Retro Studios Articles and News 6dg4h Siliconera The secret level in the world of video game news. Thu, 24 Apr 2025 02:46:12 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Retro Studios Articles and News 6dg4h Siliconera 32 32 163913089 All Switch 2 Games Published by Nintendo in 2025 2c4p4s https://siliconera.voiranime.info/all-switch-games-published-by-nintendo-in-2025/?utm_source=rss&utm_medium=rss&utm_campaign=all-switch-games-published-by-nintendo-in-2025 https://siliconera.voiranime.info/all-switch-games-published-by-nintendo-in-2025/#respond <![CDATA[George Young]]> Wed, 02 Apr 2025 15:15:00 +0000 <![CDATA[Nintendo Switch]]> <![CDATA[Nintendo Switch 2]]> <![CDATA[Donkey Kong Bananza]]> <![CDATA[Donkey Kong Country Returns]]> <![CDATA[Europe]]> <![CDATA[Game Freak]]> <![CDATA[Japan]]> <![CDATA[Kirby Air Riders]]> <![CDATA[Mario Kart]]> <![CDATA[Mario Kart World]]> <![CDATA[Metroid Prime 4: Beyond]]> <![CDATA[Monolith Soft]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Pokemon Legends: Z-A]]> <![CDATA[Retro Studios]]> <![CDATA[Xenoblade Chronicles X: Definitive Edition]]> https://siliconera.voiranime.info/?p=1088082 <![CDATA[

t1z4l

The Nintendo Switch 2 is releasing soon, and people are excited to get their hands on the next generation of Nintendo console. The company is still announcing games that will make up its 2025 lineup, including in the March Nintendo Direct, which includes both games for the original console, and the Switch 2. If you’re interested in which first-party games will launch on Nintendo Switch in 2025, we have everything you need to know.

Donkey Kong Country Returns HD 5ca2l

Screenshot from Donkey Kong Country Returns HD
Image via Nintendo

A remake of the 2010 Wii game Donkey Kong Country Returns launched for the Nintendo Switch under the name Donkey Kong Country Returns HD on January 16. This is a reboot of the Donkey Kong Country series of side-scrolling platformers that originally launched on the SNES. You can read our full Donkey Kong Country Returns HD review here.

Xenoblade Chronicles X: Definitive Edition 4u4c36

Screenshot from Xenoblade Chronicles X
Image via Monolith Soft

A full remaster of the Wii U action RPG from 2015, Xenoblade Chronicles X: Definitive Edition launched for Nintendo Switch on March 20. This updated version includes new characters and story beats, as long as smaller changes to gameplay. You can find our full Xenoblade Chronicles X: Definitive Edition review here.

Pokémon Legends: Z-A 195733

Screenshot of the starters from Pokémon Legends Z-A
Image via The Pokemon Company

Announced during Pokémon Day 2024, Pokémon Legends: Z-A is the next game in the Legends subseries following Pokémon Legends: Arceus. It will feature a different battle system from both the mainline Pokémon games and Arceus, and will focus on catching Pokémon out in the wild. The game’s Royal Tournament was announced during the March Nintendo Direct. Pokémon Legends: Z-A is launching in late-2025, and is expected to be available on both Nintendo Switch and Switch 2.

Metroid Prime 4: Beyond 4o2l47

Metroid Prime 4 Beyond Gameplay Trailer screenshot
Image via Nintendo

The long-awaited new entry in the Metroid Prime series, Metroid Prime 4: Beyond is scheduled to launch in 2025. Metroid Prime 4 was first announced in 2017, but we didn’t see footage until 2024. The first-person action game will see the return of Samus Aran, and introduces psychic power to her arsenal. Metroid Prime 4: Beyond is expected to launch late in the year, and be available for both Nintendo Switch, and Switch 2.

Mario Kart World th45

Image from the Switch 2 teaser of a new Mario Kart game
Image via Nintendo

Mario Kart World is a launch title for the Nintendo Switch 2. This latest mainline entry in the series will boast the most players at once with up to 24 players in the lobby. In addition, the game will feature an entire open-world map to explore. Players can pick select tracks to race on or even explore the various regions with friends.

Image via Nintendo

Kirby Air Riders 3g5i5u

This looks to be a full-on remake or at least remaster of the original Nintendo GameCube racing game. Players will be able to race as Kirby and friends throughout gorgeous landscapes. Perhaps most surprisingly, Masahiro Sakurai himself will be returning to the helm as the director of this Switch 2 title. It will release sometime for Switch 2 in 2025.

Donkey Kong Bananza Nintendo Switch 2 Direct
Image via Nintendo

Donkey Kong Bananza 145q18

This open-world adventure from Nintendo appears to be a pseudo-successor to Donkey Kong 64. Players will be able to explore a vast world. There are mines, open areas, and plenty of enemies to fight in the Switch 2 game. Most of the adventure seems to take place from a 3D perspective. However, there are also the occasional, traditional 2D moments. It will release on July 17, 2025.

The Nintendo Switch 2 will launch on June 5, 2025, and a Nintendo Direct with more information on the console appeared on April 2, 2025.

The post All Switch 2 Games Published by Nintendo in 2025 appeared first on Siliconera.

]]>
<![CDATA[

The Nintendo Switch 2 is releasing soon, and people are excited to get their hands on the next generation of Nintendo console. The company is still announcing games that will make up its 2025 lineup, including in the March Nintendo Direct, which includes both games for the original console, and the Switch 2. If you’re interested in which first-party games will launch on Nintendo Switch in 2025, we have everything you need to know.

Donkey Kong Country Returns HD 5ca2l

Screenshot from Donkey Kong Country Returns HD
Image via Nintendo

A remake of the 2010 Wii game Donkey Kong Country Returns launched for the Nintendo Switch under the name Donkey Kong Country Returns HD on January 16. This is a reboot of the Donkey Kong Country series of side-scrolling platformers that originally launched on the SNES. You can read our full Donkey Kong Country Returns HD review here.

Xenoblade Chronicles X: Definitive Edition 4u4c36

Screenshot from Xenoblade Chronicles X
Image via Monolith Soft

A full remaster of the Wii U action RPG from 2015, Xenoblade Chronicles X: Definitive Edition launched for Nintendo Switch on March 20. This updated version includes new characters and story beats, as long as smaller changes to gameplay. You can find our full Xenoblade Chronicles X: Definitive Edition review here.

Pokémon Legends: Z-A 195733

Screenshot of the starters from Pokémon Legends Z-A
Image via The Pokemon Company

Announced during Pokémon Day 2024, Pokémon Legends: Z-A is the next game in the Legends subseries following Pokémon Legends: Arceus. It will feature a different battle system from both the mainline Pokémon games and Arceus, and will focus on catching Pokémon out in the wild. The game’s Royal Tournament was announced during the March Nintendo Direct. Pokémon Legends: Z-A is launching in late-2025, and is expected to be available on both Nintendo Switch and Switch 2.

Metroid Prime 4: Beyond 4o2l47

Metroid Prime 4 Beyond Gameplay Trailer screenshot
Image via Nintendo

The long-awaited new entry in the Metroid Prime series, Metroid Prime 4: Beyond is scheduled to launch in 2025. Metroid Prime 4 was first announced in 2017, but we didn’t see footage until 2024. The first-person action game will see the return of Samus Aran, and introduces psychic power to her arsenal. Metroid Prime 4: Beyond is expected to launch late in the year, and be available for both Nintendo Switch, and Switch 2.

Mario Kart World th45

Image from the Switch 2 teaser of a new Mario Kart game
Image via Nintendo

Mario Kart World is a launch title for the Nintendo Switch 2. This latest mainline entry in the series will boast the most players at once with up to 24 players in the lobby. In addition, the game will feature an entire open-world map to explore. Players can pick select tracks to race on or even explore the various regions with friends.

Image via Nintendo

Kirby Air Riders 3g5i5u

This looks to be a full-on remake or at least remaster of the original Nintendo GameCube racing game. Players will be able to race as Kirby and friends throughout gorgeous landscapes. Perhaps most surprisingly, Masahiro Sakurai himself will be returning to the helm as the director of this Switch 2 title. It will release sometime for Switch 2 in 2025.

Donkey Kong Bananza Nintendo Switch 2 Direct
Image via Nintendo

Donkey Kong Bananza 145q18

This open-world adventure from Nintendo appears to be a pseudo-successor to Donkey Kong 64. Players will be able to explore a vast world. There are mines, open areas, and plenty of enemies to fight in the Switch 2 game. Most of the adventure seems to take place from a 3D perspective. However, there are also the occasional, traditional 2D moments. It will release on July 17, 2025.

The Nintendo Switch 2 will launch on June 5, 2025, and a Nintendo Direct with more information on the console appeared on April 2, 2025.

