Metroid Prime 4: Beyond | Nintendo Direct

It can definitely be said that the trailer is "for the fans". All the footage is taken from the tutorial and messages like "scanning is back" or "Sylux is the villian" won't mean anything to people that didn't play the previous games.
For sure. Almost felt like damage control on Nintendo's part, which I guess is understandable after having released Federation Force and then also having to reboot this game's development altogether.

They really wanted to make sure we know it's 'classic Metroid Prime'.
 
I can jump in Elden Ring but FromSoftware wasn't trying to make a platformer.

I can drive a vehicle in Batman: Arkham Knight, but Rocksteasdy wasn't trying to make a racing game.
Every time you are jumping on platforms the game is a platform.

Every time you are racing with the Batmobile (like in some Riddle challenges) the game is a racing game.
 
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Why wasn't it great?

ARe you going to say it didn't have the typical fps movement/shooting? Because that's the common 'complaint' or argument surrounding MP.

That's why I asked do you think they tried to make a (typical) fps and failed.

maybe they were actually just trying to make a 1st person Metroid game. Metroid originally being 2d where Samus had targeting and (basically) stopped to shoot.
I could see the argument that it's a great game (which it unquestionably is) without being a great FPS. That takes us back into the whole "first person adventure" argument though.

I agree, though, Prime has intentionally focused on being a Metroid game rather than a sci-fi shooter and succeeds in large part because of that. The whole reason it's first person is to enable the visors, not to make the shooting more visceral.
 
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Every time you are jumping on platforms the game is a platform.

Every time you are racing with the Batmobile (like in some Riddle challenges) the game is a racing game.
So if someone criticised Elden Ring for not allowing you to do triple jumps and sideways somersaults, would you say that is valid?

Because I would not.
 
Every time you are jumping on platforms the game is a platform.

Every time you are racing with the Batmobile (like in some Riddle challenges) the game is a racing game.
This makes no sense. Genres don't dynamically change. The movie SAW doesn't suddenly go from horror/thriller to become a romantic comedy for 5 minutes because you see some kissing and a dude cracking a joke in a flashback.
 
From it's too clean so this has to be Switch 2 footage guyz (and Nintendo u suq for showing this like Switch to cheat people) to omg it looks like ass (and Nintendo u suq for making bad grafx and not having a portable PS6), it sure has been a roller coaster of impressions from the concern trolls :rolleyes:
 
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This makes no sense. Genres don't dynamically change. The movie SAW doesn't suddenly go from horror/thriller to become a romantic comedy for 5 minutes because you see some kissing and a dude cracking a joke in a flashback.
Genres usually are a very superficial generalization of the games "mechanics".

So if someone criticised Elden Ring for not allowing you to do triple jumps and sideways somersaults, would you say that is valid?

Because I would not.

Not sure what your point is, but I would not criticise this.
 
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Genres usually are a very superficial generalization of the games "mechanics".



Not sure what your point is, but I would not criticise this.
My point is that we shouldn't criticise Metroid for not being an FPS, like we don't criticise Elden Ring for not being a platformer.
 
Well, IDK I'm just responding to criticism here but IMO it looked pretty average at first, then I saw it on my TV and it look better detailed, yet something I can see switch running with proper development techniques, like the great lighting it has but as it's still baked/static lighting it can be done with an amazing algorithm and I'm sure Retro definitely can produce
Not sure if it'll make a difference, but Liam Robertson posted a link to uncompressed MP4 footage.

But yeah, I'm looking forward to see how it stacks up to Halo 5 and Killzone Shadows Fall on Switch 2 personally.
 
I think some people are too concerned with the graphics. Nintendo was never known for great graphics but for great gameplay and that's exactly what this is going to have.
 
Please, please tell me this is fake news.

I thought this was supposed to be a Japanese made game anyhow?

20240621-144319.jpg
 
Please, please tell me this is fake news.
Only Metroid fansite I trust is Metroid Database and they haven't reported on scenario details. This is probably fake. Besides it's long been confirmed that Samus is a Human Female that was genetically enhanced with Chozo and then later Metroid DNA.
 
It can definitely be said that the trailer is "for the fans". All the footage is taken from the tutorial and messages like "scanning is back" or "Sylux is the villian" won't mean anything to people that didn't play the previous games.

There's nothing exciting for Metroid newcomers, so that's a fair critisim.
I'm not a Metroid newcomer and yet the trailer did nothing to me.
 
Like everyone else is saying, Switch 2 cross gen most likely
I guess we're not getting MP2 and 3...
Why would they make it cross gen if it's backwards compatible out the box? Nintendo only did cross gen for TP and Botw because GameCube and WiiU failed and they needed to move on pronto.
 
It can definitely be said that the trailer is "for the fans".
This will be true for the entire game as well. It's a core pillar of Retro's philosophy for developing any game. The fact that the game exists at all is an absolute gift to the fans, considering the series' historically modest sales numbers. I was watching this developer commentary video for the Metroid Prime Trilogy on YT the other day and loved what Retro President Michael Kelbaugh had to say at the end of the video.


