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Yoshio Sakamoto and the future of Metroid

Dryk

Member
Keep in mind this is the man who made the majority of metroid titles before other M before you say something reckless like "I dont want this man near this IP at all"
Honestly Other M is just a continuation of the trajectory that started to show in Fusion, and continued when Sakamoto disregarded Prime
 

Merc_

Member
Why do people have this opinion? I admittedly didn't start paying close attention to Metroid news but why would Other M destroy any chance the series has? Has people said that Metroid is dead? Has there been official statements? Metroid was dead for the entire N64 period then came back in abundance. Why is there always so much hyperbole with Metroid. Either it's the best or the worst. Either one person must SOLEY work on the franchise or someone should be put to death if they ever touch it. Never any middle ground. Just extremes.

OT: Other M is an OK game with some good ideas with some bad executions. The head of Other M shouldn't be banned from making another Metroid game. What should happen is that there is a better communication and cooperation between the teams working on the project as compared to the dictatorship of Other M and so many people wanting different things.

Who said Metroid was dead? All I'm saying is that you shouldn't expect to see a new game anytime soon. The most we've heard recently is that the series has a future, but you could say that about pretty much any Nintendo franchise (except F-Zero).
 

GenG3000

Member
I agree with OP. I'd rather have a new, fresh, albeit flawed game, than a rehash of Super Metroid. I already have like 4 classic Metroids to play whenever I want. Other M felt new, a bold take of the franchise that I have beat like 4 or 5 times despite not liking the plot, the characters or how they were integrated into gameplay.

Also, Fusion was perfect. In terms of design and gameplay is the best R&D1 game ever, which makes it one of the best Nintendo games ever. Please don't diss a portable masterpiece just because Sakamoto screwed once.
 

khaaan

Member
I loved Other M, I hope they try an action game again to refine and iterate on the gameplay while keeping in mind the short comings of Other M. The story can be some 500-page argument inducing nonsense for all I care.
 

Toxi

Banned
It baffles me why people are so insistent that Sakamoto should work on Metroid again.

There are plenty of up and coming developers at Nintendo, but we gotta give it to Sakamoto because he made a good game twenty years ago. Never mind that his latest Metroid game was a shitty commercial failure with a massive backlash that buried the series for several years, or that he doesn't wen want to work on Metroid right now, we need Sakamoto.
I'm sure he's proud of Super Metroid too.
So proud he shoved a monologue in the final scene when it showed up in Other M. That's some Star Wars special edition bullshit.
Also, Fusion was perfect. In terms of design and gameplay is the best R&D1 game ever, which makes it one of the best Nintendo games ever. Please don't diss a portable masterpiece just because Sakamoto screwed once.
Metroid Fusion is not perfect. It's a good game with some wonderfully creative boss fights, but it suffers from Adam's tedious conversations and a replacement of exploration with "Go there and do this."

It's a lot like Metroid Prime 3.
 

Mael

Member
the franchise creator isnt allowed near his lifetime work? dude...

Retro Studios wouldnt be able to create Metroid games without him.

Retro Studios couldn't do what they wanted without his agreement either.
When they pitched the idea of a bounty hunter actually hunting bounty they were shut down by him after all.
And a creator not being allowed his lifetime work?
1) I'm pretty sure he did more than Metroid, even stuffs that is more popular and sells better.
2) George Lucas
 

Toxi

Banned
Sakamoto is the only important figure in the history of Metroid. Kensuke Tanabe? Mark Pacini? Satoru Okada? Who are those guys?
 

OmegaDL50

Member
But how financially viable is that game in the current climate

I'm fine with Metroid making some compromises to be more marketable as long as I get new games.

This is the same Nintendo that made both Mario and DKC:TF, 2D-eqsue platformers and those games still managed to sell them to moderate success.

Sakamoto pulling the reigns back and going in the direction of something like Super Metroid or Metroid Fusion but have the updated 3D polygon aesthetic that Donkey Country Tropical Freeze has in Metroid's own dark, subterranean atmosphere in a 2.5D Planet Exploration-like game like earlier games in the series and most of the longtime Metroid faithfuls will gobble the game up in the droves, maybe not the Prime-only fanbase though.
 

Mael

Member
I remember Reggie and Iwata said around Tropical Freeze was announced that Retro can do any project they want, including Metroid.
Actually my bad the quote I have is not Sakamoto but Nintendo.
Pretty much the same really :


As we've seen with the various projects Sakamoto directed, he's inline with the nameless Nintendo suit that put the caboosh on Retro's creativity.
 
I agree with OP. I'd rather have a new, fresh, albeit flawed game, than a rehash of Super Metroid. I already have like 4 classic Metroids to play whenever I want. Other M felt new, a bold take of the franchise that I have beat like 4 or 5 times despite not liking the plot, the characters or how they were integrated into gameplay.

Also, Fusion was perfect. In terms of design and gameplay is the best R&D1 game ever, which makes it one of the best Nintendo games ever. Please don't diss a portable masterpiece just because Sakamoto screwed once.

In many ways. Other M was a rehash of supermetroid.

Every thing that I find detestable about the game's narrative is because its trying to be super metroid with Metroid 2/Fusion esque design to it. Sort of like Zero mission was a bit of a hybrid of the two


Other M wasnt actually a commercial failure. It sold fine outside the US . Particularly for a metroid game
 

Somnid

Member

Mael

Member
Yatōkiri_Kilgharrah;141683512 said:
Nintendo killing anybody's creativity is a pretty funny idea
Well we have a direct quote of it.
If you have a photo of Napolean authentified you don't claim that it is photoshopped.

You must be thinking of someone different. This is the same Sakamoto of Warioware, Tomodachi Life, Rhythm Heaven and Kiki Trick.

