Metroid Prime 4 delivers an incredible atmosphere, but its dull overworld and awkward psychic abilities hold it back.
I didn’t need any special insight to see how Metroid Prime 4: Beyond would unfold, especially as bounty hunter Samus Aran quickly acquires her own mind-bending abilities after being mysteriously transported to Viewros, the remnants of a long-lost civilization. Before diving in, I was uncertain about how psychic powers would mesh with Samus’ existing toolkit, and I was skeptical about the introduction of an almost open-world overworld navigated by motorbike.
Unfortunately, my concerns were justified. Both features feel clunky and detract from the overall experience, making their implementation feel outdated. I didn’t need Metroid Prime 4 to try to go ‘Beyond’ – I needed it to master the basics. Frustratingly, it does excel in certain areas. Within each dungeon-like zone, Metroid Prime 4 shines, blending tactile FPS exploration with stunning visuals and an immersive atmosphere. However, the surrounding structure ultimately weighs it down – the attempt to go ‘beyond’ feels more like a burden than a benefit.
In the game, Samus is called upon to assist the Galactic Federation in safeguarding a mysterious artifact, leading to a large-scale battle with Sylux, a rival bounty hunter harboring an unexplained grudge against her. As the conflict intensifies, the artifact activates, transporting Samus to Viewros, where her power suit’s abilities are diminished.
Upon arrival, Samus encounters ancient Lamorn structures and inscriptions that proclaim her as a prophesized Chosen One, destined to fulfill the civilization’s wish to be remembered after their tragic demise. To aid her quest, she receives a stone that grants her psychic powers and is tasked with locating five keys to activate a special teleporter for her return.
Metroid Prime 4 doesn’t excel in linear storytelling, and its attempts at narrative often fall flat. I’m still puzzled as to why Sylux, a character from the Nintendo DS title Metroid Prime Hunters, is given such prominence here. His presence is so minimal that it becomes almost humorous when the plot treats him as a significant adversary. It’s as if Samus herself is equally oblivious to his importance, reminiscent of M. Bison’s line in the 1994 Street Fighter movie: “For you, the day you met Samus Aran was the most important of your life. But for me, it was Tuesday.”
Samus remains the strong and silent type throughout.
The storytelling improves when Samus interacts with other survivors from the teleportation event. While some may find the dorky Galactic Federation tech engineer Mackenzie annoying, I have a soft spot for him, much like Ashley did during our hands-on preview. These companions, who join Samus briefly on her journey, reinforce her image as a legendary bounty hunter.
However, these interactions can feel somewhat shallow as the game progresses. There’s little opportunity to explore the emotional weight of Samus’ relationships, or lack thereof, with those around her – a missed opportunity compared to the effective storytelling in Metroid Prime 3.
But linear storytelling isn’t the main draw of Metroid. This series thrives on exploration, piecing together details from environmental design and scattered data logs about the ruins you encounter. Metroid Prime 4 boasts excellent level design, showcasing stunning visuals on the Nintendo Switch 2 and intuitive navigation. Each environment is crafted with intention, inviting players to engage deeply. I rarely enter a new area without activating Samus’ scan visor. Analyzing objects and creatures not only aids in progression and puzzles but also helps unravel the story of the environment.
Metroid Prime 4 excels at creating a sense of progression as you search for teleporter keys. As you delve deeper into an abandoned factory, systems begin to power up, complicating your journey as an industrial score builds in intensity. Similarly, the frozen chambers of a bio-lab reveal more about the experiments conducted within as you scan computers, data logs, and test tubes. The game delivers a phenomenal atmosphere, and in this regard, it does go ‘Beyond’, with higher fidelity enhancing the tactile experience that elevates the Metroid Prime series. While other FPS games may boast superior graphics, Metroid Prime 4’s levels are more evocative and visually striking.
The much-touted JoyCon 2 controls are present and functional, but I found them less appealing outside of a desk setup. Switching between control schemes mid-battle can be clunky. I preferred the full motion controls reminiscent of the Wii, as well as the dual-stick motion-aiming hybrid. Overall, Metroid Prime 4 feels great to control.
