Issue 1929 of Famitsu included an interview with someone from the development team of Metroid Prime 4: Beyond at Nintendo. The interview, which can be read in Japanese here and below, discusses how Beyond entered production, why it’s more linear than past Metroid Prime titles, the Federation Trooper NPCs, and working with Retro Studios. We had Darts translate the whole interview, and formatted it in a way that matches the article in both the magazine and online.
In this email interview, we learn the development secrets of the latest installment in the First-Person Adventure series, Metroid Prime, which has been much talked about for its very high quality!
Metroid Prime 4: Beyond
The development team speaks:
Behind the scenes of the first new game in 18 years
8 long years after its announcement, Metroid Prime 4: Beyond has finally been released. How did this long-awaited new title reach its completion, and what did its creators have in mind when making it? Nintendo’s development team answered our questions in an email interview, so let us tell you all about it.
What is Metroid Prime 4: Beyond?
This is the latest title in the Metroid Prime series, a spin-off of the 2D action-adventure Metroid series which takes it in a new direction with 3D and first-person controls. As the first numbered entry in about 18 years, it marks the beginning of a new battle for its protagonist Samus.
A game that delivers a new experience while keeping Prime’s essence
— What was the context behind this game’s development?
Development Team: The project began following a request from Nintendo of America. They requested that we developed a numbered Metroid Prime, which is to say a new mainline entry. We thought about how to create a game that delivers a new experience while keeping Prime’s essence. We also wanted this game’s story to focus on the relationship between Samus and Sylux, something that we were already planning to explore at some point.
— During this game’s long development period, were there any hurdles, or points that you had to particularly pay attention to?
Development Team: The project changed development companies part way through, and was started over at Retro Studios. However, at the time, Retro Studios was not prepared to make a Metroid Prime game, so we had to start by putting the right structure in place for it. We also outsourced the creation of background models and cutscenes to other companies, with the backgrounds in particular requiring a lot of outside help, so we first had to select those companies, and manage the collaboration throughout. The Progress Management staff helped a lot to supervise both the scheduling and quality, and we are very thankful. Likewise, we are extremely thankful to everyone in the many studios who created these assets.
As for the points that we paid attention to… Maybe, getting the new staff to understand our design philosophy? It took them time to understand that we weren’t just making a game, but crafting a player experience, and in particular to grasp the concept of “Ma” (negative space) that is so characteristic of Metroid Prime. By the end, we believe they assimilated the Japanese concept of “Ma” in itself.
— With this being the first new numbered entry in 18 whole years, did the change of the times influence development in any way?
Development Team: At the start of this project, maybe due to the influence of The Legend of Zelda: Breath of the Wild, we noticed quite a lot of opinions on the Internet along the lines of “I want to try an open-world Metroid”. However, Metroid’s core principle of “acquiring new abilities to expand the explorable space” didn’t mesh well with the “go anywhere you want from the start” promise of open-worlds. Because of that, we decided to restrict the freely-explorable space, and make it a hub that connects the other areas between them. We also figured that, by allowing players to comfortably traverse that area with a bike, this could make exploration less stressful and add some variation to the game’s overall pacing. Consequently, completing the game took longer than expected, and we could see that players’ opinions of open-world games were starting to shift, but nonetheless, (at the time we restarted development with Retro Studios) we couldn’t see ourselves going back to the drawing board after development had already been reset once, so we decided to stick to our guns and complete the game according to the initial concept. During that time, shooters and action games evolved, especially when it comes to game speed, but following those trends would have made it difficult to maintain the pacing of an adventure game, so we deliberately ignored them. In other words, this is a game that is nearly unaffected by the change of the times.
— What is the meaning behind the subtitle, “Beyond”?
Development Team: It means “Beyond time and space”.
— What would you say is, without a doubt, the main appeal of Metroid Prime 4?
Development Team: On the technical side, probably the game’s beautiful graphics, thanks to its many high-resolution textures, or the fact that it runs at a steady 60fps on Nintendo Switch, and 120fps for the Nintendo Switch 2 Edition; we used the hardware to its fullest potential. Gameplay-wise, it offers a unique first-person adventure experience, and if you play it all the way to the end, it is a memorable experience that leaves you with much more than just the satisfaction of beating a game.
— Please tell us more about some features unique to the Nintendo Switch 2 Edition. In particular, what did you focus on when adjusting the feel of the mouse controls?
Development Team: With this game being primarily played in first-person, we wanted the mouse mode to feel satisfying and meet the expectations of players who are used to this type of controls. We dedicated a lot of time to adjusting the camera’s controls and the cursor’s movement, and we added a multitude of options for the players to set to their liking. Then, as we became more familiar with the Joy-Con 2’s functionalities, we felt that being able to seamlessly switch between mouse controls and stick controls would make for an amazing experience that is only possible on Nintendo Switch 2. As a result, a lot of time was spent on developing the technology to automatically detect if you’re using mouse controls or stick controls and minimise accidental inputs. The team put considerable effort into making this control scheme the best it could be, so we were really pleased with the positive feedback we received during the Nintendo Switch 2 Experience events. We look forward to even more people experiencing these controls once the game is out!
— Which aspects did you particularly focus on when creating the planet Viewros?
Development Team: For Fury Green, the game’s first area, the staff in charge of the art and environment design put a lot of effort into conveying the feeling of “a jungle from another world”. Naturally, we put a lot of care into giving the other areas and their environments a strong personality as well. In particular, the Lamorn culture is expressed through their peculiar architecture, featuring elegant curves that convey a feeling of unity, a testament to concept artist Steve Burg’s aesthetic sense.
(Continued on the next page.)

