Ever wondered what really goes on behind the closed doors of Nintendo's design studios? A new art book is pulling back the curtain, revealing secrets and insights into the making of the legendary Metroid Prime series that you wouldn't believe!
"Metroid Prime 1–3: A Visual Retrospective" isn't just another coffee table book; it's a treasure trove for anyone who's ever lost themselves in the immersive worlds of Samus Aran. Scheduled for release on October 28th, this 210-page hardcover masterpiece arrives just in time to whet our appetites for the highly anticipated "Metroid Prime 4: Beyond", slated for release on the Switch and its successor. At around $50, it's the perfect gift for the Metroid aficionado in your life – the one who's watched every video essay and dissected every design choice. Want a sneak peek? Nintendo is offering a free 35-page sample that lets you dive right in and explore the stunning visuals.
Prepare to be amazed by the sheer volume of detailed concept art showcasing everything from the haunting environments of Tallon IV to the menacing designs of Metroids and Space Pirates, not to mention countless iterations of Samus herself. This book isn't just a collection of what made it into the games; it also features fascinating assets that were ultimately cut, providing a glimpse into the creative process and the difficult decisions that shaped the final product. The book meticulously chronicles the evolution of the series, from its GameCube origins to its Wii innovations, concluding with a brief look at the impressive "Metroid Prime Remastered" for the Nintendo Switch -- a project that reportedly took a staggering four years to complete! And this is the part most people miss: while "Metroid Prime 4: Beyond" is on the horizon, the book doesn't delve into its development. Given the game's well-documented development challenges, it's likely that a dedicated volume will be needed to do that story justice.
But here's where it gets controversial... My personal highlight is the inclusion of marginal notes from Kensuke Tanabe, a Nintendo veteran whose resume includes iconic titles like "Super Mario Bros. 2" and "The Legend of Zelda: A Link to the Past". These candid reflections, made possible by Nintendo and Retro Studios' meticulous record-keeping, offer an unparalleled look into the design debates and creative tensions that occurred over two decades ago. It's particularly amusing to read Tanabe's accounts of when Nintendo had to step in and assert its vision for the series. One quote stands out: '[...] the game we’re making now is a Nintendo game, and this is Retro’s first time working on one. I’ve been working on Nintendo games my entire career, so I believe I have the most experience in making Nintendo games. So please trust me first.' This reveals a fascinating dynamic between the two studios and raises the question: how much creative control should a veteran company exert over a new partner?
Of course, Tanabe also generously praises Retro's contributions, highlighting instances where the studio's ideas ultimately won over Nintendo. A prime example is the introduction of morph ball half-pipes. "Initially, Nintendo was skeptical," Tanabe recalls. "However, Retro responded ‘Please try it out first before deciding,’ and submitted a prototype. I vividly remember that when we finally tested it, it turned out to be incredibly satisfying and engaging.” By the end of the book, it becomes abundantly clear that Retro left an indelible mark on the Metroid Prime trilogy, shaping its gameplay, atmosphere, and overall identity.
What's particularly fascinating are the insights into the less-discussed aspects of the series and Nintendo's broader game development philosophy. Tanabe reveals that the team at Retro experienced burnout after the launch of "Metroid Prime 2: Echoes" and expressed a desire to work on a Donkey Kong game to revitalize their spirits "after having to work on two consecutive games within the same IP under tight schedules and without much of a break.” This request eventually materialized with "Donkey Kong Country Returns" in 2010, following the release of "Metroid Prime 3: Corruption." This raises an interesting point: how important is it to allow development teams to explore different projects to prevent creative fatigue?
Tanabe also sheds light on the lukewarm sales of "Metroid Prime 2," which prompted Retro to propose a sequel aimed at a broader audience. However, Nintendo rejected these proposals, which reportedly included an open-world design (as revealed in an interview with a former Retro Studios employee), and instead opted to leverage the Wii's motion controls and further explore the narrative potential of Dark Samus. This decision, while controversial, ultimately shaped the direction of "Metroid Prime 3." Was Nintendo right to steer the series in this direction, or should they have allowed Retro to pursue its vision of an open-world Metroid adventure?
With its striking red embossed outline of Samus Aran, this retrospective is a visually stunning addition to any gamer's bookshelf. But the true treasures lie within its pages – the breathtaking artwork and the insightful commentary that unveils Nintendo's notoriously secretive game development process. It's easy to imagine Piggyback, the book's publisher, applying this format to other Nintendo franchises, especially considering the company's impressive track record of retaining key designers for decades. For now, however, I'm simply grateful that this exceptional glimpse into the world of Metroid Prime exists.
What do you think? Does this art book give you a greater appreciation for the Metroid Prime series? And more importantly, do you agree with Nintendo's decisions regarding the direction of the games, or would you have preferred to see Retro's original vision realized? Share your thoughts in the comments below!