Following its initial announcement in 2017, Metroid Prime 4: Beyond went through a long and troubled development, including having to change teams from Bandai Namco to Retro Studios in 2019 before finally being released in 2025.
In a new interview published by Famitsu, Nintendo shed some light on some of the challenges the game faced in its development. A translated portion from @Genki reveals that they had attempted to incorporate open world elements due to the success of The Legend Of Zelda: Breath Of The Wild, which eventually became implemented as the desert hub area in the final game.
However, player attitudes and expectations towards open-world games as well as shooting and action games changed significantly during the title’s long development period. Rather than restart development again, Nintendo chose to work with what they had and complete the original concept, resulting in the version of Metroid Prime 4: Beyond that we have today.
“When the project first started, perhaps influenced by The Legend of Zelda: Breath of the Wild, opinions like “I’d like to see an open-world Metroid” were quite common to see online. However, Metroid’s core element of gaining abilities to expand the areas of exploration does not go well with an open world where you can move around freely from the start.
Therefore, we decided to limit the area where you could move freely and use it as a hub to connect other areas. We also thought that if players could comfortably traverse this area by bike, it would act as a part that eases the tension of exploration and adds some variety to the pacing of the game as a whole.
As a result, it took longer than expected to complete the game, and we recognized that players’ impressions of open-world games were changing. However, we couldn’t imagine going back even further on the development that had already been reset (at the point it started over at Retro Studios), so we resolved to see it through to completion based on the original concept.
During this time, shooting and action games have evolved, especially with increased play speed, but incorporating that would have made it difficult to maintain the tempo of an adventure game, so we consciously chose not to focus on that. In other words, I think it has become a game that’s almost completely untouched by the changes of the times.”
What do you think? Let us know in the comments.
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