It's a bit amusing to read all the confused comments in this thread, calling it a "FPS" and complaining about the graphics.
But looking at the comment section for the long-awaited Prime 4 trailer, you'll see the overwhelmingly warm response from its target audience, the Metroid fanbase, which has never been so elated. Warms my heart to see, and I hope Retro ignores all the negative "feedback" from ignorant gamers who likely weren't interested in this unique style of game in the first place.
 
This will be true for the entire game as well. It's a core pillar of Retro's philosophy for developing any game. The fact that the game exists at all is an absolute gift to the fans, considering the series' historically modest sales numbers. I was watching this developer commentary video for the Metroid Prime Trilogy on YT the other day and loved what Retro President Michael Kelbaugh had to say at the end of the video.


It's a bit amusing to read all the confused comments in this thread, calling it a "FPS" and complaining about the graphics.
But looking at the comment section for the long-awaited Prime 4 trailer, you'll see the overwhelmingly warm response from its target audience, the Metroid fanbase, which has never been so elated. Warms my heart to see, and I hope Retro ignores all the negative "feedback" from ignorant gamers who likely weren't interested in this unique style of game in the first place.

They need more than fans to sell 10m+ copies of the game.

Until of course fans are fine waiting another 17 years for Metroid Prime 5.
 
Trailer was pretty lame, ngl. If you told me I was watching footage of Prime 1 remastered I wouldn't have been able to tell. What new features does Prime 4 have? Trailer showcased scanning and turning into a ball, which gave been present in every Metroid game since before I was born. I thought I would be hyped by this game, but I'm ambivalent now.
 
So after all these years we will have prime 4 before the remaster of 2/3?? Not complaining, one of the reasons I bought the switch was because of these franchise.

But i really hope they just shadow drop in a couple of months.
 
She didnt write it. It was written by Aaron Contreras.

Looks like they did some writing on Fallen Order, but were only at Retro for a couple of years.
I'm not a Metroid newcomer and yet the trailer did nothing to me.
Which is fair, I wasn't trying to apply the trailer was definitely good for all fans.
This will be true for the entire game as well. It's a core pillar of Retro's philosophy for developing any game. The fact that the game exists at all is an absolute gift to the fans, considering the series' historically modest sales numbers. I was watching this developer commentary video for the Metroid Prime Trilogy on YT the other day and loved what Retro President Michael Kelbaugh had to say at the end of the video.


It's a bit amusing to read all the confused comments in this thread, calling it a "FPS" and complaining about the graphics.
But looking at the comment section for the long-awaited Prime 4 trailer, you'll see the overwhelmingly warm response from its target audience, the Metroid fanbase, which has never been so elated. Warms my heart to see, and I hope Retro ignores all the negative "feedback" from ignorant gamers who likely weren't interested in this unique style of game in the first place.

I think there will be more for newcomers when they do a trailer which shows more than just the first 10 minutes of the game.
I actually enjoyed the story in Fallen Order, I just hope they keep it as DEI free as possible
Well DEI applies more to organisations that games.

I'm not sure how the equity part would apply, but Fallen Order had a diverse cast. I don't see Prime 4 having that many characters, but it potentially could.

And on the inclusion side, if Prime 4 has accessibility options to be more inclusive of gamers with disabilities, then I would see that as a good thing.
 
They seem to be nailing the music with this:



Looking forward to hearing a new/updated rendition of the Sylux theme:
 


The Metroid Prime 4 dev team

PRODUCTION

  • Michael Kelbaugh, president and CEO (Metroid Prime 2 & 3)
  • Nathan Ramos, senior producer (The Callisto Protocol, Horizon Forbidden West)
  • Monty Goulet, outsourcing producer (2K)
  • Jeff Moreaux, lead producer (Zynga, EA, Bioware)
  • Jessica Spence, senior producer (Donkey Kong Country: Tropical Freeze, Halo 4)
  • JoAnna Frazar, producer (Guild Wars 2)
  • Ryan Harris, director of planning (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)
  • Korri Kopsi, concept art producer (Satellite Game Studios)

