Video summary
They Lied to Us About Metroid Prime 4
Main summary
Key takeaways
Overview / Main Argument
The video argues that Metroid Prime 4 is fundamentally not a “real” Metroid Prime game, despite its title and marketing implying it would follow the franchise’s classic design philosophy. The creator frames the issue as misrepresentation:
- The game is presented as a return to the 3D “first-person adventure” style of Metroid Prime 1–3.
- Instead, it’s described as a linear, corridor-based action FPS that removes core Metroid Prime elements like exploration, discovery, and player-driven progression.
Core Claim: “Prime 4” vs. “Different Rules”
The creator’s central point is that:
- The title “Prime 4” implies one kind of experience.
- But the game “plays by different rules.”
They argue that Metroid—especially Prime—is defined by:
- Nonlinear exploration
- Gating progress behind upgrades (earned through exploration)
- Hidden/optional routes that open later
- An atmosphere built around solitude
In contrast, the video claims Prime 4 provides:
- Linear level flow (“hallways” and one-direction paths)
- Upgrades that feel gifted by story progression rather than earned
- Minimal backtracking, except as a chore
- Progression that feels like compliance, not discovery
Historical Context Used to Set Expectations
The video references the evolution of the Metroid series to explain what players expect:
- Original Metroid (1986): nonlinear exploration plus gated progression
- Super Metroid (1994): expanded the formula (power-ups, story depth) and influenced the “Metroidvania” style
- Metroid Prime (Retro Studios): praised for bringing exploration into 3D via:
- scanning
- multiple routes
- optional areas
- puzzle-like world design
- Other M: cited as abandoning Metroid principles through more linear, story-driven upgrades, leading to significant fan backlash
Development and Naming Controversy: “It Isn’t Actually Prime 4”
The creator suggests behind-the-scenes development trouble and repositioning:
- The game was initially marketed as “Prime 4.”
- Later, Nintendo reportedly described it as a soft reboot, with the Prime trilogy arc ending at Prime 3.
- The creator argues that this means it’s effectively not truly “Prime 4,” even though the name remained.
The video also cites an alleged post-announcement developer interview:
- Retro Studios reportedly lacked the internal structure or “foundation” needed for a true Metroid Prime game.
- The creator claims heavy outsourcing/external support was required and new staff needed to learn the “essence.”
- This is presented as a reason the shipped product doesn’t match fan expectations for the Prime lineage.
Gameplay Breakdown: Where the Video Says It Fails
The video repeatedly emphasizes several criticisms.
Intro Strong, Then Design Changes Immediately
- The opening is praised for atmosphere and spectacle.
- But the creator claims that after the early demo segment, the game becomes relentlessly linear.
Upgrades and Progression Feel Scripted
- Key abilities (e.g., grapple/ice/flame-related tools) are described as unmissable story rewards.
- This allegedly reduces the incentive to explore.
Optional Areas Exist but Aren’t Meaningful
- Optional spaces are said to contain mostly checklist-style rewards (e.g., missiles/health).
- The creator argues these don’t provide meaningful new routes or surprises.
“Choice” via the Desert Open Zone Feels Illusory
- The creator criticizes a desert “open world” as padding:
- empty
- uninspiring
- visually/tonally inconsistent
- They argue it advertises freedom (keys in any order) but restricts progress via hidden logic:
- they claim they could not complete the ice area first
- the third location allegedly required completing the other two first
Constant NPC Handholding Undermines Prime’s Solitude
- A radio/side character (“McKenzie,” as named by the creator) is criticized for frequent, unavoidable guidance.
- The creator claims guidance cannot be turned off, repeatedly interrupting exploration.
- This is presented as the opposite of the solitude/mystery associated with Samus and classic Prime games.
Pacing and Combat Issues
- Bosses are described as bullet sponges with repetitive patterns and few “puzzle-like” moments.
- Enemy variety is said to be reduced compared to Prime 1 (the creator claims Prime 1 had more unique enemies and boss battles).
- Combat is framed as largely “shoot/dodge/tank,” lacking the hazard/challenge/puzzle feel of earlier Prime games.
Late-Game Grind / Padding
Near the end, the video highlights tedious fetch tasks:
- collecting multiple mech parts
- gathering many “green crystals”
The crystal payoff is described as a radar, which the creator calls questionable reward design and “padding.” They estimate the game would be much shorter without this extra desert grinding.
Story / Ending: A “Choice” That Isn’t Really a Choice
The finale is criticized as confusing and manipulative:
- The creator describes an option to press a button to let allies leave to fight the villain.
- They claim the game still forces an outcome anyway (they report receiving a game over when attempting it).
They also interpret the ending as emotionally empty—less like meaningful victory or puzzle resolution, and more like being “robbed.”
Overall Conclusion
The creator’s conclusion is:
- If Prime 4 is treated like a modern sci-fi shooter, it might seem “fine.”
- But for Metroid fans expecting mystery, exploration, solitude, and player-earned upgrades, it’s disappointing and mismatched between:
- branding/title
- and game design
Final judgment: Nintendo wanted a Prime-style follow-up to fix the perception created by Other M, but what shipped doesn’t reflect the “Prime” essence—so the name became a misleading promise.
Presenters / Contributors
- Video creator / narrator (single speaker) — the person delivering the critique. (No other presenters are named in the subtitles.)