News Article

Feature: What Happened to Metroid 64?

Posted by Thomas Whitehead

Samus got lost

As a week of Metroid Anniversary celebrations draws to a close, we thought we’d look back at a Metroid game that never was. We’re not talking about Metroid Dread, which could still happen, but Metroid 64, which will obviously never see the light of day. We’ve made the title up, but in light of the trend of adding ‘64’ after 99% of game titles on the N64, we think it’s a reasonable guess.

The issue of Metroid 64 was once raised with series creator Yoshio Sakamoto in an interview conducted by games magazine Games™. The main focus of that interview was the launch of Metroid: Other M, but diversions were made to talk about other elements of the series. Sakamoto’s comments of why the N64 didn’t receive a new entry in the franchise were revealing:

I was actually thinking about the possibility of making a Metroid game for N64 but I felt that I shouldn’t be the one making the game. When I held the N64 controller in my hands I just couldn’t imagine how it could be used to move Samus around. So for me it was just too early to personally make a 3D Metroid at that time. Also, I know this is isn’t a direct answer to your question but Nintendo at that time approached another company and asked them if they would make an N64 version of Metroid and their response was that no, they could not. They turned it down, saying that unfortunately they didn’t have the confidence to create an N64 Metroid game that could compare favourably with Super Metroid. That’s something I take as a compliment to what we achieved with Super Metroid.

These comments are interesting on a few points, but it seems to us that, at a basic level, Metroid 64 never saw the light of day due to the obsession, in that period, for 3D games. Not only did the N64 dispose of sprites in favour of polygons, but it seems that game developers, including Sakamoto, felt an obligation pursue 3D visuals suited to the technology. Super Mario 64 and The Legend of Zelda: Ocarina of Time were good examples of this new principle of game design working well. Other franchises, perhaps, didn’t fare so well: Donkey Kong 64 and Kirby 64: The Crystal Shards divide opinion, while third party efforts such as Castlevania on the console also prompted a mixture of praise and criticism. This was an era of growing pains for 3D game engines, and as Mr Sakamoto states, Nintendo was concerned that it couldn’t live up to the legacy of Super Metroid.

It is easy to see why producing a 3D Metroid was a daunting prospect. While Metroid Prime succeeded in achieving this, that was an achievement made possible through fine work by Retro Studios, but also the technical capabilities of the GameCube. Creating a 3D environment on the N64 was made difficult by the limitations of the time, and even gamers with the rosiest tint on their glasses should acknowledge that many titles from this console haven’t aged well, graphically. GoldenEye 007 is an example; a game beloved by many gamers, but played in the modern day the environments are fuzzy and blurred, to put it nicely. The alien landscapes and enemies from Metroid and Super Metroid are vibrant and varied in 2D pixels, but creating a 3D world along the same lines would daunt the finest of programmers in that time.

It seems to us however that Nintendo, Sakamoto and the mystery third party who turned down the project all missed a trick. As mentioned before, the N64 seemed to be obsessed with 3D polygon based game worlds, whereas surely there was no reason that a 2D Metroid couldn’t have been developed. We don’t claim to understand the technical specifications of the N64, but it seems sensible to say that the graphical capabilities of the console could have been applied to a 2D game. Even concerns about the controller shouldn’t have been an issue, as there is a conventional D-Pad just begging to be used. In some ways, the PlayStation and Konami showed the way, with Castlevania: Symphony of the Night, a game even referred to as Metroidvania by fans. Ideas from the NES and SNES games were applied on a fifth-generation console; why didn’t Nintendo think of that?

As it was, Samus only appeared in Super Smash Bros, a cameo appearance on the console. Thankfully, the Metroid franchise has seen a lot more attention on Nintendo’s handhelds, as well as two-thirds of the Metroid Prime Trilogy on GameCube and Metroid: Other M on Wii. We suspect that Samus will have more adventures on the 3DS and Wii U in years to come, with modern day technology ensuring that the developers won’t face the headaches that prevented the development of Metroid 64.

The lack of Metroid on the N64 still seems like a missed opportunity, despite the obstacles faced, especially as Nintendo has been only too happy to embrace 2D gaming on the Wii. It is a regret that, for an entire generation of home consoles, Samus was lost in space.


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User Comments (54)



komicturtle said:

Makes sense. I enjoyed Other M and thought this should have been on N64 (in terms of full 3D movement and not in first person perspective). Hopefully, WiiU will have a Metroid like Other M but also fix the problems the game had. More exploration, obtaining items, and so on.