ART

  • Jhony Ljungstedt, senior art director (Battlefield V, Mirror's Edge Catalyst)
  • Sasha Nodia, lead external environment artist / outsourcing manager (Demon's Souls remake)
  • Chris Lewis, senior environment / material artist (Halo 4, Halo 5, Halo Infinite)
  • Rodrigo Brea, 3D environment artist (Amazon Games)
  • Nicholas Reynolds, technical artist (Striking Distance Studios, Turn 10)
  • Chris Hahn, associate art director (Anthem, Mass Effect Andromeda, Star Wars: The Old Republic)
  • Jennica Derksen, senior environment artist (Arkane Austin)
  • Kevin Decatoire, concept artist (New World, Diablo Immortal)
  • Jonathan Garcia, senior environment artist (Call of Duty: WWII, Telltale Games)
  • Ryan Metcalf, technical animator (id Software, Gearbox)
  • Bryan Erck, senior VFX artist (Shadow of the Tomb Raider, Marvel's Avengers, COD Advanced Warfare)
  • Randy Bernard, 3D artist
  • Teague Schultz, senior environment artist (Metroid Prime 2 & 3)
  • David Salaiz, senior character artist (Midnight Studios, Certain Affinity)
  • Mark Capers, environment designer (Super Lucky's Tale, Disney Infinity 1-3, Epic Mickey 1 & 2)
  • Mookie Weisbrod, senior lead animator (Star Wars: The Old Republic)
  • Rick Blankenship, animator (Red Fly Studio, Bluepoint Games)
  • Chris Medina, environment artist
  • Matt Manchester, artist (Firefly Studios)
  • Will Petrosky, senior environment artist (God of War: Ragnarok, Call of Duty WWII / Modern Warfare Remastered / Black Ops 3)
  • Miguel Garcia Pandal, cinematics producer (The Callisto Protocol, Marvel's Avengers)
  • James Reed Ketcham, environment artist
  • Rachel Doda, storyboard artist (Nickelodeon, Rooster Teeth)
  • Ryan Powell, senior staff artist (Metroid Prime 1, 2 & 3)
  • Enrique Rivera, concept artist
  • Matthew Tovar, character animator (The Last of Us, Uncharted: The Lost Legacy, Call of Duty: Infinite Warfare / Ghosts)
  • Edward Tejeiro, environment artist (Naughty Dog, EA)
  • Nina Morris, UI artist
  • Adam Poole, cinematics and narrative producer
  • Gray Ginther, character artist (Donkey Kong Country Returns: Tropical Freeze, Ratchet & Clank, Remnant: From the Ashes, Darksiders 3)
  • Tyler Siemers, environment artist (Sony Santa Monica Studio)
  • Luis Ramirez, senior artist (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns, Titanfall)
  • Kenneth Kozan, environment artist (Donkey Kong Country: Tropical Freeze)
  • Robert Kovach, staff technical artist (Arkane Austin, Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Steven Ray, animator (The Last of Us: Part I & II, Crash Bandicoot 4)
  • Kat Gray, environment artist (IllFonic)
  • Shawn Melchor, concept artist (Epic Mickey 1 & 2)
  • Greg Frizzell, environment art manager (Rift)
  • Tiffany Lee Griffith, environment artist (Metroid Prime Remastered)
  • Raphael Perkins, animator (Donkey Kong Country Returns, Metroid Prime 3, Duke Nukem Forever)
  • Charlie Victoria, gameplay animator (Naughty Dog)
  • Kyle Hefley, lead character artist (Halo 4, 5 & Infinite, Call of Duty: Black Ops, DJ Hero)
  • Sylvia Rowland, artist (Donkey Kong Country: Tropical Freeze, Mario Kart 7)
  • Robert Kovach, staff technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2, Arkane Austin)
  • Ian Connell, animator (Lego 2K Drive, Thor: Love and Thunder)
  • Sean Horton, senior environment artist (Metroid Prime 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • Taylor Rohrig, cinematic artist (Deck Nine, Sony Santa Monica Studio, Walt Disney Imagineering)
  • Dax Pallotta, technical staff animator (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • David DeCoster, senior environment artist (Metroid Prime Remastered)
  • Bryce Homick, senior environment concept artist (Firaxis Games)
  • David Chen, technical animator (Rift)
  • Madison McElfish, technical artist
  • Rebecca Flannery, technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 2)
  • Mike Abahazy, technical art manager (Shadow of the Tomb Raider, Star Wars: The Force Unleashed)
  • Kyle Ruegg, animator (Donkey Kong Country: Tropical Freeze, Dungeon Hunter 3)
  • Stephen Zafros, senior animator (Metroid Prime 1, 2 & 3)
  • Alex Petrulis, environment artist (Deep Silver Volition, High Voltage Software)
  • Kyle Lopez, cinematic layout artist (Ms Marvel, Doctor Strange in the Multiverse of Madness)
  • Kiko Buyo, senior animator (Metroid Prime Remastered, Star Wars: The Old Republic)
  • John Sheblak, lead graphics engineer (Mario Kart 7, Donkey Kong Country Returns & Tropical Freeze)
  • Marina Czarnecki, 3D artist (Apex Legends, Clash of Clans)
  • Tony Bernardin, graphics engineer (Donkey Kong Country: Tropical Freeze)
  • John Carter, VFX artist (Remnant 2, Darksiders 3)
  • Jon Marcella, environment designer (God of War PS4, God of War: Ascension)
  • Dan Wallace, lighting artist (The Last of Us Part 2 Remastered, God of War Ragnarok, Overwatch)
  • Thomas Haase, lighting artist
  • Tom Wright, lighting artist (IllFonic)
  • Elizabeth Baxter, lead lighting artist (Epic Mickey 1 & 2)
  • Brandon Habib, lighting artist (Halo Infinite)
  • Farhez Rayani, senior lighting artist (Pixar)
  • Josh Slezak, lighting artist
  • Ayesha Baugh, real-time lighting artist
  • Chad Orr, senior lighting artist (Dreamworks Animation, God of War 4)
  • Alex Gold, technical designer (God of War: Ragnarok, MediEvil PS4)
  • Jon Wofford, lead UI artist (Anthem, Star Wars: The Old Republic)