The post All Switch 2 Games Published by Nintendo in 2025 appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/all-switch-games-published-by-nintendo-in-2025/feed/ 0 1088082
New Metroid Prime 4 424e3f Beyond Gameplay Trailer Revealed https://siliconera.voiranime.info/new-metroid-prime-4-beyond-gameplay-trailer-revealed/?utm_source=rss&utm_medium=rss&utm_campaign=new-metroid-prime-4-beyond-gameplay-trailer-revealed https://siliconera.voiranime.info/new-metroid-prime-4-beyond-gameplay-trailer-revealed/#respond <![CDATA[Leigh Price]]> Thu, 27 Mar 2025 14:31:02 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime 4: Beyond]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=1087745 <![CDATA[

Metroid Prime 4 Gameplay Trailer

A new gameplay trailer for Metroid Prime 4: Beyond was revealed at the March 2025 Nintendo Direct. The game will release for Switch sometime in 2025.

In new gameplay trailer, Nintendo showed more of Metroid Prime 4. The trailer introduced us to Planet Viewros, a jungle planet built around a giant tree, along with a selection of new enemies that Samus will face off against. The trailer also revealed that most of Samus' new abilities are going to revolve around psychic powers. Telekinesis was the main power shown off, with Samus moving energy around, manipulating objects and changing the trajectory of her beams.

https://www.youtube.com/watch?v=nmwAhBxakw4

We also got hints at the game's plot, as a mysterious alien race appear to have called Samus to their planet. One of them calls her the Chosen One. A new red suit was also shown right at the end of the trailer too, although it's not clear what the purpose of it is yet.

Metroid Prime 4 was first announced way back in 2017. It was being worked on by an unconfirmed developer until 2019, when development restarted under original Metroid Prime developer Retro Studios. It finally resurfaced at the June 2024 Nintendo Direct, now under the title Metroid Prime 4: Beyond.

Metroid Prime 4: Beyond will release for Nintendo Switch later in 2025.

The post New Metroid Prime 4: Beyond Gameplay Trailer Revealed appeared first on Siliconera.

]]>
<![CDATA[

Metroid Prime 4 Gameplay Trailer

A new gameplay trailer for Metroid Prime 4: Beyond was revealed at the March 2025 Nintendo Direct. The game will release for Switch sometime in 2025.

In new gameplay trailer, Nintendo showed more of Metroid Prime 4. The trailer introduced us to Planet Viewros, a jungle planet built around a giant tree, along with a selection of new enemies that Samus will face off against. The trailer also revealed that most of Samus' new abilities are going to revolve around psychic powers. Telekinesis was the main power shown off, with Samus moving energy around, manipulating objects and changing the trajectory of her beams.

https://www.youtube.com/watch?v=nmwAhBxakw4

We also got hints at the game's plot, as a mysterious alien race appear to have called Samus to their planet. One of them calls her the Chosen One. A new red suit was also shown right at the end of the trailer too, although it's not clear what the purpose of it is yet.

Metroid Prime 4 was first announced way back in 2017. It was being worked on by an unconfirmed developer until 2019, when development restarted under original Metroid Prime developer Retro Studios. It finally resurfaced at the June 2024 Nintendo Direct, now under the title Metroid Prime 4: Beyond.

Metroid Prime 4: Beyond will release for Nintendo Switch later in 2025.

The post New Metroid Prime 4: Beyond Gameplay Trailer Revealed appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/new-metroid-prime-4-beyond-gameplay-trailer-revealed/feed/ 0 1087745
Donkey Kong Country Returns HD Overview Trailer Released 235x2u https://siliconera.voiranime.info/donkey-kong-country-returns-hd-overview-trailer-released/?utm_source=rss&utm_medium=rss&utm_campaign=donkey-kong-country-returns-hd-overview-trailer-released https://siliconera.voiranime.info/donkey-kong-country-returns-hd-overview-trailer-released/#respond <![CDATA[Leigh Price]]> Wed, 11 Dec 2024 18:30:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Donkey Kong Country Returns]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=1068979 <![CDATA[

Donkey Kong Returns HD Overview Trailer

Nintendo has released an overview trailer for Donkey Kong Country Returns HD, detailing what players can expect. The trailer has released a month before the game launches on Switch on January 16, 2025.

https://www.youtube.com/watch?v=aHYL0-4XrUk

While the trailer contains a lot of details, many of these details will already be familiar to those who played Donkey Kong Country Returns on either the Wii or the 3DS. The game will feature all the locations from the original game, with the trailer highlighting the Jungle, Beach, Ruins, Factory and Volcano worlds. The secret levels, unlocking by collecting the KONG letters, will also return. Players will be able to use a standard button layout similar to the 3DS version or use the Joy-Con motion controls similar to the original Wii release.

While the overview trailer didn’t show many new features for Donkey Kong Country Returns HD, it did show a new difficulty mode that will be added to the game. Modern Mode will grant players a higher health pool, now giving the player three hearts per Kong instead of two. It will also allow players to carry a higher number of items from Crank Kong’s Shop. These items will include those added for the 3DS version, as the Green Balloon was shown off in the trailer.

Donkey Kong Country Returns HD was announced during the June 2024 Nintendo Direct. When it releases, all Donkey Kong Country games will be playable on the Switch, as Tropical Freeze was already ported while the original SNES games have all been added to Nintendo Switch Online.

Donkey Kong Country Returns HD will release for Nintendo Switch on January 16, 2025.

The post Donkey Kong Country Returns HD Overview Trailer Released appeared first on Siliconera.

]]>
<![CDATA[

Donkey Kong Returns HD Overview Trailer

Nintendo has released an overview trailer for Donkey Kong Country Returns HD, detailing what players can expect. The trailer has released a month before the game launches on Switch on January 16, 2025.

https://www.youtube.com/watch?v=aHYL0-4XrUk

While the trailer contains a lot of details, many of these details will already be familiar to those who played Donkey Kong Country Returns on either the Wii or the 3DS. The game will feature all the locations from the original game, with the trailer highlighting the Jungle, Beach, Ruins, Factory and Volcano worlds. The secret levels, unlocking by collecting the KONG letters, will also return. Players will be able to use a standard button layout similar to the 3DS version or use the Joy-Con motion controls similar to the original Wii release.

While the overview trailer didn’t show many new features for Donkey Kong Country Returns HD, it did show a new difficulty mode that will be added to the game. Modern Mode will grant players a higher health pool, now giving the player three hearts per Kong instead of two. It will also allow players to carry a higher number of items from Crank Kong’s Shop. These items will include those added for the 3DS version, as the Green Balloon was shown off in the trailer.

Donkey Kong Country Returns HD was announced during the June 2024 Nintendo Direct. When it releases, all Donkey Kong Country games will be playable on the Switch, as Tropical Freeze was already ported while the original SNES games have all been added to Nintendo Switch Online.

Donkey Kong Country Returns HD will release for Nintendo Switch on January 16, 2025.

The post Donkey Kong Country Returns HD Overview Trailer Released appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/donkey-kong-country-returns-hd-overview-trailer-released/feed/ 0 1068979
Metroid Prime 4 4t2d4u Beyond Coming to Switch in 2025 https://siliconera.voiranime.info/metroid-prime-4-beyond-coming-to-switch-in-2025/?utm_source=rss&utm_medium=rss&utm_campaign=metroid-prime-4-beyond-coming-to-switch-in-2025 https://siliconera.voiranime.info/metroid-prime-4-beyond-coming-to-switch-in-2025/#respond <![CDATA[John Capetanos]]> Tue, 18 Jun 2024 15:32:00 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime 4]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=1037110 <![CDATA[

Samus sees Sylux and he is reflected in her visor

In the June 2024 Nintendo Direct, Metroid Prime 4 made a triumphant return and the game, which has been dormant for seven years with no updates, is now Metroid Prime 4: Beyond. Nintendo offered a release window of 2025 and shared a full trailer.

The trailer showcased the new title and its dark purple color scheme. It began with a look at Samus' new ship. From there, we saw Morph-Ball maneuvering, first-person shooting, and the scanning mechanic. The video involved her exploring a Galactic Federation facility under attack and encountering the space pirate assault. It confirmed that the game will look and feel a lot like the classic Metroid Prime first-person exploration gameplay.

However, gameplay and space pirates are not all that the trailer had to offer. It also showed a person who looks a lot like Sylux from Metroid Prime Hunters and the secret ending of Metroid Prime 3: Corruption.

We can view the trailer for the new entry in the series here:

https://www.youtube.com/watch?v=mMAgmdR8jwU

It has been seven years since Metroid Prime 4 was announced, with no major updates or insights into how it looks or what it would become from Retro Studios. We do know development restarted in 2019. Also, many times Retro ended up hiring for roles related to it. It will be the first Metroid Prime on Switch since the remaster of the original.

Metroid Prime 4: Beyond will be available for the Nintendo Switch in 2025

The post Metroid Prime 4: Beyond Coming to Switch in 2025 appeared first on Siliconera.

