Metroid Prime 4 And The Burden Of Being ‘Good Enough’

Metroid Prime 4 And The Burden Of Being ‘Good Enough’

Games

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Algorithm-chasing YouTube critiques, searing post-mortems, finger-pointing at its troubled development history, and a relentless focus on what Prime 4 wasn’t seemed to characterise the mood following its release, making me feel like I was playing a fundamentally different game from the one being litigated online.

I found myself mentally auditing and second-guessing my own enjoyment.

That’s not to dismiss criticism of the game, because there are certainly aspects that deserve it. Too often, though, the discourse felt less like measured appraisal and more like performative dunking. It felt like not enough was being said about what Prime 4 does right, such that I found myself mentally auditing and second-guessing my own enjoyment.

The backlash was initially surprising because I felt it was generally delivering exactly what a Metroid Prime game should: It’s a technical showcase; its controls are sublime; its world design is visually stunning; it offers exploration, scanning, and plenty of well-hidden items; its boss fights stand shoulder-to-shoulder with the best the series has ever produced.

Having recently revisited the series with Metroid Prime Remastered, Prime 4 feels like it takes gameplay cues from that lauded entry while opting for far more linear biomes that feel more approachable to newcomers. Still, moment to moment, I found it harder to put down than any other major first-party release of the current hardware generation.

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