DESIGN

  • Richard Terrell, designer (Remnant: From the Ashes)
  • Nestor Hernandez, senior designer (Donkey Kong Country: Tropical Freeze)
  • Bill Vandervoort, design director (Metroid Prime 3, Donkey Kong Country Returns, Mario Kart 7, Donkey Kong Country: Tropical Freeze)
  • Brandon Strong, senior designer (Junction Point Studios, Sensory Sweep)
  • Scott Hafner, senior level designer (Obsidian)
  • Stephen Dupree, principal game designer (Donkey Kong Country: Tropical Freeze, Super Lucky's Tale)
  • Patrick Krefting, technical designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Shawn Wingler, technical designer (Mass Effect Trilogy, The Sims on console)
  • Jay Fuller, designer (Metroid Prime 3: Corruption, Donkey Kong Country Returns, Mario Kart 7)
  • Ethan Smith, designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Wayland Fong, technical designer (Call of Duty Black Ops Cold War / Vanguard, Black Ops 4)
  • Russell O'Henly, staff technical designer (Metroid Prime 2 & 3, Mario Kart 7)

AUDIO

  • Geoffrey Belcher, sound designer
  • Scott Petersen, audio supervisor (Blizzard Entertainment)
  • Bobby Arlauskas, sound designer (Metroid Prime 3, Donkey Kong Country Returns & Tropical Freeze, Call of Duty: Advanced Warfare, Halo 4)

ENGINEERING

  • Bharathwaj Nandakumar, engineering manager (Treyarch)
  • Ben Johnson, tools engineer (Hangar 13)
  • Matt Frank, tools engineer (A Hat in Time)
  • Eric Sebesta, director of engineering (Unity, Bethesda, BioWare)
  • Ryan Dunagan, technical designer (Remnant: From the Ashes, Darksiders 3)
  • Jeffrey Joyce, software engineer (NBA 2K)
  • David Plunkett, programmer (The Matrix Online)
  • Gary Scanlon Jr, software engineer (Donkey Kong Country: Tropical Freeze, Disney Infinity 2.0, Mass Effect Trilogy)
  • Jim Richmond, senior software engineer (Donkey Kong Country: Tropical Freeze)
  • Taylor Yust, gameplay engineer
  • Andy Hanson, software engineer (Metroid Prime 3)
  • Michael Kelley, software engineer (Donkey Kong Country: Tropical Freeze, Tiger Woods PGA Tour 11)
  • Daniel Habig, technical engineer (Bethesda)
  • Jose Guerra, staff software engineer (Donkey Kong Country Returns & Tropical Freeze)
  • Andrew Orlando, software engineer (Donkey Kong Country: Tropical Freeze, Star Wars: The Old Republic)
  • Jordan Johnson, UI engineer (Donkey Kong Country: Tropical Freeze, Medal of Honor: Frontline)
  • Rio Velarde, programmer (Rockstar Games)
  • Ryan Kirschman, gameplay engineer (Telltale Games)
  • Robert Walker, gameplay engineer (Halo 2L Anniversary, Doom 2016, Call of Duty 4: Modern Warfare Remastered)
  • Ryan Cornelius, senior lead gameplay engineer (Metroid Prime Trilogy, Donkey Kong Country Returns & Tropical Freeze)
  • Jim Gage, software engineer (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)
 


The Metroid Prime 4 dev team

PRODUCTION

  • Michael Kelbaugh, president and CEO (Metroid Prime 2 & 3)
  • Nathan Ramos, senior producer (The Callisto Protocol, Horizon Forbidden West)
  • Monty Goulet, outsourcing producer (2K)
  • Jeff Moreaux, lead producer (Zynga, EA, Bioware)
  • Jessica Spence, senior producer (Donkey Kong Country: Tropical Freeze, Halo 4)
  • JoAnna Frazar, producer (Guild Wars 2)
  • Ryan Harris, director of planning (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)
  • Korri Kopsi, concept art producer (Satellite Game Studios)

