of 'increasing the amount of explorable areas by unlocking powers' is not very compatible with the 'freedom to go anywhere from the beginning' of open worlds. Thus we thought to design a limited area that could be freely explored, and have that be a hub that could connect to other areas. Then we thought that if one could move around on the bike in a satisfying way in that area, it could be a segment that mitigates the tension from exploration, and paces the whole game.

    In the end, the game took much longer than expected to finish, and we realized that players' impressions toward open-world games had changed. That being said, development had already been reset once before (when we started again from scratch with Retro Studios) so backtracking development again was out of the question, and we resolved to move forward with our original vision. During this time, shooting games and action games went through evolutions, with an increase in game speed in particular, but taking in those changes would have made it difficult to construct the tempo of an adventure game, so we actively chose to not take them into account. Therefore, I think this game is pretty much divorced from the changing of times.

  • What meaning is conveyed by the subtitle "Beyond"?
    The development team intended it to mean "transcending time and space."

  • What is the biggest appeal of Metroid Prime 4, in a nutshell?
    Technically, the stunning graphics using massive texture data. We've fully maximized the hardware's potential, like maintaining a steady 60fps on Nintendo Switch and 120fps on Nintendo Switch 2 Edition. As a game, we want players to experience the unique genre of first-person adventure. If they play through to the end, we believe it will be a memorable experience that goes beyond the simple satisfaction of clearing the game.

  • Could you elaborate on features unique to the Nintendo Switch 2 Edition? Specifically, what did you focus on when adjusting the feel of the mouse controls?
    Since this is primarily a first-person game, we aimed to ensure mouse control felt satisfying for players accustomed to it, meeting their expectations. We spent considerable time fine-tuning camera movement and cursor control, and included numerous customizable options for players. However, as we learned more about the Joy-Con 2's capabilities, we realized that the seamless switching between mouse and stick controls would be a truly unique and excellent experience for the Nintendo Switch 2. Consequently, we dedicated a significant portion of our development time to creating technology that automatically distinguishes between mouse and stick inputs, minimizing unintended actions. The team worked extremely hard to make this control scheme the best it could be, so we were very happy to see such positive reactions at the Nintendo Switch 2 experience event. We look forward to more people experiencing this control scheme after the game's release!

  • When creating Planet Viewros, what aspects did you pay particular attention to?
    The staff in charge of art and environment construction put a lot of effort into how to express the "otherworldly jungle" in Fury Green, the first area you explore. Of course, we believe the other areas also have unique environments. In particular, the visualization of the Lamorn culture, symbolized by its structures, showcases the exceptional talent of Steve Burg, who was in charge of concept art, and is characterized by a sense of unity and elegant curves.

  • Please tell us the reason for adopting the new "psychic ability" element in this title and any points you focused on.
    While playing with the prototype, we came up with the idea of "controlling the Charge Beam." We had it programmed and tested, and determined it would add a new layer of gameplay. But then we asked, "What makes Samus capable of this?" That led us to tie it to psychic abilities. Later, when development was transferred to Retro Studios, we asked them to add other ideas for psychic abilities.

  • A new element is the bike-like vehicle "Viola." Please tell us the reason for adopting this element and any particular points you focused on. Also, are there any tips for mastering it?
    When we conceived the freely navigable hub area (Sol Valley), the issue of movement speed arose simultaneously. Walking across vast areas, even with freedom of movement, can become stressful. While Samus possesses high-speed abilities like the Boost Ball and Speed Booster, we determined that "riding a bike" was the optimal solution to satisfy both the perspective of "moving freely and quickly across large areas" and the perspective of "looking cool." The key point was achieving that "purely enjoyable feeling of just piloting it." Retro Studios' programmers and game designers fine-tuned this, and we feel it resulted in a satisfyingly responsive feel. Furthermore, the map creation team crafted maps with varied terrain that truly let you experience that responsive feel. Once you can freely control the drift for directional changes, it allows for both that satisfying feel and the necessary gameplay responsiveness.

  • Any tips or advice you'd recommend players keep in mind when tackling this game?
    For those new to the Prime series, focus on scanning. It expands the game's world and helps with puzzles and boss battles. We also recommend saving frequently at save stations.

  • Please tell us what you can about the timeline of this game. I assume it takes place after Metroid: Federation Force, but how does it relate to the other games?
    It's set after Super Metroid and before Metroid Fusion. However, since Samus has jumped into another dimension beyond time and space in this game, you won't need to worry about the timeline going forward. We deliberately set it up that way. We wanted to allow for a free and unique setting for Metroid Prime without affecting the 2D Metroid series.

