Metroid Prime 4: Beyond, a New Journey Finally Begins – Switch 2 Review

A review of the fourth installment in the Metroid Prime saga, available in stores 18 years after the last episode and more than eight years after its initial announcement.

di Jacopo Retrosi
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It was January 2008, and I had just finished Metroid Prime 3: Corruption, which I received a few weeks earlier for Christmas. It was the first time I had completed a game 100% (in human time), and the satisfaction was immense. True, not without in-game help and the print magazines of the time (the concept of “internet” was still quite abstract where I lived), but that's another story.

The reward? An additional cutscene after the credits, where we see Samus's ship being tailed by Sylux's (immediately recognized, after destroying my wrist holding the stylus during long sessions on Prime Hunters). The hype was through the roof, imagining what they would come up with for the next chapter of the saga, now that the Phazon threat seemed averted. Almost 18 years have passed since then; a lot of water has flowed under the bridge.

Finally, however, I managed to get my hands (so to speak, the physical edition will arrive in a couple of weeks) on the much-desired Metroid Prime 4, more than eight years after its first announcement and an entire console generation. The hype is still sky-high, and I can't wait to sink my teeth into this new adventure from Retro Studios, as I believe the few remaining alive to celebrate the event are. Will Beyond have met expectations? Let's find out.

Metroid Prime 4, 18 Years Later

One of the problems that sequels released decades after their predecessors face is the profound changes in the gaming landscape. They cannot afford to adopt the exact same gameplay formula that made them famous. They must somehow innovate to attract potential new followers who missed previous installments and align themselves at least minimally with modern industry standards. On the other hand, they are not allowed to “betray” long-time fans, who expect a certain type of experience, to return to the good old days and satisfy their nostalgia.

It's not easy, especially for a niche series like Metroid, and it's a matter of moments to come out of it with broken bones. In my opinion, however, Beyond has done an excellent job. The foundations that characterize a Metroid Prime are all there, and the new elements enrich the canvas without weighing it down or irrevocably deforming it. There are reservations and perplexities, but after all this time, it was inevitable. Overall, I appreciated what Retro Studios built. The development cycle was troubled, and this emerges in some weaknesses of the title, but nothing that ruined the astronomical wait and the joy of being able to return to Samus's first-person controls.

A Script Already Seen and a Bit Messy

Metroid Prime 4: Beyond opens as usual, with Samus responding to a distress call, unaware of the mess that will come her way. Apparently, the Space Pirates, led by Sylux (they must be in really bad shape this time, Ed.), are attacking Galactic Federation bases everywhere. This time they seem interested in a mysterious alien artifact, and it so happens that the Huntress is on patrol in those parts.

After a spectacular introductory cutscene (which made me regret the demise of Star Fox once again) and a brief on-foot tutorial sequence, Samus and Sylux find themselves face to face. The latter immediately takes a punch to the teeth, but one of his shots hits the artifact, which explodes, engulfing the entire hangar in light. Samus awakens at the foot of a huge tower silhouetted against the desert. A brief tour of the complex, accompanied by service drones, and she meets the hosts, another hi-tech alien race on the verge of extinction, who see her as “the Chosen One” and immediately assign her a mission to save what remains of their heritage.

She will have to retrieve five keys scattered around the planet. These will activate the “Master Teleporter,” with which to escape the ruined hermitage and take with her the seed of the sacred tree, which holds the secrets of their culture and will start a new civilization. Nothing we haven't seen before, however, it didn't particularly convince me as an incipit.

Unlike the Chozo, there is no connection between Samus and the Lamorn, nor any intergalactic danger, like the Ing or the Leviathans. Viewros has fallen, and its inhabitants with it, there's little to add. Samus takes their fate to heart because she's used to it by now, but she's practically doing them a favor, and the only concrete reason that might push her to carry out the campaign is that there are no other ways to leave the planet, apparently. A bit weak as a hook. Similarly, she loses all her powers as soon as she arrives because, strictly speaking, in every chapter of the series, Samus must lose pieces along the way (it's a joke at this point), but it happens a bit randomly here. At least it's a great excuse to get them back and justify that “Psyche” type twist that characterizes the work.

Metroid Prime 4: Beyond adopts an evanescent narrative structure, in the vein of the first Prime. On several occasions, we will receive suggestions or direct indications on how and where to proceed, but it will be up to the player to piece together the overall picture of the situation, thoroughly exploring every environment and scanning flora, fauna, structures, documents, and other amenities that reveal a lot of hidden details. At the same time, there is a desire to weave a more complex plot, bringing two storylines to the table: the exodus of the Lamorn and the threat of Sylux.