ART

  • Jhony Ljungstedt, senior art director (Battlefield V, Mirror's Edge Catalyst)
  • Sasha Nodia, lead external environment artist / outsourcing manager (Demon's Souls remake)
  • Chris Lewis, senior environment / material artist (Halo 4, Halo 5, Halo Infinite)
  • Rodrigo Brea, 3D environment artist (Amazon Games)
  • Nicholas Reynolds, technical artist (Striking Distance Studios, Turn 10)
  • Chris Hahn, associate art director (Anthem, Mass Effect Andromeda, Star Wars: The Old Republic)
  • Jennica Derksen, senior environment artist (Arkane Austin)
  • Kevin Decatoire, concept artist (New World, Diablo Immortal)
  • Jonathan Garcia, senior environment artist (Call of Duty: WWII, Telltale Games)
  • Ryan Metcalf, technical animator (id Software, Gearbox)
  • Bryan Erck, senior VFX artist (Shadow of the Tomb Raider, Marvel's Avengers, COD Advanced Warfare)
  • Randy Bernard, 3D artist
  • Teague Schultz, senior environment artist (Metroid Prime 2 & 3)
  • David Salaiz, senior character artist (Midnight Studios, Certain Affinity)
  • Mark Capers, environment designer (Super Lucky's Tale, Disney Infinity 1-3, Epic Mickey 1 & 2)
  • Mookie Weisbrod, senior lead animator (Star Wars: The Old Republic)
  • Rick Blankenship, animator (Red Fly Studio, Bluepoint Games)
  • Chris Medina, environment artist
  • Matt Manchester, artist (Firefly Studios)
  • Will Petrosky, senior environment artist (God of War: Ragnarok, Call of Duty WWII / Modern Warfare Remastered / Black Ops 3)
  • Miguel Garcia Pandal, cinematics producer (The Callisto Protocol, Marvel's Avengers)
  • James Reed Ketcham, environment artist
  • Rachel Doda, storyboard artist (Nickelodeon, Rooster Teeth)
  • Ryan Powell, senior staff artist (Metroid Prime 1, 2 & 3)
  • Enrique Rivera, concept artist
  • Matthew Tovar, character animator (The Last of Us, Uncharted: The Lost Legacy, Call of Duty: Infinite Warfare / Ghosts)
  • Edward Tejeiro, environment artist (Naughty Dog, EA)
  • Nina Morris, UI artist
  • Adam Poole, cinematics and narrative producer
  • Gray Ginther, character artist (Donkey Kong Country Returns: Tropical Freeze, Ratchet & Clank, Remnant: From the Ashes, Darksiders 3)
  • Tyler Siemers, environment artist (Sony Santa Monica Studio)
  • Luis Ramirez, senior artist (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns, Titanfall)
  • Kenneth Kozan, environment artist (Donkey Kong Country: Tropical Freeze)
  • Robert Kovach, staff technical artist (Arkane Austin, Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Steven Ray, animator (The Last of Us: Part I & II, Crash Bandicoot 4)
  • Kat Gray, environment artist (IllFonic)
  • Shawn Melchor, concept artist (Epic Mickey 1 & 2)
  • Greg Frizzell, environment art manager (Rift)
  • Tiffany Lee Griffith, environment artist (Metroid Prime Remastered)
  • Raphael Perkins, animator (Donkey Kong Country Returns, Metroid Prime 3, Duke Nukem Forever)
  • Charlie Victoria, gameplay animator (Naughty Dog)
  • Kyle Hefley, lead character artist (Halo 4, 5 & Infinite, Call of Duty: Black Ops, DJ Hero)
  • Sylvia Rowland, artist (Donkey Kong Country: Tropical Freeze, Mario Kart 7)
  • Robert Kovach, staff technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2, Arkane Austin)
  • Ian Connell, animator (Lego 2K Drive, Thor: Love and Thunder)
  • Sean Horton, senior environment artist (Metroid Prime 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • Taylor Rohrig, cinematic artist (Deck Nine, Sony Santa Monica Studio, Walt Disney Imagineering)
  • Dax Pallotta, technical staff animator (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • David DeCoster, senior environment artist (Metroid Prime Remastered)
  • Bryce Homick, senior environment concept artist (Firaxis Games)
  • David Chen, technical animator (Rift)
  • Madison McElfish, technical artist
  • Rebecca Flannery, technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 2)
  • Mike Abahazy, technical art manager (Shadow of the Tomb Raider, Star Wars: The Force Unleashed)
  • Kyle Ruegg, animator (Donkey Kong Country: Tropical Freeze, Dungeon Hunter 3)
  • Stephen Zafros, senior animator (Metroid Prime 1, 2 & 3)
  • Alex Petrulis, environment artist (Deep Silver Volition, High Voltage Software)
  • Kyle Lopez, cinematic layout artist (Ms Marvel, Doctor Strange in the Multiverse of Madness)
  • Kiko Buyo, senior animator (Metroid Prime Remastered, Star Wars: The Old Republic)
  • John Sheblak, lead graphics engineer (Mario Kart 7, Donkey Kong Country Returns & Tropical Freeze)
  • Marina Czarnecki, 3D artist (Apex Legends, Clash of Clans)
  • Tony Bernardin, graphics engineer (Donkey Kong Country: Tropical Freeze)
  • John Carter, VFX artist (Remnant 2, Darksiders 3)
  • Jon Marcella, environment designer (God of War PS4, God of War: Ascension)
  • Dan Wallace, lighting artist (The Last of Us Part 2 Remastered, God of War Ragnarok, Overwatch)
  • Thomas Haase, lighting artist
  • Tom Wright, lighting artist (IllFonic)
  • Elizabeth Baxter, lead lighting artist (Epic Mickey 1 & 2)
  • Brandon Habib, lighting artist (Halo Infinite)
  • Farhez Rayani, senior lighting artist (Pixar)
  • Josh Slezak, lighting artist
  • Ayesha Baugh, real-time lighting artist
  • Chad Orr, senior lighting artist (Dreamworks Animation, God of War 4)
  • Alex Gold, technical designer (God of War: Ragnarok, MediEvil PS4)
  • Jon Wofford, lead UI artist (Anthem, Star Wars: The Old Republic)

DESIGN

  • Richard Terrell, designer (Remnant: From the Ashes)
  • Nestor Hernandez, senior designer (Donkey Kong Country: Tropical Freeze)
  • Bill Vandervoort, design director (Metroid Prime 3, Donkey Kong Country Returns, Mario Kart 7, Donkey Kong Country: Tropical Freeze)
  • Brandon Strong, senior designer (Junction Point Studios, Sensory Sweep)
  • Scott Hafner, senior level designer (Obsidian)
  • Stephen Dupree, principal game designer (Donkey Kong Country: Tropical Freeze, Super Lucky's Tale)
  • Patrick Krefting, technical designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Shawn Wingler, technical designer (Mass Effect Trilogy, The Sims on console)
  • Jay Fuller, designer (Metroid Prime 3: Corruption, Donkey Kong Country Returns, Mario Kart 7)
  • Ethan Smith, designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Wayland Fong, technical designer (Call of Duty Black Ops Cold War / Vanguard, Black Ops 4)
  • Russell O'Henly, staff technical designer (Metroid Prime 2 & 3, Mario Kart 7)

