Metroid Prime 4: Beyond Review
When your namesake is one part of a very popular genre title, you’re kind of a big deal. Metroid Prime 4: Beyond, however, might be one of the least ‘Metroidy’ Samus Aran adventures, ever. In fact, we’d go as far as to suggest Beyond has more in common with The Legend of Zelda: Ocarina of Time than any of the Primes before it. From its Hyrule Field and Epona moment to its *masked* dungeons and magic keys collection quest, Beyond is as much Link-fueled fantasy as it is galactic bounty hunter-ing in a sci-fi world, to the point it feels like it’s almost lying to itself. It removes Samus’ trademark isolation in place of ‘helpful’ NPCs to collect (not unlike the gathered Sages of most Zelda jaunts), while its key biomes are no longer tightly intertwined spaces of brilliantly designed levels, rather, they’re now presented as standalone places of interest spread (not so) far and wide, all connected by perhaps the most barren of overworlds encountered in any game of this scale, let alone legacy.
It’s not that all of the above is overtly bad, it’s just that at its heart Beyond goes beyond any sort of Metroid design philosophies and instead presents more classically NIntendo than anything else, and we’re still not sure if that’s a good or bad thing.
We mean, this could have been a Zelda or a Mario or even a Kirby. Its identity just feels… off.
What we do know is that on the surface Beyond tells us a handful of things Metroid should never be, if this modern-but-classic design tilt is to be followed in any Primes in the future. And that’s about as good a place to start this review proper, because there’s quite a bit to unpack and quite a lot missing from a game (and game style) that has, for all intents and purposes, been in development for the better part of six-plus years...
Metroid Prime 4: Beyond
What’s Boss?
Not Boss Enough?
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