Beyond reasonable expectations
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| Console: Nintendo Switch 2 |
Eighteen
years after the last game, eight years after it was announced and two
developers later, the 4th Metroid Prime game is out at last. With
the game once again developed by Retro Studios, who made the original 3 games,
certainly Beyond would be nothing short of great, right? It was this
thought that filled the Metroid fanbase with hope for all those long years this
game was quietly in development.
And then
the previews hit. With the same energy they had once picked apart a LinkedIn
banner the hardcore fans were now picking apart everything that was shown and
said and not because they liked what they saw. I was on the sidelines when all
of this went down. I like Metroid but am very much a casual enjoyer of
Samus’s adventures. I’m not as attached to the conventions of the series as
others and didn’t see any inherent issues with the new ideas this game
introduced. I’d play Prime 4 eventually and would make up my own mind about
it.
Now that I
have played Metroid Prime 4 Beyond, I can say those previews were pretty
accurate in highlighting the issues at play here. Beneath those flaws though,
there is still a good and enjoyable, albeit underwhelming, game.
Let’s talk about it.
Bounty
hunter Samus Aran arrives at the planet Tanamaar to assist the Galactic
Federation in stopping Space Pirates from stealing a mysterious artifact.
Leading the Pirates is Sylux, a rogue hunter with whom Samus shares a past.
During the fight, a stray blast hits the artifact resulting in an explosion
that sends Samus to the faraway planet of Viewros.
Learning from
a recording by the Lamorn, the old inhabitants of Viewros, that she needs to
find 5 keys in order to activate the teleporter to get back home, she sets out
to do just that. Along the way she runs into a handful of stranded Galactic
Federation troopers and starts to uncover the history and legacy of the Lamorn.
The story
of Metroid Prime 4 Beyond is a mixed bag. What I liked the best is the
mystery of Viewros and the Lamorn, told in typical Metroid fashion: environmental
storytelling. Through what you come across, from old recordings and diaries to
statues and pottery you learn about their rise and fall. It’s an approach that is
both effective and enjoyable. It allows you, the player, to discover things
while keeping, and even enhancing, the tense atmosphere and sense of isolation.
It’s just that Beyond is a tad heavier on cinematics and cutscenes,
spells things out more clearly than what you may be used to from the series
that might not sit well with some.
The
Galactic Federation Troopers, your buddies, were not an instant success like
this. First impressions are everything, I very much believe that if they hadn’t
chosen McKenzie as the one to introduce this aspect of the game to the world
with, reactions wouldn’t have been so venomous. He’s the comic relief one of
the group which does not mix well with Metroid’s serious and tense
filled tone. I think it’s fair to say that the game doesn’t quite seem to know
what to do with these companions at first, quickly falling into a pattern of
repetition. Give it some time, however, as the longer the game goes on the more
it finds its groove with these characters.
As they start
attributing to the story and gameplay more, they become more than just ‘the
noise’ for a specific zone. I had grown fond of them enough that the game’s
ending, if you like the direction longtime Metroid producer Tanabe takes
it in or not, affected me.
There’s still a lot of room to grow should they want to bring them back in
future games, like more smaller interactions like what was originally planned, but
what is here is decent at the end of the day.
And then
there's the big disappointment that is Sylux. A cool looking guy with zero
personality that shows up in the opening, the end and nothing more. They don’t
tell or show you anything about him except that he’s one angry dude. Tanabe
wanted this game to establish Sylux as the next big bad for Samus to face but
what is here does nothing to make that a propelling prospect. There is a very
well made cinematic explaining his backstory, but it’s locked away as a 100%
completion bonus. That shouldn’t be a reward, it should’ve been in the campaign
itself for everyone to see!
This game
might’ve changed studios but the vision of longtime Metroid producer
Tanabe for Beyond stayed the same. After Breath of the Wild hit,
Tanabe saw many requests for an open-world Metroid title. Granted, people
requested that of every Nintendo series, but Tanabe nonetheless gave it some
serious thought.
The ‘go
anywhere you want, anytime’ core of open world titles and the ‘slowly but
surely acquiring new abilities to explore more of the map’ from Metroid don’t
really work well together though. Thus, Tanabe settled on making one big open
area, Soll Valley, that connects to different zones that are designed as the
traditional Metroid Prime levels.
With how much back and forth there is in a Metroid game you’ll be spending a lot of time in Sol Valley. The problem, however, is that Sol Valley is a large desert filled with a whole lot of nothing. A place you just zoom around in on your bike called the Vi-O-La to get from point A to point B. There are a few ‘shrine-like’ places in which you can find things like energy tanks and missile upgrades but that’s about it. Retro Studios actually planned Sol Valley to be a lot more densely packed with landmarks and activities, but Tanabe shot this down. He didn’t want the player to become ‘distracted’.
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| Sol Valley doesn't get much more interesting than this. |
Speaking of poor decisions, I have a tip for you all: collect as many green crystals as you can, as early as you can. You need a certain amount to unlock the final zone and, if you haven’t kept up, you are in for one very long grind.
A question
that many, including myself, had when it was announced that Prime 4
restarted development under Retro Studios was: why? What was it that caused
Nintendo to make the costly decision to pull the game away from Bandai Namco
and start over? Well, they did it because they failed to come up with level
design that satisfied them. So, back to the original developers, who just
worked on another Metroid game with Metroid Prime Remastered to
boot, they went.