]]>
<![CDATA[

Samus sees Sylux and he is reflected in her visor

In the June 2024 Nintendo Direct, Metroid Prime 4 made a triumphant return and the game, which has been dormant for seven years with no updates, is now Metroid Prime 4: Beyond. Nintendo offered a release window of 2025 and shared a full trailer.

The trailer showcased the new title and its dark purple color scheme. It began with a look at Samus' new ship. From there, we saw Morph-Ball maneuvering, first-person shooting, and the scanning mechanic. The video involved her exploring a Galactic Federation facility under attack and encountering the space pirate assault. It confirmed that the game will look and feel a lot like the classic Metroid Prime first-person exploration gameplay.

However, gameplay and space pirates are not all that the trailer had to offer. It also showed a person who looks a lot like Sylux from Metroid Prime Hunters and the secret ending of Metroid Prime 3: Corruption.

We can view the trailer for the new entry in the series here:

https://www.youtube.com/watch?v=mMAgmdR8jwU

It has been seven years since Metroid Prime 4 was announced, with no major updates or insights into how it looks or what it would become from Retro Studios. We do know development restarted in 2019. Also, many times Retro ended up hiring for roles related to it. It will be the first Metroid Prime on Switch since the remaster of the original.

Metroid Prime 4: Beyond will be available for the Nintendo Switch in 2025

The post Metroid Prime 4: Beyond Coming to Switch in 2025 appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/metroid-prime-4-beyond-coming-to-switch-in-2025/feed/ 0 1037110
Review 702e4y Metroid Prime Remastered is a Seminal Remaster https://siliconera.voiranime.info/review-metroid-prime-remastered-is-a-seminal-remaster/?utm_source=rss&utm_medium=rss&utm_campaign=review-metroid-prime-remastered-is-a-seminal-remaster https://siliconera.voiranime.info/review-metroid-prime-remastered-is-a-seminal-remaster/#respond <![CDATA[Daniel Bueno]]> Sun, 26 Feb 2023 20:00:34 +0000 <![CDATA[Featured]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime Remastered]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> <![CDATA[Reviews]]> <![CDATA[Switch]]> https://siliconera.voiranime.info/?p=952560 <![CDATA[

Metroid Prime Remastered

The Metroid series is no stranger to extreme highs and lows. Fortunately, there is no better time to be a fan of the series (or become one), as the 2020s is seeing the start of a new Metroid renaissance. Metroid Prime 3: Corruption released in 2007 for the Wii, and people would experience a 10-year draught until the release of Metroid: Samus Returns on the Nintendo 3DS, with a couple of very divisive titles releasing in the meantime. This left players craving to step back into Samus Aran’s iconic power suit in a brand-new adventure, but it wouldn’t be until 2021’s Metroid Dread that the series would truly re-emerge from deep space. Finally, the long-rumored Metroid Prime Remastered is real and out, and it is arguably the most comprehensive, polished, and definitive way of experiencing a timeless classic. Not to mention, it is the perfect way to whet the appetite of the public ahead of Metroid Prime 4.

Metroid Prime Remastered

Metroid Prime Remastered is set between the events of Metroid: Zero Mission and Metroid: Samus Returns, both remakes of Metroid and Metroid II: Return of Samus. After the destruction of Zebes in Metroid: Zero Mission, Samus Aran sets out to pursue the remains of the Space Pirates she fought. She arrives at Tallon IV, a former Chozo colony that was hit long ago by a meteorite containing a dangerous and enigmatic substance called Phazon. During her mission, Samus discovers that the remaining Space Pirates are using Phazon to experiment on their soldiers and, with the titular Metroids, trying to create a dangerous army to conquer the galaxy and transcend life.

The game opens with a short cutscene of Samus Aran landing on a Space Pirate vessel. Some light exposition is available if the player enables the new narration setting, previously exclusive to the original Japanese and European GameCube release. Otherwise, the game throws you right into the action. Metroid Prime Remastered doesn’t offer much more in the way of motive, instead relying on the player choosing to explore the mystery of what happened in Tallon IV. You do this by using your scan visor and checking text entries, Space Pirate logs, and Chozo diaries. It really surprised me how dark and foreboding most of the entries, lore, and the overall narrative of the game are. It never reaches a point where it feels grim or gratuitous, but the writing doesn’t skirt around some gruesome details regarding the Space Pirates, how awful they are, and the way some of them meet their end.

Metroid Prime Remastered

The enhanced visuals are fantastic, and they help make Tallon IV feel like a real ghost planet where something terrible happened. I played halfway through the original game in the Wii, and while some of the art direction changed in the Remaster, it still manages to make you feel like everything stayed the same in the best way possible. Lightning and particles are particular standouts, with some rain effects reacting in real time to the position of the player. Everything in the visual department is a straight upgrade of a game that already looked great back in 2002. The soundtrack and sound design are fantastic, with some standout tracks like the "Chozo Ghost" battle music, and the "Talon Overworld" track. Sound effects feel punchy and offer great during combat.

In of gameplay, Metroid Prime Remastered doesn’t hold players' hands. To navigate the maze-like structure of Tallon IV, you need to acquire different traversal tools, along with Beam upgrades. These include the Wave Beam, Frost Beam, and Plasma Beam, each with a different missile special move, unique rate of fire, and damage values. As for visors, you start with you standard combat and scan visor, and you eventually acquire the thermal and X-ray visors. However, once you start to pile up these upgrades, it can be tremendously easy to forget where you’re supposed to go to use them. To avoid wandering aimlessly, I would recommend taking notes, or using the Switch’s screenshot feature to mark particular rooms and locations that you might want to revisit.

For instance, I initially missed the Charge Beam upgrade that you can get early on in the Chozo Ruins. I got distracted exploring and ended up having to backtrack to obtain it. This leads me to the hint system. If you deactivate this option in the settings menu, the game won’t ever tell you where to go. I was expecting the hints to feel cheap, and thought I would do well without them. But after just a few hours, I caved in and realized that the game is very disorienting if you’re not using it, especially if you’re not familiarized with the layout of Tallon IV.

Combat can be challenging at times, and some Game Overs are bound to happen. Most enemies only respawn after leaving a room and wandering for a bit, and resources can be scarce. In that way, it is not too different from a classic side-scrolling Metroid game. Early on, I lost two and a half hours of progress after some turrets annihilated me at Magmoor Caverns. Had I decided to backtrack and find a Save Station, instead of pushing forward, I could have avoided that from happening. However, Save Stations and elevators leading to other zones are out of the way most of the time, and backtracking through already cleared rooms can be very tedious.

Metroid Prime Remastered

Enemy variety is somewhat limited, with most enemies being alien creatures, or different types of space pirates and metroids. Later in the game, you will encounter some varieties space pirates and metroid that can only be damaged by a particular elemental beam, indicated by their color scheme. This makes each beam feel a bit samey, instead of their own weapon, and renders them simple keys to unlock doors and fight certain enemies. An interesting feature carried over from Metroid Prime Trilogy is the Morph Ball jump ability. The game doesn’t explain it once you obtain it. You can use it from the moment you obtain the Morph Ball bombs upgrade, and to use it all you need to do is press the X button while using the Morph Ball, or shake your Joy-Cons or Pro Controller if you have motion controls on.

Arguably the best quality of life addition to the game is the different control schemes. For the first time in the series, players can play with dualstick controls, but the game offers two other control settings, these being the classic GameCube scheme, and the scheme added to the Wii version. On top of that, gyro controls can be paired with dualstick controls. Players can also select a variety of settings for the lock on targeting, with options to lock on and keep the reticle in place, or move the reticle once locked on, either with the sticks or with motion controls. Players can mix and match as much as they want.

The original Metroid Prime was a great game 20 years ago, and Metroid Prime Remastered continues to be great game nowadays. Furthermore, it follows the “if it’s not broken, do not fix it” philosophy, much like other recent and excellent remasters. This simple approach to modernizing a game maintains everything that made the original work, while updating its control scheme, its visuals, and adding a few extras along the way. While this means that a few dated elements remain unchanged, the quality of the game is such that this is not enough to taint the overall excellent experience the game has to offer.

Metroid Prime Remastered is immediately available for the Nintendo Switch.

The post Review: Metroid Prime Remastered is a Seminal Remaster appeared first on Siliconera.

