Hylianhero777
Shriekbat
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Who is the director for Prime 4? Didn't realize that info was out there anywhereThe director for Metroid Prime 4 was a designer on Metroid Prime 3
Who is the director for Prime 4? Didn't realize that info was out there anywhereThe director for Metroid Prime 4 was a designer on Metroid Prime 3
yes. though I wouldn't be surprised if they introduced another playable character. if there's one problem I have with the IP is that it's pretty much devoid of marketable faces beyond Samus and RidleySo... do we expext that the main character will be samus? =P
(man, its kinda wild that we still dont know ANYTHING , not even a leak about the games content)
well, every time they tried it was baaad (sylux, adam, the best one yet would be raven beak, but that one is...dead.)yes. though I wouldn't be surprised if they introduced another playable character. if there's one problem I have with the IP is that it's pretty much devoid of marketable faces beyond Samus and Ridley
yes. though I wouldn't be surprised if they introduced another playable character. if there's one problem I have with the IP is that it's pretty much devoid of marketable faces beyond Samus and Ridley
it's not as far as i can tell. The one that has gotten the most visibility is Dylan Jobe, the Director of Development who was from ID.Who is the director for Prime 4? Didn't realize that info was out there anywhere
I think Dread did pretty good with Ravenbeak.This is just because Samus' lore is very bleak (she is the last Chozo and last Metroid and has no human family and her boss is pseudo dead) and the lore for the rest of the series is extremely bad.
Bringing back Ridley over and over and over and over again instead of introducing new villains has not been helpful in establishing characters. The other main villains in the series are Mother Brain (tough to be iconic) and Dark Samus (a clone of Samus). They tried to introduce more ally characters in Prime 3 and Other M, but those games have pretty horrible writing... And they killed off everyone in those games too, lol.
There's no real way to introduce another playable character in the traditional Metroid structure unless you basically do a TLOU2 where you divide the game into three parts and then restart the game around 40% in.
It just seemed different from the usual "Retro is hiring" posts from twitter. Either way, this doesn't worry me too much. I still believe the game is coming out in 2024.Thanks aurc you have been always my fav admin i will never step on frogs again uwu
Anyway i have seen some other job hiring ads from employees such as dylan jobe, director of development. This doesnt seems any different or unexpected.
Was the tone used what shocked people?
Yeah a lot of people assumed Jobe would be the general director. Going to be interesting to see who it is especially when the producer/director dynamic appears to be different for Nintendoit's not as far as i can tell. The one that has gotten the most visibility is Dylan Jobe, the Director of Development who was from ID.
I mean, it makes sense that the director would be an older designer from the studio, but im really curious of who would it be.
Yeah, whether it be to truly cement Sylux as Samus' new rival, nemesis or "frenemy", what little we know about the creation about the dude seems to point at them building him up to be a big deal to the Prime franchise. To me, that kind billing always spelled out making Sylux playable.yes. though I wouldn't be surprised if they introduced another playable character. if there's one problem I have with the IP is that it's pretty much devoid of marketable faces beyond Samus and Ridley
The director for Metroid Prime 4 was a designer on Metroid Prime 3
it's not as far as i can tell. The one that has gotten the most visibility is Dylan Jobe, the Director of Development who was from ID.
I mean, it makes sense that the director would be an older designer from the studio, but im really curious of who would it be.
Yeah a lot of people assumed Jobe would be the general director. Going to be interesting to see who it is especially when the producer/director dynamic appears to be different for Nintendo
Well, at the moment, I'd say the fact Sylux is a blank slate beyond hating the Federation and fancies stealing Feddie property (including Metroids) is the best thing about him. They truly can go anywhere, and at time where both sides of the Metroid brand are pretty open what they can do next, that's exciting to me.In my opinion, they're going to have to do some work to make Sylux an interesting character, since of all of the Hunters they could have picked to focus on, Sylux is probably the most boring one.