And still this nameless Nintendo that showed its views on Samus's job is really inline we everything we've seen of Metroid from Sakamoto.
He can be pretty conservative with Metroid (which is clearly shown with his latest Metroid games that are really, really not creative) while being quite excentric when on other projects.
There's no contradiction at all.
 

Toxi

Banned
Yatōkiri_Kilgharrah;141683797 said:
Other M wasnt actually a commercial failure. It sold fine outside the US . Particularly for a metroid game
Yes it was. Go look at the Media Create threads at the time; the game dropped completely off the radar in a couple of weeks. Selling well in Japan "for a Metroid game" is still abysmal.

You can see the failure in Other M in its price. A Nintendo game could be found for five bucks on clearance only a year after release.
 

CuNi

Member
tbh I would love a back to the roots game.
2D, Pixel Art etc.
If it has to be Next-Gen Ready 3D...
Yeah well..
No other then Retro Studios should even try to do it.
 
I think that person's referring to the story, which usually isn't Nintendo's greatest feature. Don't get me wrong, there are plenty of exceptions, but Nintendo is usually noted for gameplay, not story.

Lots of nintendo games have nice stories. But they're in service to the gameplay

Other M doesnt have a nice story
 
Yes it was. Go look at the Media Create threads at the time; the game dropped completely off the radar in a couple of weeks. Selling well in Japan "for a Metroid game" is still abysmal.

Metroid has never sold well in japan since Super came out.

You should check out the game's life time sales some time. Dont go on ******** tho. the mods will get you :p
 

Mael

Member
Yes it was. Go look at the Media Create threads at the time; the game dropped completely off the radar in a couple of weeks. Selling well in Japan "for a Metroid game" is still abysmal.

I like this narrative of "it sold well outside of the US"
We have no number outside of Japan and it clearly didn't light any charts in Europe but hey.
Nintendo refused to even comment on its sales as a whole and publicly wondered what was wrong with the reception the public gave.
It totally sold fine!

Yatōkiri_Kilgharrah;141684604 said:
Metroid has never sold well in japan since Super came out.

You should check out the game's life time sales some time.

The problem is that it sold like shit everywhere in the world.
no country carried it enough to not make it drop to the garbage bin in weeks.
 

Toxi

Banned
Yatōkiri_Kilgharrah;141684604 said:
Metroid has never sold well in japan since Super came out
Which makes citing sales outside North America completely pointless, unless you think it actually sold well in Europe.

Yatōkiri_Kilgharrah;141684604 said:
You should check out the game's life time sales some time.
Show me then. Link me to a trustworthy source with Other M's lifetime sales.
 
Which makes citing sales outside North America completely pointless, unless you think it actually sold well in Europe.


Show me then. Link me to a trustworthy source with Other M's lifetime sales.

I said a trustworthy source.

You dont go on that site because its not trustworthy ( unless its michael pachter, then its totally trustworthy) stupid double standard :p

The game wasnt a sales failure but we dont know how much money it made. Its 12$ now for a reason. The sales it did get came after a long time.

Listen I know you guys dont like the game, Im right there with you. But you guys really need to tone it down with the hyperbole. Its ridiculous some of the stuff people say about this game. You're actually dead serious too, which makes it even more ridiculous.

Criticisms need to be based on reality, not your head.
 

Mael

Member
Wiki said:
Other M was the third best-selling video game in Japan during its week of release with 45,398 copies sold, ranking it behind Wii Party and Monster Hunter Diary: Poka Poka Airu Village.[90] It sold an additional 11,239 copies the following week.[91] It was also the ninth best-selling game in North America during September 2010,[92] selling 173,000 units.[93] In the United Kingdom, the game failed to make the top 10 and placed 12th in its first week.[94] By November 2010, Other M had yet to sell a "half a million" units in the United States, far below Nintendo's expectations.

That's what we have for Other M.
It's waaaaaaaaaaaaay below any of the Prime game pulled off according to same Wiki.
Nothing nowhere indicate it sold anything close to well anywhere in the world.
Chartz has it as a ridiculously high number which is probably why another reason it's banned here.
We have no indication of its lifetime sales in Nintendo reports so it's probably below 1M all things considered.

Yatōkiri_Kilgharrah;141685696 said:
You dont go on that site because its not trustworthy ( unless its michael pachter, then its totally trustworthy) stupid double standard :p

The game wasnt a sales failure but we dont know how much money it made. Its 12$ now for a reason lol.

Did you miss all the mocking that happens when that guy is quoted?
If he made a site and pulled number from his ass all the time, his site would be banned too.
It's 12$ now where you are but you're probably getting fleeced, you can get it for less than 10bucks.
Also Nintendo games that fail in price means that it's no longer in production and no one want them because the used market is filled with them and it's taking up inventory.
There's probably an assload of shipped copies unsold.
 
I maintain that Other M mechanically is actually a pretty fun and different take on the Metroid formula with nods to both the classic games and the Prime series, but the story and presentation is so egregiously terrible it clouds that fact out, which is a pity.
 

Persona7

Banned
I would like to see Team Ninja have another chance assuming Nintendo doesn't fuck them over and force them to only use the wii remote again.
 
Sakamoto should never, ever touch Metroid (or anything) again. In fact, I'd love it if most of the Nintendo "veterans" took an extended vacation and let the younger teams try their hand at established franchises. Sakamoto, Aonuma, and Miyamoto all need to be put out to pasture.
 

TedMilk

Member
In my opinion, Other M did nothing right. NOTHING.

How hard is it to have a purple suit for god's sake, instead of a purple aura? It's like Sakamoto was just doing shit like that on purpose.
 

