Metroid Prime 4: Beyond proves something hardcore fans have known all along

After years of waiting, Metroid Prime 4: Beyond is finally here, and as excited as I was for the next first-person chapter in Samus' story, I can't help but feel a little underwhelmed. don't get me wrong, Metroid Prime 4: Beyond It's definitely not a bad game, but it's not exactly what I was hoping for either. There are several key aspects of the game that I just don't connect with, and it actually makes me look at the 2D games.

My first Metroid the game was Metroid Fusion for the Game Boy Advance, and from the moment I started I was hooked on the franchise. Of course, I also really enjoyed it Metroid Prime series over the years as well. Samus is one of the first characters I got hooked on, and I'll gladly take any excuse to jump into the world of the franchise. But despite its strengths, Metroid Prime 4: Beyond is a reminder that the heart of the franchise lies in a 2D environment.

Metroid Prime 4: Beyond's more experimental additions take away the franchise's best features

Let's talk about the NPCs…

Okay, I know that Metroid Prime 4: Beyond isn't the first game in the franchise to have NPCs, but I have a hard time appreciating characters like Myles MacKenzie. Myles isn't a constant presence, meaning his place in the game doesn't ruin the experience, but I definitely didn't enjoy my time with him. Between him and Nora Armstrong geeking out over meeting Samus, there were a few moments throughout the game that felt a little too Joss Whedon-inspired for my taste. I love the isolated and lonely feeling of early Metroid game, and adding multiple NPCs into the mix ultimately takes away that kind of eerie atmosphere.

Throwing these companions into the story makes it feel like Metroid Prime 4: Beyond struggling with his own identity. On the one hand, it excels in its isolated, Samus-focused moments, but when the NPCs arrive, it feels like the game is trying to appeal to a wider audience instead of honoring the franchise's proven methods. I understand that Nintendo wants the game to appeal to as many players as possible, but trying to appeal to multiple audiences at once instead of keeping a central focus often creates uneven pacing. NPCs aren't the only reason Metroid Prime 4: Beyond however, has problems with pacing, as the openness of the game also throws a wrench in the pace.

Metroid Prime 4 lists over 20 studios in its credits Image via Nintendo

Every NPC companion and skill in Metroid Prime 4: Beyond

Companion

Skill

Myles MacKenzie

Specialist engineer skilled in weapon/vehicle repair and maintenance

Reign Tokabi

Galactic Federation sniper

Ezra Duke

An experienced Galactic Federation sergeant

Nora Armstrong

Galactic Federation pilot adept at machines

VUE-995

Battle android created to control heavy mechs

Metroid Prime 4: Beyond's Open World Traversal makes me long for tight corridors

When it comes to games, Metroid Prime 4: Beyond still honors the series in many ways. This entry is packed with puzzles, which I love, and the game is at its best when it sticks to the classics Metroid Prime tropics. I'm open to new submissions that try new mechanics and features, though Metroid Prime 4: Beyonds open-world bike-passing and desert terrain feels more like an afterthought than a meaningful addition to the game. When Nintendo revealed earlier this year that Samus would be getting a motorcycle, I was excited about Vi-O-La. Zooming around a hostile planet on a cool bike sounds like a great time, and it would be if there was anything truly remarkable during those desert moments.

In recent years, many projects have tried to jump on the open world trend, but not all games are suitable for such an expansive map. Metroid Prime doesn't feel like the best candidate for this setup style. Of course, on the road, next Metroid Prime the game could potentially nail its open world moments and prove me wrong, but as it currently stands, this post's use of open world exploration hurts the pacing as much as the NPCs. When Samus doesn't have to drive through the desert, the game's level design is fantastic, but once I realize I have to travel again, I'm more annoyed than excited.

There are two Amiibos that offer rewards for Samus Vi-O-La. The Samus Aran Amiibo unlocks a jukebox containing three songs. Samus and Vi-O-La Amiibo include several features, such as a Boost Recovery once a day, an odometer, and skin upgrades that can be unlocked every 50,000 meters.

The Next Metroid Game is hopefully Less Prime and More Dread

I will always have a soft spot for the older 2D Metroid game, but over time I've realized that Metroid Dread is probably my favorite in the franchise. It's technically 2.5D, but it's an almost perfect balance between the classic Metroid formula and modern innovation. The gameplay is incredible, it looks amazing, it nails the traditional atmosphere, and it's challenging without being exhausting.

Despite its strengths, Metroid Prime 4: Beyond is a reminder that the heart of the franchise lies in a 2D environment.

Right now, there is no way to know what the future will look like Metroid has in store for fans, but there's already a chance Nintendo could be gearing up for more Foremost entries. Earlier this year there were already rumors about it Metroid Prime 5 may begin development soon. Every rumor and leak should be met with skepticism, but it's clear that Metroid Prime 4: Beyond setting up more stories. If Metroid Prime 5 still insists on expanding its scope and features to appeal to a wider audience, it will hopefully refine the new additions next time, so that they actually feel like meaningful features in the game instead of just additions to appease a wider variety of gaming tastes.

Metroid began as a 2D franchise, and while it's important to evolve, the defining characteristics of these games owe the limitations of 2D. Metroid Dread proves that 3D influence can still have a big impact, but overall a 2D focused approach often brings out the best Metroid game because that's where the franchise was born.


Metroid Prime 4 Beyond Tag Page Cover Art

System

super grayscale 8-bit logo


Released

December 4, 2025

ESRB

Teen/animated gore, violence

Publisher

Nintendo


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