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Pre-Release Metroid Prime 4: Pre-Release Discussion Thread

Unless Prime 4 is going to have tons of voice acting, motion capture, and a fully orchestrated soundtrack, I don't see it costing 2-300 million to produce. This is not a Sony or Ubisoft production.

Assuming 50% of TLOU2's cost was promotion, it cost $440m. A more likely estimate for promotional cost was $150m, putting it at $370m. Dev costs were $220m alone.

Assuming that MP4 only costs 45% as much as TLOU2 and spends 50% of its budget on promotion, it would have costs of $200m and would need to sell around 3-4m (depending on if this is $60 or $70 and what the digital ratio is) to break even.

Working for 5-7 years in an extremely expensive city just causes very expensive products.

It's not clear if Nintendo expected Retro to take so long to make this game or why Nintendo greenlit this version if they expected it to take so long, but it will likely end up being an extremely expensive title when it's finally complete.
 
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Assuming 50% of TLOU2's cost was promotion, it cost $440m. A more likely estimate for promotional cost was $150m, putting it at $370m. Dev costs were $220m alone.

Assuming that MP4 only costs 45% as much as TLOU2 and spends 50% of its budget on promotion, it would have costs of $200m and would need to sell around 3-4m (depending on if this is $60 or $70 and what the digital ratio is) to break even.

Working for 5-7 years in an extremely expensive city just causes very expensive products.

The last of us 2 had a development staff of over 2000 people and was the result of naughty dog and like a dozen support studios. There's no point comparing the costs of that and prime 4, because the staff numbers aren't going to come close.
 
The last of us 2 had a development staff of over 2000 people and was the result of naughty dog and like a dozen support studios. There's no point comparing the costs of that and prime 4, because the staff numbers aren't going to come close.

Prime 4 has a billion support studios working on it as well and Retro has promoted (in their job ads) that they're spending a huge amount of money on art outsourcing for Prime 4.
 
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Assuming 50% of TLOU2's cost was promotion, it cost $440m. A more likely estimate for promotional cost was $150m, putting it at $370m. Dev costs were $220m alone.

Assuming that MP4 only costs 45% as much as TLOU2 and spends 50% of its budget on promotion, it would have costs of $200m and would need to sell around 3-4m (depending on if this is $60 or $70 and what the digital ratio is) to break even.

Working for 5-7 years in an extremely expensive city just causes very expensive products.

It's not clear if Nintendo expected Retro to take so long to make this game or why Nintendo greenlit this version if they expected it to take so long, but it will likely end up being an extremely expensive title when it's finally complete.
Not even Tears of the Kingdom costed anywhere near TLOU. Not development nor marketing costs for any Nintendo game get that high.

With the lengthy development at a place that's more expensive + having an astronomical marketing push(as in bigger than what Dread got), I can see it surpassing the 100m dollars floor, which for Nintendo, is exceptional already.

But it's development team isn't as big as that of TotK or Smash Ultimate (as far as we know). So development costs won't be as high as those. 3D Mario games take the same time to make as 3D Zelda games do, but they have way smaller development teams, so they're cheaper. Marketing investments made to Mario and Pokémon games tho are probably among the highest for Nintendo.
 
Not even Tears of the Kingdom costed anywhere near TLOU. Not development nor marketing costs for any Nintendo game get that high.

With the lengthy development at a place that's more expensive + having an astronomical marketing push(as in bigger than what Dread got), I can see it surpassing the 100m dollars floor, which for Nintendo, is exceptional already.

But it's development team isn't as big as that of TotK or Smash Ultimate (as far as we know). So development costs won't be as high as those. 3D Mario games take the same time to make as 3D Zelda games do, but they have way smaller development teams, so they're cheaper. Marketing investments made to Mario and Pokémon games tho are probably among the highest for Nintendo.

We have like 0 information on how much TotK cost to make or promote?

Before Sony accidentally revealed its dev budgets, did anyone guess "oh, $370m for TLOU2 after promotion, obviously"

5-7 years of continuous work in an expensive city with a ton of outsourcing work is just going to be expensive.
 