Nakho

Member
The Prime series was certainly better than I expected it to be but never reached the heights of any of the first three games in the series. Fusion, though, was a poor Metroid game long before Other M was one of the worst games ever released.

I agree with Fusion, but about Prime... those are fighting words, man. I put it around Ocarina of Time and Mario 64 in classics that were perfect conversions to 3D. Also, it is certainly better than the original and Return of Samus.
 

Shikamaru Ninja

任天堂 の 忍者
Sakamoto is the only important figure in the history of Metroid. Kensuke Tanabe? Mark Pacini? Satoru Okada? Who are those guys?

Yokoi and Okada were the bosses, but they gave their design teams freedom. Both men were engineers at heart, who focused more on the creation of hardware, even though they also had game developers under their staff.

The original Metroid design team was Hiroji Kiyotake, Hirofumi Matsuoka, and Hirokazu Tanaka. The story goes, that they were making a very basic side-scrolling action game until Sakamoto came along. Sakamoto basically helped rework the game into an item-based exploration title.
 

robor

Member
If I find any solace in the existence of Other M is that since it sold below expectations I doubt we'll ever get what you are suggesting OP.

I feel that this image by Mama Robotnik need to be in every Other M thread., there is hardly anything worth saving from that game.

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Sakamoto has done some really cool stuff, but lets listen to him and let him do other things. I don't want to experience his "new emotions" in Metroid again.

What a bunch of exaggerated drivel. I keep being reminded that Metroid fans don't understand the design principles that have pervaded the franchise since the very beginning.

Seriously disappointed about that.
If you look at the last 2 original Metroid games he worked on we have :
Metroid Fusion : A linear game with exposition up the ass about following orders in a space station trying to look like the place we visited in Metroid II.
Apparently Samus suit was not to the dev team's liking so they totally changed the iconic look everyone knew and love and basically destroyed Samus's reputation in Universe (Samus is now on the run (I think it's limbo myself) in another stupid "Big government is all bad, dude" plot we've all seen a million times).
Metroid Other M : A linear game with exposition up the ass about following orders in a space station trying to look like the place we visited in Metroid I & III (because 2 times isn't enough already).
After destroying the look of Samus in Fusion, we had to suffer in destroying pretty much the rest of what we knew of her.
I could go on but I don't really want to.

Seriously as far as mythos and content goes, keep Sakamoto as far away from Metroid as possible.
the only thing we'll get is another shitty plot and probably another space station because imagining a new world is somehow too hard.
As far as gameplay goes, keep Team Ninja as far away from Metroid as possible.
Oh and the people responsible for the level design needs to be thrown to the wolves.

What a load of hyperbole nonsense. I love how fans acquire a sense of entitlement and confuse their perception for objective reality. You don't sound crazy at all.
 
T

thepotatoman

Unconfirmed Member
Yes. The comparison with Lucas is one I've made myself. When a franchise is at that top tier of acclamation, and its creator comes back and drops a turd of an entry on it, it begs the question of who was responsible for the quality of the earlier entries. Neither games nor movies are one man creations, not even close, and even someone in complete control can have a trusted associate to bounce ideas off of to see if they're good ones. Then, later on, they think they don't need that, and you get an Other M.

There was always a producer to keep Lucus in line until the yes man known as Rick McCallum took over for the prequels, and Sakamoto has always had a producer to answer to when taking a director role up until Other M, which he produced and directed.

Producers/supervisors don't get enough credit. They might not have the direct input a writer or director has, but they are often involved in the big picture creative decisions. If directors take things in a wrong direction, they're the only ones in a position above the director that can make him change course and cut out the bad ideas.
 

diaspora

Member
The story in Fusion was actually quite excellent and is a good place for Metroid to continue moving in. The idea that the Federation and unnamed parties are responsible for breeding Metroids and cloning Ridley with Samus herself defying her employer- the Federation's orders and going rogue is a really interesting place to go.

Other M can fuck itself though. I agree with the Lucas comparisons.
 

Mak

Member
Yokoi and Okada were the bosses, but they gave their design teams freedom.

The original Metroid design team was Hiroji Kiyotake, Hirofumi Matsuoka, and Hirokazu Tanaka. The story goes, that they were making a very basic side-scrolling action game until Sakamoto came along. Sakamoto basically helped rework the game into an item-based exploration title.

Exactly. Gumpei Yokoi was the boss of R&D1 that made sure the projects got done, but didn't design Metroid. He was actually so impressed with Super Metroid and Sakamoto's team that every time a 3rd party would show him an action game, he told them to go play Super Metroid. http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/

Yoshio Sakamoto joined the Metroid team after finishing Wrecking Crew and instructed the team to make the game about exploring a dungeon while collecting powerups.Sakamoto is also responsible for the original lore around the "ancient civilization" of the Chozo.

Yoshio Sakamoto GDC 2010 Keynote
https://www.nintendo.co.uk/Iwata-As...tor-Yoshio-Sakamoto/Page-1/Page-1-203794.html
In Japan, METROID games are known as niche titles as well, so over there, I might be considered “a guy who only makes niche games.”​

Iwata Asks - Yoshio Sakamoto & Hironobu Sakaguchi - 2010
https://www.nintendo.co.uk/Iwata-As...ection/1-A-23-year-old-Connection-218000.html
Sakamoto: I kept thinking ‘what can we do with Metroid?’, until I ended up with this latest game, Metroid: Other M. At first I thought I’d try rebuilding Metroid as an action game from scratch, without tying myself down with any predetermined rules. I decided to make something which, despite being a 3D game, could be controlled using just one Wii Remote and which felt like playing a 2D game. This was triggered by my feeling that people don’t really want complicated games. I thought that such simple controls could become a way to weave a story, rather like selecting the commands in a text-based adventure game. I therefore thought that if the cinematics could be well-connected, I’d be able to make an action game that was like a text-based adventure. I would say to people around me, half-jokingly, things like ‘We’re making Metroid Tantei Club (Metroid Detective Club)!’.​