]]>
<![CDATA[

Metroid Prime Remastered

The Metroid series is no stranger to extreme highs and lows. Fortunately, there is no better time to be a fan of the series (or become one), as the 2020s is seeing the start of a new Metroid renaissance. Metroid Prime 3: Corruption released in 2007 for the Wii, and people would experience a 10-year draught until the release of Metroid: Samus Returns on the Nintendo 3DS, with a couple of very divisive titles releasing in the meantime. This left players craving to step back into Samus Aran’s iconic power suit in a brand-new adventure, but it wouldn’t be until 2021’s Metroid Dread that the series would truly re-emerge from deep space. Finally, the long-rumored Metroid Prime Remastered is real and out, and it is arguably the most comprehensive, polished, and definitive way of experiencing a timeless classic. Not to mention, it is the perfect way to whet the appetite of the public ahead of Metroid Prime 4. Metroid Prime Remastered Metroid Prime Remastered is set between the events of Metroid: Zero Mission and Metroid: Samus Returns, both remakes of Metroid and Metroid II: Return of Samus. After the destruction of Zebes in Metroid: Zero Mission, Samus Aran sets out to pursue the remains of the Space Pirates she fought. She arrives at Tallon IV, a former Chozo colony that was hit long ago by a meteorite containing a dangerous and enigmatic substance called Phazon. During her mission, Samus discovers that the remaining Space Pirates are using Phazon to experiment on their soldiers and, with the titular Metroids, trying to create a dangerous army to conquer the galaxy and transcend life. The game opens with a short cutscene of Samus Aran landing on a Space Pirate vessel. Some light exposition is available if the player enables the new narration setting, previously exclusive to the original Japanese and European GameCube release. Otherwise, the game throws you right into the action. Metroid Prime Remastered doesn’t offer much more in the way of motive, instead relying on the player choosing to explore the mystery of what happened in Tallon IV. You do this by using your scan visor and checking text entries, Space Pirate logs, and Chozo diaries. It really surprised me how dark and foreboding most of the entries, lore, and the overall narrative of the game are. It never reaches a point where it feels grim or gratuitous, but the writing doesn’t skirt around some gruesome details regarding the Space Pirates, how awful they are, and the way some of them meet their end. Metroid Prime Remastered The enhanced visuals are fantastic, and they help make Tallon IV feel like a real ghost planet where something terrible happened. I played halfway through the original game in the Wii, and while some of the art direction changed in the Remaster, it still manages to make you feel like everything stayed the same in the best way possible. Lightning and particles are particular standouts, with some rain effects reacting in real time to the position of the player. Everything in the visual department is a straight upgrade of a game that already looked great back in 2002. The soundtrack and sound design are fantastic, with some standout tracks like the "Chozo Ghost" battle music, and the "Talon Overworld" track. Sound effects feel punchy and offer great during combat. In of gameplay, Metroid Prime Remastered doesn’t hold players' hands. To navigate the maze-like structure of Tallon IV, you need to acquire different traversal tools, along with Beam upgrades. These include the Wave Beam, Frost Beam, and Plasma Beam, each with a different missile special move, unique rate of fire, and damage values. As for visors, you start with you standard combat and scan visor, and you eventually acquire the thermal and X-ray visors. However, once you start to pile up these upgrades, it can be tremendously easy to forget where you’re supposed to go to use them. To avoid wandering aimlessly, I would recommend taking notes, or using the Switch’s screenshot feature to mark particular rooms and locations that you might want to revisit. For instance, I initially missed the Charge Beam upgrade that you can get early on in the Chozo Ruins. I got distracted exploring and ended up having to backtrack to obtain it. This leads me to the hint system. If you deactivate this option in the settings menu, the game won’t ever tell you where to go. I was expecting the hints to feel cheap, and thought I would do well without them. But after just a few hours, I caved in and realized that the game is very disorienting if you’re not using it, especially if you’re not familiarized with the layout of Tallon IV. Combat can be challenging at times, and some Game Overs are bound to happen. Most enemies only respawn after leaving a room and wandering for a bit, and resources can be scarce. In that way, it is not too different from a classic side-scrolling Metroid game. Early on, I lost two and a half hours of progress after some turrets annihilated me at Magmoor Caverns. Had I decided to backtrack and find a Save Station, instead of pushing forward, I could have avoided that from happening. However, Save Stations and elevators leading to other zones are out of the way most of the time, and backtracking through already cleared rooms can be very tedious. Metroid Prime Remastered Enemy variety is somewhat limited, with most enemies being alien creatures, or different types of space pirates and metroids. Later in the game, you will encounter some varieties space pirates and metroid that can only be damaged by a particular elemental beam, indicated by their color scheme. This makes each beam feel a bit samey, instead of their own weapon, and renders them simple keys to unlock doors and fight certain enemies. An interesting feature carried over from Metroid Prime Trilogy is the Morph Ball jump ability. The game doesn’t explain it once you obtain it. You can use it from the moment you obtain the Morph Ball bombs upgrade, and to use it all you need to do is press the X button while using the Morph Ball, or shake your Joy-Cons or Pro Controller if you have motion controls on. Arguably the best quality of life addition to the game is the different control schemes. For the first time in the series, players can play with dualstick controls, but the game offers two other control settings, these being the classic GameCube scheme, and the scheme added to the Wii version. On top of that, gyro controls can be paired with dualstick controls. Players can also select a variety of settings for the lock on targeting, with options to lock on and keep the reticle in place, or move the reticle once locked on, either with the sticks or with motion controls. Players can mix and match as much as they want. The original Metroid Prime was a great game 20 years ago, and Metroid Prime Remastered continues to be great game nowadays. Furthermore, it follows the “if it’s not broken, do not fix it” philosophy, much like other recent and excellent remasters. This simple approach to modernizing a game maintains everything that made the original work, while updating its control scheme, its visuals, and adding a few extras along the way. While this means that a few dated elements remain unchanged, the quality of the game is such that this is not enough to taint the overall excellent experience the game has to offer. Metroid Prime Remastered is immediately available for the Nintendo Switch.

The post Review: Metroid Prime Remastered is a Seminal Remaster appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/review-metroid-prime-remastered-is-a-seminal-remaster/feed/ 0 952560
Metroid Prime Remaster Heads to Switch 2l5j3m https://siliconera.voiranime.info/metroid-prime-remaster-heads-to-switch/?utm_source=rss&utm_medium=rss&utm_campaign=metroid-prime-remaster-heads-to-switch https://siliconera.voiranime.info/metroid-prime-remaster-heads-to-switch/#respond <![CDATA[Jenni Lada]]> Wed, 08 Feb 2023 22:34:52 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=950193 <![CDATA[

Metroid Prime Remaster Heads to Switch

For a while now, we’ve heard rumors online that Nintendo was working on a Metroid Prime Remaster for the Switch. At the February 2023 Nintendo Direct, it finally appeared. Not only that, but it ended up being this presentation’s shadowdrop game. People can immediately get it for the system on February 8, 2023. Physical copies arrive February 22, 2023.

Metroid Prime kicks off the storyline that will continue in the eventual Metroid Prime 4. After an altercation with space pirates and Meta Ridley, Samus heads to Tallon IV. There, she finds Chozo ruins and gets new abilities as she learns the truth about the Phazon that crashed onto the planet. It is a first-person shooter, rather than a 2D Metroidvania like other installments. This version will feature new control options.

This isn’t the first time Metroid Prime reappeared. While it debuted on the GameCube, it and the other three entries in the trilogy showed up on the Wii. That version added Wii Remote motion controls, multiplayer, and the ability to earn credits in each game to unlock extras.

Metroid Prime is available for the GameCube and Wii, and the remaster is now available on the Nintendo Switch. Physical copies will appear on February 22, 2023.

The post Metroid Prime Remaster Heads to Switch appeared first on Siliconera.

]]>
<![CDATA[

Metroid Prime Remaster Heads to Switch

For a while now, we’ve heard rumors online that Nintendo was working on a Metroid Prime Remaster for the Switch. At the February 2023 Nintendo Direct, it finally appeared. Not only that, but it ended up being this presentation’s shadowdrop game. People can immediately get it for the system on February 8, 2023. Physical copies arrive February 22, 2023. Metroid Prime kicks off the storyline that will continue in the eventual Metroid Prime 4. After an altercation with space pirates and Meta Ridley, Samus heads to Tallon IV. There, she finds Chozo ruins and gets new abilities as she learns the truth about the Phazon that crashed onto the planet. It is a first-person shooter, rather than a 2D Metroidvania like other installments. This version will feature new control options. This isn’t the first time Metroid Prime reappeared. While it debuted on the GameCube, it and the other three entries in the trilogy showed up on the Wii. That version added Wii Remote motion controls, multiplayer, and the ability to earn credits in each game to unlock extras. Metroid Prime is available for the GameCube and Wii, and the remaster is now available on the Nintendo Switch. Physical copies will appear on February 22, 2023.

The post Metroid Prime Remaster Heads to Switch appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/metroid-prime-remaster-heads-to-switch/feed/ 0 950193
Here is Why Metroid Prime Had Morph Ball Doors 73183k https://siliconera.voiranime.info/here-is-why-metroid-prime-had-morph-ball-doors/?utm_source=rss&utm_medium=rss&utm_campaign=here-is-why-metroid-prime-had-morph-ball-doors https://siliconera.voiranime.info/here-is-why-metroid-prime-had-morph-ball-doors/#respond <![CDATA[Stephanie Liu]]> Tue, 15 Nov 2022 11:00:55 +0000 <![CDATA[News]]> <![CDATA[Wii]]> <![CDATA[Wii U]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=940184 <![CDATA[

metroid prime morph ball doors

Zoid Kirsch, one of the developers of Metroid Prime, shared some behind-the-scenes information on why morph ball doors exist in the game. This is the twelfth entry in Kirsch’s stories in regards to Metroid Prime and its development. All of them honor the game's anniversary. According to Kirsch, the ball door exists to prevent the player from falling into the void. If players fell, they would have to restart the game.