A crossgen prime 4 will easily be the best selling metroid game as long as it's even halfway decent so I don't think that's a concern.
 
I assume it's fair to suspect Nintendo is looking at particular sets of numbers and expectations to which we are not privy but that they feel justify the project's expense.

Everyone here works inside of Retro to know the expectations from them and Nintendo.
Shush. That's supposed to be a secret.
 
Before Sony accidentally revealed its dev budgets, did anyone guess "oh, $370m for TLOU2 after promotion, obviously"
I mean, $300 million you're talking the type of numbers Hollywood films need to break even accounting for marketing. I'm not gonna say the average person would know that a game could cost that much, but then I doubt most people know how much is spent on films either, and that's more publicly available. But speaking personally I wasn't entirely surprised at TLOU2 being nearly the same as a Hollywood blockbuster to make when it's basically got the same amount of effort involved, and at this point gaming is just as big of a market, if not bigger. Frankly with certain films like Indiana Jones 5 costing $300 mill without marketing frankly I'd have half expected TLOU2 to be higher, not lower.
 
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We have like 0 information on how much TotK cost to make or promote?

There's some real irony in saying this while making all sorts of massive assumptions about the cost of another game, anyway...

That doesn't matter. We can presume the people at Nintendo aren't completely brain-dead and therefore they will have never greenlit prime 4 if it was going to cost even a fraction of something like TOTK or TLOU2. Those games can and will reasonably sell an order of magnitude more than anything with the Metroid brand.
 
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I assume it's fair to suspect Nintendo is looking at particular sets of numbers and expectations to which we are not privy but that they feel justify the project's expense.


Shush. That's supposed to be a secret.
Yeah, Nintendo has the numbers they know they want. We can make up something cost 50-100 million shit. But we don’t know anything. Just throwing out wild random numbers all over the place has no meaning.
 
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I hope it doesn't. Not because of "open world", but because the geometry is extremely basic. The ways you interact with the environment couldn't be more simple. These can and should be massively improved on, but will mean moderate graphical concessions, because prime 1 remaster only got where it did by being obscenely simple in every way when it comes to design.

The lessons they should take from BOTW/TOTK aren't that it should be open world, it's that you can now make tools that let you manipulate the world in interesting ways and design things to be more complex than "colour coded door" and "scan to find out which arbitrary explosive to use on this thing".
I’m going to disagree with this, at least for me personally. Metroid Prime doesn’t need much in the way of environment interaction or physics manipulation. Keeping things very simple “lock and key” style ability gates and color coded doors is just what I want. Just make it a video-gamey-ass video game. That’s not always a bad thing.
 
Every time there are budget discussion the only think i think is that I dont know how some people believe that Retro is doing a open world, that would cost much more then a normal prime game and by Retro, a company taht basiclaly haired not a single person with Open world experience

Also Nintendo a company that basically ahve to put everyone to work on Zelda to make a single open world game a reality
 
Every time there are budget discussion the only think i think is that I dont know how some people believe that Retro is doing a open world, that would cost much more then a normal prime game and by Retro, a company taht basiclaly haired not a single person with Open world experience

The game doesn't need to be open world to be expensive and ambitious though, lol.

And if it's not hugely ambitious with regards to asset quantity or asset quality or scope or whatever... Why is the game taking so long to make despite tons of external studio support?

We'll see how it goes, but I would be very confused if this game ends up being small scope or has a ton of asset repetition (relative to other AAA games) after so many years in development. If this was small scope, it would have come out a lot faster with a lot fewer people working on it.
 
Every time there are budget discussion the only think i think is that I dont know how some people believe that Retro is doing a open world, that would cost much more then a normal prime game and by Retro, a company taht basiclaly haired not a single person with Open world experience

Also Nintendo a company that basically ahve to put everyone to work on Zelda to make a single open world game a reality
one doesn't explicitly need open world experience to make it work. Monolith did their first and only open world and it's one of the best designed ones still
 
The game doesn't need to be open world to be expensive and ambitious though, lol.

