Metroid Prime 4: Beyond review

This is tricky. A much anticipated and then much maligned sequel of a beloved Nintendo franchise, Metroid Prime 4 is probably best experienced without any of that baggage. So a review kind of defeats the purpose.

What I feel comfortable sharing is that it doesn’t live up to the lofty expectations many had for it, nor does it fall to depths many have accused it of doing. Instead, my experience was very much, “Hey, more Metroid Prime, neat!”

I think the flaws in design are undeniable, so much so that the much derided desert area does necessitate a warning for first-time players: I would not ignore collecting the green crystals. Go a little out of your way to ram into them on your motorcycle as much as you possibly can. Do this and I think the pacing of the game works just fine. Don’t do this and the end of the game might begin to feel like an extended Kids Bop concert.

That there needs to be a caveat is in its own way disappointing, but I want to be clear: I REALLY enjoyed playing this. I’m okay with the choices many had a problem with, the music and graphics are top-shelf, and it’s still as fun as ever to wander through beautiful alien biomes, scanning all the things before blasting them into atoms. (The boss battles in particular are a highlight.)

I would compare this game to “Skyward Sword,” a personal favorite of mine that really irritated a lot of people in the Zelda community. The two games are similar in creating a relatively small, interesting world with interconnected distinctive biomes, and then demanding the user revisit areas in a fairly linear way. They also share the propensity for leaning into what made each series successful, with perhaps an acknowledgement that there’s no further to go without total reinvention. I’m not sure, but I’m thinking possibly so. (The difference between the titles is that the story beats here are not nearly as successful as they are in SS, but again, I still had a good time with the gameplay and environments.)

Ultimately, I hope people play this and we get another sequel. I also hope they mix things up a little more next time.

Dave’s Score: 8/10

Metroid Prime — Retro Gaming Essentials (No. 31)

Metroid Prime is a testament to the concept of “where there’s a will, there’s a way.”

For the better part of a decade, the idea that a game like Metroid Prime could even exist stretched the imaginations of developers and gamers everywhere. 

Could it be done?

A decidedly 2D concept, that of a large, atmospheric map that is gradually unlocked through the accumulation of additional powers acquired via backtracking and exploration, dependent upon tight, precise controls as well as highly specific memorization of not just enemy attack patterns but also more critically of the terrain itself … Metroid just didn’t seem like an easy thing to convert into a 3D space.

Also problematic was that Metroid, as a franchise, had never, not once, ever been a big seller.

We’re talking about a brand that had traditionally been outsold by such glorified tech demos as Pilotwings and Mario Paint (fine experiments in gaming to be sure, but not exactly the first games that roll off the tongue when talking about the greatest or even the most popular video games of all time). 

Overwhelming financial incentive to engineer such a difficult switch-up just wasn’t there.

So, thusly, a 3D conversion for Metroid wouldn’t happen for a long time.

Eventually, of course, it did. But by the time Metroid Prime released on the GameCube in the fall of 2002 to glowing reviews, Nintendo had lost its stranglehold on the gaming industry to Sony and the mighty Playstation 2, thereby ensuring that Metroid would, once again, sadly not sell a gazillionty copies.

I think this is important to note, as Metroid, to this day, remains a niche property, appealing to a relatively small audience. This is despite the fact that:

  1. Metroid games, by and large, are incredibly good. Like almost illogically good?
  2. Metroid Prime should have been an absolute gold standard, Grade-A system seller.

On that second point, my contention is that Metroid Prime would have had every opportunity to find an entirely different level of success above and beyond the 2.84 million copies it sold had it not been married to a gaming system that consumers just weren’t buying.

Speaking from personal experience as a PS2 owner back in the day, I had little incentive to double-dip and buy a second gaming system. I, like many others, knew there were only so many hours in the day to devote to gaming, and also, I was poorer than dirt.

So … no GameCube for me. The temptation to go against this very sound logic was literally one game: Metroid Prime.

And that just wasn’t enough.

The GameCube, still utterly beloved by generations of Nintendo stans, finished third in sales (21.74 million units sold) during its generation’s heyday, behind the aforementioned Playstation 2 (155 million!), and the new kids on the block, Microsoft and their Xbox (24 million).

Xbox’s system seller was Halo, a game that very much deserves its flowers (while the Playstation 2 had too many “system sellers” to even count – that system’s library is insane!).

But Halo – to this day a monster of a property for Microsoft (perhaps its most important) with over 81 millions copies sold – was simply no Metroid Prime. 

Was Halo excellent? 

Yes. (It’ll absolutely make an appearance on this countdown at some point.)

Was Halo revelatory

No. Not quite.

So … why didn’t Metroid Prime take off in quite the same way?

Well, we noted it being chained to a comparatively unpopular system, but beyond that, the game itself was a quieter, more thoughtful affair. “Cerebral” isn’t usually one of the first characteristics one might list when noting what mass audiences crave.

Nintendo as a brand was also no longer seen as cool or edgy in the GameCube era. Having hemorrhaged developers during the N64 days due to an odd commitment to cartridges (a commitment they dumped a generation later), Nintendo WAS at least trying interesting things with its main properties. Zelda was now a cell-shaded cartoon. Mario was wandering around a tropical resort with a water cannon on his back. Luigi had his own game, and it was very much unlike a traditional Mario platformer. Heck, even Mario Kart had a gimmick.

But some of those creative decisions alienated long-time fans while simultaneously failing to court new users. At best, some of that generation’s games might be characterized as colorful diversions (Luigi’s Mansion). At worst, they could be called actual missteps (Mario Sunshine).

But regardless, it felt like Nintendo was throwing things against a wall to see what would stick.

And it was within that type of environment, with spaghetti dripping down the walls, that they handed the keys to Metroid over to a subsidiary, Retro Studios, to take on an unenviable task: 

Make Metroid 3D.

They succeeded brilliantly.

Metroid Prime at a glance:

Genre: First-Person Action-Adventure
Released: 2002
Platform: GameCube
No. 10 in Nintendo Power’s “Top 200 Nintendo Games Ever”
Continue reading Metroid Prime — Retro Gaming Essentials (No. 31)