Metroid Prime 4: Beyond

Sylux, Psychics, and Sidekicks

There’s something about the Metroid series. It’s a franchise that I’ve been interested in for a long time but didn’t leap into until Metroid Dread. Sadly priced out of most of the earlier entries into the series, I did consume lots of content about Metroid lore and history following my introduction to Samus Aran’s atmospheric adventures. I then jumped into Metroid Prime Remastered, and have now finally finished my third game in the franchise with the recently-released Metroid Prime 4: Beyond. I wrote about Metroid Dread here, and did a game diary on Metroid Prime Remastered here.

Nintendo’s Alien-inspired sci-fi series is fascinating to me, as its mixture of the Japanese giant’s bright and breezy style and the horror and isolation taken from Ridley Scott and James Cameron’s pair of masterpieces creates a beguiling whole. Some of the enemies are pretty creepy, and many of the bosses are incredibly monstrous, but much of the actual horror found in Metroid is inferred from background details and logbook entries. Instead, Samus’ adventures are more tightly focused on atmosphere and that all-important sense of isolation.

I tried the mouse controls and it does work well, but I soon settled on the standard controller-style method.

So, why does Metroid Prime 4: Beyond have a super-talkative companion and radio buddy, then? Honestly, I don’t think the companion characters are that much of an issue. Mackenzie, the one that everyone has the specific problem with, is kind of annoying at first, but he’s okay in the long run, and I always felt that the side-view Metroid games did the isolation thing better anyway. If you’re put off trying Metroid Prime 4: Beyond because of the complaints you’ve heard about Mackenzie and pals, don’t be, you and Samus will still have plenty of chances for alone time in the depths of some godforsaken heck-hole, way out of radio contact from your bespectacled chaperone.

I actually managed to 100% my play-through of Metroid Prime 4: Beyond. The item completion kind of happened naturally, and then I used the internet to find the last few scans before I took on the final area. I feel no shame at this; I don’t have time to piss about aimlessly looking for something called a “blow hopper” that spawns in a single location beneath a volcano, I had to ride my motorcycle around a desert smashing through a seemingly unlimited phalanx of sparkly green crystal formations. That was my way of introducing the other biggest annoyance I’ve seen people bring up about this game, by the way; the great crystal hunt. Again, I didn’t mind it, and spent an hour before my push into the game’s final sequence riding around in a zen-like state and mopping up the last of those crystals in one fell swoop. It was okay, and it didn’t take too long, even with Mackenzie sticking his oar in over the radio link from time to time.

This game has its own share of excellent tunes, but the Phendrana Drifts music will always pop into my head when looking at vistas like this.

Right, enough babbling, let’s start the “review” already. Metroid Prime 4: Beyond looks phenomenal, and uses its rich, mystical colour palette to paint a lively and awe-inspiring fantastical world. At times it reminded me of the awesome sci-fi art of the sixties, seventies, and eighties by the likes of John Harris and Manchu, at times it reminded me of James Cameron’s Avatar series of movies, and at times, yes, it did remind me of Halo. It does have its own thing going on though, and the environments look incredible whether you’re overlooking sweeping vistas and epic sky-boxes in the desert hub area or booking it through tight corridors filled with secreted alien goop at the bottom of a vast mining complex.

I was playing on the Switch 2 in Quality Mode and the game consistently looked fantastic with no noticeable drops in performance. Occasionally I would notice a few pixelated details though, and mostly on the helmet visors of the small squad of Galactic Federation soldiers Samus encounters, or on the hammerhead shark-like face of the super-beefy allied android, VUE-995. On the rare occasions when the squad’s visors open and you see their actual faces, there are no such issues and there are some high quality facial animations on show, but the fuzziness on their helmets is noticeable on occasion and can be a minor immersion killer. For the most part though, this is a mighty fine looking game.

So, what actually happens to Samus when she’s a ball?

The gameplay is also on point. There’s nothing very new to report if you’ve already played any of the Metroid Prime games (meaning that the new “psychic” powers Samus attains aren’t actually very different from her usual abilities in practice) but if you’re new to the Metroid party, expect a super-smooth FPS experience with a slower, considered pace, a fair helping of puzzles and back-tracking, and a high-concept sci-fi feel, favouring elemental-based weapons over Aliens-style modern solid round firearms. Players are expected to engage with the world by way of scanning critters, lore items, and enemies, and by exploring every nook and cranny for upgrades. Puzzles range from simplistic to devious, but progress-blocking brainteasers never offer up too much of a problem, meaning that the pace is rarely harmed.