NESguy94 said:

They could have made a 2D game that looked like Kirby and the Crystal Shards. Where everything is 3D but you can only move on the X and Y axises. They also could have made something like Perfect Dark or Goldeneye, but that means Prime wouldn't have been as good. So I am happy with the way things turned out.



NintyMan said:

I wouldn't be surprised if that mystery third-party was Rare knowing how much of a contributing company they were for Nintendo in the 90's, but it does sound disappointing that even though it could've be done with the right effort, they were still not willing to make it better than Super Metroid. That's somewhat limiting yourself right there. But, if Metroid 64 came about, the Prime trilogy would be a lot different today.



littlebigplanet said:

I would have hated fighting a polygonal Ridley xD
As for a 3DS entry, I have an idea: Metroid: It tells the events of Metroid II through Super Metroid as a FPS. Imagine going through a vibrant but eerie metroid homeworld, and after finding that baby metroid, bringing him back but to that lab place. But then! You go back to Ceres years later, and then play through a Super Metroid FPS. Keep the bosses the same obviously. Am I awesome or what!



Link79 said:

It was for the best. The wait was longer but eventually we got the awesome Prime series.



SuperLink said:

@AlexHighwind Heh, I just noticed that when you pointed it out.

Anyway, great article. They should've just done a 2D with updated graphics, and built the gameplay off of Super Metroid, added better selection controls, since there would be more buttons.



OldBoy said:

Coulda, woulda,shoulda.
They should have made Wave Race for Wii, 1080° for Wii, F-Zero for Wii.But hey....they didn't.Life sucks.
Whats the point of this article really?



Noire said:

I wonder if we'll ever reach a point where N64 graphics are considered charmingly retro enough for Nintendo to make a retro-themed Metroid 64 third-person shooter with period clunky control style.

No? Oh well, I can dream.



TwilightV said:

Meh. I don't go into sequels with outrageous expectations. I like both, but I actually enjoy Prime more than Super.



motang said:

I didn't even know Nintendo had Metroid 64 brewing in the labs, I totally skipped that generation and played PC game only (StarCraft, WarCraft I & II, Diablo, to name a few). I wonder if some of Metroid 64's assets were transferred over to Retro for Metroid Prime.

But I get a 2D Metroid in the vain of Super Metroid would have been awesome on the N64.



SilverBaretta said:

You know, they could have looked at Jet Force Gemini. That would have been a good game for influence.



Detective_TeeJay said:

Wow, this site sure loves its Metroid. Not that that's a bad thing, it's totally understandable. Metroid is awesome!



Odnetnin said:

It would've been nice at the time, but now I feel we're much better off with the Prime series instead.



LordTendoboy said:


Rated M for Metroid of course!

Is Sakamoto an idiot? He couldn't figure out how to control Samus with the N64 controller? Let's see, it has a D-Pad for 2D games, an analog stick for 3D games... Yup, 2 major control options are available right there.

And the N64 can certainly do 2D graphics, look at Yoshi's Story. It uses the same graphics tech that Donkey Kong Country used: pre-rendered 3D graphics on a 2D plane. Nintendo could have made a Metroid game using those graphics.



Link-Hero said:

"Metroid Prime Trilogy and Metroid: Other M on GameCube and Wii"

Umm, has anyone even noticed this? Unless there was another version of the games that I never even heard of. D:



JebbyDeringer said:

Nintendo was stubborn and believed 2D was a thing of the past. a 3D metroid wouldn't have worked on the system.



Chris720 said:

I just couldn't see a Metroid 64 working to be honest. Besides we got the Prime series on the GCN which made up for the lack of an N64 outing and what an awesome series it was.



EarthboundBenjy said:

The SNES Kirby and SNES Yoshi were much, much more impressive than the N64 Kirby and Yoshi. I'm not too sure a sidescrolling N64 Metroid would fare much better.

N64 sidescrollers don't have to be all subpar... but there just doesn't seem to be very many of them, and the ones that exist aren't really too special.
Except for Mischief Makers. Shake shake!

Metroid Prime feels so much like a 3-dimensional Super Metroid it's uncanny. I really am impressed with what they managed to come up with in the end.



warioswoods said:

Actually, I'm fairly certain (although I don't have evidence to back this up) that the N64 was in fact not capable of rendering 2D graphics at anything near the complexity needed for a good Metroid game. I even doubt that you could port Super Metroid to the N64. It was a machine built for 3D processing, and they pretty much left out everything else.