← Through Samus’s eyes, the player gets to explore, investigate, and sometimes even engage in combat on an unknown planet. As expected from this series, a stunningly beautiful sci-fi world awaits you for a deeply immersive experience.
Planet Viewros
A planet full of mysteries, and the primary setting of this game’s story. Once inhabited by an advanced civilization named the Lamorn, many traces of them can be found all over the planet. You can explore a variety of areas, such as a jungle, a snowy mountain or the inside of a volcano, as well as the immense desert located at the center of it all, Sol Valley.

Sylux
A bounty hunter who holds a strong grudge against the Galactic Federation and Samus. In this game, he uses Metroids to manipulate Space Pirates, and raids Federation facilities one after another. The story opens with one such raid. He first appeared in the Nintendo DS game Metroid Prime Hunters.

“Development took a long time, but we didn’t let the change of the times affect it.”
Psychic Abilities
A new set of abilities that Samus obtains within a facility left behind by the Lamorn. As you progress through the game, she will acquire more abilities, starting with the Control Beam which allows her to freely control the trajectory of her beam through the power of her will, bringing a fresh new twist to both combat and puzzle-solving gameplay.


↑ The Psychic Spider Ball, which allows you to ride invisible rails at an incredible speed, is also one of these Psychic Abilities.
Vi-O-La
A mechanical relic of the ancient civilization that once inhabited Viewros. Capable of moving at incredible speeds, it is also equipped with combat functionalities like the Power Slide that can be used following a Boost, or the target-seeking Projectile. One of the explorable areas, Volt Forge, houses the factory that manufactures it.


← The multifunction vehicle Vi-O-La was created to traverse the vast Sol Valley, and to do so in style. It’s rather unusual, but it fits Samus perfectly.
From the Control Beam to the idea of Psychic Abilities
— How did you come up with this game’s new Psychic Abilities, and which aspects did you focus on?
Development Team: While we were in the prototyping stages, we came up with the idea of controlling the Charge Beam. We got this feature programmed in and tested, and determined it could be a new gameplay element, but then came the question of, how can Samus do that? It’s from there that we came up with the Psychic Abilities. Later on, once development was transferred to Retro Studios, we asked them to create the rest of the Psychic Abilities.
— Speaking of new gameplay elements, there’s also the bike-like vehicle Vi-O-La. Please tell us about how it came to be, and which aspects you focused on. Also, any advice to get good at driving it?
Development Team: While we were conceiving the freely-explorable hub area (Sol Valley), came the issue of movement speed. Even if you can move around freely, having to traverse a large area by foot can still be stressful. While Samus does have abilities that allow for fast movement like the Boost Ball or the Speed Booster, in order to satisfy both the “moving around freely at high-speed in a large area” and the “stylish” aspects, we determined that “riding a bike” would be an optimal solution. Our priority was to make the very act of driving in itself enjoyable, so the programmers and game designers at Retro Studios fine-tuned it to ensure that, and we think the end result has a very satisfying feel. Furthermore, the map design team made the terrain with a lot of relief, so you can truly feel the weight. And once you’re able to freely control the drift and change directions, it offers a perfect combination of fun and maneuverability.
— Are there any strategies, things to keep in mind, or general advice to share for this game?
Development Team: If this is your first time playing the Prime series, always remember to scan things. Not only does it flesh out the game’s world, it can provide helpful hints to solve puzzles or defeat bosses. We also recommend saving at Save Stations as often as possible.

↑ The artwork depicting the Lamorn civilization, which greatly differs from humans and Chozo, is one of the highlights of this game.
“Thinking and looking for the solution”, a rare kind of game in this day and age
— What can you tell us about this game’s placement in the timeline? We know it takes place after Metroid Prime: Federation Force, but can you give us a more precise timeframe?
Development Team: It is set between Super Metroid and Metroid Fusion. That being said, in this game Samus is sent to another dimension, beyond space and time, so you don’t need to worry about the timeline. This was a deliberate choice, giving us freedom to create a unique setting for Metroid Prime without impacting the 2D Metroid series.

