Retro has been so quiet for so long. They're definitely working on something for Switch, but we don't know what! How long is Nintendo going to make us wait to find out?!
I don't know if my tastes in music is changing, but I've been getting into more heavy guitar-based music lately. It can be metal, acoustic, or whatever. I'm especially digging this cover above. I think we can all agree it's a pretty bad-ass cover! Thanks to Clay for the heads up.
Coming from a Switch Player interview with Senior Designer Mike Wikan...
“When I came on board, the Engine group was significantly behind schedule and there was no way to create gameplay demonstrables in an effective fashion. I was told, quite literally, by leadership that designers would design the game on paper, then hand it off to engineering and art to create it. In my opinion that was insanity.
When Nintendo arrived suddenly, wanting to see demonstrables of all the games that the teams were working on, only our FPS had demonstrable real-time scriptable content. Nintendo liked what they saw and proposed we adapt that game and viewpoint, but restart it as a Metroid game. The moral of the story is that if you see a problem, work to solve it; don’t assume someone else will take that responsibility on.”
Now that's pretty insane when you think about it. Metroid Prime only exists because of a FPS prototype Retro was toying wtih. If Retro didn't have that FPS engine to show off, Nintendo would have never asked them to adapt it to the Metroid series. We almost missed out one of Nintendo's most beloved franchise entries!
Former Metroid Prime developer Paul Tozour has given a very in-depth look at the world creation in Metroid Prime. Since we have the reveal of Metroid Prime 4 today, why not look back at how the franchise got its start and what it was trying to achieve?
It's on like Donkey Kong!
Donkey Kong Island has been taken over by the musical Tiki Tak Tribe! Jump, swing, and blast your way through over 65 levels spanning eight worlds. There are many hidden items to uncover in each level, and collecting them all will unlock something special! Invite a friend to take control of Diddy Kong for two-player cooperative play!
Coming from a Game Informer interview with former Retro dev, Mark Pacini...
“Originally when we were talking about what Samus would be able to do in the game world, we had visors in the game, but we didn’t really expand too much on them. You have your thermal visor, and you have your X-ray visor, and stuff like that. … It seemed like such a silly idea, Nintendo’s thing was like, ‘this is going to be about the scan visor. This game is about scanning the environment’, and we’re like, ‘Okay, but this is like an action game, this is like a shooting game’. But as the brilliance of them, and it was Tanabe-san who had an idea of like, ‘well what if we did this, and you get information, this is how we do the tutorials, and this is how you give the players instruction, and we could do all these things with the scan visor’. And because their motivation was, ‘this is a game about the scan visor’, and our’s was not at all, but we did the due diligence to integrate it in a way that felt natural to the game and how would we want to do this? So that’s how it went back and forth, and that was like a really great suggestion on their part because it seems so simple now, but at the time, there weren’t a lot of games like this.”