Comparing Metroid Prime 4: Beyond to Metroid Prime Remastered, I’d say that this game is more straightforward in its level design. There are also fewer aggravating enemies, and most players will have an easier time with the general aggressive flora and fauna (as well as the mysterious “grievers”) that make up most of the combat. One or two of the bosses put up a legitimate fight, and the final confrontation is suitably challenging, but overall, Beyond is an easier game than Prime Remastered. I didn’t mind this at all, as I did find that Prime Remastered started to wear on me at times, and the fission metroids that were encountered regularly towards the end of that game were a frustrating pain-in-the-arse to fight. There’s nothing like that here, and this is alright with me.

This is a Griever. The game’s story definitely has a light theme of grief, mourning and loss, which is unsubtly hinted at with some of the species names.

The weapons and gadgets are as fun to use as always. By collecting enough of the infamous green crystals Samus can upgrade her basic cannon, and this upgraded version feels a lot more satisfying to use. The super-charged fire shot is also a lot of fun to unleash, and the super-charged thunder shot is an absolute dream, sending a devastating beam of erratic, electric energy that homes in on every enemy nearby and erases them in a visual feast of spectacular obliteration. It almost feels overpowered, but you’ll have earned it by the time you get it, and it uses a fair chunk of ammo, too.

Not that I ever really had to worry about ammo. Well, not until the very last battle at least where I was spamming the final suit’s overshield ability which inexplicably uses your missile supplies to power up. Metroid Prime 4: Beyond locks its hard difficulty until you’ve completed the game on normal. I haven’t tried it yet, but apparently it causes save points to only restore health instead of health and ammo, so I suspect that this, along with the generally tougher enemies, means that ammo conservation comes into play a lot more if you’re brave enough and time-rich enough to go through another play-through on hard mode. I won’t be doing it, I’ve got other games to play. Those last few bits of concept art in the gallery will have to stay locked, I’m afraid.

So, should I be getting attached to these guys or nah?

I really enjoyed Metroid Prime 4: Beyond. Its stellar art direction, memorable musical accompaniment, and tried and tested gameplay and progression made for a very satisfying and compelling experience. I found the supporting cast likeable (even Mackenzie by the end) and they were used sparingly enough that the sense of isolation still had its time to shine. I enjoyed the boss fights and felt comfortable with the controls, and I only occasionally got a bit exasperated with the back-tracking and the more fiddly areas (like some of the morph ball sections in the powered-up bike factory).

Speaking of bikes, I’m a sucker for a sleek, futuristic motorcycle design, and Metroid Prime 4: Beyond does not disappoint in that regard. Vi-O-la, as Samus’ glamorous, metallic steed is known, is a highlight of the game, even if you’ll mostly be riding it around empty desert hunting down those blasted green crystals. I like a sci-fi bike, and Vi-O-la is a sci-fi bike that I like.

As a self-confessed Johnny-come-lately to the venerable Metroid franchise, Metroid Prime 4: Beyond gets an enthusiastic thumbs-up from me. Sleek, slick, and exceedingly pretty, Samus’ most recent outing didn’t outstay its welcome and kept me interested throughout, never once becoming a chore, even when I was filling the crystal receptacle so that I could get a special memory fruit or whatever that bit was all about. Look, just stop being such a blow hopper and give it a try, okay?

Alien: Isolation

Is This a Rescue Mission, or Another Bug Hunt?

One of the last scripts I wrote for the sadly-defunct TripleJump YouTube channel was a giant list ranking every single Alien and/or Predator video game ever made. Unfortunately, the channel went under before the video was released, but here’s a peek behind the curtain for you; Sega’s 2014 survival horror hit, Alien: Isolation, was at number one. However, despite heavily featuring the perfect organism in a starring role, Alien: Isolation isn’t a perfect game, but it is probably the closest a video game has come to perfectly capturing the atmosphere of the movie franchise upon which it’s based, Alien or otherwise.

This is Amanda Ripley. Her family line has pretty appalling luck when it comes to run-ins with predatory space bugs.

Creatively assembled by British studio, Creative Assembly, who are most well known for the Total War series and its combination of real-time battles and grand strategy, Alien: Isolation took the developers into unfamiliar territory. With very little experience in the survival horror genre, Creative Assembly made a host of outside hires, and soon enough a 100-strong team were orchestrating visceral encounters and crafting ’70s-style retro tech.