If it did have those capabilities, someone would have made a decent 2D game somewhere along its lifespan. Sure, Yoshi's Story is neat, but its graphics are actually very simple, low in number of layers, and repetitive in elements. Super Metroid is something entirely different in terms of detail and complexity.



MetroidMasher17 said:

Everything happens for a reason. Metroid 64 wasn't developed because Nintendo felt it couldn't live up to Super Metroid. There's your reason.

Anyway, having never played Perfect Dark, I can't say that a Metroid similar to it would or would not have worked. I did play GoldenEye 007, though, and I can't even get past the first level, in part because I suck at that game , and in part because I played Metroid Prime before 007 and, I guess, expected more out of it. And, to put it simply, the GameCube is better than the N64 in terms of processing power. The likelihood of things going wrong technically was decreased. I guess that if Nintendo wanted to do something, they wanted to do it right.



BulbasaurusRex said:

@10 I don't think so. The thing is, the 8 bit and 16 bit generations work for retro games, because they were the pinnacle of 2D sprite-based game development. Switching to polygons and 3D gameplay changed everything, and as a result, the 32/64 bit generation that was the first to widely attempt such games has overall aged very badly. Asking for N64 retro games today is like asking for Atari retro games during the 16 bit generation.



ThomasBW84 said:

It's interesting to see the comments so far. As someone who grew up with a Megadrive, then had an N64 but skipped the GameCube for PC gaming, it was a while before I got into Metroid. The Wii opened the franchise up to me, with the Prime series and the VC, so that's what prompted the article. Going through a whole home console generation without a Metroid restricted my personal experience with the franchise in a significant way; thankfully I've been able to catch up!

@tendoboy1984 - good call on the rated 'M' classification. I didn't spot that when I added the image, so cheers to those of you who spotted that!

@Luigi78 - The point of the article? Well we like writing about games, past, present or future. This week was the Metroid Anniversary after all, so a reflection on what could have been on the N64 seemed worth talking about. A beloved series missed a major console, it was interesting to look at a couple of the reasons why.

@bugaham - I'm not having a pop at GoldenEye, and you're right when you say that N64 graphics, in general, haven't aged well. I just wanted a well-known example of a game with varied 3D environments, and it's safe to say that a lot of people know about GoldenEye.

@warioswoods - That's an interesting point, you may be right. I'm curious about how the N64 tech worked, and what could have been done. As a console it was a bold step, but clearly made life challenging for developers.

@Link-Hero - Now now, be fair and quote the sentence properly! It actually says - 'as well as the Metroid Prime Trilogy and Metroid: Other M on GameCube and Wii'. We've hyperlinked to the Trilogy Wii release, yes, but the Prime series is often referred to as a Trilogy (because it is!), and that series was started on GameCube with Prime 1 and then Echoes, with Corruption following on Wii.



Wolfenstein83 said:

I guess as close as we ever got was being able to use Samus in the original Smash Bros.
I personally think that at the time nobody could come up with a good plot for a new game, until the Prime series came along, and the tech had nothing to do with it.
I think the N64 was good enough for the job, to make whatever game they wanted with Metroid.
It could have been something like Jet Force Gemini, that would have been cool to see.
Speaking of which, where is the sequel to that?
Nintendo needs to get Rare back.



Scissors said:

Though it was a missed opportunity like everyone else already mentioned Prime wouldn't have been as big of a deal so I'm happy with the way things turned out.



Link-Hero said:


Well, what I was trying to say was that the way you worded it made it sound like you were implying that Prime Trilogy (the one with all three Prime games bundled into one) and Other M were both on the Gamecube and Wii, but whatever.



SKTTR said:

The N64 had better 2D capabilities than the SNES and more memory: a 2D Metroid with better graphics than Super Metroid wouldn't be a problem on N64.

Fortunately Treasure's Mischief Makers filled the 2D sidescroller action genre early on (December 1997), one of the best 2D action games ever made. But Nintendo wanted to shift all their major franchises into a 3D environment... It would've been a lot harder than a 2D game but 3D was the plan for Metroid and they thought it wouldn't work.

In 1999 I was playing Jet Force Gemini. I thought it could have been a fantastic 3D-Metroid, or at least they could make one with that engine. It was an epic action sci-fi game with lots of exploration, backtracking, item collecting, many weapons, puzzle solving, and big challenging bosses. Very 3D-Metroidy.

