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Metroid Prime 4: Beyond
An episode in the Metroid Prime series which started on the GameCube, this game takes place between Metroid Prime and Metroid Prime 2: Echoes. Interstellar bou…
Nintendo finally put a real date on Metroid Prime 4: Beyond – December 4, 2025 – and yes, it’s cross-gen on Switch and the inevitable Switch 2. Cool. But what snapped my attention in the Direct wasn’t the calendar; it was the footage of Samus riding an armed vehicle in third-person across a huge expanse. For a series built on claustrophobic tension and meticulously gated exploration, that’s a statement. Retro Studios looks like it’s pushing Prime’s boundaries in ways we haven’t seen since Echoes’ light/dark duality.
The footage screams “bigger.” We see Samus covering serious ground, then flipping into combat with lock-on moments and weak-point targeting. That open-world label is being thrown around, but let’s temper expectations: Nintendo rarely uses that term outright. What I’m actually reading is a Prime-style structure expanded — think fewer loading chokepoints, larger biomes, and traversal tools designed for speed. The vehicle fits that pitch. The question is whether it’s a gimmick or a pillar. Based on the demo clips, it’s armed, it matters in combat, and it likely gates certain routes, similar to how the Varia or Grapple once did — just with horsepower.
This could be great for momentum. Prime’s worst sin, occasionally, was backtracking that felt like a commute. A fast, upgradable ride can turn dead time into play. The risk? Losing the series’ signature isolation. If the zones are too broad or overpopulated with icons and busywork, you’re not exploring — you’re clearing a checklist. The best-case scenario is something closer to Prime’s layered labyrinths, only wider and with vehicle-centric puzzles and combat arenas that make logical sense in-world.
The buzzword here is a new control option that mimics mouse precision through the next-gen Joy-Con 2. If this is gyro refined with better sensors and latency (plus a proper hybrid free-aim/lock-on system), I’m in. Prime always danced between snappy lock-on targeting and situational free-aim for weak points; bosses like the newly shown Aberax are made for that granularity. But let’s ask the practical questions:

Prime’s feel lives and dies on input. Prime Remastered nailed that balance; Beyond has more to juggle with third-person vehicular segments. A clean, remappable control scheme is non-negotiable.
Retro Studios is back in the driver’s seat, and you can feel it in the atmospheric shots, the deliberate cadence of combat, and the Morph Ball sightings. The story is set on a new hostile world, Viewros, with Sylux stepping out of the long-running teases (Hunters fans, we eat). That choice matters: Sylux is the perfect foil for a more traversal-forward Prime, a rival hunter whose tech pushes Samus to evolve. Psychic-style abilities hinted in the footage suggest puzzle layers beyond colored keycards — great, as long as they don’t slip into “hold trigger to move object” busywork.
What I want to see next is scanning. Prime’s soul isn’t just in shooting; it’s in reading a room, parsing an ecosystem, and piecing together space-pirate hubris through logs. If Beyond widens the playfield but keeps that forensic curiosity, it stays Prime at heart.
Cross-gen is a double-edged arm cannon. On base Switch, big, streamable spaces mean aggressive dynamic resolution, careful asset budgets, and likely a 30fps target. On Switch 2, I’d expect higher resolution, steadier frame rates, faster streaming, and better foliage/lighting density. None of that is controversial — it’s just physics. What matters is design parity. If the vehicle and open zones were conceived with Switch first, we’re fine. If they’re dialed back to fit the older hardware, that’s where you feel the compromise.

Best-case wish list: 60fps performance mode on Switch 2, with full feature parity and smart haptics. Worst case: uneven streaming and pop-in on base Switch, undercutting the exploration flow. The December launch window gives Retro time to polish. Please use it.
We’re deep into an era of oversized maps and checklist fatigue. If any series can reclaim “open” exploration with purpose, it’s Metroid — the franchise that practically invented gated progression as storytelling. A vehicle and larger biomes aren’t sacrilege if they serve discovery, tension, and that singular Prime vibe: you, alone, in a beautiful, hostile place, getting smarter and stronger by the minute.
Metroid Prime 4: Beyond lands December 4, 2025, with bigger spaces, a third-person combat vehicle, and precision-aim options on new Joy-Con hardware. It looks bold and promising — as long as Retro keeps the Prime soul intact and nails performance across Switch and Switch 2.
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