Gaming

Metroid Prime’s Former Designers Discuss What They Want From The Forthcoming Sequel

Nintendo threw us for a loop last week during the Electronic Entertainment Expo when it announced […]

Nintendo threw us for a loop last week during the Electronic Entertainment Expo when it announced not one, but two, new Metroid titles, including this year’s Metroid: Samus Returns for Nintendo 3DS and a new Metroid Prime sequel for Switch, coming sometime in the future.

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However, what shocked us even further is that Retro Studios, the developer that worked on the previous Prime games, isn’t working on the title. Instead, a new team headed up by a veteran Metroid producer is at the helm.

With that, Switch Player recently spoke to two former Metroid Prime designers, Kynan Pearson and Mike Winan, about what they’d like to see in the sequel – and their insights are deep enough that they truly understand what Samus Aran is all about.

Wikan noted, “I think there is an opportunity to create a more living ‘world’ for Samus to explore. By maturing the visual guideposts within the world to match and enhance the ‘lock and key’ systemic exploration that is at the heart of the Metroid Prime series of games, there would be an opportunity to enhance those elements that make the Metroid Prime games unique – the isolation, the wonder, and the fear. When I look at what the new Zelda game is doing on the Switch, it really seems clear to me that there is an opportunity to push the elements that are keystones in the franchise toward their logical gameplay constraints.

“Imagine cyclopean bosses pursuing you under the skin of a verdant moon across kilometres of terrain, scatting buildings and native life in its wake until you finally lure it to a battlefield of your choosing – a ringed gas giant dominating the sky overhead.

“Imagine an alien ship whose wreckage is scattered across hundreds of miles of terrain, your goal as the player being to pull the data cores from each section and reassemble the Gravitic Compression Cannon to face the final boss.

“Imagine collecting the Wing Suit, allowing you to fly to near orbit and rendezvous with the orbital defence satellite – retargeting it on the surface below to breach the shields of a space pirate stronghold.

Not just creating isolated pockets suggesting a world, but creating a world and playing within it – and perhaps even bringing a friend.”

And Pearson added, “I’d also love to see a completely new, fully 3D, third person re-imaginging of the Metroid franchise utilising the philosophies used to create The Legend of Zelda: Breath of the Wild. It would be wonderful to have a fully realised planet featuring a vast surface and a deep subterranean world to explore. I’d love to play off on a concept of freely exploring a dangerous world that’s filled with surprises and unique abilities, which players could tackle without guidance. To see them really play up elements of trying to survive in a world filled with undiscovered dangers, difficult enemies, bosses, and truly alien terrain. Metroid was always about gaining strange powers in a fully connected and dangerous world, so I hope they create a game that captures the heart of that concept. This type of game could present architecture and bosses at a grand scale that surpasses what players had experienced in the Metroid universe to date. I’d love to see Ridley realised as a massive space dragon that could engage players dynamically in different locations of the world. While it would feel open world, there would have to be a deeply crafted sense of discovering new parts of the world using the abilities the Chozo left behind.”

We’ll see more of what the new Metroid Prime is about sometime next year.