— What intentions did you have in mind when you wrote and designed the antagonist, Sylux?
Development Team: Back when Metroid Prime Hunters was in development at NST, the game designers came up with backstories for each of the bounty hunters. Among them, Sylux’s was that he hated the Galactic Federation and Samus, but we requested that they not establish a reason for it. That way, if we were to one day make a game that explores that reason, we wouldn’t be restricted by the existing story. And although the endings of Metroid Prime 3 and Federation Force included some foreshadowing, it is only with this game that, for the first time, we decided concretely what happened in the past. These events occasionally appear to Samus, like flashbacks, when she resonates with Sylux’s mind. Due to his self-righteous and narrow-minded personality, Sylux came to bear a grudge against Samus and the Galactic Federation. Also, while keeping the original colour and look as a base, Retro Studios’ artists redesigned his suit. Lore-wise, we justified it by him modifying the suit using nanotechnology belonging to the Galactic Federation. We think it resulted in a more refined and cool-looking design.

— While this game still offers plenty of Metroid’s trademark isolation and exploration, it also sees Samus team up with Galactic Federation troopers. What were the intentions behind that choice?
Development Team: The way we design games is that we usually start by establishing the theme, what we want the player to experience in that game. You know how, normally, the player will just press A without hesitation when finishing a game? Well, for Metroid Prime 4, we wanted them to feel hesitation and conflict at that moment. It’s for this purpose that the Galactic Federation troopers were also transported to Planet Viewros. (It will make sense when you reach the ending.)
That was the first thing we decided on, and from there, we thought about how to make these characters act realistically in the game, in that order. For example, rather than thinking about adding an escort mission, or appealing to casual players, and then considering each of these elements and incorporating them one by one, we instead designed the characters’ AI, the events and so on, so that you’d naturally find yourself thinking “this character seems cowardly, they must be weak in combat, I guess I’ll have no choice but to protect them”.
— You really get attached to each of these Galactic Federation troopers as you play the game, starting with MacKenzie. Are there any aspects of their personalities or dialogues that you particularly paid attention to?
Development Team: We decided on their personalities based on the role they would play. MacKenzie, the engineer, offers guidance during the game, so we went for a cheerful and kind personality. Since he also helps with developing new equipment, we decided to make him well-versed in technology, but we didn’t want him to seem unpleasant, so we also designed him to be a bit of a silly character who is easily frightened. For Tokabi, the sniper, we went for a quiet and lonely hunter giving off a mystical vibe. There are many points in the game where he acts alone, so we gave him that personality. For Sergeant Duke and Private First Class Armstrong, the idea was that of a stubborn old man and his cheerful daughter. We made their dialogues and acting so that the contrast between the two would look endearing. Moreover, when they accompany Samus, they have been programmed to behave like a reckless first class soldier who is prone to jumping head first into the action, and a calm and collected, dependable sergeant with a strong firepower. We actually had planned some events centered around these two, however due to scheduling constraints we unfortunately weren’t able to implement them. The android VUE-995 was conceived as the pilot for a giant mech. Since the other characters have strong personalities, we deliberately made him cold and robotic. One of his defining traits is his ability to fire multiple missiles at once from his shoulders, and we requested the animators to follow a pattern that is often seen in anime.
MacKenzie/Tokabi
Duke & Armstrong/VUE-995
The voice lines were supervised by Retro Studios’ writers, and the performance capture by their cinematics staff. They handled things very professionally and enthusiastically, even when it came to doing retakes, and we implemented many of their suggestions as well.
As for the Japanese dialogue, it wasn’t just translated, it was simplified to fit the game while still retaining each character’s personality, and rewritten to sound more natural and realistic. This wasn’t done by a writer, but by game designer Taro Kudo.
— Do you have any behind-the-scenes anecdotes to share?
Development Team: Whenever we went on a business trip to visit Retro Studios, we would always bring them Japanese confectionery as gifts. Macha-flavored chocolates and snacks were a big hit. There were also some rice crackers with a really strong wasabi flavor that they really enjoyed. Texas, where Retro Studios is located, is well-known for BBQ, though they accompany the meat with habanero pickles that are much too spicy for our taste. Retro Studio’s staff, on the other hand, would be munching away like it was nothing. Their tolerance to spicy food is on a whole other level than us Japanese.
— Finally, is there anything you would like to say to people who are currently playing Metroid Prime 4, or to convince those who haven’t played it yet?
Development Team: We would like you to experience this game’s graphics and smooth gameplay, which we aimed to be the absolute best among Nintendo games. We hope you won’t only finish the game, but take the time to carefully inspect every nook and crany of this world. And that includes the Federation troopers, too. Every dialogue and behaviour has been meticulously crafted so they wouldn’t feel like just another NPC. You’ll definitely feel it if you regularly return to the base camp and talk to them throughout the game. Finally, more than anything else, the Metroid Prime series is all about “thinking and looking for the solution”, and that extends to the combat as well, exemplified by the boss battles. This kind of game might be rare in this day and age, but we believe it perfectly encapsulates the true fun of gaming. Metroid Prime 4 combines both the enjoyment of following your instincts and thinking outside the box, and is an experience you won’t forget. We hope you’ll give it a try!

↑ The series’ typical “think and look for the solution” approach to boss battles is one of the most exciting parts of the gameplay.
Translated by: Darts
Header image by: Irene