And if it's not hugely ambitious with regards to asset quantity or asset quality or scope or whatever... Why is the game taking so long to make despite tons of external studio support?
Yes but open world are the most expensive games on the market both in terms of Men power and resources, those and extreme cinematica games like The Last of Us

Retro had to rebuild itself in orther to make Prime 4, also they are slow, and this is their first 3D HD game
 
Yes but open world are the most expensive games on the market both in terms of Men power and resources, those and extreme cinematica games like The Last of Us

Retro had to rebuild itself in orther to make Prime 4, also they are slow, and this is their first 3D HD game

"They are slow" just means they're expensive though, lol.

Because they're still paying their employees year after year.
 
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I'm like 99% certain Prime 4 is not open world unless it's not a Metroidvania.

You could fuse the two genres, but it requires immense player trust, an absurd amount of playtesting, and extremely innovative and skilled game and level design for it to work. As shown by... No game having ever it done before except for Toki Tori 2.

I don't think Nintendo would take the risk of making Prime 4 similar to Toki Tori 2 either.
 
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I've said this before but one thing that makes Prime 4 so intriguing to me is that there is no single one Metroid Prime formula. All three of the original trilogy games have different approaches to world design and progression, and I have absolutely no idea what Prime 4 will do. Will it adapt one of those styles, or do something completely different? How do you stay true to a series that doesn't really have one single design philosophy?
 
I've said this before but one thing that makes Prime 4 so intriguing to me is that there is no single one Metroid Prime formula. All three of the original trilogy games have different approaches to world design and progression, and I have absolutely no idea what Prime 4 will do. Will it adapt one of those styles, or do something completely different? How do you stay true to a series that doesn't really have one single design philosophy?
While they have different progressions systems, I think the core elements of the three games are the same (with prime 3 venturing off a bit), prime 1/2 are certainly fundamentally similar.
 
I've said this before but one thing that makes Prime 4 so intriguing to me is that there is no single one Metroid Prime formula. All three of the original trilogy games have different approaches to world design and progression, and I have absolutely no idea what Prime 4 will do. Will it adapt one of those styles, or do something completely different? How do you stay true to a series that doesn't really have one single design philosophy?

I agree but there's definitely a cohesion across the three games at the same time. I want the same for Prime 4... for it to feel like it's doing its own thing while also feeling unmistakably like a Prime game.

2023 or 2024. it'll be switch's swan song.

First reply of the thread has aged well haha.
 
Any Retro production should be assumed to be cost around $200m to $300m at this point (after promotion) and their poor track record of consistent releases and commercial success is going to make their future creativity more limited than it was in 2014.
im sorry i strongly disagree with you. Like, The last of us 2 and horizon 2's production budgets are of 200 million. No matter what i think about what mp4, i absolutely do not think it will feature the shit needed to reach a budget of 200 million (NOR IT SHOULD!) I do believe in somewhere along 60 to 80 million, tho.

As for their creative input, i cant speak for that because we havent seen MP4 yet lol. But Nintendo is still promoting their name (even on the reboot's announcement) so they absolutely still hold retro to their hearts lol.

A): Prime 4 is a commercial success (>5m sold) and then Retro makes Prime 5
B): Prime 4 is a commercial failure (<3m sold), but is well received critically (like >90 Meta), and then Retro makes whatever sequel Tanabe is personally interested in.
C): Prime 4 is a commercial failure (<3m sold) and isn't that well received critically (like 80 Meta or less), and then Retro becomes basically NST and just does support work for EPD and doesn't make their own games moving forward.
I also strongly disagree here. Even if mp4 is a ultra expensive production, like 80 million, Nintendo always has had quite low expectations for all of their ips, even the "all powerful" ac new horizons only had sales expectations of 13 million if im not mistaken.
 