Memories of Making Metroid - Game Staff List Association - 2003 (translated by Siliconera 2011)
http://www.siliconera.com/2011/12/26/memories-of-making-metroid/
Sakamoto: The original Metroid first came into being as our desire to create a game that took place in a gloopy, alien-like world. In early development, there were only rows of blocks, and the backgrounds didn’t give you the sense that they were alive. The Chozo were also something that resulted from this process. The game was headed up by then-newcomers Hirofumi Matsuoka and Hiroji Kiyotake, but when it came to representing the civilization of an undiscovered planet, I’d hand what I’d written to Matsuoka and tell him "Put this in," and he would. [Laughs]​

Metroid Prime & Metroid Fusion Staff Inteview - Nintendo Online Magazine - March 2003
http://www.metroid-database.com/features/nomsakamoto.php
With regards to the story, what was the concept behind making the Famicom Disk version of Metroid?

Sakamoto: To tell the truth, Metroid wasn’t a game I came up with. At that time, R&D1 was also making new titles for the Disk System. Therefore, production was entrusted to two new guys, and I was making a different game [Wrecking Crew -ed.]. However, I came back to the studio, and there was just an image of a character with incredible physical abilities firing a gun in space-themed level, but it wasn’t a finished game. So, all the surrounding staff, including me, began working on it. Although I say this now, since the release date had been decided, I couldn’t afford to add any new technical specifications. However, regarding the nature of the game, we had no options other than “jump, run, and shoot”. I thought, “With these abilities, what would be best?” and I had everyone design a game about exploring a dungeon looking for power-ups.​

Nintendo Dream - vol 118, 119 - Sept 2004
http://www.metroid-database.com/m1/fds-interview-p4.php
Sakamoto: We were doing it with IS* (Intelligent Systems), making the technical specs for things like the graphics and the movement engine that was done by IS, they would give us the assembled program, and I would bring it back to Nintendo; I had to do this repeatedly so we could evaluate the whole thing.

In a previous Metroid interview (Vol. 85), when Mr. Sakamoto finally saw the Famicom version of Metroid, he said it was a game only about running and shooting! (Laughs)

Sakamoto: Yeah, that's right! (Laughs) We made the running and shooting move very smoothly, but the game's development didn't expand, as it was dangerous to do that close to release date. However, I wasn't thinking about that! Without warning, I said something like, "Let's try this!" As an example of how it was done at IS, basically, if they were told to take the stance of following instructions reliably, they would do no more than that. For me, though I was stacking my introductory experiences from small games with "stage clear" [designs] like Balloon Fight, even though I suddenly said, "Let's make something huge!" I thought it would be hard to do. Moreover, I had wondered if I, one of those guys who had been neglected, would make something completely worthless.​

Sakamoto is credited as a director of Metroid, that's why he has a "co-creator" status with the series. http://www.metroid-database.com/m1/credits.php Saying Sakamoto should never touch Metroid again is like saying the creator of Mario should never touch a Super Mario game again.

Hiroji Kiyotake went on to direct Metroid II: Return of Samus for Game Boy, while Sakamoto worked on another project. Sakamoto was asked to create a Metroid for the Super Nintendo. Sakamoto was so moved by the ending of Metroid II: Return of Samus where Samus did not shoot the baby Metroid, that he made sure to protect this aspect of Samus' character no matter who was developing Metroid. Metroid 2's ending also served as the catalyst of the story of Super Metroid.

The Making of Super Metroid - Retro Gamer - (republished online 2014)
http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/
Sakamoto: “As the last scene depicted Baby Metroid being born right in front of Samus’s eyes… well… there’s no real explanation for that in the course of the games, but that scene was another source of incentive for us in that we wanted to follow on from that ending, linking Metroid II with Super Metroid.
We were determined to keep the same world-view and maintain the continuity of the story.”​

The Elegance of Metroid: Yoshio Sakamoto Speaks - 2010
http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php
When you look at Mario, the progression is very smooth. But the evolution of the Metroid series is not, because it’s repeatedly changed developers. I don’t think that it’s made the Metroid series worse; it actually makes it interesting, because we’re always going to be surprised by how it evolves. Is that intentional, or is that just the circumstances of how it’s developed?

YS: When we worked on the very first Metroid game, please keep in mind that was very early in video game history. At that time, no one really paid a whole lot of attention to who made what part of the game; rather, an entire department made a game. It was a collaborative effort. Of course, we did contract out some of the coding on the game to Intelligent Systems at the time. The idea of the design game from the entire department.

Now, once we got into the days of, say, Metroid II, this was on Game Boy. By that time, a lot of people had developed a lot more know-how, and even the programming techniques had improved then, so it was possible to do things with a smaller team. There were even some projects where we did not need to include Intelligent Systems.

I came in again after Metroid II came out, so that was the sort of environment that I came into. I think I may have discussed a little bit in my GDC speech how I was very moved by the last scene in Metroid II, and that stimulus became my motivation and inspiration in creating Super Metroid.

But when I worked on Super Metroid, Intelligent Systems was helping with the coding — now, when I say Intelligent Systems, by that time it was already a completely different set of people who then went on to code Super Metroid. Then I went on to make Fusion and Zero Mission, after which was the Prime series.

Now, the Prime series was made by Retro, of course, and, being a different developer, they had a very different worldview for this game. You can say it’s still the same Metroid, but it’s a different, original concept. There isn’t necessarily a direct connection between those initial concepts.

