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Forums - Nintendo - The Development of Metroid Prime 4: Beyond — Interview

This interview comes from Famitsu (translated through DeepLearning AI) (sourced from ResetEra):

Please tell us about the development process for this title.

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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.

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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?

Development Team: 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.

Development Team: 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!



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My biggest takeaways:

(i) Either Retro is pushing the blame onto Bandai Namco for the mixed quality of Metroid Prime 4: Beyond, or the game truly was a project intended to salvage the work Bandai Namco left behind.

(ii) The staff behind Metroid Prime 4: Beyond weren’t happy with the finished project (and in particular weren’t hugely keen on the implementation of open world design sprinkled throughout the game), but seem quite pleased with graphical performance.

(iii) Metroid Prime 4: Beyond was developed by a new team at Retro, entirely distinct from that of the original trilogy. This team was built from the ground up during development.

…In summary: MP4B is exactly what I thought it was— a project with a troubled development but, having already been promised to fans (and having already poured several years of funding and dev resources into the project), Nintendo didn’t want to back down. The end product is a game under other circumstances would have never seen release in its current state. That said, however, with this new MP team formed at Retro, it seems the future may be bright: If there is a MP5 coming from this same studio, I suspect there will be a major boost in quality.



I find this quote interesting about open world/gameplay segments and I do feel like its a bit of a cop out. Players experiences and expectations haven't changed towards open world games since its development, it just has a "reportedly" bland open world, I say reported since I haven't played it.

"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."



firebush03 said:

My biggest takeaways:

(i) Either Retro is pushing the blame onto Bandai Namco for the mixed quality of Metroid Prime 4: Beyond, or the game truly was a project intended to salvage the work Bandai Namco left behind.

(ii) The staff behind Metroid Prime 4: Beyond weren’t happy with the finished project (and in particular weren’t hugely keen on the implementation of open world design sprinkled throughout the game), but seem quite pleased with graphical performance.

(iii) Metroid Prime 4: Beyond was developed by a new team at Retro, entirely distinct from that of the original trilogy. This team was built from the ground up during development.

…In summary: MP4B is exactly what I thought it was— a project with a troubled development but, having already been promised to fans (and having already poured several years of funding and dev resources into the project), Nintendo didn’t want to back down. The end product is a game under other circumstances would have never seen release in its current state. That said, however, with this new MP team formed at Retro, it seems the future may be bright: If there is a MP5 coming from this same studio, I suspect there will be a major boost in quality.

Hmm, this feels like a bit of extreme to draw from the things they stated in the actual interview. Critically speaking especially Nintendo releases lower scoring games and I think retrospective change on design aspects is not uncommon. More than anything it feels like a game made by a team still developing and thus it reflects a lack of confidence in knowing exactly what they needed it to be.