Of course, there are multiple reasons to believe Retro sticks out as being the most expensive studio within nintendo (bar epd because of their sheer size lol) as they are

  • based in austin, one of the most expensive cities in the world.
  • Dealing with a game that will certainly have over 1200 devs listed in its credits (at minimum)
  • Will probably have an unmatched quality for animation, motion capture and voice acting at nintendo (not to mention asset and texture quality)
A few years ago it was revealed by an ex employee (not necessarily purposefully, as it was listed in her career) that one of her jobs was to manage an yearly budget of over 20 million dollars for the subsidiary. Retro is really expensive lol.
 
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im sorry i strongly disagree with you. Like, The last of us 2 and horizon 2's production budgets are of 200 million. No matter what i think about what mp4, i absolutely do not think it will feature the shit needed to reach a budget of 200 million (NOR IT SHOULD!) I do believe in somewhere along 60 to 80 million, tho.

As for their creative input, i cant speak for that because we havent seen MP4 yet lol. But Nintendo is still promoting their name (even on the reboot's announcement) so they absolutely still hold retro to their hearts lol.


I also strongly disagree here. Even if mp4 is a ultra expensive production, like 80 million, Nintendo always has had quite low expectations for all of their ips, even the "all powerful" ac new horizons only had sales expectations of 13 million if im not mistaken.

fwiw, the 220m for those games is just development. Promotion for Cyberpunk 2077 was around $140m to $150m so I'm assuming it was similar for those two as well so their total cost was likely around $370m.

If Prime 4 hits just around 50% of TLOU2's total budget, it's at $185m.
 
The real question would be if Samus will talk.
I do think they will break that "barrier" lol.

fwiw, the 220m for those games is just development. Promotion for Cyberpunk 2077 was around $140m to $150m so I'm assuming it was similar for those two as well so their total cost was likely around $370m.

If Prime 4 hits just around 50% of TLOU2's total budget, it's at $185m.
And yes i know you posted this like 10msecs ago but the notification came up while i was writting the comment about mp4 va. And yes i do mention that 200 million is just for production.

Theres no reason for mp4 to be as expensive.
 
I do think they will break that "barrier" lol.


And yes i know you posted this like 10msecs ago but the notification came up while i was writting the comment about mp4 va. And yes i do mention that 200 million is just for production.

Theres no reason for mp4 to be as expensive.

maybe Retro Studios will take some notes from Metroid Dread, and only make Samus speak in a few cinematics of the game(most of the game, Samus emotions will be show by her eyes or body moviment, only 2/ 3 scenes with her talking, the rest of her doing the silent badass thing we always associate with her).
 
The real question would be if Samus will talk.
I sure hope so. Please be Jennifer Hale.
If Samus does talk, would she have the same voice actress as she did in Dread, or would they go will someone else?
Her Dread VA is Nikki García. She did an awesome job, but I'm not sure whether she's a native English speaker or not, which I assume they'd be seeking for Samus in the NA version of the game. I definitely hope it's Nikki in the Spanish dub.
 
As long as her voice actress isn't the one she had in Other M then it's fine
I feel bad for her, 'cuz she seemed really into the role, and excited to provide Samus's voice. The performance sucking is almost entirely down to the garbage direction they gave her, I'll bet. In another game, she could've done a great job.

 
I feel bad for her, 'cuz she seemed really into the role, and excited to provide Samus's voice. The performance sucking is almost entirely down to the garbage direction they gave her, I'll bet. In another game, she could've done a great job.


She IS a lovely person, gave many interviews to metroid fans, talked about it on social media, even allowed to be credited on am2r (which had to be removed lol)
maybe Retro Studios will take some notes from Metroid Dread, and only make Samus speak in a few cinematics of the game(most of the game, Samus emotions will be show by her eyes or body moviment, only 2/ 3 scenes with her talking, the rest of her doing the silent badass thing we always associate with her).
Samus will certainly not speak for hours, but i def domt expect her to talk only in one cinematic in the whole game. Considering mp4 will (most likely) be a much larger and longer gwme than dread, that could not happen. And retro' samus is more subdued than 2d samus, tbh.

If Samus does talk, would she have the same voice actress as she did in Dread, or would they go will someone else?
Doubt, they will probably go for a famous american va or actress, as the game's main audience is the us, lol. Nikki might return in spanish, as mentioned.