From Super Metroid on — these were mostly handheld games through this period — even if the partner changed, I was still working on the project. The central character of Samus, the strong fighting woman who didn’t shoot that baby Metroid at the end of Metroid II, was something that I made sure I protected, even as we went through all of these different projects with different partners.


The aspect of Samus not shooting the baby Metroid at the end of Metroid II was preserved in Other M.

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Super Metroid comic by Benimaru Itoh - Nintendo Power 1994
http://www.metroid-database.com/manga/listing.php?vid=1

The reason Nintendo won't allow a game where Samus Aran takes on bounties is because Metroid isn't about bounty hunting, and they're protecting the image of the series. "Bounty Hunter" is Samus' occupation in her backstory. Captain Falcon from F-Zero is also a bounty hunter, and the Starfox team is a mercenary group, but that's backstory and not what those characters actually does in the games. Metroid, F-Zero, and Starfox do not revolve around collecting bounties and fees. In Starfox 64, the Starfox team collects a fee from being hired by Corneria, but that's not what the game is about.

If Samus were actually "pro-bono" as I understand the definition (doing it for free), the Galactic Federation would never have had to give her orders to wipe out the Metroids and Mother Brain in Metroid 1 and 2 after they first failed to do so.

The Metroid Prime series has basically always been a side story, without being labled as such. It was a way for Nintendo to create new adventures in the Metroid series while respecting the original series of games and the continuity maintained by the creators such as Sakamoto.

The Metroid Prime games are based on a time period between Metroid 1 and 2 when Metroids were still around, but it messes up the tight lockdown they had on the locations of the Metroids: They were either on SR388, or multiplying on the fortress planet of Zebes from a sample the space pirates stole.

In the story of the Metroid Prime games, there were space pirate vessels in orbit around Zebes that conveniently had samples of Metroids and that's why you have Metroids spreading across the galaxy to Talon IV and other places in Metroid Prime 2 and 3. If you actually read the manual backstory to Metroid Prime, it mentions the space pirates had stolen a Metroid sample and had been researching them for years, but in the actual story of the NES Metroid it was a recent event. http://metroid.retropixel.net/games/mprime/manual/
http://www.nintendo.com/consumer/gameslist/manuals/GCN_Metroid_Prime.pdf
http://metroid.retropixel.net/games/metroid/manual/

Metroid Prime 1's story was mostly written by Nintendo Treehouse localizer Nate Bihldorff who is a huge Metroid fan and also handled localization and PR for Metroid: Other M. The stories of Metroid Prime 2 and 3 were written by Retro. http://www.shinesparkers.net/interview-with-nate-bihldorff

The Metroid Prime games have their own continuity based on the original series in parallel to its continuation, but has no impact of the traditional Metroid series canon.
If you like the stories to the Metroid Prime games that's great, but its a different take on Metroid by different teams, with respect not to interfere with the main series canon.

Metroid: Other M doesn't contradict the Prime games because the Prime series is its own thing. In fact, Metroid Fusion doesn't mention the events of Metroid Prime either (which was in development at the same time) and Super Metroid is very clear that after the NES Metroid, the next time Samus encountered Metroids was on SR388.

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Almost everything Yoshio Sakamoto has said about the Metroid Prime series.

Metroid Prime & Metroid Fusion Staff Interview - Nintendo Online Magazine - March 2003
http://www.metroid-database.com/features/nomsakamoto.php
Sakamoto-san, you supervised Metroid Prime and were in charge of directing Metroid Fusion. Prime was the series’ first first-person perspective game, but…

Sakamoto: When I heard of the project, I was also bewildered. Because Samus is a relatively popular character, I didn’t think it would be a good idea for her to come out in this form. But they showed it to me partway through development, and they had the Morph Ball, and the shape of Samus appeared to feel good. It had a cool world, and I thought it would do well. I think they finished it nicely.

About where in the timeline is Prime set?

Sakamoto: The story takes place between the first one on the Famicom Disk System and is followed by Metroid II. I had the idea to make it separately as a gaiden [side story], but wouldn’t it be a cop-out to call it a gaiden? Because of that, I consulted with Tanabe, and things fell into place very naturally. The local staff worked on it really hard, it serves as part of the series, and I think they completed it very well.​

Metroid designer Yoshio Sakamoto speaks! - CVG - 2003
http://web.archive.org/web/20121025...sive-metroid-designer-yoshio-sakamoto-speaks/
Sakamoto: I think my involvement with Metroid Prime II is like my involvement with the first one - I am advising them as to what kind of flavour they have to adhere to, and the kind of storylines possible - Retro Studios comse up with the story and I say: "Yes, it's the kind of story that's consistent with previous Metroid games" or else: "No, it's got to be changed like this".

Of course, whenever Retro is working on the Metroid games I need to supervise; I'm the person who receives the reports, to find out what's going on and how the title is progressing.​

E3 2009: METROID: OTHER M HEAVY ON ACTION AND STORY - IGN - 2009
http://www.ign.com/articles/2009/06/04/e3-2009-metroid-other-m-heavy-on-action-and-story?page=1
Yoshio Sakamoto: One thing I need to explain is that I was really not that involved directly in the development of the Metroid Prime series. What I was involved in was the development of the initial NES Metroid, the GBA Metroid, Super Metroid and then finally Metroid Fusion. And within that timeline, the Other M story will take place between Super Metroid and the Fusion stories.​

The Elegance of Metroid: Yoshio Sakamoto Speaks - Gamasutra - April 2010
http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php
Now, the Prime series was made by Retro, of course, and, being a different developer, they had a very different worldview for this game. You can say it’s still the same Metroid, but it’s a different, original concept. There isn’t necessarily a direct connection between those initial concepts.​