The problem is that the first, after a constant and growing buildup, seems to take a back seat at the most crucial moment, merely providing context without offering a resolution. The second, on the other hand, opens and closes the adventure, but in between, there is absolutely nothing. I expected Sylux to have a role similar to Dark Samus, but his presence is almost never felt throughout the story. That's not how you earn a spot on the Super Smash Bros. roster.

The result is an epilogue that offers few satisfactions and pleases no one (Samus included). Post-launch expansion? A starting point for a hypothetical Prime 5 (hoping it doesn't come out in 2043)? I don't know, but something is missing here. Exploring the lands of Viewros and the events that led it to the brink of collapse was very pleasant, however, they forgot to close the circle and tie it up properly. Metroid Prime, Echoes, and Corruption are deeply interconnected, but each can be seen as a standalone experience. Beyond is not quite: it gives me the impression of being a prelude to something else. It works as the beginning of a new cycle, but I wouldn't have minded a more gratifying climax.

The pivot around which most of Samus's new abilities revolve is the Psyche Crystal, the large purple gem embedded in the helmet of her Power Suit, which allows her to interact with various devices using only the power of thought. For example, she can unlock doors by manipulating hinges, collect energy sources and place them elsewhere, and alter the trajectory of her cannon's beams while moving. Furthermore, her classic equipment has acquired extra properties related to this power, such as coming into contact with devices invisible to the naked eye, or placing bombs in mid-air and launching them towards distant terminals. There isn't much new on the menu (it's hard to improve perfection), and we have some illustrious absentees, but the developers have strived to dedicate the right amount of time to each trinket and give it a consistent role in both exploration and combat.

I Live My Life a Quarter Mile at a Time

The journey begins in the Furious Jungle, a new Tallon Overworld, ideal for taking the first steps and getting familiar with the controls. Beyond adopts the scheme appreciated in Metroid Prime Remastered, with free aim via the right stick and the ability to move the reticle even during target lock using the pad's gyroscope. On Switch 2, it's also possible to use mouse controls with the Joy-Con 2s. An interesting option, heavily emphasized in the marketing campaign, however, particular precision is never really needed, except against some bosses, so it's not really necessary, but it remains a valid alternative.

Everything proceeds smoothly, until he arrives: Miles. In recent weeks, the entire community, incited by the press, has declared this poor unfortunate as the worst calamity ever to befall the franchise, a disgrace that has destroyed everything shown so far. Metroid never sells well, yet everyone has magically become sommeliers, able to understand better than both Retro Studios and Nintendo what is right and wrong for the series.

The mortal sin of this stereotypical engineer? A couple of unfortunate lines in the ten minutes we escort him to base camp. Ten minutes, fifteen if, like me, you tend to constantly buzz around with the Scan Visor on. That was enough to downgrade Beyond to a Marvel byproduct. Too bad that once good old Miles is dropped off, he will only contact us occasionally to provide clues about the next destination, not too dissimilar from the suit's warnings in older chapters. Immersion restored. True, having companions can be inappropriate in a title that has always relied on isolation, but it's not the first time Samus has repeatedly interacted with other characters (just think of Corruption), and I've never disliked these brief “social” interludes, where we see her interact with individuals who know and respect her, instead of being given yet another fetch quest.

For the record, Miles isn't the only Galactic Federation member on Viewros. There's an entire team to rescue, and occasionally they'll follow us on missions, providing support as best they can. No, none of them will win an Oscar, and I could have done without some of the dialogue, but still, for a good 80% of the adventure, we'll be on our own. And that's without considering the time spent wandering around hunting for power-ups. And then I find their attempts to converse with Samus hilarious, always repaid with her glassy “stare” or at most a nod of the head. The Huntress is one of those protagonists who doesn't need a voice; a few gestures are enough for her to be perfectly understood, and that's fine.

Samus the Centaur and Reassuring Confirmations

Another point of contention is Vi-O-La, Samus's motorcycle. It will be our main mode of transportation in the Sol Plain, the vast and desolate sandy expanse connecting the levels. No, Metroid has not become an open world. The area is little more than a hub and replaces the usual elevators to reach points of interest, the pulsating heart of the experience, claustrophobic and convoluted as tradition dictates. The desert itself is not particularly attractive; there's decidedly little to see, but it contains a series of exclusive trials and power-ups. It's not even that big; you can cross it from one end to the other in less than five minutes. Vi-O-La, for its part, controls well, is fast, and comes in handy in many circumstances. It's strange to see Samus riding around on two wheels, but it's an addition that isn't unwelcome.