Jessica Hale might be a possibility as well, but they might get a younger actress.
 
I feel bad for her, 'cuz she seemed really into the role, and excited to provide Samus's voice. The performance sucking is almost entirely down to the garbage direction they gave her, I'll bet. In another game, she could've done a great job.


Yeah, I have nothing against her, I just think her voice doesn't suit Samus at all.
 
She IS a lovely person, gave many interviews to metroid fans, talked about it on social media, even allowed to be credited on am2r (which had to be removed lol)
Wait, by credited on AM2R, do you mean she was the one who originally did the "last Metroid is in captivity" voiceover at the very end? I find the current one a bit rough. 🥲 I'm not sure who the VA is, but I feel like maybe another take could've been used.
 
Wait, by credited on AM2R, do you mean she was the one who originally did the "last Metroid is in captivity" voiceover at the very end? I find the current one a bit rough. 🥲 I'm not sure who the VA is, but I feel like maybe another take could've been used.
I apologize, yes i meant the voice over. I dont remember if she got to do it or her lawyers informed her it would not be a good idew even before she did it.
 
I apologize, yes i meant the voice over. I dont remember if she got to do it or her lawyers informed her it would not be a good idew even before she did it.
Aw man. I think it would've been really neat if they'd managed to get her to record it!
 
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Not really a controversial take btw, since AM2R is so beloved within the fandom, but it really is so much better than Samus Returns imo, even if SR is also a great Metroid 2 remake. There's so much fun stuff that makes me giddy in AM2R that SR completely lacks. I wish I could get everyone to play it.
 
Not really a controversial take btw, since AM2R is so beloved within the fandom, but it really is so much better than Samus Returns imo, even if SR is also a great Metroid 2 remake. There's so much fun stuff that makes me giddy in AM2R that SR completely lacks. I wish I could get everyone to play it.

To me AM2R feels like Zero Mission 2, which is part of the reason why I think its so beloved. And it has actual good music, which the series has been missing for quite a while. I loved how they had a proper boss fight in each area too. And the brand new water area was fantastic. It didn't do anything crazy... Its just a solid ass classic Metroid game with allllmost Nintendo level quality, which is crazy given it was made by basically one dude.

The Metroid fights are pretty awful though, and the final main area was very lacking compared to the others. Definitely a far different approach to Metroid 2 than SR. I like them both for different reasons but I'm one of those weirdos that prefers the Gameboy game.
 
Not really a controversial take btw, since AM2R is so beloved within the fandom, but it really is so much better than Samus Returns imo, even if SR is also a great Metroid 2 remake. There's so much fun stuff that makes me giddy in AM2R that SR completely lacks. I wish I could get everyone to play it.
hot take: but i can't stand AM2R, the sprite work is great but the animations are not and some of the bosses feel like borderline kaizo, if I had to erase one from existence I would choose AM2R over samus returns in a heart beat
 
To me AM2R feels like Zero Mission 2, which is part of the reason why I think its so beloved. And it has actual good music, which the series has been missing for quite a while. I loved how they had a proper boss fight in each area too. And the brand new water area was fantastic. It didn't do anything crazy... Its just a solid ass classic Metroid game with allllmost Nintendo level quality, which is crazy given it was made by basically one dude.

The Metroid fights are pretty awful though, and the final main area was very lacking compared to the others. Definitely a far different approach to Metroid 2 than SR. I like them both for different reasons but I'm one of those weirdos that prefers the Gameboy game.
Yeah, the Metroid battles (with the exception of the Queen) are actually better in Samus Returns, I'll give it that. The dynamic action scenes that SR implemented (and Dread would later build upon) really give fights that extra oomph. The game indeed feels like Zero Mission 2, which was a deliberate design choice that guaranteed its snappy and responsive game feel.

