You are waiting for it, we are waiting for it: in the absence of any information concerning Metroid Prime 4, the former members of Retro Studios indulge in a few confessions, and possibly empty their bag. Even if it means offending Nintendo?
Once is not customary, it’s on the New Zealand YouTube channel KIWI TALKZ that a Retro Studios alumnus looked back at length on his years working on the Metroid Prime series for Nintendo. This time, it’s technical manager Jack Mathews who reveals new behind-the-scenes information: from the prototype to third person shooter refused by the manufacturer to the many headaches concerning the dark viewfinder of Metroid Prime 2, everything goes there, or almost.
The merit bonus
But like Bryan Walker, who had already returned to the same mic on open world cravings during the development of Metroid Prime 3, Mathews couldn’t achieve everything he would have liked at the time, mainly because of the support. Because after two GameCube opus which had nothing to be ashamed of against the competition, the arrival of the Wii has somewhat damaged his optimism:
At the end of Metroid Prime 3, no one at Retro Studios wanted to go back to a new episode. From a technical standpoint, I was honestly a little disappointed when the Wii arrived. It might also have led to some exhaustion: I really wanted to work on cool stuff, and I think Bryan Walker mentioned that before… but I couldn’t help but think that sticking with Nintendo meant that we would be technically in the background, as if stuck. As an engineer, this posed a creative problem for me. that technically staying with Nintendo was going to mean staying a bit in a box and a bit out of the way, that was hard to justify. The architecture of the Wii is really pocket of that of the GameCube …
Three is enough
Make no mistake: Jack Mathews does not condemn Nintendo’s strategy in one sentence, which has largely borne fruit with more than 100 million consoles sold, a record for the manufacturer in the home console niche. . If the Wii gave him a problem, it was because it did not allow him to progress in his field:
The controller was very innovative, but I’m not a gameplay programmer. I would have been very interested in the idea of working on a next-gen console, and I really wasn’t the only one at Retro Studios. After the completion of Metroid Prime 3, I didn’t feel like continuing to develop on the Wii, and that’s one of the reasons I left.
Mathews is also full of praise when he talks about his years working in collaboration with Nintendo, which “unlike many Western publishers” did not bother with long and expensive prototypes before agreeing to the production of a new game.
Will these methods still apply for Metroid Prime 4? If there is no lack of recruitments for its reboot at Retro Studio, no information has yet been leaked on this obviously eagerly awaited title, and expected one day soon on Switch.