Video summary

They Lied to Us About Metroid Prime 4

Main summary

Key takeaways

News and Commentary

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.)

Original video