Review #047 – Metroid Prime 4: Beyond
Focus-tested Metroid.
Throughout my time with Metroid Prime 4 I couldn’t shake how overly focus-tested it feels. There’s no labyrinthian level design, no isolated atmosphere, and definitely no “figure it out yourself” progression. Areas are bespoke and linear, fully voiced Federation soldiers will aid Samus regularly, and the game does everything in its power to guarantee you never, ever get lost.
Considering this is a friggin’ Metroid game, a series that ostensibly defined an entire sub genre, it’s hard to not be disappointed with how it steers away from the same mechanics it’s most famous for. However—despite the handful of criticisms I have with the game—I actually think Beyond is pretty good. Is it a classic Metroid? Heavens no. But is it still a fun game? Definitely.
Progression is more akin to a Zelda game with a few Metroid mechanics sprinkled on top. Themed areas fork off from an overworld, each containing an ability upgrade, key item, and boss fight. It’s no Ocarina of Time of course, but for something that supposedly had a troubled development, it’s solid. Also—gosh darn the Switch 2 version is stunning and remarkably fluid. Just know that while it’s still a fun and well made adventure, it’s not the GameCube-era Prime experience you may have hoped for.