The music situation between SR and Dread is pretty dire. Experiment No. Z-57's boss music in particular is some almost RE basement theme level naff. It's hilarious. AM2R is filled with quality arrangements (including Lower Norfair taken in a completely different direction than Prime 1 and SR's versions), plus a totally original area theme that tramples over Dread's whole OST, imo.
hot take: but i can't stand AM2R, the sprite work is great but the animations are not and some of the bosses feel like borderline kaizo, if I had to erase one from existence I would choose AM2R over samus returns in a heart beat
Regarding the sprites and animation: work on AM2R continues to this day. Not by DoctorM64, but by a group of talented fans in the process of completely overhauling all the art in the game, with the ultimate goal of having it no longer contain assets from any official Metroid games. It's gonna take awhile before they're completely finished, but what little we've been shown so far looks super promising.
cyx4p0z-png.212890



And about the boss fights: I suppose I can understand the difficulty complaint. It's dependent on personal taste, but I'll say I absolutely love the ball buster boss direction of AM2R (and Dread). I find Torizo's second phase with the Space Jump brilliant. The Tester and Serris are great too! I was bummed at how comparatively, SR didn't do as much to break away from the monotony and repetitiveness of the Metroid fights. We did get Diggernaut though, in fairness. Awesome boss.
 
i dont think this is even necessary to ask. There is no possible timeline where mp4 isnt voice acted. and it will be expensive, 8 languages expensive lol.
The only reason I posed the question is because some believe a return to Prime 1 style isolation would be best. I don't think Retro agrees, but anything is possible right now with so little information, lol.

The real question would be if Samus will talk.
Yeah, this is tough to predict, imo. I personally think she will have at least one line.

I don't see why not. I'm expecting there to be more non-antagonistic characters in Metroid in general going forward
I kinda hope so, tbh.
 
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There were a number of conversations I had meant to jump into a little while ago, but just didn't get to doing so, so here's some of that now.

On Plot and Story

I think people need to stop expecting/hoping for good plots out of metroid games (and zelda as well for that matter), the best you can get is some decent lore and worldbuilding with the prime games. Nintendo's classic games aren't built for that, only xenoblade (and maybe FE I don't play that series) have stories worth a crap (mother 3 was pretty good too).

For a while, I've suspected that Metroid might best be served by having the overarching story in the back. It sets up why Samus is in a particular location doing a particular thing, perhaps. Maybe it presents an outside force that changes how the gameworld feels. What is happening in the bigger picture, perhaps, contributes to different theming. It could add in further problems to deal with throughout a game or a countdown during which Samus must escape at the end.

But I do think the less narrative-centric take can highlight strengths of Metroid and of video games in general. Video games are not books. They are not movies or television shows or radio dramas. Each of these mediums has its own strengths and weaknesses, and they are best when they learn to work with that.

I see no reason there can't be decent story, though. This is carried in any number of ways: how Samus reacts to different circumstances, the lay of the world and what it says about its past and however that interacts with the present, different elements that coalesce into themes. A game doesn't need to be narrative heavy to achieve these things.

However, for as much as Metroid generally isn't narrative-heavy, and as much as I think that works, I do wish it would pay that overarching narrative a bit more consideration. For instance, where Fusion-to-Dread is concerned, there was room for dramatic development of Samus' relationship with the Federation -- even if Sakamoto is still intent on the Federation being good at heart. But I was glad that , yes, Samus is the titular Metroid, the last one in fact, following the events of Fusion, even if Sakamoto had indicated at the time that Samus was back to normal at the end of the game, and I'm hopeful for the implications of that. It's interesting to me that I've seen a lot of attribution of this development to Dread, when it was the obvious way to go since Fusion.






On Sylux

His design is very generic, his plan looks incredibly generic (the plot of four prior Metroid games), and Tanabe has been trying to build him up for 17 real life years with no real interest from anyone. 2/3 of Sylux's appearances being from Hunters and Federation Force probably doesn't help.
Tanabe does for some completely insane reason. Sylux got to be a post final boss tease twice now, in prime 3 where his ship was following Samus, and then again when they stole a Metroid egg or some nonsense at the end of federation force and is likely going to be a main villain in Tanabes vision of the upcoming prime game(s?).

I'd note that Tanabe has been pushing Sylux like this, and indicating the intent to push Sylux, but it hasn't done anything to make Sylux actually interesting or provided reason to think that will be the case in the future.

