Metroid Prime 4: Was It Worth The Wait, A Humble Review
- Igor Krivokapic
- 2 minutes ago
- 9 min read

Some games are waited on for a long time, and some games are waited on for so long that they stop being just software and instead enter the realm of myth. Some would even call them vaporware. Metroid Prime 4: Beyond was exactly that for years, an idea, a promise, a title that appeared in the news only to disappear again. Someone might say that the old saying “A promise is a fool’s comfort” came true, but they also say that even God(s) heard us fans when this franchise was in question.
For veterans, every new rumor awakened a mix of hope and skepticism, because the history of the industry has taught us that development cycles this long rarely pass without serious consequences. When games jump from one pair of hands to another in terms of development teams, the fate of such a creation usually isn’t good. That is exactly why the return of Samus Aran in a full-blooded Prime format seemed like something that could easily go wrong in the most textbook way. Fortunately, that did not happen at least not entirely.
In the mood to play something completely different? Check out our Death Howl Review!
How Metroid Prime 4 Preserves the Spirit of the Original Trilogy
The very first minutes of the game clearly signal that Retro Studios decided not to reinvent hot water to any greater extent. You will notice that we emphasize that this does not mean we are withholding criticism toward the changes in the game, but the overall package ultimately leaves quite a good taste. Prime 4 does not try to redefine the series, but rather to continue it with clear respect toward what once made the previous trilogy special.
From the moment the visor on the helmet comes to life, when the HUD appears, and the scanning sound fills the silence, it becomes obvious to veterans that this is the Metroid Prime they remember. At least in the beginning.

The pacing is slow, carefully designed, and there is no anxiety that would disturb the sense of exploration in certain parts of the campaign. The game does not rush to show you all its cards, but instead lets you slowly settle into the rhythm of exploration, combat, and occasional moments of complete solitude. Until that solitude is interrupted by certain moments that very efficiently test the tolerance of series purists toward modern gaming accessibility trends. Do not be afraid, but be prepared for certain nonsense because of which some people on the development team should probably lose their jobs. Everything else works as it should.
The planet Viewros, where the story takes place this time, is perhaps the strongest asset of the entire game. Retro once again demonstrates an exceptional understanding of how to design a world that feels alien yet convincing, with that familiar call to exploration. When you begin to grasp the scope of the entire planet, fragmented into multiple sections, it feels as if you’ve stumbled into a situation where the pie is enormous, no matter how small a bite you take.
Fury Green and the Power of Environmental Storytelling
Fury Green, the first major area, is not only visually impressive, it is a functional lesson in storytelling through environment and atmosphere. Massive plant structures, organic passages, not to mention their shapes, and the central tree that stores Lamorn energy they serve not only aesthetics, but also navigation, orientation, and atmosphere.
At some point, you begin to wonder whether you might have slept through some title that led to this kind of evolution in visual design within the series. Here, Prime 4 achieves something very few games can: it makes you stop, look around, and soak in the space even when nothing is forcing you to do so. At first glance, it even evokes memories of HALO: Combat Evolved when the action starts and when the palette of colors begins to burst, but that is something you will only really notice if you actively look for parallels with other games.
As the adventure develops, the world expands through different biomes while still maintaining consistency in design. Volt Forge strongly resembles environments from Metroid Prime 3, and in that way, brings us an industrial soft-horror feel with massive production lines that clearly show how the world around you is being exploited. On the other hand, there is Ice Belt, which recalls Phendrana Drifts and uses extreme weather conditions to amplify the sense of isolation.
This is not the lonely, quiet cold you might remember from Phendrana Drifts, but rather an aggressive, almost hostile environment in which even nature itself feels like an enemy. Retro manages to convey the feeling that you are in a place not made for life, and one that is extremely unwelcoming to newcomers.
How Metroid Prime 4 Uses Sound and Music to Shape Its World
The sound and music further reinforce that impression. The soundtrack uses synthesizers, distorted electronic motifs, and occasional guitar segments to create an audio image of a world that is at once technologically advanced and deeply unnatural. The music rarely forces itself forward, but always knows when to appear. In moments of discovery, danger, or tension, that old Prime trick resurfaces and works flawlessly, but the weaker musical foundation does not leave the same impression as when we first heard the iconic theme from Metroid Prime.
We understand that this is largely a product of its time and of our unpreparedness for it back then, so it left a stronger impact. But the composers could have handled this better and surpassed the original OST, which sounded even more amazing on our C6-100 headset.
When it comes to exploration, Prime 4 makes several compromises that will not sit well with everyone. The structure of the world is significantly more linear than in the original Metroid Prime. Although backtracking exists because of the items you leave behind for later once you acquire new abilities, the first run through the zones still feels like guided progression, but without obvious hand-holding. For veterans who remember Tallon IV as an almost perfectly interconnected world, this may feel disappointing because there we were left to ourselves and followed every path and hidden passage.
Stunning Hub World with Limited Purpose
Once again, it must be emphasized that brain power had to be engaged. All of this ends up somewhat pointless because the modern audience may not even want to deal with games like this in a flood of competitive shooters and other titles, and at the same time, you have partially alienated the original fans, who were realistically the main audience this game was made for, and to whom it makes sense. Even though this is supposedly the beginning of a new trilogy, there are too many references and mechanics relying on previous games.