And actually, if you want a hotter take from me, I think using Hunters to base the future of the series on at all is a bad idea and stifles the potential.
I dont think so. I think we would have seen the same on the other subsidiaries, such as monolith. For example, NLG's LM3 credits Bryce Holliday as the game director.Bryan Walker was "Senior Development Director" from Donkey Kong Country Returns, but we know from the Kiwi Talkz interviews that that position is really more of a producer/project manager position, and less of a "game director" position. I'm guessing the same may be true of Dylan Jobe.
But yeah, with Nintendo it's kinda different. Even though, for example, Sakamoto and Aonuma are producers now, they're clearly the ones still running the ship. It could be the same with Tanabe and MP4 perhaps. It wouldn't be the first time Retro didn't have an equivalent of game director. Pacini is simply credited with Lead Designer on MP1, and DKCR didn't have one either.
Tanabe's definitely in charge given his previous involvement with retro and the interviews we got from previous staffBryan Walker was "Senior Development Director" from Donkey Kong Country Returns, but we know from the Kiwi Talkz interviews that that position is really more of a producer/project manager position, and less of a "game director" position. I'm guessing the same may be true of Dylan Jobe.
But yeah, with Nintendo it's kinda different. Even though, for example, Sakamoto and Aonuma are producers now, they're clearly the ones still running the ship. It could be the same with Tanabe and MP4 perhaps. It wouldn't be the first time Retro didn't have an equivalent of game director. Pacini is simply credited with Lead Designer on MP1, and DKCR didn't have one either.
LM3 was before NLG was first party so things can changeI dont think so. I think we would have seen the same on the other subsidiaries, such as monolith. For example, NLG's LM3 credits Bryce Holliday as the game director.
Im sure each subsidiary has its own little quirks, i wouldnt look at what epd is doing and say "this probably applies to them". Especially after NST's mismanagement.
The lead design thing just feels like a bizarre quirk that retro had at the time, i feel like credits will be a lot more standard on mp4. Especially when there are now so many "directors" for everything.
I dont think so. I think we would have seen the same on the other subsidiaries, such as monolith. For example, NLG's LM3 credits Bryce Holliday as the game director.
Im sure each subsidiary has its own little quirks, i wouldnt look at what epd is doing and say "this probably applies to them". Especially after NST's mismanagement.
The lead design thing just feels like a bizarre quirk that retro had at the time, i feel like credits will be a lot more standard on mp4. Especially when there are now so many "directors" for everything.
LIke i said, seems to be a bizarre quirk retro had. Idk all the answers people lmao we re just theorizing here. But i def think crrwtive director will return as well, for the reason i said above.How do you explain DCKR's lack of a director then?. And then we had Tropical Freeze which had a "Creative Director," which was a first for them. And then with MPR they got rid of that haha.
Strikers also has the game director role. And so does Metroid Prime Hunters, from NST.Tanabe's definitely in charge given his previous involvement with retro and the interviews we got from previous staff
LM3 was before NLG was first party so things can change
Bill is the Design Director. He’s the closest to a “Director” we know of. He was a designer on Metroid Prime 3
Director of Development is not the same thing as director,its a bussiness position not a creative one,theres no overall director like on Prime 1,DKCR,DKTF,Prime Remastered, the closest to a director is Bill Vandervoort,Design Director is in charge of all game design but not the other things like plot,art and music
basically what i said: it is specific to retro, since all other games by western studios at nintendo do have that position. I will keep pressing that we will see more standard credits on this game, tho. Retro is a vastly more complete studio now than they ever were.This 2002 interview explains the situation
Tanabe: American companies have a different system than Japanese companies, and they also don't often have people called directors. There are producers, and below them in the hierarchy are engineers and designers. Since there was also no director on location at Retro Studios who overlooked the entire project, he [Otani] was, of course, given the work of a director. Because this company is in Texas, we had to go there about five times.
