Former Retro dev on studio struggles during the creation of Metroid Prime, says Echoes' multiplayer should have never happened

A portion of a ShineSparkers interview with Jack Mathews, former Technical Lead Engineer on the first three Metroid Prime games

SS: Developing one of the greatest video games ever made can’t have been a completely smooth ride. Can you tell us of any significant problems that came up in development, or disagreements within Retro?

JM: On Prime 1 specifically, Retro was kind of this thing that was exploding all around us. During the development of the game, Retro got cut in half, then cut in half again. Between that and all the leaks that were being reported at the time, we just tried to put our heads down and show everyone we could make a great game as a team. It was kind of a “fuck the haters” mentality, especially after the E3 redemption.

SS: Why do you think that Echoes’ multiplayer mode should never have happened? It would be interesting to hear what you feel could have been done differently.

JM: Well, I just feel that the game should have been either one or the other. Metroid Prime Hunters did this really well – it knew it was a multiplayer game and spent all its marbles there. When we started development on Prime 2, multiplayer was actually going to be the focus (I think we internally thought of the project as Metroid Prime 1.5). We were even going to have the ability to play as a Space Pirate and have things like wall grabs and such.

As we moved back towards a primarily single-player focus, we should have ditched multiplayer altogether. There was a ton of effort put forth to make multiplayer happen: we had to actually author third person Samus animations, we had to have support for multiple “players” in a game world, we needed to author all new lower quality effects, add game modes, et cetera et cetera. It’s all work that took quality and mindshare away from the single player.

Plus, as a Metroid fan, I just feel like single-player is how the IP should stay – seeing multiple people run around as Samus never felt right.

Lost Sphear - unboxing

Boy, Square-Enix didn't really do much of anything for this physical release. Really bare-bones inside that box. I guess the box itself is supposed to be the treat.

Thanks to Kolma for the heads up!

60 Seconds dev team talks about the game's surprise success

60 Seconds is coming to the Switch in the near future, and the dev team behind the game is looking to continue their surprise success story. 60 Seconds is closing in on 700k sold, which is much, MUCH higher than the team anticipated. Dominik Gotojuch of Robot Gentleman talked of the game's success to GamesIndustry.

"60 Seconds was a massive success that we did not anticipate. We hoped to sell 10,000 copies in a year, which was the optimistic number of sales for an indie. When you start a company you feel like you need to be ready for failure in case something goes wrong, but the thing is, you also need to be ready for success. It can also be challenging. We were hoping for 10,000 because we calculated that it would keep us afloat; it wouldn't necessarily recoup our costs, but it would give us momentum, and maybe an audience so that we could create a second game."

Naughty Dog's Neil Druckmann shares his Super Mario Odyssey accomplishment

Well, if The Last of Us: Part II doesn't end up coming out anytime soon, it looks like you can blame Super Mario Odyssey. Naughty Dog's Neil Druckmann took to Twitter to share his ultimate achievement in Super Mario Odyssey. Looks like he enjoyed the game just a tad!

Miles & Kilo coming to Switch

After their plane is downed by a mischievous specter, Miles and Kilo find themselves stranded on a haunted archipelago. With their plane stripped of its critical components, their only hope of escape is to chase down a gang of thieving villains across the perilous landscape.

Miles & Kilo is a super tough, super fast-paced platformer by Michael Burns. Each of the game's 36 levels can be cleared without stopping, making it a perfect choice for fans of speedrunning!

Both Miles and Kilo have their own diverse sets of moves and abilities: Miles can wall-jump, slide, punch, and toss fruit at pesky critters; Kilo can somersault through breakable walls and dash through the air to pounce on nearby baddies. Levels also feature a variety of rides, including mine carts, rope swings, surfboards, and more!

A special Time Attack mode is unlocked after beating the game. Here you can compete with your fellow gamers via online Steam leaderboards -- can you finish the game with the fastest possible time and the lowest number of deaths?

Miles & Kilo features 31 normal levels, 5 special boss levels, a dozen old-school style cutscenes, and a totally rad chiptune soundtrack by Chris Kukla.

Classic Game Postmortem for Sonic the Hedgehog announced for GDC 2018

Classic Game Postmortem: 'Sonic the Hedgehog'


Naoto Oshima (Executive Vice President and Producer, Arzest Corporation)
Hirokazu Yasuhara (Game Designer, Unity Technology Japan)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design

Format: Session

In this unique talk, the original designer, Hirokazu Yasuhara, and character designer, Naoto Oshima, for Sega's 1991 action platform classic 'Sonic the Hedgehog' will discuss their perspective on the creation of the seminal game franchise, including detailed recollections of the game's original design process and art direction.


Hirokazu and Naoto will explain the process by which they created the original Sonic, and will share with the audience their experience creating a character to be a company IP, IP strategies for going up against powerful rival companies, and for Sonic fans, frank anecdotes from the development days.

Nintendo Labo already has competition from one industrious fan

As soon as Nintendo reveals something, fan-art is quick to follow. In the case of Nintendo Labo, one Japanese fan has already started working on some amazing cardboard creations. That grasshopper is absolutely top-notch!

Celeste devs on why the game missed Switch launch, no plans for a sequel

A portion of a Nintendo Life interview with Celeste dev, Noel Berry...

NL: When was the decision made to bring it to Nintendo Switch?

NB: There was a time when we were far more optimistic about how fast we could get Celeste done, and initially thought we could be a launch title for the Switch. Both Matt and I grew up playing Nintendo games, so being able to release on a Nintendo console was a really exciting prospect. But we missed that by ... nine months, and wrapped up the game at the end of 2017 instead. Better late than never!

NL: What does the future hold for Celeste?

NB: Hopefully, a game that people remember and come back to fondly. I don't think we have any plans to create a sequel to Celeste - it really feels like we told the story we wanted to tell.