The target group was partially misjudged. Although Prime 4 resembles Prime 3 more in terms of being “guided” through zones, here the zones are more clearly separated. In the end, the philosophy of “clear this and move on” becomes very apparent. The original Prime did not have this, which slightly waters down the game.
Sol Valley, as the central hub, leads you into further worlds, and you move through it on a motorcycle called Vi-O-La. The mechanic of collecting items while on the motorcycle is a good addition to the overall “meal,” but over time, it becomes a chore. After the first hour, you can already guess where this is heading.
Sol Valley looks impressive and has the potential to be something more than just the central hub of the game, but in practice, it mostly serves as a transition space. A very large loading screen alongside a smaller number of small screens, which, to our surprise, are phenomenally designed and rely on loading-animation mechanics with elevators from previous Prime games.
Are the Motorcycle Sections in Metroid Prime 4 a Missed Opportunity?
The motorcycle riding is technically solid, but it brings nothing new, though, who would even want to reinvent hot water in motorcycle-riding mechanics? Unfortunately, there is no real danger or challenge during these segments, and everything feels routine. This comes across as a brilliant concept that someone idealistically put on paper, and then some manager type, who has probably never truly played a Prime game in his life, showed up and said, “Yes, yes, put it like this, but in the end, do it the way I say.” He probably only saw Prime through YouTube videos.
One of the biggest problems as big as a house problems that runs through the game is not technical, but philosophical in nature, and is personified through the character Miles. Although it is clear that his role was designed as a form of accessibility and support for new players, the effect he produces often goes directly against the core DNA of Metroid. A series that has, for decades, built its atmosphere on loneliness, silence, and independent discovery of the world here allows that atmosphere not just to be disrupted, but practically “buried” under constant radio chatter, suggestions, and parental pats on the shoulder or furry head.