And for how this plays out in narrative, these teases don't even add anything noteworthy for that. Following Samus at the end of Corruption? It's not particularly impactful and would work just as well, if not better, to just have that play out when it becomes relevant. Stealing the metroid? If you're going to have that be a thing, there's no reason to bother showing it happening; it can be the state of events as Samus discovers them, something that already happened and is now playing out, certainly not an event that needs a whole Federation Force to explain and tease.

These stingers are only impactful if one cares about Sylux, and we've not been given reason to save for Tanabe's focus on the character -- that and they might suggest a need to fill in every gap or explain extraneous details, which I'm not sure is the best way to handle narrative for Metroid or for most things, really.


I'm actually kinda surprised everyone keeps talking about Sylux in a negative sense. To me, there's like... nothing there. The character is undefined enough to practically be a blank slate. They could do whatever they want with him / her / them, which is intriguing.
I think part of this might be, as noted above, that Tanabe has had a particular focus on this character, building Sylux up as a major player and talking up how this might play out, but pointing to this with appearances that are, ultimately, nothing. The blank slate is only really intriguing if there's cause to believe it'll end up being interesting in some way.




On World Layout

Would you guys prefer the multiple planets design like in prime 3 or the interconnected world of prime 1 and 2, I personally didn't like the multiple planets design and its one of the reasons prime 3 is ny least favorite of the trilogy, that and how it feels less isolate than the others with all the npcs cutscenes
I would prefer a single, more fleshed out planet. Give it character and and a sense of depth and history, and make it feel like it could be a real place regardless of how unreal it is in reality.

Multiple planets, but every one of them is as big and varied as Tallon IV.

I know that's never happening and I know many people would call such a design bloated. But I can dream.
I mentioned in the hardware thread the long-ongoing question of whether a system could use multiple cartridges at a time. Consider each game in a trilogy has its own planet, but they also have different abilities among them, which can carry over and allow Samus to access new areas on each planet. It would have to be carefully planned so it all fits together. It would be incredibly ambitious.

It would never happen.




On Time Travel

Compromise: it's one in-depth world, but you zap between the past, present and future of it.

If they seriously stick with the "time travel" concept they spoke of a long while ago, that's the main way I could see them being able to have "multiple worlds" again.
My thought on this is that it risks losing out somewhat on the aura of a time-worn world, with the mysterious depth of an unknown past. It's an element that's easy to overlook but which cultivates a stronger verisimilitude, a sense of place, of history.

That and my general take that time travel is incredibly difficult to do well and is, more often than not, to the detriment of the overall piece.




On the Prospect of Alternate Universes

I used to feel the same, but I kinda want Prime to be a separate timeline because eternally existing between M1 and M2 really limits what it can do. And even if future Prime games were to take place elsewhere in the timeline they still will have to tiptoe around whatever Sakamoto is doing. Prime should be liberated so it can do it's own thing.
The answer is not giving a shit about the timeline. It doesn't add anything of note to the game and hand wringing over it can only ever hold things back.
Yeah, I don't think Metroid is, as a whole, heavy enough on plot that this is a strong concern. Most of the events and outcomes aren't likely to weigh terribly much on new games as things have been, except that the writers choose to engage with those elements. Even Fusion gave an excuse for games set anywhere in the timeline to not feature the metroid creature given Samus is become the titular Metroid.

All it should take is the consideration of how things can feasibly fit and a modicum of communication between teams, and the vastness of space lies before Samus. It's a big system, and most of it is void of established plot details.

I'm not convinced you actually gain very much from separating them. Nintendo just hasn't explored the potential of recognizing the connection.




On the Zelda Connection

Prime 2 also does this, except imagine each area being a super insane Zelda dungeon.
Yeah, Prime 2 always felt like the Metroid game that leaned in the most into Zelda structure. Perhaps a lot of that comes down to Samus straight up collecting items called “temple keys” to progress lol. But yeah, the separation of each area and how you mostly explore one at a time instead of zig zagging across the map like typical Metroid definitely made them feel like massive dungeons
Yeah, there've been a number of times I've commented on how interestingly different the Prime games are, and the surpringly Zelda-esque direction of Echoes is always one of the points.