and yes that's what we have been talking about.Director of Development is not the same thing as director,its a bussiness position not a creative one,theres no overall director like on Prime 1,DKCR,DKTF,Prime Remastered, the closest to a director is Bill Vandervoort,Design Director is in charge of all game design but not the other things like plot,art and music
Indeed, we will see when the game get's announced.I think Next Level Games has 2 directors? And like 10 producers lol. Retro I haven’t seen anyone called Creative Director or Director in general, but they have a few Producers now
Im sure they will, unless the first look is like... a teaser. But the first real trailer will most likely have a treehouse or something.I hope they do a Treehouse segment when we finally see this game, so we can actually see some people from Retro talk about their game haha.
but the games good!
thats not producer work,tanabe is the defacto diretor
Treehouse almost feels dead. The one big negative of no more E3 is no more guaranteed days worth of Treehouse. It sucks because I loved the Treehouses. There were years that it was better than Nintendo’s E3 presentation. I don’t think we’ll ever get a treehouse for MP4.
Now, a video where a developer is playing MP4 like Aonuma did for TOTK I can see. That’s probably how it’s going to be now.
I agree with this - if MP4 is going more open world this is how I'd want them to do it. Something I've wanted for a very long time is a 3D game that has the courage to be somewhat open world, BUT ALSO have a lot of ability gating and places that block progress. I'm thinking of something like Hollow Knight but in 3D - In Hollow Knight, the beginning is pretty limited until you get a couple abilities, but once you do you can go to a TON of locations all over the map. There are so many places you can explore, but at the same time also lots of places you can't until you get certain abilities, and that's the kind of design I'd love to see in Prime 4. But maybe even a touch more open and adapted to be more Metroid-y, sort of along the lines you're talking about here.Map / Open World
I really think the correct approach here is easy and obvious as hell. Basically every old franchise that adds openness or freedom gets a significant sales bump, but Metroid requires gated exploration.
The solution is that the surface of the planet where the player starts out is one large-ish open level, and you delve into the ruins and caverns that make up a traditional Metroid from there. Say part of that open level is on a high cliff/plateau that you can't reach until you emerge from a cavern later on, part of it is frozen and you can't explore it until you've got the varia suit etc etc. So it's easy to gate parts of it off, which is what makes it Metroid, but you get large expansive, gorgeous vistas that make it feel open. Have 33% of the game take place on the surface (which can be much of the start to hook new players, and also provide much of your marketing) and the rest underground, with some proper large caverns (TotK-style) and larger pirate bases mixed in with the tradtional Metroid tunnels. Boom.
The one thing you DON'T do is turn that open level into an open world game with "points of interest" marked on the map or anything of the sort. Just imagine the surface of Tallon IV if it wasn't segmented into rooms and was 10x the size. That kind of deal.
I don't think it's possible to make an "open world" Metroidvania because what makes a game a Metroidvania is having locked areas that you can only access after getting an upgrade to unlock them. Playing an "open world" game would mean having no locked areas at all and being able to go wherever you want from the moment you start the game."Open world" Metroidvania is incredibly difficult to do unless the game is much more of a pure shooter.
Kind of the situation in the endgame.I don't think it's possible to make an "open world" Metroidvania because what makes a game a Metroidvania is having locked areas that you can only access after getting an upgrade to unlock them. Playing an "open world" game would mean having no locked areas at all and being able to go wherever you want from the moment you start the game.
well, open world could also mean "large interconnected areas without any loading screens", which would mean having no "elevators" in the case of a Metroid gameKind of the situation in the endgame.
Maybe the key is to make it feel open world. It's just that the ability gating is incorporated in a way that seems natural, that's obvious once you have the tools but doesn't feel artificially constrained otherwise. One might say the feel of an open world that just becomes larger and deeper.
I would agree, though. "Open world" carries with it certain concepts that don't fit the idea of "metroidvania." But I also wonder if people sometimes have something different in mind when they say "open world."
