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Prime 4 interview with developers dropped
If you wondered "why" with this game your answer may be in here
https://famiboards.com/threads/new-famitsu-interview-with-nintendo-staff-regarding-metroid-prime-4-beyond-its-development-history-origins-its-placement-within-the-timeline-etc.16091/
>>
―――Please tell us about the development process for this title.

Development Team: The project began when we received a development request from Nintendo of America. They asked us to create a numbered entry—a mainline title—in the Metroid Prime series. We aimed to create a game that preserved the essence of Prime while also delivering new experiences. Simultaneously, we wanted to center the story around the relationship between Samus and Sylax, something we had planned to explore in a future title.

―――What were the most challenging aspects and the points you focused on most during the long development period?

Development Team: The project changed development companies midway, and we had to restart at Retro Studios. However, Retro Studios didn't have the infrastructure in place to develop a “Metroid Prime” title at that time, so we had to start by building that foundation. Additionally, while we outsourced background models and cutscene creation, producing background data alone required numerous subcontractors. This involved selecting those companies initially and managing them throughout. Our progress management staff were incredibly helpful in balancing both schedule and quality. We're grateful to them. We're also thankful to the many studios that created the data.

The key point we focused on was getting new staff to understand our production philosophy. It took time for them to grasp that we weren't just making a game, but building a player experience, and especially to understand the sense of “ma” (pause/space) that is so characteristic of Metroid Prime. Ultimately, I believe they came to understand this Japanese concept of “ma” itself.
>>
―It's been 18 years since the last numbered title. Were there any changes you consciously made to reflect the times?

Development Team: When the project started, perhaps influenced by The Legend of Zelda: Breath of the Wild, we saw quite a few online comments saying, “I want to try an open-world Metroid.” However, the core element of “gaining Metroid abilities to expand your range of action” doesn't mesh well with an open world where you can roam freely from the very start. Therefore, we decided to create limited areas of freedom and connect other zones via hubs. We also thought that if players could move smoothly between these areas on the bike, it would serve as a part that eases the tension of exploration, adding pacing to the overall game. We recognized that completing the game took longer than expected and that players' impressions of open-world games had changed. That said, (at the point we restarted development at Retro Studios) we couldn't consider going back further on a project we'd already reset once. We resolved to see it through based on the original concept. During this time, shooters and action games had evolved, especially in terms of increased play speed. However, incorporating that would have made it difficult to maintain the tempo suitable for an adventure game, so we consciously chose not to. In other words, I believe it's a game largely untouched by the changes of the times.

――――What meaning is conveyed by the subtitle “Beyond”?

The development team intended it to mean “transcending time and space.”
>>
――――What is the biggest appeal of Metroid Prime 4, in a nutshell?

Development Team: Technically, the stunning graphics using massive texture data. We've fully maximized the hardware's potential, like maintaining a steady 60fps on Nintendo Switch and 120fps on Nintendo Switch 2 Edition. As a game, we want players to experience the unique genre of first-person adventure. If they play through to the end, we believe it will be a memorable experience that goes beyond the simple satisfaction of clearing the game.

-Could you elaborate on features unique to the Nintendo Switch 2 Edition? Specifically, what did you focus on when adjusting the feel of the mouse controls?