On occasion in Metroid Prime, a player may move a bit too quickly through a morph ball puzzle or a boost sends them through the tunnel. When this happens, the player has traveled too fast for the game’s load. This means that if they enter the next room, the player would simply fall into the abyss.

As a solution, Kirsch manually went through the game and added little doors to tunnels between rooms. If the next room isn't ready, Samus will bump into it and the door will keep her safe, opening up only when the next room has finished loading. Technically speaking, if you play Metroid Prime at a normal pace, you should never see the doors. This is because the game does its best to finish loading up a room before Samus enters it.

Metroid Prime came out in 2002 for the Nintendo GameCube as the first of the Metroid Prime saga of games. Like other Metroid games, the protagonist is Samus Aran, a bounty hunter who battles Space Pirates. The game won multiple awards and sold around 2.8 million units worldwide. Nintendo later released an updated version for the Nintendo Wii in 2009.

Kirsch will continue to tweet about behind-the-scenes stories in regards to Metroid Prime. He announced that he would tweet out a story every day until November 18, 2022, which is the 20th anniversary of the game's initial release.

The post Here is Why Metroid Prime Had Morph Ball Doors appeared first on Siliconera.

]]>
<![CDATA[

metroid prime morph ball doors

Zoid Kirsch, one of the developers of Metroid Prime, shared some behind-the-scenes information on why morph ball doors exist in the game. This is the twelfth entry in Kirsch’s stories in regards to Metroid Prime and its development. All of them honor the game's anniversary. According to Kirsch, the ball door exists to prevent the player from falling into the void. If players fell, they would have to restart the game. On occasion in Metroid Prime, a player may move a bit too quickly through a morph ball puzzle or a boost sends them through the tunnel. When this happens, the player has traveled too fast for the game’s load. This means that if they enter the next room, the player would simply fall into the abyss. As a solution, Kirsch manually went through the game and added little doors to tunnels between rooms. If the next room isn't ready, Samus will bump into it and the door will keep her safe, opening up only when the next room has finished loading. Technically speaking, if you play Metroid Prime at a normal pace, you should never see the doors. This is because the game does its best to finish loading up a room before Samus enters it. Metroid Prime came out in 2002 for the Nintendo GameCube as the first of the Metroid Prime saga of games. Like other Metroid games, the protagonist is Samus Aran, a bounty hunter who battles Space Pirates. The game won multiple awards and sold around 2.8 million units worldwide. Nintendo later released an updated version for the Nintendo Wii in 2009. Kirsch will continue to tweet about behind-the-scenes stories in regards to Metroid Prime. He announced that he would tweet out a story every day until November 18, 2022, which is the 20th anniversary of the game's initial release.

The post Here is Why Metroid Prime Had Morph Ball Doors appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/here-is-why-metroid-prime-had-morph-ball-doors/feed/ 0 940184
Fixing a Metroid Prime Issue Meant Putting a GameCube Dev Kit in a Freezer 1q5y3k https://siliconera.voiranime.info/fixing-a-metroid-prime-issue-meant-putting-a-gamecube-dev-kit-in-a-freezer/?utm_source=rss&utm_medium=rss&utm_campaign=fixing-a-metroid-prime-issue-meant-putting-a-gamecube-dev-kit-in-a-freezer https://siliconera.voiranime.info/fixing-a-metroid-prime-issue-meant-putting-a-gamecube-dev-kit-in-a-freezer/#respond <![CDATA[Jenni Lada]]> Fri, 11 Nov 2022 18:00:33 +0000 <![CDATA[News]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Metroid Prime]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=939976 <![CDATA[

In order to remedy an issue involving certain GameCube Us, Metroid Prime devs needed to put a dev kit in a freezer

To honor Metroid Prime's 20th anniversary, former Retro Studios
Senior Engineer Zoid Kirsch started sharing stories about the game's development. However, the latest tale comes from another member of the team. Technical Lead Engineer Jack Mathews took to Twitter to talk about how fixing one Metroid Prime issue meant sticking a GameCube dev kit in a freezer.

The reason for a freezer getting involved in game development is due to certain GameCube U being fault and not playing Metroid Prime properly. In order to update the code, the team needed to address the issue on a dev kit with that U. However, there was only one, and it could only be properly tested if the unit was freezing. In the end, the team fixed it and Nintendo sent out another copy of the game to people who called .

Here’s Mathews’ full story, compiled from the full eight-tweet thread.

Metroid Prime Game Dev Story - The One Where We Fridged a GameCube. 134x1x

Shortly after Prime shipped, Nintendo told us that a "bad batch" of GameCube U's shipped, and apparently Prime was the only game that misbehaved on them. We saw videos and it was clear what was going on.

All animated objects were freaking out. I'll get into the techy reasons later, but the point was we needed to actually slow down some of our code, because it was running too fast for these Us to handle! We needed to be able to test this, but Nintendo only had one dev kit with this U. We couldn't detect the U, and if we slowed it down too much, the game's framerate would tank. If we didn't slow it down enough, it would glitch. Even worse, we had to burn disks for this kit. So each test was hours. Even weirder was to see the problem, the kit had to be cold. Like, freezer cold. So we literally had to put the kit in the freezer, test the game for 15 minutes tops, then start all over. It was crazy.

We literally were running the kit from the break room freezer to the TV, and loading save games as fast as possible to as many places as possible in 15 minutes, then trying new code, re-freezing, and back. I'll never forget it.

Techy stuff: Our skinning used the locked cache DMA to read in data and the write gather pipeline to write it out. Most of the Nintendo samples used the locked cache for both read and write, so my method was a bit faster. But it also hit memory bandwidth limits. As I recall, the issue was that the write gather pipe on these broken U's wouldn't stall when it was full or properly report its status, so we had to keep inserting NOPs in the code to slow it down just enough to stop stalls from happening, but not so much to slow down the game.

In case you were wondering, when someone called about this animation problem, Nintendo actually sent them a new game disc with this updated code! That's how we did "patches" back in the old days!

Metroid Prime is available for the GameCube. Metroid Prime Trilogy can be played on the Wii and Wii U.

The post Fixing a Metroid Prime Issue Meant Putting a GameCube Dev Kit in a Freezer appeared first on Siliconera.

]]>
<![CDATA[

In order to remedy an issue involving certain GameCube Us, Metroid Prime devs needed to put a dev kit in a freezer

To honor Metroid Prime's 20th anniversary, former Retro Studios Senior Engineer Zoid Kirsch started sharing stories about the game's development. However, the latest tale comes from another member of the team. Technical Lead Engineer Jack Mathews took to Twitter to talk about how fixing one Metroid Prime issue meant sticking a GameCube dev kit in a freezer. The reason for a freezer getting involved in game development is due to certain GameCube U being fault and not playing Metroid Prime properly. In order to update the code, the team needed to address the issue on a dev kit with that U. However, there was only one, and it could only be properly tested if the unit was freezing. In the end, the team fixed it and Nintendo sent out another copy of the game to people who called . Here’s Mathews’ full story, compiled from the full eight-tweet thread.

Metroid Prime Game Dev Story - The One Where We Fridged a GameCube. 134x1x

Shortly after Prime shipped, Nintendo told us that a "bad batch" of GameCube U's shipped, and apparently Prime was the only game that misbehaved on them. We saw videos and it was clear what was going on. All animated objects were freaking out. I'll get into the techy reasons later, but the point was we needed to actually slow down some of our code, because it was running too fast for these Us to handle! We needed to be able to test this, but Nintendo only had one dev kit with this U. We couldn't detect the U, and if we slowed it down too much, the game's framerate would tank. If we didn't slow it down enough, it would glitch. Even worse, we had to burn disks for this kit. So each test was hours. Even weirder was to see the problem, the kit had to be cold. Like, freezer cold. So we literally had to put the kit in the freezer, test the game for 15 minutes tops, then start all over. It was crazy. We literally were running the kit from the break room freezer to the TV, and loading save games as fast as possible to as many places as possible in 15 minutes, then trying new code, re-freezing, and back. I'll never forget it. Techy stuff: Our skinning used the locked cache DMA to read in data and the write gather pipeline to write it out. Most of the Nintendo samples used the locked cache for both read and write, so my method was a bit faster. But it also hit memory bandwidth limits. As I recall, the issue was that the write gather pipe on these broken U's wouldn't stall when it was full or properly report its status, so we had to keep inserting NOPs in the code to slow it down just enough to stop stalls from happening, but not so much to slow down the game. In case you were wondering, when someone called about this animation problem, Nintendo actually sent them a new game disc with this updated code! That's how we did "patches" back in the old days!
Metroid Prime is available for the GameCube. Metroid Prime Trilogy can be played on the Wii and Wii U.