The crew were reportedly handed around three terabytes of production material from 20th Century Fox, and through deconstructing this “gold mine” of information, they were able to build a startlingly authentic world that specifically recalled the atmosphere of Ridley Scott’s 1979 original. Stellar lighting and graphical effects, flawless sound design, and a talented cast of voice actors all combined with this vision to create one of the most atmospheric and genuine movie-to-game experiences ever seen.

For a game released in 2014, Alien: Isolation’s environments can look pretty insane. The character models are showing their age a bit though.

It’s pretty scary, too. For most of the game, the player character (Amanda Ripley, daughter of the legendary Ellen Ripley) is completely defenceless against the overwhelming speed, power, and bitey bits of the towering xenomorph, and will have to sneak around quietly, hiding in every available nook, cranny, or orifice in order to avoid a swift and gory demise. They even made it so that the alien can hear sounds that come through your mic, breaking the fourth wall in an unsettling manner and making it so that the hoot of an errant owl in your living room can spell death for poor old Amanda. I told you to keep that window shut.

As I already mentioned, though, this is not a perfect game. Progression can fall into a trial and error process at times, and clever players can work out the xenomorph’s AI, thus being able to manipulate the initially panic-inducing monstrosity into easily-avoidable loops. On the other end of that scale, less proficient players might find themselves constantly harassed by the chitinous terror’s perpetual presence, with observers noting that the xenomorph’s AI tends to be a little too adept at homing in on Miss Ripley even when it should logically be at the other end of the station, violently breaking and entering the cranium of some other defenceless schlub.

Can I tell you a secret? I haven’t finished this game. It’s just too long.

It’s at times like this when Alien: Isolation’s cloying horror can teeter on the verge of aggravation and annoyance, and players might find themselves desensitised to Amanda’s torso getting brutally severed by the xenomorph’s spiky tail after the fourteenth time in a row while fear turns to frustration and frustration turns to controller-throwing rage. All of this, along with long stretches of dealing with the less-interesting android enemies, means that Sega’s most beloved Alien adaptation can outstay its welcome a bit.

During its high points, though, Alien: Isolation is excellent – a stunning interpretation of the first film’s timeless atmosphere and an almost unbearably tense and trouser-ruining experience throughout. As the game celebrated its ten-year anniversary in October 2024, Creative Assembly employee and Alien: Isolation creative director, Al Hope, confirmed that the team are working on a follow-up, and if they iron out the annoyances that made Alien: Isolation fall just short of all-time great status, this follow-up has a chance to be the best sequel since Aliens.

The Seegson androids have more in common with Ash than Bishop. That’s a bad thing.

This article was written for the now-defunct Sega Force Mega as part of a planned Halloween special featuring lots of Sega-published Halloween-appropriate games, alongside The Ooze and Devilish. This is the last unpublished article I’d written for that magazine. I updated the intro to reflect the fact that TripleJump are also now defunct. 

Prodeus

Become a Vessel of Destruction

Despite not being a “boomer” (I’m D-Generation X, baby), I’m quite fond of Boomer Shooters. Anything that reminds me of simpler times blasting away on the likes of Duke Nukem 3D and Hexen on my Sega Saturn is going to have a decent shot at earning my affections. Also, I like that they don’t tend to be too much of a time commitment, and can make for a straightforward and violent palette cleanser between lengthy RPGs or modern cinematic action games that demand lots of hours and dedication.

These days, I tend to try to be a physical-only gamer, as I enjoy feeding the shelves in the rumpus room almost as much as I enjoy playing a good video game, and in the last few years I’ve finished the (as far as I’m aware) only three Boomer Shooters that you can buy physically for the Nintendo Switch: Ion Fury, Warhammer 40,000: Boltgun, and now, finally, Prodeus.

You’ll be mowing down so many minions of Chaos you’ll think you were playing Space Marine 2! (I completed that, too, by the way) 

I didn’t write about the first two games so I’ll very briefly sum up my opinions on them here. Ion Fury is a fantastic Duke Nukem 3D love-letter that has been tastefully modernised in all the right places, and Warhammer 40,000: Boltgun is a satisfying blast through the endless minions of Nurgle and Tzeentch that often pushes Nintendo’s ageing HDMI-enabled tablet beyond breaking point when it comes to framerate.

That leaves Prodeus, which I purchased sometime in 2024 and finally got around to playing in January of 2025. The game was developed by Bounding Box Software and was the result of a successful Kickstarter campaign. It offers multiplayer content as well as a single player mode, but I don’t dabble with multiplayer these days. I like my peace and quiet, you know? This will be a review of the campaign only.