It comes off as if Miles is Samus’s dad, thanking her whenever she does something. That directly tramples over every premise of isolation and solitude that this type of game has at its core. Exploration, which should be an intimate process between the player and the environment, is often interrupted by a voice explaining something you have already figured out, or that is written on a wall, or that you have only just begun to investigate on your own.
Overbearing Guidance, Exceptional Controls
The problem is not with the very idea of accessibility because Metroid Prime has always had a hint system. The problem lies in the aggressive implementation of it and the inability to completely disable it. When Miles calls in uninvited, he does not help; he steals the moment. He steals that precious feeling of uncertainty, doubt, and curiosity that forms the core of the Prime experience. For veterans, it is especially frustrating that everything seems to operate under the assumption that the player in front of the console has not even a gram of intelligence.
If you pause to scan the environment or simply want to absorb the atmosphere, the system apparently interprets that as confusion and reacts accordingly. The sense of intimacy is disrupted at almost every turn. Metroid has never been a game that pulls you by the sleeve, yet here, unfortunately, it often feels exactly like that.
Thankfully, when Prime 4 returns to its core gameplay loop, everything falls back into place. The controls are probably the best the series has ever had. Switch 2 brings mouse-play support that makes Prime 4 exceptionally precise and easy to play. This will especially please veterans from PC systems who are used to using a mouse in FPS games.
In addition to this, we also have a gyro option and a classic dual-stick system, offering flexibility for every play style. Morph Ball transitions are instantaneous, movement is more fluid, and combat is significantly more dynamic than before. You can feel pressure from enemies, and you must actively participate in combat, not just aim and say, “Yeah, that’s enough, I’m fine.”
Peak Boss Battles vs. Immersion-Breaking Support Characters
The combat system successfully balances the old Prime feel with more modern execution. Enemies may not be particularly complex individually in terms of AI, but in larger groups, they require good positioning, proper timing, and smart use of the environment. Boss fights are one of the BEST aspects of the game. They are faster, bosses clearly telegraph their moves, and they have a better rhythm than before.
The return of Sylux brings a rivalry that is more personal and interesting than the Dark Samus moments. While Dark Samus was a dark and looming presence, somewhat faceless, her fear factor was compensated by the premise that she was as powerful as Samus, only infused with Phazon. The fights with Sylux represent some of the most intense moments in the game.
When we come to the narrative side, Prime 4 remains faithful to the philosophy of the series, although the role of the Galactic Federation is significantly emphasized. This somewhat recalls Metroid Other M, but here it is far better implemented, and we do not have storytelling moments like those from Koei Tecmo. Other M was a black sheep of the series due to its poorly executed story, and here you can relax. Supporting characters have their bright moments, but the interruptions and suggestions are a mental plague that destroys everything in those moments. A MUTE button for them is desperately needed. DESPERATELY!!!
In Conclusion

Despite everything, Metroid Prime 4: Beyond succeeds in what is most important it brings back the feeling of exploring an unknown world from a first-person perspective, spiced with an atmosphere that relies on environment, spatial design, and silence rather than on overloaded narration. This is not a revolutionary return, nor a game that erases the mistakes of its predecessors, but it is an authentic Metroid Prime to the core.
If Retro Studios draws the right lessons from this, a potential Metroid Prime 5 could be the sequel that everyone secretly hopes for. Until then, Beyond is a worthy return from a long development hell!
Metroid Prime 4: Beyond is a safe, atmospheric return to the series that, in its best moments, perfectly understands what makes Metroid Prime special. Excellent gameplay, controls, and world design confirm that Retro Studios still has the knowledge and feel for this franchise. Unfortunately, excessive hand-holding, linearization, and aggressive assistance through supporting characters often suffocate the sense of solitude and free exploration. Despite these flaws, Beyond remains an authentic and valuable experience that lays a good though not perfect foundation for future Metroid Prime games.
🎮 Game Rating:8.6/10
8.6/10 A deeply atmospheric and authentic Metroid Prime experience with phenomenal world design and combat, but weighed down by linearity and intrusive guidance systems.
👶 Recommended Age Group:12+
I would recommend this game for players aged 12+, because the gameplay requires focus, spatial awareness, and reading comprehension, while the themes of isolation, tension, and environmental hostility may be too intense for younger children but remain appropriate and non-graphic for teens.
Gemini-Style Summary
Metroid Prime 4: Beyond marks a long-awaited return to the series with strong atmosphere, impressive world design, and excellent controls and combat, but its linear structure and intrusive guidance systems weaken the signature feeling of isolation and discovery — resulting in an authentic yet imperfect continuation that sets a solid foundation for future entries.