Metroid: Other M - Yoshio Sakamoto Interview - Gamespot - Sept 2010
http://www.gamespot.com/videos/metroid-other-m-yoshio-sakamoto-interview/2300-6276545/
Sakamoto: Metroid changing developers happens to be very natural to me. For example, as far as the Prime series by Retro Studios is concerned this [The Metroid Prime series] is actually another Metroid series. And I have had minimal involvement in the process of its development.​

Q&A: Yoshio Sakamoto, Yousuke Hayashi on Metroid: Other M - Wired - June 2009
http://www.wired.com/2009/06/metroid-interview/
Sakamoto: You might be aware of this, but I actually wasn’t that involved in the development of the Prime series. The goal in creating Metroid Prime was to create the ultimate first-person adventure, and I do think that Retro was able to do that. My approach, my concept, is a little bit different in terms of gameplay. And the story I want to tell with Other M can’t be achieved with that approach. So I think my take on this project is quite a bit different than Retro’s.

Wired.com: So, then, what is your vision of the ultimate Metroid game?

Sakamoto: Within the greater Metroid series, the Other M story will tie together the stories that took place in Super Metroid and Metroid Fusion. One of my goals is to present Samus as an appealing human character, and that involves explaining a little bit about what happened in her past as well as the characters that influenced her. The story will play a big part.​

Interview: Metroid: Other M producer Yoshio Sakamoto - Joystiq - March 2010
http://www.joystiq.com/2010/03/12/interview-metroid-other-m-producer-yoshio-sakamoto/
Retro obviously produced the Metroid Prime series; very successful, very influential. Do you consider this a reboot of the series after Metroid Prime? Is this the direction for future Metroids or just another direction?

Sakamoto: The games that I’ve been involved with in the Metroid series have been on the NES, GameBoy, Super NES and the GBA. I actually didn’t have a lot of input on the Prime series. But when they’re doing with Other M here, it’s not so much a different universe, it’s just a different part of the story. You can’t say that there’s no relation here; it’s probably best to think of them as being in parallel in this world.


The concept of Metroid: Other M was to create a new Metroid game that was accesable for everyone to play, including people who played the original NES Metroid but had not played video games in sometime since. Sakamoto went with Wii Remote only because it replicated the simple controls of the NES controller for an action game and were making a NES (Famicom) game on modern hardware. They were also setting up story to explain the gap between Super Metroid and Metroid Fusion so that they could continue the Metroid series past Fusion. This is likely why the end of Other M seems anticlimactic with all of the story exposition.

Q&A 'Metroid: Other M' director Yoshi Sakamoto - September 2010
http://content.usatoday.com/communi...her-m-director-yoshio-sakamoto/1#.VIEQbDHF98F
Does this game bring Samus' story to an end or leave room for future adventures?

Sakamoto: Since chronologically, Metroid: Other M is followed by Metroid Fusion, it is certainly not the end for Samus. However, it was important for us to address the storyline of Metroid: Other M before looking at events that happen later in her life.

In many of the interviews about Other M, Sakamoto reiterated that he wanted to receive feedback, both good and bad to decide how to move the series forward, that fans had been asking when he was going to make a new 2D Metroid and that Other M was the game for them, and if fans still wanted a purely 2D Metroid after this they would have to consider it.
http://www.gamestm.co.uk/features/y...the-unwritten-future-of-the-warioware-series/
http://www.gameinformer.com/b/news/...-to-2d-metroid-fans-other-m-is-your-game.aspx

Nintendo produced an interview video for Other M where Sakamoto (Nintendo), Hayashi (Tecmo-Koei/Team Ninja), and Ryuzi Kitaura (D-Rockets) talk about the concepts of the game.

Metroid Other M Developer Interview - Nintendo Channel (translated by Metroid Database)
http://youtu.be/8IxtUUF-iNo http://youtu.be/lHZFwdApitM
(Official translation) part 1 - http://youtu.be/DHPZSrG4AXY part 2 - http://youtu.be/6zPkFzMR_9k

- The goal was to make a Metroid everyone could play using the simple control scheme of the NES

- Kitaura (D-Rockets) originally had Samus appearing in her Zero Suit more often but Sakamoto wouldn't allow it.


- They were bringing the essence of 2D Metroid into a 3D space
- Pointing the Wii Remote at the screen replicated to the experience of finding suspicious places


Metroid: Other M was basically developed as a followup to the NES Metroid on modern hardware (but set between Super Metroid and Metroid Fusion).

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Mael

Member
What a bunch of exaggerated drivel. I keep being reminded that Metroid fans don't understand the design principles that have pervaded the franchise since the very beginning.



What a load of hyperbole nonsense. I love how fans acquire a sense of entitlement and confuse their perception for objective reality. You don't sound crazy at all.

Basically :
"YOU'RE ALL CRAZY! LALALALALLAAL I CAN'T HEAR YOU"
 

foxuzamaki

Doesn't read OPs, especially not his own
Exactly. Gumpei Yokoi was the boss of R&D1 that made sure the projects got done, but didn't design Metroid. He was actually so impressed with Super Metroid and Sakamoto's team that every time a 3rd party would show him an action game, he told them to go play Super Metroid. http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/

Yoshio Sakamoto joined the Metroid team after finishing Wrecking Crew and instructed the team to make the game about exploring a dungeon while collecting powerups.Sakamoto is also responsible for the original lore around the "ancient civilization" of the Chozo.
http://www.metroid-database.com/m1/fds-interview-p4.php
http://www.siliconera.com/2011/12/26/memories-of-making-metroid/

Sakamoto is credited as a director of Metroid, that's why he has a "co-creator" status with the series. http://www.metroid-database.com/m1/credits.php Saying Sakamoto should never touch Metroid again is like saying the creator of Mario should never touch a Super Mario game again.

