{"id":425609,"date":"2026-01-22T10:20:07","date_gmt":"2026-01-22T10:20:07","guid":{"rendered":"https:\/\/www.newsbeep.com\/ca\/425609\/"},"modified":"2026-01-22T10:20:07","modified_gmt":"2026-01-22T10:20:07","slug":"metroid-prime-4-beyonds-producer-offers-an-extremely-deep-dive-into-the-games-development-struggles-team-size-regrets-inspirations-more","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/ca\/425609\/","title":{"rendered":"Metroid Prime 4: Beyond&#8217;s producer offers an extremely deep dive into the game&#8217;s development (struggles, team size, regrets, inspirations &#038; more)"},"content":{"rendered":"<p>Metroid Prime 4: Beyond took a very, very long time to come out. The game was originally revealed back in 2017, only for it to be completely scrapped and restarted just a few years later. All in all, it was a 8+ year journey for Samus to finally get back to the Prime series, and as you might expect, development was quite a bumpy road.<\/p>\n<p>We don\u2019t often get too much insight into how Nintendo\u2019s games are made, and we rarely hear about the frustrations and regrets the team has. That\u2019s what makes a new interview from Nintendo Dream so interesting, as we get a serious peek behind the curtain to a degree usually unheard of from Nintendo.<\/p>\n<p>Below, you can get a detailed breakdown of the development of Metroid Prime 4: Beyond, with all sorts of insights and more from producer Kensuke Tanabe. If you\u2019re even the slightest fan of Metroid, you\u2019ll definitely want to give this a read.<\/p>\n<p>  development began with just one interpreter on the team<br \/>\n  Retro Studios had over 100 internal staff involved<br \/>\n  three employees from Next Level Games also helped<br \/>\n  a significant amount of work was outsource for art and cutscene production, bringing in 300 people<br \/>\n  Nintendo first communicated the game\u2019s overall structure, setting, and world view to Retro<br \/>\n  Retro Studios then created specifications, concept art, level design blueprints, and experimental prototypes<br \/>\n  Nintendo then reviews and approved these, providing modification instructions<br \/>\n  after Nintendo\u2019s approval, Retro Studios translates this content into actual data and code<br \/>\n  various creative ideas proposed by Retro Studios are also developed using this process<br \/>\n  Retro Studios is responsible for all outsourcing, supervision, and delivery management<br \/>\n  Nintendo held 3 separate meetings for three topics: \u201cGame Design Supervision Report from Nintendo,\u201d \u201cArt Supervision Report,\u201d and \u201cProgress Management.\u201d<br \/>\n  Nintendo held 1 Zoom meeting with Retro Studios each week, each lasting several hours<br \/>\n  during the pandemic, employees from both companies worked from home<br \/>\n  after the pandemic, Nintendo traveled to Retro several times a year for intensive meetings<br \/>\n  the \u201cBeyond\u201d subtitle was chosen to signify the importance of \u201cacross time and space\u201d in the game<br \/>\n  following Zelda: Breath of the Wild\u2019s success and request from fans for an open-world Metroid, Tanabe decided to see if such an approach could be used for the next Prime game<br \/>\n  the open world idea paved the way for Samus\u2019 motorcycle in Beyond<br \/>\n  Tanabe worried that fans might think he was copying the motorcycle DLC in Breath of the Wild, which he says was not the case<br \/>\n  Tanabe pushed ahead with the motorcycle idea as he thought it would \u201clook incredibly cool\u201d<br \/>\n  Vi-O-La was chosen as the bike name due to Tanabe wanting to use a musical influence, as he\u2019s a fan of playing guitar<br \/>\n  the color scheme of each area (including the vibrancy of the sky) was deliberately planned and matched to make it easier for players to remember, while also stirring up emotions players should experience at different stages of the journey<br \/>\n  during the development of Metroid Prime Hunters, Tanabe specifically requested that Sylux\u2019s backstory not be completely fleshed out, as he wanted to explore that idea in a future Metroid title<br \/>\n  Metroid Prime 4: Beyond was conceived as the \u201cfirst installment of the Sylux Saga\u201d<br \/>\n  Tanabe says that if visor scanning text is too long, players won\u2019t read it, so they generally try to keep the results to no more than 3 lines at a time<br \/>\n  Tanabe had a personal obsession to ensure that line breaks never occur within the middle of words, and to neatly fit each line within the border of the display window, which was influenced by the novelist Natsuhiko Kyogoku<br \/>\n  scan text had to conceal the truth of the \u201cgreat tragedy\u201d while gradually weaving in keywords that players could understand, and a lot of effort was put into this aspect<br \/>\n  Tanabe originally planned to write the scan text himself, but then it was decided they should outsource to a professional writer<br \/>\n  unfortunately the professional writer didn\u2019t work out, so Tanabe tackled the project, and he says he felt rushed in doing so<br \/>\n  Nintendo is responsible for all the music composition, while Retro Studios is responsible for the sound effects and voice acting<br \/>\n  with the main theme, the goal was to convey Samus\u2019 feelings during the battle on Viewros<br \/>\n  all the music was created from Samus\u2019 perspective<br \/>\n  each boss has its own unique background music<br \/>\n  in most areas of the game the initial routes are more linear, which is more conducive to telling the story of the area itself and the Federation soldiers within it<br \/>\n  Nintendo says the structure isn\u2019t as intricately interwoven as in previous entries<br \/>\n  Tanabe says he hardly plays games, but watches movies quite often<br \/>\n  when making a game, Tanabe focuses on \u201chow to create emotional fluctuations for the player\u201d and how to make \u201cWow Moments\u201d<br \/>\n  with Beyond, Tanabe wanted to leave players hesitant and conflicted up to the very last moment before pressing the A button to end the game<br \/>\n  Tanabe anticipated some negative reactions to the game\u2019s end, but he says he\u2019s more likely to be impressed by movies that leave a lasting impression, like a thorn in your side, so he aimed to achieve that in Metroid<br \/>\n  the devs planned several events that would have deepened the bond with the Galactic Federation members, but had to cut them due to time constraints, which Tanabe really regrets<\/p>\n","protected":false},"excerpt":{"rendered":"Metroid Prime 4: Beyond took a very, very long time to come out. The game was originally revealed&hellip;\n","protected":false},"author":2,"featured_media":425610,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[49,48,61],"class_list":["post-425609","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-ca","tag-canada","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/425609","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/comments?post=425609"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/425609\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media\/425610"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media?parent=425609"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/categories?post=425609"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/tags?post=425609"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}