AUDIO

  • Geoffrey Belcher, sound designer
  • Scott Petersen, audio supervisor (Blizzard Entertainment)
  • Bobby Arlauskas, sound designer (Metroid Prime 3, Donkey Kong Country Returns & Tropical Freeze, Call of Duty: Advanced Warfare, Halo 4)

ENGINEERING

  • Bharathwaj Nandakumar, engineering manager (Treyarch)
  • Ben Johnson, tools engineer (Hangar 13)
  • Matt Frank, tools engineer (A Hat in Time)
  • Eric Sebesta, director of engineering (Unity, Bethesda, BioWare)
  • Ryan Dunagan, technical designer (Remnant: From the Ashes, Darksiders 3)
  • Jeffrey Joyce, software engineer (NBA 2K)
  • David Plunkett, programmer (The Matrix Online)
  • Gary Scanlon Jr, software engineer (Donkey Kong Country: Tropical Freeze, Disney Infinity 2.0, Mass Effect Trilogy)
  • Jim Richmond, senior software engineer (Donkey Kong Country: Tropical Freeze)
  • Taylor Yust, gameplay engineer
  • Andy Hanson, software engineer (Metroid Prime 3)
  • Michael Kelley, software engineer (Donkey Kong Country: Tropical Freeze, Tiger Woods PGA Tour 11)
  • Daniel Habig, technical engineer (Bethesda)
  • Jose Guerra, staff software engineer (Donkey Kong Country Returns & Tropical Freeze)
  • Andrew Orlando, software engineer (Donkey Kong Country: Tropical Freeze, Star Wars: The Old Republic)
  • Jordan Johnson, UI engineer (Donkey Kong Country: Tropical Freeze, Medal of Honor: Frontline)
  • Rio Velarde, programmer (Rockstar Games)
  • Ryan Kirschman, gameplay engineer (Telltale Games)
  • Robert Walker, gameplay engineer (Halo 2L Anniversary, Doom 2016, Call of Duty 4: Modern Warfare Remastered)
  • Ryan Cornelius, senior lead gameplay engineer (Metroid Prime Trilogy, Donkey Kong Country Returns & Tropical Freeze)
  • Jim Gage, software engineer (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)


Way more people from the Prime trilogy days than I expected. HYPE.
 
I actually enjoyed the story in Fallen Order, I just hope they keep it as DEI free as possible
Im sure it will be ok, Metroid doesn't lend to that stuff ,its a very focused narrative and gameplay centric im surprised they already figured out all the staff credits knowing next to nothing about the game though 🤭if true looks like a solid team plenty of Halo veterans working on Prime 4

They need more than fans to sell 10m+ copies of the game.

Until of course fans are fine waiting another 17 years for Metroid Prime 5.
I believe Prime 4 has a good chance to become the best selling in the series, finally beating Prime 1 at 2.84M( almost 4M if we count the remaster, but not all were sold at full price, some were even given away with the Cube)
but keep in mind, the Prime series has always been more of a niche project,the first game did exceptional but gamers abandoned ship quickly when they figured out its not a traditional FPS, but a puzzle centric, exploration based, atmospheric adventure game with little plot

Prime 4 could be the breakthrough, but im sure Nintendo has reasonable expectations,they certainly don't expect to sell 10M lol i don't think the design has 'universal appeal' in that way,but it will be success on its own, also i bet its a bit more ambitious than what we have seen so far but we need to wait for other trailers
 


The Metroid Prime 4 dev team

PRODUCTION

  • Michael Kelbaugh, president and CEO (Metroid Prime 2 & 3)
  • Nathan Ramos, senior producer (The Callisto Protocol, Horizon Forbidden West)
  • Monty Goulet, outsourcing producer (2K)
  • Jeff Moreaux, lead producer (Zynga, EA, Bioware)
  • Jessica Spence, senior producer (Donkey Kong Country: Tropical Freeze, Halo 4)
  • JoAnna Frazar, producer (Guild Wars 2)
  • Ryan Harris, director of planning (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)
  • Korri Kopsi, concept art producer (Satellite Game Studios)