So yeah, we didn't have a Metroid game, but in exchange we had 2 other outstanding action adventures on the N64, one in 2D, and one in 3D, both exclusive, both superb, and both were new franchises. With action titles as good as these two I can't say I missed Metroid on the N64 that much, but when I saw Samus in the same year in Super Smash Bros., man that certainly was a tease (but not as much as Ness).



FluttershyGuy said:

It started out that I couldn't wait for 3D games. Before it was released, SNES seemed so blah by comparison to the gorgeous pics of N64 games. And I very much enjoyed the likes of Super Mario 64 and Ocarina of Time!

But as time passed in the N64 days and I saw nothing BUT 3D, I started to get tired of it. I grew to miss side scrolling Mario (wouldn't see another of those until New SMB) and overhead Zelda. Became downright infuriating, as Super Smash Bros. and Yoshi's Story were the only side scrollers I ever got for N64.

Matter of fact, things like Mega Man and Castlevania side scrollers, along with Street Fighter and Final Fantasy VII was what motivated me to get a PlayStation. My first non-Nintendo system since before I ever owned a Nintendo system! So, Nintendo kind of drove me to Sony.

And the drought continued into the GameCube days! I'm glad Nintendo finally came to their senses, got over the 3D fetish and brought 2D out of exile with the Wii (and I pray it continues on Wii U)! A shame they couldn't have settled for a 2D Metroid platformer. You see how amazing the graphics on Yoshi's Story were and makes you wonder what could've been for Metroid 64.

In my mind, fancier graphics and more complicated game play are not always better. The more I've seen of 3D, the more I've yearned for the NES/SNES golden age of 2D! I just hope Metroid Dread comes to light soon, or another Metroid side scroller for 3DS.



CowLaunch said:

Hmm, I can see why such a prospect would have been daunting, but surely no more so than following Super Mario World and A Link to the Past into the 3D world? I think we take for granted now that Ocarina and Mario 64 are 2 of the greatest games ever; it wasn't guaranteed to work.

And as someone else said, Jet Force Gemini was surely the example for them to follow.



AltDotNerd said:

Agreed! Donkey Kong 64 was awesome to the max! How could anyone say that game wasn't good? It had 8 huge worlds, 9 boss fights, 2 multiplayer modes, over 4,300 collectibles, 5 characters, and the EFFIN' DONKEY KONG ARCADE GAME COMPLETE WITH ALL FOUR LEVELS!!!!! What's not to love?



IronMan28 said:

Maybe they felt an evolution had to be made before they could do 2D again. I think without that time, although a 2D Metroid for N64 could have been awesome, if Nintendo for whatever reason didn't feel confident they could produce a game of Super Metroid's caliber, it isn't so bad that they didn't release one.



Widdowson91 said:

I completeley agree with what you said about Symphony of the Night. Castlevania's entry into 3D realms was garbage to say the least, yet Symphony of the Night was awesome. Imagine what a 2D Metroid game would have been like with the advancements in tech of the N64. It could have been a bigger, better and bolder version of Super Metroid, which would have been completeley awesome.



warioswoods said:


"The N64 had better 2D capabilities than the SNES"

I believe you're very wrong on that point. You cite Mischief Makers, as it was one of the only 2D games ever attempted on the N64, yet it actually is not a very advanced or detailed 2D game if you look closely, and makes up for the severe lack of 2D abilities in the system with a few 3D tricks here and there. In fact, it's downright blurry and, like Yoshi's Story, uses a greatly limited number of elements on screen at any point.

Blurry and lacking in detail:

Compared to the detail and pixel-art crispness of Super Metroid:

Again, just think about it: if the N64 were capable of detailed 2D graphics like the SNES, why did it never happen? Why wouldn't Nintendo at least have released a compilation of games (like Mario All Stars), or some example of genuine 2D on par with the SNES? I stand by the notion that the N64 was not even capable of running a game like Super Metroid as is.

The overall specs were higher on the N64, but it had no dedicated 2D hardware, whereas the SNES was built solely for handling complex layered 2D graphics and sprites. Furthermore, the N64 had that horrible lack of texture memory, and without 2D hardware, my understanding is that it essentially had to load 2D graphics in as textures in order to render a 2D game, leaving everything as blurry as you see in Mischief Makers.



