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Something that I really think can get in the way of a good Metroid game is a story. The best Metroid titles utilize simple storytelling mechanics that require the player to investigate further if they need more motivation to advance through the game. The fact is, for myself at least, I don't need to know why I'm getting cool powerups and abilities. The only purpose I have when playing a Metroid game is to become more powerful, more agile, more confident in the world. I aim to conquer every aspect of the environment so its something I no longer fear. And achieving that aim is euphoric, like the moment you have Space Jump in Super Metroid, or better yet, when you have both Space Jump and Screw Attack.

That's all we need to compel us to play a Metroid game, and so far, for the most part, Metroid Prime at least has done a pretty decent job of keeping the narrative somewhat secondary. I really hope with Prime 4 they continue the same, but I do have some fears. The regular 2D Metroids need to return to the "less is more" approach when it comes to the story if they want to live up to the greatness that is Super Metroid. Less story allows the game designers to be more free when it comes to areas you can reach out of sequence. They don't need to rely on grayed out doors and hand holding to keep you confined to specific paths. And by all means, stop telling us where to go...please!