Development Team: Since this is primarily a first-person game, we aimed to ensure mouse control felt satisfying for players accustomed to it, meeting their expectations. We spent considerable time fine-tuning camera movement and cursor control, and included numerous customizable options for players. However, as we learned more about the Joy-Con 2's capabilities, we realized that the seamless switching between mouse and stick controls would be a truly unique and excellent experience for the Nintendo Switch 2. Consequently, we dedicated a significant portion of our development time to creating technology that automatically distinguishes between mouse and stick inputs, minimizing unintended actions. The team worked extremely hard to make this control scheme the best it could be, so we were very happy to see such positive reactions at the Nintendo Switch 2 experience event. We look forward to more people experiencing this control scheme after the game's release!
>>
you read the rest fuck you
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>>729329834
>>
Tanabe needs to retire
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The amount of seethe this game has caused is hilarous
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>>729329834
You can paste a wall of text into Grok and ask it to summarize it in 20 words or less. Works great.
>>
I wonder how shit was the original Bamco proposal if Retro barely saved the game
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So they know it sucks and why it sucks and it basically boils down to them committing to Bamco’s open world design and then realizing way too late it’s just a fad, and the weird in-between compromise ended up even worse. If there’s any silver lining it’s that they aren’t in denial over it and maybe the next one will be good.
>>
>>729334137
Seems that way to me. That's always the issue of development hell, it's not just the fact things up overcooked but you're also trendchasing long after the trend died.
>>
>>729334137
They didn't account for Metroid fans having just enough will to collectively say "fuck you this is stupid". They thought they'd totally smoke them out with newcomer shiteaters like they did with Zelda.
>>
>>729331135
Why?
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>>729329418
Faggot
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>>729329834
Why are you proud of being illiterate?
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>>729334137
>Bamco’s
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>>729329418
Fucking slop.
https://youtu.be/aXPgbkF-a28?si=jb-sKpiGxp-qWSqv
>>
>>729334137
>it’s that they aren’t in denial over it and maybe the next one will be good.
Or that Nintendo is the one that ordered the BOTWification of every single Nintendo franchise and we're fucked going forward if Prime 5 comes out with this design philosophy permeating through everything.
>>
>>729334137
It wasn't Bamco, it was Nintendo's (probably Tanabe's) plan from the outset.
>>
>request from Nintendo of America
There is your problem
>>
>>729334137
And just think. Metroid Prime 5 was been confirmed to have been in parallel development with Prime 4. They were both greenlit at the same time, essentially.
We're going to get another one.
>>
>>729339684
Are you stupid? Of course it would be NoA pushing for a new Metroid. It's the western market that likes Metroid, not the Japanese one.
>>
>>729339789
I always hated the Prime series just like Retro Studio Donkey Kong and I would call Germany „western market“. Fuck your cawadooty slop for kids. I want real 2D Metroid back
>>
>>729329486
>We didn't make the shitty cutscenes they were outsourced
>We understand that the game was unfinished but it's not our fault, we weren't set up to make a new prime game
>We understand that open world mixes horribly with prime but we did it anyway
>We understand that everyone thinks open world is gay now but it was too late to change it
I can't tell if this is genuine or just making excuses for why they made one of the lowest rated, most expensive Nintendo games ever. At least they aren't delusional about what they built and won't make the same mistakes again. I'm most worried about them passing blame on the cutscenes because I know the reason they were shit is in-house writers and directors they chose themselves.
>>
>>729335102
I think the reasons BOTW worked in the first place (worked, as in, was a huge financial success and appealed to a lot of newcomers) are
1. A portion of the Zelda fanbase was tired of the Zelda formula come Skyward Sword. Even though BOTW got a lot of complaints from fans, there were people complaining about Skyward Sword being too traditional.
2. BOTW was conceived and pitched to people as a re-evaluation of Zelda, going back to it's NES roots.

In comparison, with Metroid

1. Metroid fans weren't at all tired of the Metroid formula after Prime 3.
3 was the least popular Prime for a lot of reasons, including having more cutscenes and NPC interactions, being more handholdy/casual etc.
Other M seems like it should have made it more clear than ever that those elements, the NPCs, linearity, gating off sequence breaks, etc. were what people didn't like about those two games.
But I think Metroid fans are hungry for the Metroid formula, and this is evidenced by the success of Dread and Prime: Remastered.

2. Prime 4 wasn't conceptualized as a "Return to the NES roots" in terms of re-evaluating the Metroid series. There wasn't this good faith element that "This is the breath of fresh air this old series needs"
>>
>>729340818
They are going to learn all the wrong lessons from this flop. They were absolutely correct that prime fans needed the formula to evolve, just not the way they did it. If they become hyper conservative and nostalgia oriented in the next game it's only going to feel more outdated and creatively bankrupt.