The post Fixing a Metroid Prime Issue Meant Putting a GameCube Dev Kit in a Freezer appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/fixing-a-metroid-prime-issue-meant-putting-a-gamecube-dev-kit-in-a-freezer/feed/ 0 939976
Former Retro Studios Developer Shared Metroid Prime Trivia 6l3s57 https://siliconera.voiranime.info/former-retro-studios-developer-shared-metroid-prime-trivia/?utm_source=rss&utm_medium=rss&utm_campaign=former-retro-studios-developer-shared-metroid-prime-trivia https://siliconera.voiranime.info/former-retro-studios-developer-shared-metroid-prime-trivia/#respond <![CDATA[Josh Tolentino]]> Wed, 09 Nov 2022 20:30:46 +0000 <![CDATA[News]]> <![CDATA[Metroid Prime]]> <![CDATA[Metroid Prime 2: Echoes]]> <![CDATA[Nintendo]]> <![CDATA[North America]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=939578 <![CDATA[

Metroid Prime

Metroid Prime is approaching its 20th anniversary, which falls on November 18, 2022. In light of the approaching occasion, former Retro Studios developer Zoid Kirsch is sharing stories about the game's development via Twitter. He began on November 8, 2022, and plans to share one or two stories each day until its anniversary. The topics covered things like why doors work the way they do in-game or how Retro Studios came up with certain visual effects.

https://twitter.com/ZoidCTF/status/1589829280049266691

In his first story, Kirsch -- who served as a Senior Gameplay Engineer at Retro Studios during the development of Metroid Prime and its sequel Metroid Prime 2: Echoes -- revealed why doors had a certain force field effect that disappeared when shot. The reason doors worked that way in Metroid Prime was that Retro needed to mask the game's loading times. The fading of the blue force field and the speed of the door helped hide the fact that the next room was still loading. At most, only two rooms were loaded at once in-game. One would be the room the player was in, and the other was the one they were going to. In rooms with multiple exits, only one door could be opened at a time.

In a second story, Kirsch revealed more about the special static visual effect that appears on Samus' visor when she approaches a Scatter Bombu creature. Due to the tiny RAM size of the GameCube (just 24MB), Retro had to save on texture memory everywhere it could. A small texture would just appear like a blur rather than familiar static. One engineer proposed rendering the Metroid Prime software code itself on the screen. The tiny size of the pixels looked random enough to work as a static effect.

https://twitter.com/ZoidCTF/status/1590012338421518337

Other stories included more technical explanations, like how Retro Studios used an open-source solution to work around the GameCube's limited RAM budget.

The Metroid Prime games are playable via the Wii-exclusive Metroid Prime Trilogy, which also came to the Wii U able library. The most recent Metroid title is Metroid Dread for the Nintendo Switch.

The post Former Retro Studios Developer Shared Metroid Prime Trivia appeared first on Siliconera.

]]>
<![CDATA[

Metroid Prime

Metroid Prime is approaching its 20th anniversary, which falls on November 18, 2022. In light of the approaching occasion, former Retro Studios developer Zoid Kirsch is sharing stories about the game's development via Twitter. He began on November 8, 2022, and plans to share one or two stories each day until its anniversary. The topics covered things like why doors work the way they do in-game or how Retro Studios came up with certain visual effects. https://twitter.com/ZoidCTF/status/1589829280049266691 In his first story, Kirsch -- who served as a Senior Gameplay Engineer at Retro Studios during the development of Metroid Prime and its sequel Metroid Prime 2: Echoes -- revealed why doors had a certain force field effect that disappeared when shot. The reason doors worked that way in Metroid Prime was that Retro needed to mask the game's loading times. The fading of the blue force field and the speed of the door helped hide the fact that the next room was still loading. At most, only two rooms were loaded at once in-game. One would be the room the player was in, and the other was the one they were going to. In rooms with multiple exits, only one door could be opened at a time. In a second story, Kirsch revealed more about the special static visual effect that appears on Samus' visor when she approaches a Scatter Bombu creature. Due to the tiny RAM size of the GameCube (just 24MB), Retro had to save on texture memory everywhere it could. A small texture would just appear like a blur rather than familiar static. One engineer proposed rendering the Metroid Prime software code itself on the screen. The tiny size of the pixels looked random enough to work as a static effect. https://twitter.com/ZoidCTF/status/1590012338421518337 Other stories included more technical explanations, like how Retro Studios used an open-source solution to work around the GameCube's limited RAM budget. The Metroid Prime games are playable via the Wii-exclusive Metroid Prime Trilogy, which also came to the Wii U able library. The most recent Metroid title is Metroid Dread for the Nintendo Switch.

The post Former Retro Studios Developer Shared Metroid Prime Trivia appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/former-retro-studios-developer-shared-metroid-prime-trivia/feed/ 0 939578
Retro Studios is Hiring a Lead Producer for Metroid Prime 4 q376 https://siliconera.voiranime.info/retro-studios-is-hiring-a-lead-producer-for-metroid-prime-4/?utm_source=rss&utm_medium=rss&utm_campaign=retro-studios-is-hiring-a-lead-producer-for-metroid-prime-4 https://siliconera.voiranime.info/retro-studios-is-hiring-a-lead-producer-for-metroid-prime-4/#respond <![CDATA[Sato]]> Fri, 14 Aug 2020 19:20:34 +0000 <![CDATA[News]]> <![CDATA[Nintendo Switch]]> <![CDATA[Metroid Prime 4]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=847668 <![CDATA[

Retro Studios Hiring Lead Producer for Metroid Prime 4

It's been a while since we last heard from Retro Studios about the development of Metroid Prime 4, but the company tweeted today that it is looking to hire a Lead Producer for the Switch title.

Check out the tweet from the Nintendo subsidiary company Retro Studios below:

The position in need is a lead producer to the development of the new Metroid title. The job listing, found on Nintendo's official website, shows the lead producer's responsibilities, which include everything from studio-wide communications of project status to maintaining project timelines. It also requires a minimum of 10 years of production experience in game development.

The last time Retro Studios tweeted about Metroid Prime 4 was back in June 2019, when the company was looking for an art director to lead the "collaborative development" of Metroid Prime 4's artistic direction. In October 2019, we learned that Retro Studios hired Kyle Hefley as its lead character artist. He previously worked at 343 Industries and helped model many Spartan Soldiers from Halo 4 and Halo 5, including Master Chief in Halo 4.

Metroid Prime 4 is currently in development for the Nintendo Switch.

The post Retro Studios is Hiring a Lead Producer for Metroid Prime 4 appeared first on Siliconera.

]]>
<![CDATA[

Retro Studios Hiring Lead Producer for Metroid Prime 4

It's been a while since we last heard from Retro Studios about the development of Metroid Prime 4, but the company tweeted today that it is looking to hire a Lead Producer for the Switch title. Check out the tweet from the Nintendo subsidiary company Retro Studios below: The position in need is a lead producer to the development of the new Metroid title. The job listing, found on Nintendo's official website, shows the lead producer's responsibilities, which include everything from studio-wide communications of project status to maintaining project timelines. It also requires a minimum of 10 years of production experience in game development. The last time Retro Studios tweeted about Metroid Prime 4 was back in June 2019, when the company was looking for an art director to lead the "collaborative development" of Metroid Prime 4's artistic direction. In October 2019, we learned that Retro Studios hired Kyle Hefley as its lead character artist. He previously worked at 343 Industries and helped model many Spartan Soldiers from Halo 4 and Halo 5, including Master Chief in Halo 4. Metroid Prime 4 is currently in development for the Nintendo Switch.

The post Retro Studios is Hiring a Lead Producer for Metroid Prime 4 appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/retro-studios-is-hiring-a-lead-producer-for-metroid-prime-4/feed/ 0 847668
Mirror’s Edge 452854 Catalyst, Battlefield V Art Director s Retro Studios https://siliconera.voiranime.info/mirrors-edge-catalyst-battlefield-v-art-director-s-retro-studios/?utm_source=rss&utm_medium=rss&utm_campaign=mirrors-edge-catalyst-battlefield-v-art-director-s-retro-studios https://siliconera.voiranime.info/mirrors-edge-catalyst-battlefield-v-art-director-s-retro-studios/#respond <![CDATA[Ishaan Sahdev]]> Sun, 02 Feb 2020 09:57:23 +0000 <![CDATA[Nintendo Switch]]> <![CDATA[Industry]]> <![CDATA[Metroid Prime 4]]> <![CDATA[Nintendo]]> <![CDATA[Retro Studios]]> https://siliconera.voiranime.info/?p=821939 <![CDATA[

Jhony Ljungstedt, the art director on EA DICE's Mirror's Edge: Catalyst and Battlefield V, has ed Nintendo-owned Retro Studios, he announced via LinkedIn this weekend.