SKTTR said:


Mischief Makers, Yoshi's Story and the few other 2D games on the N64 have far superior 2D graphics than everything on the SNES. More rotating, more zoom, more effects, more sprites, more colors, more textures, better framerate, more memory, more 3D.
Basically everything the SNES could do (mode 7, Super FX, etc.) the N64 could do many times as good. You can blame the developers if you think the N64 games are not detailed enough. But that's a different story and just an opinion. Fact is, Mischief Makers and Yoshi's Story are not possible on the SNES. You think too high of the 16 bit console. It had beautiful 2D art, of course. But the N64 was a better 2D machine; the 2D capabilities were just underused.

PS. You say that a 1:1 Super Metroid port wouldn't be possible on the N64? That's a joke. Every single SNES game could have been ported to the N64 (with better graphics, bigger worlds, and music of better quality). But it was the beginning of the 3D era. 2D games did not generate much money. People bought a N64 because it was Nintendo's first real 3D console, most people wanted 3D games because it was just an allnew and great experience. Most people had a SNES or MD for 2D gaming. 2D games were for the older generation! That was about 15 years ago. The times have changed now, fortunately, and 2D gaming is IN again.



warioswoods said:

"More rotating, more zoom, more effects, more sprites, more colors, more textures, better framerate, more memory, more 3D"

Not all of the above. These were better on the N64:
rotating / zoom

These were far better on the SNES (when rendering 2D games):
textures (the N64 is well known for abysmal texture memory)

(I might go so far as to say that the SNES had better colors, as there is a "gaudy" effect on the N64 due to certain limitations of blurring and whatnot — but I'll call that one a tie.)

It's true that Yoshi's Story and Mischief Makers weren't possible on the SNES. However, it's also true that Super Metroid wasn't possible on the N64. The N64 2D-ish games used new and fancy 3D effects to make up for the lack of 2D capabilities, but that lack was still quite apparent if you compare closely.

The N64 has the "vaseline" blurring effect on everything, whether the game is 2D or 3D. It simply can't store all that much 2D (pixel-accurate) data, which is in fact the reason for the blurring to hide its atrocious textures. Look at Mischief Makers very closely, and you'll see that no single sprite or element on screen is anywhere near as crisp as was possible on the SNES, and that's by necessity. In fact, that's why you see the gigantic characters on all 2D N64 games; notice how large Yoshi and the other characters are, and also in MM. That's due to the fact that the art had to be much blurrier and therefore larger, losing the pixel-accurate crispness needed for the small and detailed sprites of the SNES.

Now, you may prefer the blurry, 3D-hybrid-ish 2D look of Yoshi's Story or Mischief, and that's fine, but those games lost as much (in detail, crispness, number of elements and sprites on screen, etc) as they gained (3D effects of various types).



aaronsullivan said:

Siding with warioswoods on the tech arguments here. It's very possible to do 2D using 3D tech, but the N64's limited texture memory meant that the variety of imagery was severely limited. The 3D games were very clever about masking this, but everyone eventually called out the severely blurred textures. Nowadays, using 3D for 2D is a fantastic fit that feels almost limitless, but not back then.

All that being said, it still would have been possible to create a Metroid game in 2D on the N64. I'm betting the designers thought it was as undesirable as attempting it in 3D, however. Doesn't Yoshi's Story seem like a failed experiment? It does to me. Nintendo gave up on 2D on the N64, imo.



LordTendoboy said:

I actually remember reading that Miyamoto wanted a first-person Metroid to be on the N64. He came up with the original idea of making it first-person, but the hardware wasn't powerful enough, so the project was scrapped.

Also, Donkey Kong Country was originally in development for the N64 (which was called the "Ultra 64" back then), but for some reason they moved it to the Super NES.



Scarhino89 said:

This game would be Metroid : Other M if Nintendo had not forgotten to make it on N64.



SKTTR said:

Sorry warioswoods, but no, you compare two different graphic styles: character tile based backgrounds and sprites (like in most SNES games such as Super Metroid), and pre-rendered graphics (like in DKC, Mischief Makers and Yoshi's Story).

You have to pick a pre-rendered game from the SNES like Donkey Kong Country when you want a comparison to pre-rendered N64 games like Mischief Makers and Yoshi's Story. Then it's clear what is more detailed and graphically better.

