March 13, 2003.
Dear Retro Studios,
November 18, 2002 was quite a significant day for Metroid fans. On this day, after an excruciating eight year wait, we got not one, but two brand new Metroid games. One, Metroid Fusion, was a continuation of the series in 2-D, offering much of the same great gameplay that made Super Metroid a landmark title. Apart from a few twists, it offered what most fans expected and was an excellent game overall. But as good as it was, Fusion was not the most eagerly anticipated of the two titles.
Metroid Prime arrived amidst an immense, some would say unreasonable, wave of hype. Here at last was the Metroid series' voyage into 3D. Much had been said about its American development, a rookie studio's involvement, and its controversial first person view, but with the game finally in gamers' hands it was time to put it all to rest. Here at last was Metroid in 3D, and it was good. Everyone at Retro Studios deserves great praise for having delivered such a polished title that did many, many things right in the Metroid universe. I salute you for it, and am glad that you're working on the sequel, as it's obvious you have both the dedication and talent to pull off an even better game. That's why this website is about the things that went wrong in Metroid Prime.
When a game is released to practically universal journalistic appeal and great sales it's easy to rest on one's laurels when designing its follow up. It worked well the first time, didn't it? Why fix what isn't broken? Just add a couple of brand new power-ups, make some new levels and you're set, right? What gaming magazines and websites don't show, however, are the many Metroid fans who wanted more from the game, despite all it achieved. While the game was considered excellent in its own right, many, including myself, still feel that it didn't quite measure up to its predecessor, Super Metroid. "Where's the screw attack?" they ask. "Why can't beams combine?" "Why are the metroids so weak?" Most complaints focus on some small aspect of the classic Metroid titles that didn't translate well to Metroid Prime for one reason or another. Though small, many fans identified these things with the Metroid series. And just as drop by drop a cup will overflow, so too do these things continue to bother us and detract from the game.
In these pages are found suggestions on how to improve the gameplay, levels, and art style of the game, as well as suggestions for bringing back in 3-D some beloved moves from the classic 2-D Metroid games. They are all my own suggestions, though I'm sure you may have thought of some or all of them on your own while developing Prime or during your work on its sequel. I do not presume to know more about game design or art than you, but I do believe that some of the suggestions have merit and deserve consideration, and also believe that fan input can be a very good thing.
I understand that it is Nintendo's policy not to accept fan ideas or suggestions due to the risk of legal repercussions. However, I have no intention of causing any trouble for Retro Studios, Nintendo, or any of its employees or affiliates. Far from being upset, I would be overjoyed to see any of my suggestions make it into the game and because I am not suggesting story ideas, original moves, power ups, or even any truly original content, only refinements and modifications to old ideas to which I have no claim, I believe such concerns are unfounded in this case. Either way, Retro Studios has my full permission to use any ideas or suggestions that they obtain from this website.
Some fans did not think the Metroid series would translate well to 3D, much less to first person. I was very glad to see them proved wrong. Metroid Prime was an excellent game, but within it I see the potential for an even better and more faithful Metroid game. As a Metroid fan, it is my sincere wish that you live up to that potential.
Best regards,
AP
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