Hiroji Kiyotake went on to direct Metroid II: Return of Samus for Game Boy, while Sakamoto worked on another project. Sakamoto was asked to create a Metroid for the Super Nintendo. Sakamoto was so moved by the ending of Metroid II: Return of Samus where Samus did not shoot the baby Metroid, that he made sure to protect this aspect of Samus' character no matter who was developing Metroid. Metroid 2's ending also served as the catalyst of the story of Super Metroid.

The Making of Super Metroid - Retro Gamer
http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/
Sakamoto: “As the last scene depicted Baby Metroid being born right in front of Samus’s eyes… well… there’s no real explanation for that in the course of the games, but that scene was another source of incentive for us in that we wanted to follow on from that ending, linking Metroid II with Super Metroid.
We were determined to keep the same world-view and maintain the continuity of the story.”​


The Elegance of Metroid: Yoshio Sakamoto Speaks - 2010
http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php
When you look at Mario, the progression is very smooth. But the evolution of the Metroid series is not, because it’s repeatedly changed developers. I don’t think that it’s made the Metroid series worse; it actually makes it interesting, because we’re always going to be surprised by how it evolves. Is that intentional, or is that just the circumstances of how it’s developed?

YS: When we worked on the very first Metroid game, please keep in mind that was very early in video game history. At that time, no one really paid a whole lot of attention to who made what part of the game; rather, an entire department made a game. It was a collaborative effort. Of course, we did contract out some of the coding on the game to Intelligent Systems at the time. The idea of the design game from the entire department.

Now, once we got into the days of, say, Metroid II, this was on Game Boy. By that time, a lot of people had developed a lot more know-how, and even the programming techniques had improved then, so it was possible to do things with a smaller team. There were even some projects where we did not need to include Intelligent Systems.

I came in again after Metroid II came out, so that was the sort of environment that I came into. I think I may have discussed a little bit in my GDC speech how I was very moved by the last scene in Metroid II, and that stimulus became my motivation and inspiration in creating Super Metroid.

But when I worked on Super Metroid, Intelligent Systems was helping with the coding — now, when I say Intelligent Systems, by that time it was already a completely different set of people who then went on to code Super Metroid. Then I went on to make Fusion and Zero Mission, after which was the Prime series.

Now, the Prime series was made by Retro, of course, and, being a different developer, they had a very different worldview for this game. You can say it’s still the same Metroid, but it’s a different, original concept. There isn’t necessarily a direct connection between those initial concepts.

From Super Metroid on — these were mostly handheld games through this period — even if the partner changed, I was still working on the project. The central character of Samus, the strong fighting woman who didn’t shoot that baby Metroid at the end of Metroid II, was something that I made sure I protected, even as we went through all of these different projects with different partners.



The aspect of Samus not shooting the baby Metroid at the end of Metroid II was preserved in Other M.
SPOILERs from 2010's Metroid: Other M



The memories of the baby Metroid was stressing Samus and she again hesitated to shoot the baby Metroid in front of her. In her moment of loosing focus and going against her character by aiming her arm cannon at the baby Metroid, Samus loses focus and is open to a shot from behind by Adam, who takes out the baby Metroid for her. In this scene, Samus' ability to deal with Metroids is in question, and may have been compromised from her interaction with the baby metroid at the end of Metroid II.


The reason Nintendo won't allow a game where Samus Aran takes on bounties is because Metroid isn't about bounty hunting, and they're protecting the image of the series. "Bounty Hunter" is Samus' occupation in her backstory. Captain Falcon from F-Zero is also a bounty hunter, and the Starfox team is a mercenary group, but that's backstory and not what those characters actually does in the games. Metroid, F-Zero, and Starfox do not revolve around collecting bounties and fees. In Starfox 64, the Starfox team collects a fee from being hired by Corneria, but that's not what the game is about.

If Samus were actually "pro-bono" as I understand the definition (doing it for free), the Galactic Federation would never have had to give her orders to wipe out the Metroids and Mother Brain in Metroid 1 and 2 after they first failed to do so.

The Metroid Prime series has basically always been a side story, without being labled as such. It was a way for Nintendo to create new adventures in the Metroid series while respecting the original series of games and the continuity maintained by the creators such as Sakamoto.

The Metroid Prime games are based on a time period between Metroid 1 and 2 when Metroids were still around, but it messes up the tight lockdown they had on the locations of the Metroids: They were either on SR388, or multiplying on the fortress planet of Zebes from a sample the space pirates stole.

In the story of the Metroid Prime games, there were space pirate vessels in orbit around Zebes that conveniently had samples of Metroids and that's why you have Metroids spreading across the galaxy to Talon IV and other places in Metroid Prime 2 and 3. If you actually read the manual backstory to Metroid Prime, it mentions the space pirates had stolen a Metroid sample and had been researching them for years, but in the actual story of the NES Metroid it was a recent event. http://metroid.retropixel.net/games/mprime/manual/
http://www.nintendo.com/consumer/gameslist/manuals/GCN_Metroid_Prime.pdf

Metroid Prime 1's story was mostly written by Nintendo Treehouse localizer Nate Bihldorff who is a huge Metroid fan and also handled localization and PR for Metroid: Other M. The stories of Metroid Prime 2 and 3 were written by Retro. http://www.shinesparkers.net/interview-with-nate-bihldorff

The Metroid Prime games have their own continuity based on the original series in parallel to its continuation, but has no impact of the traditional Metroid series canon.
If you like the stories to the Metroid Prime games that's great, but its a different take on Metroid by different teams, with respect not to interfere with the main series canon.