The blur is just a combination of two effects: zoom and anti-aliasing (pixel filter). And it's a better result than just some heavily pixelated images, at least for me, cause I hate big pixels and loved how the N64 was the first console that got rid of the grainy textures and oversized pixels. Here's the facts on the N64 blur: Let's take a Samus Aran sprite. As long as her pixels are in their normal resolution there is no anti-aliasing. It looks exactly the same on both consoles, no-one would be able to tell the difference between N64 and SNES textures, because there is none. Same resolution is same resolution. But once a pixel/sprite/texture zooms in the foreground the colors split up, smoothening out the sharp edges by automatically finding a midway mix of colors to the pixels that sit next to them. That happens on the N64. The SNES, PS1, Sega Saturn had no such advanced technical feature: zoomed in stuff just turned terribly pixelated. Remember Ridley flying "into" the screen: If you love your screenfilling ugly pixels, then fine, that's your taste, not mine.

Just take any 2D N64 game without zoom effects and the need of filters, like Pokémon Puzzle League, The New Tetris, Bomberman 64 JP, Wonder Project J2, the Arcade DK in DK64, Resident Evil 2, Dr. Mario 64 for example. Nothing on SNES looks that detailed, fluid and shiny. Of course I know that beautiful outstanding 2D art and epic 2D worlds like in games such as Chrono Trigger are severely missing on the N64, but because it's missing is no reason to believe it couldn't be done. I tried to find more examples: Maybe you might even want to compare the 2D elements of Ogre Battle and Ogre Battle 64, Killer Instinct and Killer Instinct Gold. It's clear what looks better.

And finally the two points about textures and sprites you made: First, the texture memory of the N64 was much higher (much more RAM) It's evident in games like Mischief Makers where almost every stage looks different and is filled with variety and detail, while in DKC many elements were re-used, such as level backgrounds, enemies or bosses, often with a color palette swap. Second, the N64 can produce much bigger and many more sprites on-screen where the SNES would drop to very low framerates and heavy flickering. It's hilarious to think that the N64 couldn't reproduce all of the SNES games. It would have been an easy job, but in the mid-90ies there was a change from 2D to 3D and Nintendo HAD TO and WANTED TO make 3D games. It was untouched ground and people wanted 3D - because we all had 2D games for 20 years already and never had a real 3D game. That's the only reason why there are so few 2D games on the N64.



alLabouTandroiD said:

Well i didn't have a N64 and only played through Super Metroid in 1999. So obviously i didn't miss it.
It clearly was the time of 3D and i also think neither would it have looked good enough nor would a 2D game have found the attention a Metroid entry deserves.

But i couldn't help but think about what a difference the PS's disc drive made. I mean look at its original controller and imagine if there hadn't been so much space available for their great mature oriented games. I guess no one would have bought the DualShock controller and maybe the N64 would have greatly benefitted.

PS. Really like the discussion between you two, SKKTR and warioswoods. Interesting thoughts there.



DrDaisy said:

I was picturing something along the lines of a Tomb Raider-style game ... but either in space or on some distant planet. The controls for the first few polygonal Tomb Raider games may seem crude by today's standards, but the games were still very popular, and their control styles were copied in other such games as Duke Nukem: Time To Kill.



Kid_A said:

I gotta say, I definitely think its for the best that we didn't see a Metroid 64. As has been previously brought out, the N64 was clearly not built to render the complex 2D visuals that Super Metroid had, but it wasn't powerful enough to make something as immersive as Prime or as cinematic as Other M. There's a reason why we're seeing a ton of N64 remakes these days: those games haven't aged terribly well.



GreenInferno said:

Most people who play the newest and most modern games now would have stuck their nose up at a 2D Metroid in the era where 3D was on the rise. It's only because 2D is acceptable once more that you all THINK you would have liked it at the time.



ThreadShadow said:

I see Jet Force Gemini as a very good base to build a Metroid 64 on. A third-person shooter/adventure, plus incorporate the cinimatic qualities of MGS (PS1).
Or they should have gone 2D/3D Klonoa (PS1) style. That gives you nice 2D gameplay with beautiful and extravagant 3D levels/gfx.
Oh well, the past can not be changed.
Maybe they should have made a FPP one for Virtual Boy.



bub166 said:

Wait, they haven't aged well? Is this not the same website that just did a 10th anniversary feature on Luigi's Mansion, and said it was idiotic to say something "ages" and it is really just the same as before, but the gamer has aged?



SkywardLink98 said:

They should have just made a really good 2D game. Maybe a sequel, or an early Metroid fusion. Ah well, we still have a 3 Wii metroids (Counting Trilogy) 2 Gamecubes and 1 DS. I think we can wait 'till an amazing HD Wii U one comes out.

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