This is what has always confused me when people talk about open worlds. I have little experience with the "genre", but I feel like BotW was notably obsessive about this and may have poisoned the term somewhat. Is it really the case in Bethesda games and stuff that you can immediately go anywhere? I would think that for the sake of a practical story campaign if nothing else, most would work more like older Zelda games where you can mostly wander freely but there's still a lot of stuff blocked off to you, practically or with hard locks based on story or item progression.I don't think it's possible to make an "open world" Metroidvania because what makes a game a Metroidvania is having locked areas that you can only access after getting an upgrade to unlock them. Playing an "open world" game would mean having no locked areas at all and being able to go wherever you want from the moment you start the game.
This doesn't feel right at all though, by this definition Jak & Daxter is open world, and that game is mostly canyons and hallways. ...Probably for the same practical reasons as Metroid Prime, I'd imagine. It even has equivalents of the elevator cutscenes that don't technically take you out of the world but are still obviously using careful camera angles to mask areas loading and deloading as you take a boat across the water.well, open world could also mean "large interconnected areas without any loading screens", which would mean having no "elevators" in the case of a Metroid game
landscape teaser with criptic story shit.So cgi trailer next or will we see actual gameplay on the reveal trailer
That's a true open world, but true open worlds are actually quite rare. Games like BOTW/TOTK where you can literally go anywhere after leaving the tutorial are few and far between, and I would argue that most games people call open world don't match up to that.I don't think it's possible to make an "open world" Metroidvania because what makes a game a Metroidvania is having locked areas that you can only access after getting an upgrade to unlock them. Playing an "open world" game would mean having no locked areas at all and being able to go wherever you want from the moment you start the game.
A shot of space debrisSo cgi trailer next or will we see actual gameplay on the reveal trailer
wow no offense but im glad you arent directing the trailers of this game lmaoA shot of space debris
We see Samus floating amongst it
Federation voicover: Samus Aran died heroically as she saved the lives of civilians and scientists on PRM-4 Orbital Colony. They, and we, are forever grateful for her sacrifice. The perpetrator of the attack has yet to be identified, but the Federation pledges to protect its citizens from incursion and danger where it arises.
Close up on Samus, zoom in to the helmet.
Her eyes open.
"But I was too angry to die."
Probably both, the trailer starts with CGI first as an introduction and then it shows gameplay.So cgi trailer next or will we see actual gameplay on the reveal trailer
Funny thing is, many quests in Totk feel much more gated than in Botw.That's a true open world, but true open worlds are actually quite rare. Games like BOTW/TOTK where you can literally go anywhere after leaving the tutorial are few and far between, and I would argue that most games people call open world don't match up to that.
What I mean (and I think most people?) when we say open world metroidvania is more like... a game that looks and feels more like an open world, but still has the metroidvania-style ability locks and gating. The first thing that came to mind as a comparison is Elden Ring. Elden Ring is very definitely open world, but it's a more restricted open world: You can go to like 75% of the map right off the bat, but there are plenty of areas that are closed off until later: You can't enter Lleyndell until you beat two main bosses, for example. Or, you can't access the Haligtree (which is a pretty large area with a major boss in it) unless you gather two medallion halves and use them in the right place, that's literally the only way to get there. And another entire dungeon-type area is gated by story progress late in the game.
What I'm imagining is that kind of world design, but Metroid-ified and the limitations expanded a bit, and instead of being gated by bosses or keys or NPC quests everything is gated by Samus' abilities instead. For example, maybe you can explore like 50%-60% of the world immediately, but a lot of areas are still gated until you have the right ability or suit or something. So it's not true open world, but the large open areas that you can go to often have the feel of being open world even if they're more limited. Scatter the whole world with the usual missile expansions, health upgrades, and so on (many of which require certain abilities to get as usual) and boom, there you go.
So cgi trailer next or will we see actual gameplay on the reveal trailer
If they were going to do cgi teases they would have been shown by now, it'll be gameplay and release date without a doubtSo cgi trailer next or will we see actual gameplay on the reveal trailer