5/5/2023 0 Comments Metroid prime 4 final boss![]() Admiral Dane might make a cameo appearance being in a voice call or on a video call, or being the initiator of the entire mission. I highly doubt Adam will be referenced or Anthony. Other characters may include Ridley, because it's Ridley, a mention of Dark Samus, and some mention to minor characters in the entire Metroid universe. We will be going against Sylux as a main antagonist, as proven by MP3 and MPFF as well as Tanabe has confirmed in an interview or two. Of course we will play as Samus Aran, the main character as main character as you can get. Here's a list of each section I will speculate on, sources for any proof will be included at the bottom of the section. It's coincidental, not a game leak in disguise. If anything I say shows up or comes true. I have no connections to any game studio or leakers. I've seen some people speculating on the story and the actual game of Prime 4, but I've noticed a lot of people don't do a lot of in-depth research or connecting dots, so I'm deciding to throw my hat in the ring.īefore I start this, let me say, I'm just as much in the dark as an average, un-jurnalistic, hyped person as anyone else here. With E3 closing in on us and with us not knowing if we will see anything of Metroid Prime 4, whether that be gameplay/story trailer, a teaser, or any interviews without any true updates on the game. Nintendo Switch cartridges have a METRIC TON of space on them, so it would seem criminal to not utilize it to the fullest, right? Well, then, for a Metroid game to be a smash hit on the Switch, how on earth could these three problems be resolved? The games have to be longer (or more replayable), they need to be more open (and thus more flexible in progression and story/narrative), they need to be more systemic (like the immersive sims-like additions in BotW), they need to be more complex or customizable or configurable, they need to provide sufficient backdrops for variable, interesting gameplay. Or, if they do, they happen very, very infrequently. Most Metroid games don't allow players to really experiment with systems or advanced moves outside of two or so rooms (optional ones for the sake of getting the last few expansions in a game), and so interesting moments like trick shots in BotW or scaling the side of a building in Odyssey don't really happen in a Metroid game. And no game in the series pulls off that bait-n-switch (haha, puns) better than Super Metroid. Most Metroid games fake an "open" design with multiple branching passageways and "sequence breaking" secrets, but all in all the Metroid games follow a linear progression, it seems. The longer a standard run of a Metroid game is, the lower the usual replay likelihood it has. The replay value has been in getting better times and finding exploits to shave off frames here and there. They're usually short runs, and they reward speedrunning. Problem one, the length of Metroid games. Metroid games haven't really been known for any of these things. Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Super Smash Bros Ultimate are games that excel in all three categories, because of replay value / game length (length), the openness of design (breadth), and the complexity of said design (depth). I just realized three problems with making a Metroid game for the Switch:
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