The plot of Prodeus is purposefully left fairly ambiguous. From what I can fathom from the pre-stage descriptions, the game takes place on an asteroid that’s being mined for fuel (and possibly artefacts) and two opposing, interdimensional forces have converged on said asteroid to enact some kind of cosmic war. These two forces are Chaos, who have a demonic vibe and can apparently turn human soldiers into Doom-style zombies, and Prodeus, who are technologically advanced entities of light who can wrest control of Chaos’ demonic units, turning them into upgraded, blue-tinted versions of themselves.

As for the protagonist? Well, it’s hard to tell. There’s an opening sequence where they get killed horribly and then awoken in some kind of tank, and in-game text occasionally refers to them as a “Vessel”, but that’s about all you’ve got to go on. The Doom-style portrait at the bottom of the screen (that appears more skull-like as you take damage), has a cybernetically-enhanced super-soldier aesthetic, so maybe they’re some kind of Prodeus experiment that went rogue, but it’s all a bit vague. The setting is compelling enough, though, and you won’t be thinking too hard about the nuances of character development when you’re blasting something’s face off with four simultaneous super shotgun shells.

Which one is the Keymaster and which one is the Gatekeeper?

All of the guns in Prodeus are great, and the game starts you off simple with a very satisfying pistol. All of the usable weapons are split across five different types of ammo, and each ammo type will feed every weapon in that class. These are bullets, shells, rockets, energy and chaos, and the different guns in the various classes all do a fine job of staying relevant as you unlock new implements of destruction. Even weapons that you’d think would be very similar or just straight upgrades, like the shotgun and the super shotgun, are different enough to drastically change gameplay. The shotgun fires more shells before needing to reload and has a secondary mode that’s a bit more effective at range, while the super shotgun can fire all four loaded shells in a satisfying blast that’ll leave all but the most elite enemy types with a severe case of bloody dismemberment.

Speaking of which, the blood effects are on point, too, with enemies exploding very satisfyingly and painting floors and walls in a tasteful shade of crimson. If a baddie pops in a tight enough space its insides will even cover the ceiling, and this results in a generous period of dripping gore, giving the game a very violent and visceral air.

Even when they’re not covered in copious helpings of tomato sauce, Prodeus’ environments look great. The visuals are purposefully very pixelated (although it looks less so in motion than the screenshots would have you believe), but the game still has a sleek feel with heaps of atmosphere. Many of the locations are quite alien and abstract, especially once you enter the Prodeus dimension, and the whole thing is built on a very dark base colour scheme with orange or blue highlights depending on whether Prodeus or Chaos are in the ascendancy at that point in the campaign. The game could be accused of looking quite samey, but a couple of highlights, like the Space Station or the dark, rainy ocean environment in the Trench level, do manage to provide some memorable focal points along the way.

As for the gameplay; it’s extremely solid. The controls are crisp and responsive, I only noticed two sections where the framerate took a noticeable hit, and the enemy variety keeps things interesting right through to the end of the game, in part thanks to the more-powerful Prodeus-controlled versions of Chaos enemies that appear later on. While most levels consist of moving through environments, locating the odd key card, and taking out groups of enemies as you go, some stages are straight up arenas that throw enemy waves of ascending difficulty at you, just to keep things spicy. The aforementioned key card hunting doesn’t overstay its welcome either, and serves as a nice throwback to similar mechanics in the games Prodeus is so clearly influenced by.

The Prodeus campaign is a dark and dismal, viscera-soaked treat for fans of old-school FPS action, and the “boomer shooter” style gameplay is spot on. There are plenty of difficulty levels to dabble with, depending on whether you want to barely survive each encounter as a wounded, bloody wreck, or feel like an invincible god-warrior who effortlessly leaves a gory wake of destruction in their path. The locations are grimy, intimidating, and occasionally awe-inspiring, and the music, while not necessarily all that memorable, provides a fine accompaniment to the flying bullets, plasma, and Chaos energy.

The environments get quite a bit more ominous as you progress.

Where would I rate it alongside Ion Fury and Warhammer 40,000: Boltgun, you ask? Well, that’s a tough one. For thrills and personality, I’d rank it just below Ion Fury, but then, Duke Nukem 3D was the shooter I jammed with the most when I was but an eager young gamer. I’d probably say Prodeus plays a little better than Boltgun, though, just feeling that little bit crisper and clearer, although the fact that I played both games on the Switch could be affecting that decision.

Still, they’re all winners in my eyes, and that’s the important thing. Now I’m just waiting for that perfect modern re-imagining of Hexen to come out physically on the Switch. I heard Graven turned out to be a bit of a let-down though. Shame, that.