For the rest, progression and level design faithfully reflect past canons, parallels abound, and the sense of déjà vu is strong, in a positive way if I may say so. Every time we enter a new location, we will be shown the position of the next key to grab, generally the most remote room, where the boss of the hour awaits us. From there, we will make our way with our current abilities until we find a new one to proceed further, either nearby or elsewhere, collecting energy tanks and expansions for missiles and elemental ammunition whenever possible.

The 3D transposition of the metroidvania philosophy that characterizes the saga certainly hasn't lost its luster after more than two decades, and indeed appears reinforced by a dynamic level structure, which changes its layout and access points throughout the story, offering different perspectives and interpretations depending on the ongoing events. In some ways, the environments seem almost more confined than in past episodes, but this is because the spaces have been optimized to the millimeter, with well-defined forks and a mostly vertical development, offering more compact sections and more organic shortcuts. This allows for appreciation of the minute architectural details and full immersion in the atmosphere on the first run, while also facilitating map reading and navigation during the inevitable backtracking.

However, solutions like intermediate elevators or fast travel points are missing. Each area is perfectly encapsulated, but to travel between them, the only option is to exit through the main entrance and make the journey by motorcycle. Some quality of life in this regard would have been useful, especially for future runs.

An Unexpected and Welcome Challenge

From a difficulty standpoint, Beyond has made several strides compared to its predecessors. Retro Studios has finally balanced the damage taken with the understanding that the player will gradually increase their health throughout the campaign. The encounters are never particularly challenging, however, even normal skirmishes with local fauna must be respected, and bosses can be very tough.

These bosses are no longer mere checklists to remember the latest acquired skills, but instead offer a genuine challenge. They may not be as spectacular and/or iconic as a Flaahgra or a Quadraxis, but they know how to conclude a narrative arc with style. Furthermore, there isn't a “definitive” weapon like the Plasma Beam or Eclipse, so players are encouraged to frequently use Samus's entire arsenal.

On the variety front, quality over quantity was preferred. Despite the large differences between the various biomes, for the most part, we will find ourselves riddling the many versions of Griever and Psibot, which, however, boast rather elaborate movesets and behaviors. Of course, there are dozens of creatures inhabiting walls and ceilings, ready to be scanned to fill the log with curiosities and interesting information about their biology.

Completing the adventure takes between 10 and 15 hours, which rises to about 20 if aiming for 100%. The pace is always sustained, you never get stuck for too long, and new features are regularly introduced to expand and enrich the formula. However, the grind to access the final level can become tedious if you don't get a head start during your travels. Replayability is guaranteed by content locked behind completing the game at maximum difficulty, collecting all items, and all scans. Retrieving expansions isn't too complicated, thanks also to the probes found around that mark them on the map, but there's no way to know where to find that missing document. Always keep the Scan Visor on.

The Wonders of Next-Gen and an OST that Pushes, but Takes Breaks

As for the technical aspect, Metroid Prime 4: Beyond was born on Switch, yet the Nintendo Switch 2 Edition, in Quality mode (4K and 60fps), is truly impressive. The models are rich in detail, some vistas are breathtaking, and the atmospheres are palpable. The frame rate never deviates from the maximum, loading times are almost zero and limited to transitions, and for an even more dynamic experience, you can reduce the resolution to 1080p and aim for 120fps, which it maintains without difficulty.

Places like the suspended bridge of the Furious Jungle, the circuit connecting the sections of the Voltaic Tower, the snowy plain, and the gorge of the Glacial Belt are very picturesque and a joy to traverse, but they can be counted on the fingers of one hand, while for the rest we have a forest of corridors in industrial and/or bio-mechanical contexts. All in line with the brand's philosophy and well-distinguished by ad hoc effects and fascinating designs, the environments are splendid, but I wouldn't have minded a bit more “breathing room.” No, the cosmic void of the Sol Plain doesn't count.

And now the music. I've had the trilogy's tracks on loop for decades while studying or working, and I can say that when the soundtrack “ignites,” it has every right to stand alongside the series' sacred monsters. The sounds are alien enough and scream Metroid Prime in every note, with refined motifs that nod to the past and introduce new melodies to get lost in, elevating the atmospheres and pumping up the combat. Magnificent, but there's a catch.

The Prime games have always shone even when the action took a back seat, with pieces ranging from serene to solemn, from melancholic to unsettling, slowly seeping into the soul. Beyond, however, becomes quite silent in such moments, perhaps a little too much. Is it nostalgia speaking? Possibly, but it's also true that in many circumstances, the soundtrack is barely perceptible, if not entirely absent. Not providing a dedicated theme for the desert, where we spend a lot of time, is truly bizarre. Again, a masterpiece when running at high speeds, otherwise not very impactful.