  • On Sylux's creation:
    When developing Metroid Prime Hunters, the game designers at NST, the development company, came up with concepts for each Hunter. Among them was the idea that Sylux harbors hatred toward the Federation and Samus. At the time, I specifically asked them not to decide on the reason behind it. I did this so that if I ever wanted to create a game centered around that reason, the existing concept wouldn't become a hindrance. While laying groundwork in the endings of Metroid Prime 3 and Federation Force, we finally decided on the specifics of what happened in the past for this game. That's the footage Samus sees, resonating with Sylux's consciousness, like occasional flashbacks. Due to his self-righteous and narrow-minded nature, Sylux came to resent Samus and the Galactic Federation. The suit design, while based on the original colors and design, was redesigned by Retro Studios' artists. In terms of lore, we established that the Galactic Federation modified the suit using nanotechnology. I believe it resulted in a more refined and stylish design.

  • This time, while we've prepared plenty of those quintessential Metroid moments of solitary exploration, we've also incorporated cooperation with the Galactic Federation Forces. What was the intention behind this?
    In our approach to game design, we often start by setting the theme we want players to experience in that title. Normally, when players clear a game, they press the A button without hesitation, right? But for Metroid Prime 4, we wanted to make them feel hesitation and conflict there. That's why we decided to have Galactic Federation soldiers also be transported to Planet Viewros. With that foundation, we then considered how the soldiers should behave within the game to feel realistic. Rather than examining specific elements one by one—like adding escort missions or engaging casual users—we determined each character's AI and event specifications to evoke the feeling: "If a character is cowardly, they'll be weak in combat, so you have to protect them, right?"

  • Starting with McKenzie, the Galactic Federation characters are designed to feel relatable as players progress through the game. What did you prioritize in their personality and dialogue?
    We decided on the characters' personalities based on their roles. Since McKenzie the engineer also serves as the game's guide, we wanted him to have a bright and lighthearted feel. We wanted him to be skilled at developing items, so we made him a talented technician, but to keep him from coming across as obnoxious, we made him a bit absent-minded and timid. For the sniper Tokabi, we imagined a hunter who is quiet, solitary, and has a mysterious aura. He often acts alone throughout the game, so we made him that kind of character. Sergeant Duke and Private Armstrong are like a stubborn old man and a girly girl. Their conversations and acting were designed to make the contrast between the two seem endearing. Also, when they act together with Samus, they were programmed to show their characteristics: the reckless Private, who tends to rush in first, and the calm Sergeant, who is reliable and has strong firepower. I actually designed events centered around them, but unfortunately, due to scheduling issues, I couldn't make them happen. The android VUE-995 was designed as the pilot of a giant mech. Since the other characters have strong personalities, we deliberately opted for a robotic, inorganic expression for him. A personal point of focus was that he can launch multiple missiles simultaneously from his shoulders; I specifically asked the animator to depict their trajectory using a pattern common in Japanese anime. Their dialogue was handled by Retro Studios' writers, and their acting was supervised by Retro Studios' movie staff. They handled everything with great care and enthusiasm, including several re-takes, and we implemented many of their suggestions. Furthermore, the Japanese dialogue wasn't simply translated. It was simplified to fit the game while expressing each character's personality, and rewritten to sound more realistic and natural. This wasn't done by a writer, but by game designer Taro Kudo.

  • Finally, if there's anything you'd like to share with those currently playing Metroid Prime 4, or those who haven't played it yet, please tell us.
    We hope you experience the graphics and smooth gameplay we aimed for at the highest level among Nintendo games. We'd be delighted if you not only clear the game but also take the time to explore every corner of this world. This applies to the Federation soldiers too. Their conversations and movements were crafted with great care to ensure they aren't just AI characters. You'll feel this if you return to their pace multiple times during the game and engage in conversation. Above all, the Metroid Prime series is fundamentally a game about "thinking and finding answers." That this philosophy extends even to combat, symbolized by the boss battles, makes it perhaps a rare gem in today's gaming landscape. Yet, we believe this captures the true essence of what makes games fun. Metroid Prime 4: Beyond combines visceral excitement with the intellectual satisfaction of discovery, creating an experience you'll remember. We sincerely hope you'll give it a play!
I always thought this game had been restarted from scratch when Nintendo shared that development had been restarted in 2019, but seems more like it was salvaging whatever parts could be salvaged from the state the game was in at that time. Hmm
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queenzelda Offline
#26
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I ended up getting Metroid 4 as a gift for Christmas and the story so far seems interesting though Yatzee said in his videos that its just meh haha.
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#26
queenzelda Offline
Lady Pikachu
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I ended up getting Metroid 4 as a gift for Christmas and the story so far seems interesting though Yatzee said in his videos that its just meh haha.
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