An open world zone isn't even that bad of a fit, just don't make it a gay fucking bike, this isn't Zelda, she pilots a space ship not a fucking horse.
>>
>>729329418
anyone remember the thread from the bandai singapore insider who described prime4's design and story scenario in great detail
it was like botw, but I can't remember the other things he wrote, most of the replies were like: thank fuck they cancelled it and gave it to retro
I can't find the thread anymore, do any of you remember?
>>
>>729335447
your thread is almost over
>>
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>>729331334
Well, what'd he say
>>
>Tanabe is retiring
>existing team has the technical prowess to make a game with competent performance and graphics
>engine doesn’t need changed
>retro seems aware of what didn’t work and simply couldn’t avert course in time
MP5 will probably be good. See you fags in five years.
>>
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>>729339535
It definitely wasn't Bamco's idea, clearly it was Nintendo's order, but blaming Tanabe is sus to me, given the way he's treated in Prime 4. I think Myles is meant to be a Tanabe caricature and was made to be cringey on purpose, which, if this is true, is in really bad taste. Bluntly it seems like there might be talentless Purple Hairs in Retro who want to blame Tanabe, when Tanabe was probably acting on the Open World trend, and probably answering to his own higher ups who wanted to see BOTW profits from Prime 4. Somehow I am sympathetic to Tanabe here given he's overtly being made fun of in a very public way.
If my read on the whole situation is correct, the problem is lack of discipline and lack of vision from within Retro.

Prime 4 is a mess, but the game has this bitchy, cunty vibe (yes, yes, the irony of the game's imagery) of backbiting, blame shifting, and not taking anything seriously. "Look sarge, she's doing Morph Ball" bitch shut the fuck up. And by "bitch" I mean the writer. You think you're funny? You're making a Metroid game. Respect the fuckin material.
A lot of the game is just straight up fucking bad. And you don't get to try to shift blame for this to your producer in a game where every upgrade is just an old upgrade but called "Psychic" and colored purple. A game where only one area, Fury Green, looks like it has the same amount of care put into it that went into designing the look of the previous games.

I'd be less inclined to be harsh on Retro if they didn't make fun of Tanabe, and the situation didn't have this vibe of California leftist backbiting cuntishness.
>>
>>729341345
>They were absolutely correct that prime fans needed the formula to evolve
No. Not a single Prime fan has ever said this.
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>>729342640
go back to working on Prime 5, Tanabe.
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Name one good game with purple teal color scheme.
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>>729342640
just retire already old man
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>>729342640
Too much words just to defend a guy who is consistently in the center of the scene of the crime in every bad Nintendo desicion in the past decade.
>>
>>729342832
Saints Row 3
>>
>>729342705
I'm saying it and half the reviews said it. Prime 4 feels archaic as fuck. I don't want to play a shitty 90s era console FPS game ever again. Stop making this lock on baby shit for grandma's and children who have never touched a controller before.

Play a game made in the last decade that isnt tendie shit for gods sake, PREY had more to teach you than bing bing wahoo and botw.
>>
>>729342854
I will blame current year Retro because it's full of ex 343i devs probably saying things like this >>729343193
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>>729334137
There won't be a next time, and any good will and trust they had from the previous 3 games has been shattered. Whatever lesson they learned will come to them twice times as harsh as they would need to invest quite heavily in marketing to start building up trust that they won't fumble it yet again. Imagine waiting for this piece of shit for a decade. I swear the top 3rd spot for Nintendo always seems to be cursed.
>>
>>729335353
heheehe
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>>729343627
nigger
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>>729329551
>The project began when we received a development request from Nintendo of America
That's all I need to know
>>
>>729329623
I'll continue for this guy.

-Could you elaborate on features unique to the Nintendo Switch 2 Edition? Specifically, what did you focus on when adjusting the feel of the mouse controls?