Progression through the main areas is slow but purposeful, and you won’t uncover everything on your first run due to Samus’ gradual acquisition of power-ups that restrict access. These mechanics are classic Metroid, working well for the most part. For example, you might need the psycho lasso to clear debris blocking a hallway or an ice laser to remove an ice lock. Figuring out how to advance is satisfying, though rarely challenging, aside from remembering where certain locks are located (and a later collectible can help mark them on the map).
First-person shooting comes into play as you encounter both aggressive and passive wildlife that can harm Samus. I appreciate the presence of both, adding depth to each area. Boss fights also lean towards puzzle-solving, with a quick scan often revealing how to exploit their weak points before you start shooting. While this can be challenging, it rarely becomes frustrating, except for a few punishing battles that penalize you for failing to revive a downed companion in time.
Despite my praise for the level design and exploration loop, there are aspects of Metroid Prime 4: Beyond that are frustrating. The psychic powers, for instance, feel cumbersome – don’t expect to weave them into combat like in Control. Their combat applications are limited. You can use the control beam, a maneuverable purple blast that can slow time and hit multiple targets, but it’s a hassle, requiring you to switch visor views, charge the beam, and then switch back to continue shooting. These powers are better suited for low-pressure puzzles, but the control beam feels like a less interesting version of the Beetle item from The Legend of Zelda: Skyward Sword.
The overworld, Sol Valley, feels similarly outdated, resembling classic Zelda more than the innovative approach of The Legend of Zelda: Breath of the Wild that I had hoped for. There are only a handful of shrines offering minor puzzle challenges, mostly involving walking into a room and checking if you have the necessary power-up to proceed – it’s not a groundbreaking evolution of the Metroid formula, but rather a way to fill an otherwise sparse open-world map.
Sol Valley serves as the gateway to the five main key-hiding areas, making it the largest interconnected open world in the Metroid series. However, the navigation can be cumbersome. After obtaining the bike early in the game, Mackenzie informs me that I can pursue the remaining key signals in any order. Great! Except, not really. I bike to one location, navigate a small area, ascend an elevator, and ride a gondola lift, only to find an ice wall blocking my path. I backtrack, bike to another corner of the map, only to discover I can’t access that area either. Mackenzie then calls to suggest I check out the volcano. I bike to that corner, traverse a motorbike tunnel, but can’t access the facility there either, though I do acquire a fire chip that should allow me to break the ice wall.
But wait. Why would Samus be able to install her own hardware? Now I have to bike back across the overworld, enter a shrine-like entrance to the forest area, use a cargo cannon to slowly blast my way through, and only then can Mackenzie allow Samus to shoot fire blasts. After that, it’s back through the cargo cannon load screen, sprinting through the shrine entrance, biking back to the ice level elevator, going up, crossing the gondola, and finally accessing the next dungeon-like area. This is the most egregious moment in the game, but it was my first experience navigating the overworld, and I found myself having to return to base camp for upgrades multiple times later on.
Progression gating and exploring new areas after unlocking abilities are core elements of the Metroid experience, fostering a sense of mastery and empowerment. However, the expansive overworld adds unnecessary slogging through load screens and uninspired spaces, lacking the focused purpose of the original Metroid Prime’s Tallon Overworld. What’s the point of connecting these spaces across Viewros if they still require additional transport and load screens? During my time with Metroid Prime 3, which spanned several distinct planets, I never felt the urge to pilot Samus’ ship across empty space. Ultimately, I felt discouraged from revisiting areas due to the tediousness of getting back there.
Clocking in at around 12 hours with approximately 90% of upgrades and scans, Metroid Prime 4: Beyond matches the length of previous, more streamlined entries in the series, but it feels bloated. The overworld ends up feeling like filler, and I would have preferred a shorter experience. I even managed to collect 100% of the green crystals, an overworld collectible tied to a major side mission that involves driving into chunks of them at high speed – a task that feels less engaging than similar activities in Ratchet & Clank.
The best Metroid games, and indeed the best Metroidvania titles, are intricate and labyrinthine. Yet, somewhere along the way, it feels like Metroid Prime 4 lost its way. Within its actual levels, Metroid Prime 4 is a triumph, offering immersive first-person exploration like no other in the genre, with some of the finest levels in the series, rich with atmosphere. But outside of those moments, Metroid Prime 4 becomes a drag, hindering the experience. Unfortunately, Samus isn’t exceeding my expectations – sometimes, trying to do too much can backfire.