Metroid Prime 4: Beyond mostly nails the Metroid you want 90% of the time

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After nearly two decades away from a mainline 3D outing, Samus returns in a game that mixes familiar exploration with modern design choices. Metroid Prime 4: Beyond arrives with a noisy opening and some divisive choices, yet it settles into a satisfying groove that will please many longtime fans and newcomers on Nintendo Switch and Switch 2.

Myles McKenzie and the early stumble that sparked debate

The opening hour of Metroid Prime 4 leans into cinematic set pieces and a chatty human presence that some players find jarring. The most contentious element is Galactic Federation engineer Myles McKenzie. His voice-acted banter is meant to humanize the mission, but it clashes with the franchise’s usual tone.

Other NPCs appear too, mostly as familiar soldier archetypes. They rarely help the mood.

  • Why players dislike the new sidekick: over-friendly dialogue, frequent interruptions, and tonal mismatch.
  • Occasional charm: small comedic beats land, especially in how other characters idolize Samus.

When the game finds its footing: classic Metroid exploration returns

Once the narrative noise recedes, the game delivers long stretches of the trademark Metroid loop: explore, scan, unlock, and return. The beats will be familiar to veterans.

Gameplay focuses on abandoned labs, environmental puzzles, and boss encounters that reward careful observation. The tools and movement feel responsive, and the map design encourages backtracking with purpose.

  • Length: roughly 15–20 hours to a first clear.
  • Exploration staples: scanning terminals, Morph Ball shortcuts, and hidden chambers.
  • Audio/visual: strong art direction, percussive score, and stable frame rate on Switch 2.

Standout areas and moments

The frozen Ice Belt is a highlight. Its layered corridors and atmosphere evoke the best elements of the series. Many levels reveal more on a second run, when you finally have every ability.

Replayability comes from re-opening previously inaccessible routes and finding secrets that feel earned.

Sol Valley and the Vi-O-La: expanding Metroid’s terrain

Prime 4 carves out new territory with Sol Valley, a wide desert that connects the game’s regions. Early on you unlock the Vi-O-La, a stylish motorcycle used to cross these wastes.

Sol Valley is intentionally sparse. That emptiness reinforces the planet’s desolation and gives Samus room to operate without constant chatter.

  • Vi-O-La features: boost charges, fast traversal, and fun momentum-based control.
  • Desert design: minimal UI clutter, fewer throwaway side tasks, and meaningful discoveries.
  • Hub function: Sol Valley ties the world together more cohesively than past entries.

How Prime 4 measures up to the original and the franchise legacy

Expectations are enormous when comparing anything to the original Metroid Prime. Prime 4 is not that exact experience. The sense of loneliness is dialed down, and some design choices favor accessibility.

There are smaller disappointments: fewer dramatic suit transformations and a number of abilities that revisit old territory. Still, the game captures the core thrill of unlocking new paths and mastering spaces.

  • Notable limits: occasional linear sections and familiar ability set.
  • Major wins: consistent visuals, polished traversal, and satisfying boss fights.
  • Context: the project endured a rocky development cycle, which makes its strengths more notable.

Metroid Prime 4: Beyond launches on Nintendo Switch and Nintendo Switch 2 on Dec. 4.

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