Development Team: Since this is primarily a first-person game, we aimed to ensure mouse control felt satisfying for players accustomed to it, meeting their expectations. We spent considerable time fine-tuning camera movement and cursor control, and included numerous customizable options for players. However, as we learned more about the Joy-Con 2's capabilities, we realized that the seamless switching between mouse and stick controls would be a truly unique and excellent experience for the Nintendo Switch 2. Consequently, we dedicated a significant portion of our development time to creating technology that automatically distinguishes between mouse and stick inputs, minimizing unintended actions. The team worked extremely hard to make this control scheme the best it could be, so we were very happy to see such positive reactions at the Nintendo Switch 2 experience event. We look forward to more people experiencing this control scheme after the game's release!

――――When creating Planet Viewros, what aspects did you pay particular attention to?

Development Team: The staff in charge of art and environment construction put a lot of effort into how to express the “otherworldly jungle” in Fury Green, the first area you explore. Of course, we believe the other areas also have unique environments. In particular, the visualization of the Lamorn culture, symbolized by its structures, showcases the exceptional talent of Steve Burg, who was in charge of concept art, and is characterized by a sense of unity and elegant curves.
>>
>>729344127 (Also yes, this was translated by DeepL)

-Please tell us the reason for adopting the new “psychic ability” element in this title and any points you focused on.

Development Team: While playing with the prototype, we came up with the idea of “controlling the Charge Beam.” We had it programmed and tested, and determined it would add a new layer of gameplay. But then we asked, “What makes Samus capable of this?” That led us to tie it to psychic abilities.
Later, when development was transferred to Retro Studios, we asked them to add other ideas for psychic abilities.

-A new element is the bike-like vehicle “Viola.” Please tell us the reason for adopting this element and any particular points you focused on. Also, are there any tips for mastering it?

Development Team: When we conceived the freely navigable hub area (Sol Valley), the issue of movement speed arose simultaneously. Walking across vast areas, even with freedom of movement, can become stressful. While Samus possesses high-speed abilities like the Boost Ball and Speed Booster, we determined that “riding a bike” was the optimal solution to satisfy both the perspective of “moving freely and quickly across large areas” and the perspective of “looking cool.”
The key point was achieving that “purely enjoyable feeling of just piloting it.” Retro Studios' programmers and game designers fine-tuned this, and we feel it resulted in a satisfyingly responsive feel. Furthermore, the map creation team crafted maps with varied terrain that truly let you experience that responsive feel. Once you can freely control the drift for directional changes, it allows for both that satisfying feel and the necessary gameplay responsiveness.
>>
>>729344180
-Any tips or advice you'd recommend players keep in mind when tackling this game?

Development Team: For those new to the Prime series, focus on scanning. It expands the game's world and helps with puzzles and boss battles. We also recommend saving frequently at save stations.

-Please tell us what you can about the timeline of this game. I assume it takes place after Metroid: Federation Force, but how does it relate to the other games?

Development Team: It's set after Super Metroid and before Metroid Fusion. However, since Samus has jumped into another dimension beyond time and space in this game, you won't need to worry about the timeline going forward. We deliberately set it up that way. We wanted to allow for a free and unique setting for Metroid Prime without affecting the 2D Metroid series.

-On Sylux's creation:

When developing Metroid Prime Hunters, the game designers at NST, the development company, came up with concepts for each Hunter. Among them was the idea that Sylux harbors hatred toward the Federation and Samus. At the time, I specifically asked them not to decide on the reason behind it. I did this so that if I ever wanted to create a game centered around that reason, the existing concept wouldn't become a hindrance. While laying groundwork in the endings of Metroid Prime 3 and Federation Force, we finally decided on the specifics of what happened in the past for this game. That's the footage Samus sees, resonating with Sylux's consciousness, like occasional flashbacks. Due to his self-righteous and narrow-minded nature, Sylux came to resent Samus and the Galactic Federation. The suit design, while based on the original colors and design, was redesigned by Retro Studios' artists. In terms of lore, we established that the Galactic Federation modified the suit using nanotechnology. I believe it resulted in a more refined and stylish design.

>they knew Boost Ball and Speed Booster would've worked
>they still did Viola anyway
Grim.
>>
>>729344229
―This time, while we've prepared plenty of those quintessential Metroid moments of solitary exploration, we've also incorporated cooperation with the Galactic Federation Forces. What was the intention behind this?