I like the note about each area being a super insane Zelda dungeon. Perhaps one could suggest a collection of interconnected super insane Zelda dungeons, forming altogether one larger mega-dungeon.

I know this is a joke, but there’s actually something to be said for Metroid taking up that mantle without actually having to change much.

Like the number one gameplay/structure complaint that BotW & TotK haters have compared to the old Zelda games is the lack of item based progression/dungeon items I feel, which is like… something Metroid has always done better than Zelda in the first place lol. Like the entire series is built off of that sense of progression in a way that Zelda never was.
On the same note, Skyward Sword almost returned the favor by being the most Metroid-leaning Zelda. If it was less tutorialized and story-gated - and maybe even the three big surface areas interconnected - it would be much more obvious and almost a spitting image of Prime 2’s structure. The “overworld” in that game feels soooo Metroid-y at times
This, yeah. In the past, thoughts on how The Legend of Zelda might improve in its formula trended toward similarities to Metroid. It would have made unlocking and discovering new parts of the world feel more organic, using new items and abilities in a similar way to Metroid. The overworld would have remained a differentiating factor, but even that would have pockets that were more like levels and dungeons.

In some ways, Skyward Sword looked in that direction, but it ultimately fell short if one assumes that to be the goal. All the story-gating and the lack of using new tools to organically explore in new ways are strong points against its Metroidification, but I appreciate where it did start to investigate the possibility.

This is how we convince the Zelda traditionalists who were burned by BotW/TotK to buy MP2 remastered when it comes! It needs it😭🙏🏻
You know what needs to be done.




On Optional Content

One of my biggest wants for the series is optional bosses. By far one of the best aspects of Metroid for me is going for that 100% completion and getting all of those expansions.

Even finding one of the plenty missile expansions is satisfying, but I always think back to how neat it was to find the beam combos in Prime 1 & 2. Completely optional unique weapons. Imagine if they went even further and had those guarded by a unique, optional boss. They could even hide a superboss that’s designed at a difficulty level for players with 100% of Samus’ arsenal
I mentioned this somewhere around here, but this is a sentiment I tend to agree with. Whole optional areas can provide ample opportunity for exploration, environmental storytelling, even lore. They can open up pathways and shortcuts connecting other areas, even as they wind into their own. And, of course, optional bosses are necessary.

In my mind, post Fusion -- well, Dread, now, I guess -- Samus would obtain new upgrades and abilities by absorbing them from defeated boss creatures
 
i'll just say this: i think its bizarre that people actually expect retro to not change everything about sylux's design considering that each prime game has changed samus's face.

Like, what.
Well we've never seen what Sylux looks like under the armor and the varia suit has been consistent in every prime game except for the original.

Granted, retro didn't design sylux to begin with
 
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Well we've never seen what Sylux looks like under the armor and the varia suit has been consistent in every prime game except for the original
That Echoes Varia is so cool. If the Varia Suit is in Prime 4, I hope they don't change it for no reason. Leave it be!
 
I'd note that Tanabe has been pushing Sylux like this, and indicating the intent to push Sylux, but it hasn't done anything to make Sylux actually interesting or provided reason to think that will be the case in the future.
This is what gets me about Sylux. Like, I don't hate the idea that he's going to become a major adversary to Samus in Prime 4. He's a blank slate, that dynamic that manifest in so many ways. But at the same time, he's a blank slate. The only thing we know about him is that he hates the Federation and stole a Metroid. The former is just kinda whatever, and the latter... we don't know enough about this man to know what he'd do with a Metroid. Is he smart enough to clone and mass-produce them? Will he tame it as a killer pet to use on missions? Is he going to eat it? Who knows?

Sylux wasn't even the coolest-looking bounty hunter in Hunters, so I'm not sure what exactly Tanabe sees in the character that he hasn't shared with the rest of the class.
 


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