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    Metroid Prime 2 Producer Advocates for GameCube Classic’s Multiplayer Remake

    By ContributorsOctober 28, 20252 Mins Read
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    Though the inaugural Metroid Prime set the standard for both the series and the Metroidvania genre within a three-dimensional space, it lacked an essential feature that many first-person shooters on consoles offered at the time: multiplayer functionality. This gap was addressed in 2004 with the release of Metroid Prime 2, which introduced four-player split-screen gameplay, while the spin-off titles Metroid Prime: Hunters and Federation Force leaned heavily into multiplayer experiences. Despite these expansions, Prime 2 ended up being the least commercially successful of the trio, suggesting that a considerable number of players might have overlooked the series’ foray into multiplayer. Recently, Metroid Prime‘s series producer, Kensuke Tanabe, shared insights about the multiplayer aspect in the newly released artbook, Metroid Prime 1-3: A Visual Retrospective (credit to VGC for the report).

    “Retro managed to develop the multiplayer mode without sacrificing quality, even in notably challenging circumstances,” Tanabe remarked. He elaborated further in the same book, stating, “Following the completion of Metroid Prime, Nintendo instructed Retro Studios to initiate the next project within a very tight timeframe, with no extensions on the schedule available.” While there was initially a suggestion to create a multiplayer-oriented Metroid Prime ‘1.5’, Prime 2 ultimately emerged as a full-fledged sequel, launching almost exactly two years after the original in November 2004.

    Reflections on Local Gameplay

    Tanabe also reflected, “Given the era it was created in, it was primarily designed for local play, which meant that the actual number of players who enjoyed it might not have been substantial.” He voiced enthusiasm at the thought of a remake of Metroid Prime 2, similar to the remaster of its predecessor in 2023, stating, “I’d be thrilled for a broader audience to have the opportunity to experience it.”

    Furthermore, Tanabe noted the challenges Retro faced while collaborating with Nintendo, mentioning a particular disagreement that stretched from morning until “the sun was setting.”

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