Development Team: In our approach to game design, we often start by setting the theme we want players to experience in that title. Normally, when players clear a game, they press the A button without hesitation, right? But for Metroid Prime 4, we wanted to make them feel hesitation and conflict there. That's why we decided to have Galactic Federation soldiers also be transported to Planet Viewros. With that foundation, we then considered how the soldiers should behave within the game to feel realistic. Rather than examining specific elements one by one—like adding escort missions or engaging casual users—we determined each character's AI and event specifications to evoke the feeling: “If a character is cowardly, they'll be weak in combat, so you have to protect them, right?”

>again they were like "this doesn't fit Metroid but we'll do it anyway lul"
>>
>>729344295
――Starting with McKenzie, the Galactic Federation characters are designed to feel relatable as players progress through the game. What did you prioritize in their personality and dialogue?

Development Team: We decided on the characters' personalities based on their roles. Since McKenzie the engineer also serves as the game's guide, we wanted him to have a bright and lighthearted feel. We wanted him to be skilled at developing items, so we made him a talented technician, but to keep him from coming across as obnoxious, we made him a bit absent-minded and timid. For the sniper Tokabi, we imagined a hunter who is quiet, solitary, and has a mysterious aura. He often acts alone throughout the game, so we made him that kind of character. Sergeant Duke and Private Armstrong are like a stubborn old man and a girly girl. Their conversations and acting were designed to make the contrast between the two seem endearing. Also, when they act together with Samus, they were programmed to show their characteristics: the reckless Private, who tends to rush in first, and the calm Sergeant, who is reliable and has strong firepower. I actually designed events centered around them, but unfortunately, due to scheduling issues, I couldn't make them happen. The android VUE-995 was designed as the pilot of a giant mech. Since the other characters have strong personalities, we deliberately opted for a robotic, inorganic expression for him. A personal point of focus was that he can launch multiple missiles simultaneously from his shoulders; I specifically asked the animator to depict their trajectory using a pattern common in Japanese anime-
>>
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>>729329418
nothin personnel fags
>>
The game truly is a disaster.

>Samus will always job to fodder enemies, whether you lose health or survive until the time limit
>>
>>729344378
>the fed answer is so long I have to cut it in half
-Their dialogue was handled by Retro Studios' writers, and their acting was supervised by Retro Studios' movie staff. They handled everything with great care and enthusiasm, including several re-takes, and we implemented many of their suggestions. Furthermore, the Japanese dialogue wasn't simply translated. It was simplified to fit the game while expressing each character's personality, and rewritten to sound more realistic and natural. This wasn't done by a writer, but by game designer Taro Kudo.

―――Finally, if there's anything you'd like to share with those currently playing Metroid Prime 4, or those who haven't played it yet, please tell us.

Development Team: We hope you experience the graphics and smooth gameplay we aimed for at the highest level among Nintendo games. We'd be delighted if you not only clear the game but also take the time to explore every corner of this world. This applies to the Federation soldiers too. Their conversations and movements were crafted with great care to ensure they aren't just AI characters. You'll feel this if you return to their pace multiple times during the game and engage in conversation. Above all, the Metroid Prime series is fundamentally a game about “thinking and finding answers.” That this philosophy extends even to combat, symbolized by the boss battles, makes it perhaps a rare gem in today's gaming landscape. Yet, we believe this captures the true essence of what makes games fun. Metroid Prime 4: Beyond combines visceral excitement with the intellectual satisfaction of discovery, creating an experience you'll remember. We sincerely hope you'll give it a play!
>>
The game is ranked 73rd in best sellers (by revenue) in the Mexican store, which I am logged into with my Switch account, while Silksong is fifth, and Hollow Knight is eighth.
Note that this is revenue, and since these games are much cheaper, it's possible that they are selling 20:1 compared to Metroid Prime 4 right now, which is totally fair by the way.
Then you think, "the guys will learn their lesson and make a more complex and difficult Metroid", but no, Americans continue to buy this trash. I bet it's selling more than Hollow Knight and Silksong in the American store (I'm not going to log in to check, though), because the taste of Nintendo game consumers in the USA is a total disaster.
Since the American market is what really matters, this trash for retards with Nintendo branding will continue to be the norm for Switch 2 software. What remains is just the shame of seeing that Mexican Switch players have much better taste than their American counterparts.
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>>729340050
Based
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>>729329418
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>>729338632
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>>729342552
>five years
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>>729342832
Halo 2
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halofags getting real uppity for a franchise that’s just as dead
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>>729344651
I logged into the American store to check, and Silksong is at 14th in terms of revenue, while Metroid Prime 4 is at 18th, and Hollow Knight is at 21st.
So Americans aren't that bad after all. The marketing effect is already wearing off and now things are returning to normal, with the good Metroidvanias selling well, and the bad ones starting to fall in the rankings.
I hope this serves as a lesson.
An indie Metroidvania with high complexity and difficulty is currently generating more revenue than Metroid Prime 4, which is said to be one of the most expensive games Nintendo has ever produced.
Will Nintendo learn any lessons?
>>
>>729334137
Yes I sure can't wait to play Prime 5.