ART

  • Jhony Ljungstedt, senior art director (Battlefield V, Mirror's Edge Catalyst)
  • Sasha Nodia, lead external environment artist / outsourcing manager (Demon's Souls remake)
  • Chris Lewis, senior environment / material artist (Halo 4, Halo 5, Halo Infinite)
  • Rodrigo Brea, 3D environment artist (Amazon Games)
  • Nicholas Reynolds, technical artist (Striking Distance Studios, Turn 10)
  • Chris Hahn, associate art director (Anthem, Mass Effect Andromeda, Star Wars: The Old Republic)
  • Jennica Derksen, senior environment artist (Arkane Austin)
  • Kevin Decatoire, concept artist (New World, Diablo Immortal)
  • Jonathan Garcia, senior environment artist (Call of Duty: WWII, Telltale Games)
  • Ryan Metcalf, technical animator (id Software, Gearbox)
  • Bryan Erck, senior VFX artist (Shadow of the Tomb Raider, Marvel's Avengers, COD Advanced Warfare)
  • Randy Bernard, 3D artist
  • Teague Schultz, senior environment artist (Metroid Prime 2 & 3)
  • David Salaiz, senior character artist (Midnight Studios, Certain Affinity)
  • Mark Capers, environment designer (Super Lucky's Tale, Disney Infinity 1-3, Epic Mickey 1 & 2)
  • Mookie Weisbrod, senior lead animator (Star Wars: The Old Republic)
  • Rick Blankenship, animator (Red Fly Studio, Bluepoint Games)
  • Chris Medina, environment artist
  • Matt Manchester, artist (Firefly Studios)
  • Will Petrosky, senior environment artist (God of War: Ragnarok, Call of Duty WWII / Modern Warfare Remastered / Black Ops 3)
  • Miguel Garcia Pandal, cinematics producer (The Callisto Protocol, Marvel's Avengers)
  • James Reed Ketcham, environment artist
  • Rachel Doda, storyboard artist (Nickelodeon, Rooster Teeth)
  • Ryan Powell, senior staff artist (Metroid Prime 1, 2 & 3)
  • Enrique Rivera, concept artist
  • Matthew Tovar, character animator (The Last of Us, Uncharted: The Lost Legacy, Call of Duty: Infinite Warfare / Ghosts)
  • Edward Tejeiro, environment artist (Naughty Dog, EA)
  • Nina Morris, UI artist
  • Adam Poole, cinematics and narrative producer
  • Gray Ginther, character artist (Donkey Kong Country Returns: Tropical Freeze, Ratchet & Clank, Remnant: From the Ashes, Darksiders 3)
  • Tyler Siemers, environment artist (Sony Santa Monica Studio)
  • Luis Ramirez, senior artist (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns, Titanfall)
  • Kenneth Kozan, environment artist (Donkey Kong Country: Tropical Freeze)
  • Robert Kovach, staff technical artist (Arkane Austin, Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Steven Ray, animator (The Last of Us: Part I & II, Crash Bandicoot 4)
  • Kat Gray, environment artist (IllFonic)
  • Shawn Melchor, concept artist (Epic Mickey 1 & 2)
  • Greg Frizzell, environment art manager (Rift)
  • Tiffany Lee Griffith, environment artist (Metroid Prime Remastered)
  • Raphael Perkins, animator (Donkey Kong Country Returns, Metroid Prime 3, Duke Nukem Forever)
  • Charlie Victoria, gameplay animator (Naughty Dog)
  • Kyle Hefley, lead character artist (Halo 4, 5 & Infinite, Call of Duty: Black Ops, DJ Hero)
  • Sylvia Rowland, artist (Donkey Kong Country: Tropical Freeze, Mario Kart 7)
  • Robert Kovach, staff technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2, Arkane Austin)
  • Ian Connell, animator (Lego 2K Drive, Thor: Love and Thunder)
  • Sean Horton, senior environment artist (Metroid Prime 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • Taylor Rohrig, cinematic artist (Deck Nine, Sony Santa Monica Studio, Walt Disney Imagineering)
  • Dax Pallotta, technical staff animator (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze, Mario Kart 7)
  • David DeCoster, senior environment artist (Metroid Prime Remastered)
  • Bryce Homick, senior environment concept artist (Firaxis Games)
  • David Chen, technical animator (Rift)
  • Madison McElfish, technical artist
  • Rebecca Flannery, technical artist (Donkey Kong Country: Tropical Freeze, Epic Mickey 2)
  • Mike Abahazy, technical art manager (Shadow of the Tomb Raider, Star Wars: The Force Unleashed)
  • Kyle Ruegg, animator (Donkey Kong Country: Tropical Freeze, Dungeon Hunter 3)
  • Stephen Zafros, senior animator (Metroid Prime 1, 2 & 3)
  • Alex Petrulis, environment artist (Deep Silver Volition, High Voltage Software)
  • Kyle Lopez, cinematic layout artist (Ms Marvel, Doctor Strange in the Multiverse of Madness)
  • Kiko Buyo, senior animator (Metroid Prime Remastered, Star Wars: The Old Republic)
  • John Sheblak, lead graphics engineer (Mario Kart 7, Donkey Kong Country Returns & Tropical Freeze)
  • Marina Czarnecki, 3D artist (Apex Legends, Clash of Clans)
  • Tony Bernardin, graphics engineer (Donkey Kong Country: Tropical Freeze)
  • John Carter, VFX artist (Remnant 2, Darksiders 3)
  • Jon Marcella, environment designer (God of War PS4, God of War: Ascension)
  • Dan Wallace, lighting artist (The Last of Us Part 2 Remastered, God of War Ragnarok, Overwatch)
  • Thomas Haase, lighting artist
  • Tom Wright, lighting artist (IllFonic)
  • Elizabeth Baxter, lead lighting artist (Epic Mickey 1 & 2)
  • Brandon Habib, lighting artist (Halo Infinite)
  • Farhez Rayani, senior lighting artist (Pixar)
  • Josh Slezak, lighting artist
  • Ayesha Baugh, real-time lighting artist
  • Chad Orr, senior lighting artist (Dreamworks Animation, God of War 4)
  • Alex Gold, technical designer (God of War: Ragnarok, MediEvil PS4)
  • Jon Wofford, lead UI artist (Anthem, Star Wars: The Old Republic)