Nobody can
tell how Prime 4 under Bandai Namco would’ve ultimately ended up but I
can say that when it comes to the level design of these zones, Retro Studios
brought their A-game. All right, let’s balance out all this talk of what this
game does poorly by talking about something it does right.
I’m talking
about that ‘slowly but surely acquiring new abilities to explore more of the
map’ thing. Sol Valley might segment things, but each zone is this big puzzle
that you have to not just solve, but survive. Part of the time you’re blasting
away enemies, mostly the four-armed Grievers, with energy blasts and missiles
in an overrun mine. The other part you’re rolled up into the morph ball, making
your way through an air duct to get to the centre of a frozen research station.
It’s this
interplay of combat and puzzle solving, together with finding out all you can
about your surroundings, that makes Metroid so much fun to play. You
never really know what’s around the corner or when you’re able to open that
specific door and combined with its tense atmosphere, that creates an
experience that is hard to match when done right.
All of this
is classic Metroid fare but what is now here are the psychic abilities.
Given to her by the Lamorn, these abilities allow Samus to grab energy orbs
from faraway or use a whip to swing across large gaps. Well, I say new but many
of these psychic abilities are things Samus has done before. It’s just that now
there’s a purple tint to it all.
The only
one that is truly new here is a beam that you can freely control and shoot
around corners with: the psychic beam. I’ll be honest here; I spent most of my
time with this game forgetting it existed. There are at least 5 instances in
which I got stuck on a puzzle only to realize 10 minutes later you have to use
the psychic beam to hit something you otherwise wouldn’t be able to. Why?
Because it’s very slow to use and thus not something you’ll just whip out willy-nilly.
It’s best to stick with the basics of just blasting things quick and easy, but
with some strategy behind it. For example, a fully charged electric shot turns
into a continuous beam for a few seconds that can shred through the health bar
of certain bosses.
Before
moving on, there’s one small thing about these elemental beams that I want to
mention. Previously, the icons for the different beams were stylized version of
how Samus has to position her fingers to activate that beam type. Here, they
are presented with just simple ‘fire, ice and lightning’ icons. Easy to
understand, yes, but the old icons had a certain flair and world building
aspect to them that I do miss.
Back to the
topic at hand. Building on Prime 3’s free aiming system, in Beyond
all big enemies and bosses have weak spots you have to aim for using either the
gyro of the Joy-Cons or the spiffy mouse mode when you play on the Switch 2. After
some experimentation, I chose the standard control scheme alongside the Pro Controller
for my time with the game. That felt the best to me, even if I had to twist and
turn the controller in some uncomfortable positions to hit those specific weak
spots.
Speaking of
boss fights: I really enjoyed them. They are nice and varied with each one
bringing a different kind of challenge to the table. They were bits of pure fun
for me, even those that dragged a bit (looking at you, Phenoros!) that may or
may not stick with me longer than the bosses of Prime 1 did. The
big exception here is, of course, the climactic Sylux fight. Too tedious and
long for my tastes. And no, the fact that I died 5 times during this fight,
exactly half my game-over count, is not the sole reason I disliked it.
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| You can't tell me that this isn't pretty darn cool! |
Speaking of my game-over count, Prime 4’s difficulty is well handled if you ask me. Normal mode is a rather good mix between something that can challenge veterans of the casual kind and newcomers alike. It might be a little too easy at times but there are always the other difficulty options to choose from if this game is too easy (or even hard) for you.
Safe to
say, as the first Metroid Prime game built from the ground up for an HD console
looks stellar. The Prime games have always been something of a visual
showcase for the consoles it has been on. The Horizon Forbidden West of
Nintendo if you will, and Prime 4 keeps that tradition going. On the
technical side of things, Beyond runs at either a stable 60fps and 4K or
a, to me, an unheard of 120fps for a butter smooth experience on the Switch 2.
That is all
well and good but what I’m more impressed by is the attention to detail. From
seeing Samus’ eyes flashing on screen when a blast of light hits you to a layer
of frost forming on her cannon in Ice Belt. From all the little creatures
scuttling around on the ground to loose wires dangling because of some draught.
It makes these environments feel more real and helps visualize more than a few
hints and story details should you take the time to look for them.
Last but
not least: the music. From the scanning sound, to the sound of the beam, everything
is how you remember it. The sounds are perhaps a bit too much like what has
come before though. The music in Flare Pool sounds just like that of the lava
caverns in the original Prime, but I don’t see that as a bad thing. The
soundtrack is well done, atmospheric and some tunes still pop into my head from
time to time. If that’s not a good sign of a memorable soundtrack, I don’t know
what is.
Conclusion
There is a lot to say about Metroid Prime 4 Beyond. It’s a game with a long and troubled development that made a bad first impression on fans when it was finally shown. That, and some genuine bad calls during development, made this a compromised game from the start. The story is a mixed bag thanks to its underwhelming villain and the open zone that is Sol Valley is just plain boring.If you can look past all its issues though, you find that this is a good game. The traditional Metroid levels are crafted with care and bring that eerie atmosphere and tension-filled moments you want out of it. It looks great, runs great and when it hits its stride it’s a very enjoyable game to just play. Just wait for a discount before picking it up.
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