"Today was my last day at DICE and it’s with mixed feelings I’m leaving something that’s been part of my life for such a long time," Ljungstedt (pictured right) wrote. "It’s been great journey and I feel privileged to have got the chance to work with all the talented people at DICE, you will all be missed... Now I’m ready for a new chapter in my life, and looking forward to my new journey at Retro Studios."

Retro Studios posted an opening for an Art Director over a year ago in December 2018. Then, once it had been announced that the studio would be taking over the rebooted Metroid Prime 4 project, the studio posted an opening for an Art Director once more, specifically for Metroid Prime 4.

Whether Ljungstedt is ing Retro to work on Metroid Prime 4 or another project is unknown at this time, and depends on how far along Prime 4 is in development. That said, his extensive experience on first-person games makes him a good fit for Metroid Prime, which has historically been designed in first-person.

A few months ago, Retro also hired another notable industry veteran, Kyle Hefley, the character modeler at 343 Industries that created the model for Master Chief in Halo 4 and a number of other characters in Halo 5.

Note: Screenshot from Metroid Prime 3: Corruption.

The post Mirror’s Edge: Catalyst, Battlefield V Art Director s Retro Studios appeared first on Siliconera.

]]>
<![CDATA[

Jhony Ljungstedt, the art director on EA DICE's Mirror's Edge: Catalyst and Battlefield V, has ed Nintendo-owned Retro Studios, he announced via LinkedIn this weekend. "Today was my last day at DICE and it’s with mixed feelings I’m leaving something that’s been part of my life for such a long time," Ljungstedt (pictured right) wrote. "It’s been great journey and I feel privileged to have got the chance to work with all the talented people at DICE, you will all be missed... Now I’m ready for a new chapter in my life, and looking forward to my new journey at Retro Studios." Retro Studios posted an opening for an Art Director over a year ago in December 2018. Then, once it had been announced that the studio would be taking over the rebooted Metroid Prime 4 project, the studio posted an opening for an Art Director once more, specifically for Metroid Prime 4. Whether Ljungstedt is ing Retro to work on Metroid Prime 4 or another project is unknown at this time, and depends on how far along Prime 4 is in development. That said, his extensive experience on first-person games makes him a good fit for Metroid Prime, which has historically been designed in first-person. A few months ago, Retro also hired another notable industry veteran, Kyle Hefley, the character modeler at 343 Industries that created the model for Master Chief in Halo 4 and a number of other characters in Halo 5. Note: Screenshot from Metroid Prime 3: Corruption.

The post Mirror’s Edge: Catalyst, Battlefield V Art Director s Retro Studios appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/mirrors-edge-catalyst-battlefield-v-art-director-s-retro-studios/feed/ 0 821939
Donkey Kong Country 1o646v Tropical Freeze’s Lead Designer Seems to Have Returned to Retro Studios https://siliconera.voiranime.info/donkey-kong-country-tropical-freezes-lead-designer-seems-to-have-returned-to-retro-studios/?utm_source=rss&utm_medium=rss&utm_campaign=donkey-kong-country-tropical-freezes-lead-designer-seems-to-have-returned-to-retro-studios https://siliconera.voiranime.info/donkey-kong-country-tropical-freezes-lead-designer-seems-to-have-returned-to-retro-studios/#respond <![CDATA[Alistair Wong]]> Sat, 04 Jan 2020 22:30:50 +0000 <![CDATA[News]]> <![CDATA[Europe]]> <![CDATA[Retro Studios]]> <![CDATA[US]]> https://siliconera.voiranime.info/?p=818400 <![CDATA[

Yesterday, it was reported that Stephen Dupree, the lead designer for Donkey Kong Country: Tropical Freeze, has returned to Retro Studios.[Thanks, VGC!]

Presumably, Dupree will work on Metroid Prime 4, the studio's latest confirmed game. However, having only helped work on Mario Kart 7 and Donkey Kong Country Returns before landing the lead designer role, it's unknown what role they will have for the game. That said, it should be noted that Dupree also helped design New Super Lucky's Tale, a 3D collect-a-thon platformer that released last year for Switch.

Of course, there's also the possibility that Retro Studios is still working on something else.

Apart from Dupree, Retro Studios recently also hired Kyle Hefley, a skilled modeler who worked on the Halo series in the past.

The post Donkey Kong Country: Tropical Freeze’s Lead Designer Seems to Have Returned to Retro Studios appeared first on Siliconera.

]]>
<![CDATA[

Yesterday, it was reported that Stephen Dupree, the lead designer for Donkey Kong Country: Tropical Freeze, has returned to Retro Studios.[Thanks, VGC!] Presumably, Dupree will work on Metroid Prime 4, the studio's latest confirmed game. However, having only helped work on Mario Kart 7 and Donkey Kong Country Returns before landing the lead designer role, it's unknown what role they will have for the game. That said, it should be noted that Dupree also helped design New Super Lucky's Tale, a 3D collect-a-thon platformer that released last year for Switch. Of course, there's also the possibility that Retro Studios is still working on something else. Apart from Dupree, Retro Studios recently also hired Kyle Hefley, a skilled modeler who worked on the Halo series in the past.

The post Donkey Kong Country: Tropical Freeze’s Lead Designer Seems to Have Returned to Retro Studios appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/donkey-kong-country-tropical-freezes-lead-designer-seems-to-have-returned-to-retro-studios/feed/ 0 818400
It Was Extremely Important To Make Donkey Kong Returns Challenging 142z5o https://siliconera.voiranime.info/it-was-extremely-important-to-make-donkey-kong-returns-challenging/?utm_source=rss&utm_medium=rss&utm_campaign=it-was-extremely-important-to-make-donkey-kong-returns-challenging https://siliconera.voiranime.info/it-was-extremely-important-to-make-donkey-kong-returns-challenging/#respond <![CDATA[Siliconera Staff]]> Sun, 05 Dec 2010 00:10:08 +0000 <![CDATA[Wii]]> <![CDATA[Donkey Kong Country Returns]]> <![CDATA[Nintendo]]> <![CDATA[Retro Studios]]> <![CDATA[USA]]> https://siliconera.voiranime.info/?p=102689 <![CDATA[

Siliconera Header Logo

image

Compared to Nintendo's other first party developed platfomers for Wii, Donkey Kong Country Returns is probably the most challenging. And that's what Retro Studios wanted.

 

"I thought it was extremely important that the game [Donkey Kong Country Returns] be challenging. When this project began, I played the Super NES version again and was a little irked at how hard it was," Mike Wikan, Senior Designer at Retro Studios, said in an Iwata Asks interview.

 

"I thought it's really important to make the game tough, but in a good way. I wanted to make a game that was not simply difficult, but possessed a kind of difficulty that made players want to try it again. To be more concrete, when there's a place where you have to jump, I thought it was important that, rather than make players angry, the game makes players feel that even if they fail, they will be able to jump better next time."

 

"It's important to make it so that when players mess up, their frustration causes them to want to improve their playing," Satoru Iwata, President of Nintendo replied. Earlier he mentioned how tough the mine cart levels were in the original Donkey Kong Country.

 

Another interesting tidbit from the interview is about Donkey Kong's new breathing ability. That idea was an order from Shigeru Miyamoto who also told the development team to not to change the game's music.

The post It Was Extremely Important To Make Donkey Kong Returns Challenging appeared first on Siliconera.

]]>
<![CDATA[

Siliconera Header Logo

image

Compared to Nintendo's other first party developed platfomers for Wii, Donkey Kong Country Returns is probably the most challenging. And that's what Retro Studios wanted.

 

"I thought it was extremely important that the game [Donkey Kong Country Returns] be challenging. When this project began, I played the Super NES version again and was a little irked at how hard it was," Mike Wikan, Senior Designer at Retro Studios, said in an Iwata Asks interview.

 

"I thought it's really important to make the game tough, but in a good way. I wanted to make a game that was not simply difficult, but possessed a kind of difficulty that made players want to try it again. To be more concrete, when there's a place where you have to jump, I thought it was important that, rather than make players angry, the game makes players feel that even if they fail, they will be able to jump better next time."

 

"It's important to make it so that when players mess up, their frustration causes them to want to improve their playing," Satoru Iwata, President of Nintendo replied. Earlier he mentioned how tough the mine cart levels were in the original Donkey Kong Country.

 

Another interesting tidbit from the interview is about Donkey Kong's new breathing ability. That idea was an order from Shigeru Miyamoto who also told the development team to not to change the game's music.