DESIGN

  • Richard Terrell, designer (Remnant: From the Ashes)
  • Nestor Hernandez, senior designer (Donkey Kong Country: Tropical Freeze)
  • Bill Vandervoort, design director (Metroid Prime 3, Donkey Kong Country Returns, Mario Kart 7, Donkey Kong Country: Tropical Freeze)
  • Brandon Strong, senior designer (Junction Point Studios, Sensory Sweep)
  • Scott Hafner, senior level designer (Obsidian)
  • Stephen Dupree, principal game designer (Donkey Kong Country: Tropical Freeze, Super Lucky's Tale)
  • Patrick Krefting, technical designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Shawn Wingler, technical designer (Mass Effect Trilogy, The Sims on console)
  • Jay Fuller, designer (Metroid Prime 3: Corruption, Donkey Kong Country Returns, Mario Kart 7)
  • Ethan Smith, designer (Donkey Kong Country: Tropical Freeze, Epic Mickey 1 & 2)
  • Wayland Fong, technical designer (Call of Duty Black Ops Cold War / Vanguard, Black Ops 4)
  • Russell O'Henly, staff technical designer (Metroid Prime 2 & 3, Mario Kart 7)

AUDIO

  • Geoffrey Belcher, sound designer
  • Scott Petersen, audio supervisor (Blizzard Entertainment)
  • Bobby Arlauskas, sound designer (Metroid Prime 3, Donkey Kong Country Returns & Tropical Freeze, Call of Duty: Advanced Warfare, Halo 4)

ENGINEERING

  • Bharathwaj Nandakumar, engineering manager (Treyarch)
  • Ben Johnson, tools engineer (Hangar 13)
  • Matt Frank, tools engineer (A Hat in Time)
  • Eric Sebesta, director of engineering (Unity, Bethesda, BioWare)
  • Ryan Dunagan, technical designer (Remnant: From the Ashes, Darksiders 3)
  • Jeffrey Joyce, software engineer (NBA 2K)
  • David Plunkett, programmer (The Matrix Online)
  • Gary Scanlon Jr, software engineer (Donkey Kong Country: Tropical Freeze, Disney Infinity 2.0, Mass Effect Trilogy)
  • Jim Richmond, senior software engineer (Donkey Kong Country: Tropical Freeze)
  • Taylor Yust, gameplay engineer
  • Andy Hanson, software engineer (Metroid Prime 3)
  • Michael Kelley, software engineer (Donkey Kong Country: Tropical Freeze, Tiger Woods PGA Tour 11)
  • Daniel Habig, technical engineer (Bethesda)
  • Jose Guerra, staff software engineer (Donkey Kong Country Returns & Tropical Freeze)
  • Andrew Orlando, software engineer (Donkey Kong Country: Tropical Freeze, Star Wars: The Old Republic)
  • Jordan Johnson, UI engineer (Donkey Kong Country: Tropical Freeze, Medal of Honor: Frontline)
  • Rio Velarde, programmer (Rockstar Games)
  • Ryan Kirschman, gameplay engineer (Telltale Games)
  • Robert Walker, gameplay engineer (Halo 2L Anniversary, Doom 2016, Call of Duty 4: Modern Warfare Remastered)
  • Ryan Cornelius, senior lead gameplay engineer (Metroid Prime Trilogy, Donkey Kong Country Returns & Tropical Freeze)
  • Jim Gage, software engineer (Metroid Prime 1, 2 & 3, Donkey Kong Country Returns & Tropical Freeze)

That's a pretty stacked team, there's a lot of talent in there. Like CB said, more people from the Prime Trilogy days than I expected. Seems like this is in good hands.

As for the writers, I just hope the story isn't too in-your-face. The first part of Prime 3 always put me off a little bit. I'd rather soak in a subtle story from the environment than get exposition and cutscenes. Basically, I want whatever you'd consider the exact polar opposite of Other M.
 
Wtf is this bump dude
The community claims Switch 2 will be on par with PS4 performance wise.

So I once again have watched the trailer of Metroid and I don't believe it runs on a regular Switch.
It's a PS4 level of graphics.
 
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The community claims Switch 2 will be on par with PS4 performance wise.

So I once again have watched the trailer of Metroid and I don't believe it runs on a regular Switch.
It's a PS4 level of graphics.
I doubt that. When Nintendo showed actual WiiU gameplay of BotW it was running on it. MP4 doesn't look that far from the remake
 
The community claims Switch 2 will be on par with PS4 performance wise.

So I once again have watched the trailer of Metroid and I don't believe it runs on a regular Switch.
It's a PS4 level of graphics.
It didn't look PS4-level then, and doesn't look PS4-level now in light of this 'revelation' -- which I don't buy, btw
 
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