In 2033.
>>
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>>729345216
They are not our enemies.
>>
>>729342552
This game was filled with lots of different ideas. They were trying things out and I think it's a decent game, but MP5 will be so good the shills won't be able to shit on it.

>>729345216
As for Halo, that series never had actual gameplay. Just shoot things in a shooting gallery. Lmfao. Halo is deader than shit
>>
>>729345281
>2033
HERE BITCH THESE BULLETS ARE FOR YOU!
SAY GOODNIGHT GIRLFRIEND!!
>>
>>729345363
They are if they like 343i games.
Which, by the way, every single one of was just as much of an incompetent incoherent mess as Prime 4 was.
>>
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>>729345429
>As for Halo, that series never had actual gameplay. Just shoot things in a shooting gallery. Lmfao. Halo is deader than shit
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>>729329834
kek
>>
Just make Prime 4 like Doom 2016, it's all it needs to be. Give that fast darting around combat arenas, stylish "glory kills" on enemies for pick ups, wall jumping to sequence break, the works.
>>
>>729345530
People forget that Halo was in a weird place. It was the system seller for Xbox and was genuinely a unique experience if you never played Doom. Halo 2 was so popular because of Xbox Live and playing online. That was the cool thing to play before Cawadooty. Halo was outclassed by the likes of Doom and CoD. It has nothing special about it because it was just a shooting gallery with no actual gameplay elements.

Metroid can be remade using different moving parts because it takes cues from Legend of Zelda, making use of different upgrades that make you feel more powerful and more accomplished by the end of the game.

Halo level design was a completely linear shooting gallery like CoD.
>>
>>729334137
>If there’s any silver lining it’s that they aren’t in denial over it and maybe the next one will be good.
WHEN HAS THIS EVER BEEN TRUE???
>>
>>729339694
I doubt it. If Nintendo were really spending money on MP5 right now, it would have already stopped everything and canceled the project. We'll never see Metroid Primes again.
>>
>>729345530
None of us like 343.
>>
>>729345689
Nah, make it like Doom 1993, without any of the tranny cinematics.
>>
>>729338803
>BOTWification of every single Nintendo franchise
Which I still haven't seen in any other game, yet people on /v/ keep claiming this. It's like they're projecting that shit Sony did with TLOU.
>>
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>>729345689
No.
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>>729345775
Mario Kart World was absolutely the result of BOTW-ification.
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>>729338632
>Metroid Prime 4 review by some random retarded grifter
>GUY TALKS TOO MUCH
Isn't this proof they just played the first 30 minutes? There's A LOT wrong with the game and that isn't even on the top 10 for me.
>>
>>729345775
pokemon? mario kart? donkey kong?
>>
>>729345862
It's a constant issue, though. Myles Chungus Bazinga isn't even the worst of it.
>>
>>729345759
that game is so fucking outdated, fucking tard
>>
>>729345996
>OH MY SCIENCE, WHERE'S THE YELLOW PAINT AND HELPFUL NPCS?



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