The post It Was Extremely Important To Make Donkey Kong Returns Challenging appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/it-was-extremely-important-to-make-donkey-kong-returns-challenging/feed/ 0 102689
Donkey Kong Country Returns Playtest 5v214n A Barrel Blast From The Past https://siliconera.voiranime.info/donkey-kong-country-returns-playtest-a-barrel-blast-from-the-past/?utm_source=rss&utm_medium=rss&utm_campaign=donkey-kong-country-returns-playtest-a-barrel-blast-from-the-past https://siliconera.voiranime.info/donkey-kong-country-returns-playtest-a-barrel-blast-from-the-past/#respond <![CDATA[Siliconera Staff]]> Mon, 22 Nov 2010 04:00:00 +0000 <![CDATA[Wii]]> <![CDATA[Donkey Kong Country Returns]]> <![CDATA[Nintendo]]> <![CDATA[Playtests]]> <![CDATA[Retro Studios]]> <![CDATA[USA]]> https://siliconera.voiranime.info/?p=100490 <![CDATA[

Donkey Kong doesn't take the news about his lost banana stash lightly. In the opening stage, players make Donkey Kong punch a Tiki out of his home by shaking the Wii remote and nunchuck. After Donkey Kong proudly beats his chest the game begins.

The post Donkey Kong Country Returns Playtest: A Barrel Blast From The Past appeared first on Siliconera.

]]>
<![CDATA[

With 2D platformers back in vogue, Nintendo and Retro Studios decided to take Donkey Kong’s bongos away and bring him back to the jungle. Donkey Kong Country Returns is exactly what it sounds like, the return of the 16-bit series. Except you won’t see any pre-rendered monkeys or crocodiles in this game. The enemies in this game are the Tiki Tak tribe who steal Donkey Kong’s stash of bananas.

 

Donkey Kong doesn’t take the news lightly. In the opening stage, players make Donkey Kong punch a Tiki out of his home by shaking the Wii remote and nunchuck. After Donkey Kong proudly beats his chest the game begins. You could go through the jungle, but in typical Donkey Kong Country fashion there are secrets right under your nose. Hop into Donkey Kong’s hut to claim a red balloon, the game’s form of an extra life. You’ll want to stock up on these because Donkey Kong Country Returns can be quite difficult.

 

Levels, ranging from jungles to ruins to pirate ships populated with crabs, have plenty of bottomless pits and tricky jumps. Each area ends with the Tiki Tak tribe hypnotizing an animal to attack Donkey Kong. Tikis gather in the background to watch the fight and cheer when Donkey Kong takes damage. Cranky Kong, strangely enough, can help make boss battles and stages easier. No, not through rambling advice. In Donkey Kong Country Returns Cranky runs a shop where you can exchange banana coins for items. There’s a potion that makes Donkey Kong temporarily invincible and an extra heart that lasts for one level. You can also buy lives from Cranky Kong and a key to unlock alternate routes.

 

image 

A few stages give players a break from the run-jump-barrel blast platforming. Donkey Kong Country Returns has rocket barrel levels where Donkey rides a barrel while the stage automatically scrolls to the right. You don’t have a banana gun or even a steering wheel in these stages. The only move you have is changing the barrel’s altitude by hitting A. Stop pressing the button and Donkey arcs downward, but you have to be careful since it takes a second or two to get the rocket barrel to rise again. The real hair-raising levels are the mine cart stages, which have one hit kill enemies placed on the track. You’ll need reflexes and a good memory or the slivery simian Super Kong to get past the levels. If you lose eight lives, a friendly pig will wave a white flag at a checkpoint letting players know they can surrender and call Super Kong to take over. While Super Kong allows players move on to the next level, he won’t collect any of the secret items.

 

image

 

Scouring stages in search of those trinkets is where the real challenge lies. True to the series, Donkey Kong Country Returns is a collect-a-thon. Retro Studios hid puzzle pieces in areas that aren’t visible to the player. Objects like trees and bushes conceal paths with bananas and bonus areas. There are only a few kinds of bonus levels, which means you’ll see the same moving platform stage and barrel blast challenge over and over again. Other times players have to bounce on enemies to collect puzzle pieces out of reach or roll into a bottomless pit (with a well timed jump to escape) just to grab a K-O-N-G letter. Donkey Kong Country Returns automatically records any collected puzzle pieces so you won’t need to risk a life to grab them a second time. You can lose K-O-N-G letters, though. To complete that challenge you need to grab all four letters within one stage run. Lose a life and you also lose any letters you obtained after the checkpoint.

 

Retro Studios created playful backgrounds. Slam the ground by shaking the remote and you might make a plant spit out a banana coin or reveal a puzzle piece. Donkey Kong can also exhale by holding down while shaking the remote. This move blows out candles, makes windmills spin, and some flowers (that may carry banana coins) rise into the foreground where Donkey Kong can grab them. Both of these moves are also useful when dealing with Tikis. The only way to extinguish a fire spitting Tiki is with Donkey Kong’s lungs.

 

image

 

My favorite stages in the game are the stylish silhouette levels. The first one you’ll see is in the Jungle area. Under a setting sun and bright orange background, you can only see the shape of Donkey and Diddy Kong plus their identifiable tie and red cap. Enemies are silhouettes too and some of them appear to be background objects before they pop out for a surprise attack. Donkey Kong Country Returns only has a few of these and if Retro Studios makes a sequel I hope they make a few more.

 

For the most part, Donkey Kong Country Returns sticks to the formula of the Super Nintendo games, but there are a few tweaks. Retro Studios made grassy walls, which Donkey Kong can climb on. Some of the grassy areas are attached to moveable platforms, so Donkey Kong can cling on spinning water wheels. Diddy Kong, unfortunately, acts more like a power-up than a second character. Free Diddy to double your life from two hearts to four plus get a hover jump. You can use Diddy in two player mode, but cooperative play can make Donkey Kong Country Returns more difficult if one person can’t keep up. Also, you lose lives every time someone dies so cooperative mode can be a drain on your balloon stock too. It seems like Retro Studios thought about this issue since they added an option for Diddy to ride Donkey Kong during rough spots. Diddy can shoot his peanut popgun while Donkey is carrying him, but multiplayer isn’t really fun when the only thing a second player can do is shake to shoot enemies.

 

In other words, Donkey Kong Country Returns is the anti-Kirby’s Epic Yarn.

 

While Good-Feel made a platformer anyone can play, Retro Studios geared this game towards the hardcore crowd. You’ll die a ton of times and replay stages wondering how its possible to beat the time trials. That’s part of the fun of Donkey Kong Country Returns because the game feels rewarding when you finally complete a level’s three challenges.

 

Food for Thought

  • Animal friends take a backseat in Donkey Kong Country Returns. Rambi, the rhinoceros you can ride, is used sparingly. Squawks the puzzle piece revealing parrot is actually the most important animal pal.

 

  • Speaking of Squawks, he caws on screen when you’re close to a puzzle piece you haven’t found. However, if you don’t explore the level enough Squawks won’t be in range to let Donkey and Diddy Kong know something hidden is nearby.

 

  • Donkey Kong Country Returns has two control schemes: nunchuck/remote and remote alone. The Wii remote controls feel a bit tighter especially when it comes to rolling. (You need to hold a direction and roll.) Most of the time I used the nunchuck combo, though.

 

  • One neat level in Donkey Kong Country Returns has players run (mostly roll) away from a tidal wave rising in the background by hiding behind rocks. This stage has well-placed crabs placed to prevent Donkey Kong from rolling through the entire stage and switches on the floor you have to ground pound block the tide.

The post Donkey Kong Country Returns Playtest: A Barrel Blast From The Past appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/donkey-kong-country-returns-playtest-a-barrel-blast-from-the-past/feed/ 0 100490
Go Bananas For Japan’s Donkey Kong Country Returns Trailer 2z6v4f https://siliconera.voiranime.info/this-is-japans-donkey-kong-country-returns-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=this-is-japans-donkey-kong-country-returns-trailer https://siliconera.voiranime.info/this-is-japans-donkey-kong-country-returns-trailer/#respond <![CDATA[Ishaan Sahdev]]> Wed, 10 Nov 2010 17:26:37 +0000 <![CDATA[Donkey Kong]]> <![CDATA[Donkey Kong Country Returns]]> <![CDATA[Japan]]> <![CDATA[Nintendo]]> <![CDATA[Retro Studios]]> <![CDATA[SPD3]]> https://siliconera.voiranime.info/?p=98387 <![CDATA[

Siliconera Header Logo

 

Donkey Kong Country Returns is out November 21st in North America, but Japan will have to wait until three weeks later -- they get the game on December 9th. Today, Nintendo opened a Japanese website for the game.

 

In Japan, Nintendo are simply calling the game Donkey Kong Returns. Here, compare the Japanese trailer to the latest English one to see if you can spot any stylistic differences.

The post Go Bananas For Japan’s Donkey Kong Country Returns Trailer appeared first on Siliconera.

]]>
<![CDATA[

Siliconera Header Logo

 

Donkey Kong Country Returns is out November 21st in North America, but Japan will have to wait until three weeks later -- they get the game on December 9th. Today, Nintendo opened a Japanese website for the game.

 

In Japan, Nintendo are simply calling the game Donkey Kong Returns. Here, compare the Japanese trailer to the latest English one to see if you can spot any stylistic differences.

The post Go Bananas For Japan’s Donkey Kong Country Returns Trailer appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/this-is-japans-donkey-kong-country-returns-trailer/feed/ 0 98387