Metroid: Other M doesn't contradict the Prime games because the Prime series is its own thing. In fact, Metroid Fusion doesn't mention the events of Metroid Prime either (which was in development at the same time) and Super Metroid is very clear that after the NES Metroid, the next time Samus encountered Metroids was on SR388.



Here's pretty much everything Yoshio Sakamoto has said in reference to the Metroid Prime series.

http://www.metroid-database.com/features/nomsakamoto.php



http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php


http://www.gamespot.com/videos/metroid-other-m-yoshio-sakamoto-interview/2300-6276545/


http://www.wired.com/2009/06/metroid-interview/


http://www.joystiq.com/2010/03/12/interview-metroid-other-m-producer-yoshio-sakamoto/



The concept of Metroid: Other M was to create a new Metroid game that was accesable for everyone to play, including people who played the original NES Metroid but had not played video games in sometime since. Sakamoto went with Wii Remote only because it replicated the simple controls of the NES controller for an action game and were making a NES (Famicom) game on modern hardware. They were also setting up story to explain the gap between Super Metroid and Metroid Fusion so that they could continue the Metroid series past Fusion. This is likely why the end of Other M seems anitclimatic with all of the story exposition.

Q&A 'Metroid: Other M' director Yoshi Sakamoto - September 2010
http://content.usatoday.com/communi...her-m-director-yoshio-sakamoto/1#.VIEQbDHF98F


In many of the interview about Other M, Sakamoto reiterated that he wanted to receive feedback, both good and bad to decide how to move the series forward, that fans had been asking when he was going to make a new 2D Metroid and that Other M was the game for them, and if fans still wanted a purely 2D Metroid after this they would have to consider it.

Nintendo produced an interview video for Other M where Sakamoto (Nintendo), Hayashi (Tecmo-Koei/Team Ninja), and Ryuzi Kitaura (D-Rockets) talk about the concepts of the game.

Metroid Other M Developer Interview - Nintendo Channel (translated by Metroid Database)
http://youtu.be/8IxtUUF-iNo
http://youtu.be/lHZFwdApitM

- The goal was to make a Metroid everyone could play using the simple control scheme of the NES

- Kitaura (D-Rockets) originally had Samus appearing in her Zero Suit more often but Sakamoto wouldn't allow it.



- They were bringing the essence of 2D Metroid into a 3D space
- Pointing the Wii Remote at the screen replicated to the experience of finding suspicious places


Metroid: Other M was basically developed as a followup to the NES Metroid on modern hardware (but set between Super Metroid and Metroid Fusion).

TV Ad - http://youtu.be/UIiYslRItYM
You said it better than I ever could, metroid fans disappoint me like no other.
 
Sakamoto should never, ever touch Metroid (or anything) again. In fact, I'd love it if most of the Nintendo "veterans" took an extended vacation and let the younger teams try their hand at established franchises. Sakamoto, Aonuma, and Miyamoto all need to be put out to pasture.
No they dont. Leave miyamoto alone the man does not ned your crap. /s
 
T

thepotatoman

Unconfirmed Member
Yokoi and Okada were the bosses, but they gave their design teams freedom. Both men were engineers at heart, who focused more on the creation of hardware, even though they also had game developers under their staff.

The original Metroid design team was Hiroji Kiyotake, Hirofumi Matsuoka, and Hirokazu Tanaka. The story goes, that they were making a very basic side-scrolling action game until Sakamoto came along. Sakamoto basically helped rework the game into an item-based exploration title.
I don't know how much influence Yokoi had on Metroid, but considering that Miyamoto learned game design philosophy from Yokoi, with Donkey Kong and Mario Bros both being collaborative efforts with Yokoi, I wouldn't act like Yokoi was just an engineer.

http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0
 

Toxi

Banned
long post
I look at the thread, scroll up, and see an enormous post filled with long-ass quotes and images as well as some random Metroid Prime hate. I immediately guess "It's Mak." Sure enough...

It's nice to talk about what the developers intended Other M to be, but that doesn't have anything to do with the quality of the finished product. I'm sure the developers of Sonic 2006 were trying to make a good game, but that doesn't make Sonic 2006 a good game. Likewise, while the Other M devs were certainly trying to make a game that feels like the NES Metroid, they ended up with a game that took shallow inspiration from the control scheme and no inspiration from the maze-like level design or necessary minimalism of Metroid.

I'm glad Sakamoto's listened to feedback, but Nintendo's going to have a hard time convincing me to be excited about a Metroid game directed by him again.

As for your bizarre tangent on Metroid Prime, are you seriously using a contradiction in the instruction manual as evidence?
 

Dr. Buni

Member
I hope Sakamoto (as well as Team Ninja) is not part of the future of Metroid. Other M was garbage. Forgettable gameplay, TERRIBLE story and characters, awful music, etc.

The only thing "from Other M" I'd like to see in a future game is the third person view.
 
I look at the thread, scroll up, and see an enormous post filled with long-ass quotes and images as well as some random Metroid Prime hate. I immediately guess "It's Mak." Sure enough...

It's nice to talk about what the developers intended Other M to be, but that doesn't have anything to do with the quality of the finished product. I'm sure the developers of Sonic 2006 were trying to make a good game, but that doesn't make Sonic 2006 a good game. Likewise, while the Other M devs were certainly trying to make a game that feels like the NES Metroid, they ended up with a game that took shallow inspiration from the control scheme and no inspiration from the maze-like level design or necessary minimalism of Metroid.

I'm glad Sakamoto's listened to feedback, but Nintendo's going to have a hard time convincing me to be excited about a Metroid game directed by him again.

As for your bizarre tangent on Metroid Prime, are you seriously using a contradiction in the instruction manual as evidence?

What Prime hate are you seeing?
 
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