PGC: When you talked about moving to different planets, is that completely linear and decided by the story, or can you go from planet to planet at will?
Pacini: It's kind of like how the Metroid Prime series is, it's pretty non-linear to some extent. The ability to fly to different planets will be somewhat non-linear. So it's not just straight-up "go to this one, go to that one". It won't be like that.
PGC: What is the feedback that you got on the last game, and how has that affected what you're doing with the sequel?
Tanabe: Because we live in Japan, and they are in the U.S., it's hard to say, because we get different kind of feedback from Japanese fans and U.S. fans. So it may be better to ask them to hear the market feedback.
Pacini: As far as the U.S. market, the feedback that we've gotten about the past two games is that "re-traversal" (backtracking) is a very important part of the Metroid series, but maybe the amount of re-traversal that people had to do was maybe excessive, or not as straight-forward. So we really paid attention to that while still maintaining the true Metroid exploration, the Metroid Prime feel. We're definitely addressing that situation, making the re-traversal a lot more approachable, as well as the difficulty level of the game overall. It was probably a bit too hard for people, and while we're still going to make it challenging, we are definitely keeping that in mind when we're tuning the game, as far as boss difficulty and overall difficulty. Make sure that it's balanced well for a Wii product but also for people who enjoyed the Metroid Prime games before. So those are probably the two biggest pieces of feedback we've had.
PGC: We saw that you used the motion sensor to grab and pull a lock. Do you have a lot of other ideas like that you're putting in? Can you give any examples right now?
Pacini: I dont want to give any other examples. (laughter) With the E3 demo, we wanted to give a glimpse of what we're doing. That's one of the very basic things you can do with the controller, and we wanted to get people's impressions of what things they liked and didn't like about it. And we have so many other ideas that we're planning to implement with using the unique features of the controllers. It's important to understand what people think about it, but as well I don't want to say too much about it.
PGC: Is Retro working on anything other than Metroid right now? Do you have any plans to work on anything other than Metroid?
Walker: We won't close when Metroid Prime 3 ships. (laughter)
Pacini: What would you like to see Retro do? Any ideas?
PGC: You guys seem so creative. I'd just kind of like to see what you come up with.
Walker: To that effect, I'd like to point out that the Metroid series is really a collaborative effort between Retro and Mr. Tanabe's team. I think here in the States it's easy to look just at the North American aspect, but it's a very closely coordinated team effort.
PGC: I promised one of our readers that I would ask if you knew anything about this game, it was hinted at last year, called Metroid Dread for the DS.
Tanabe: I also heard that rumor, that Mr. Yoshio Sakamoto, the original director of the Metroid series, is working on this game called Metroid Dread, but I am not sure if it is true or not.
PGC: Is Mr. Sakamoto involved in the Metroid Prime series? Does he give advice?
Tanabe: Well, because he is the original director of the series, he needs to supervise Samus in Metroid Prime.
PGC: Referring to the powers that were in previous games
The Grapple Beam is a power that we've had before, but now we're using it in different ways. Can you tell us about any other of the abilities that are maybe not fundamentally changed, but now you can do more things with them?
Pacini: One of the things that we're doing is, well, the X-ray visor will be used in Prime 3. In Prime 1 it was mainly used to see through objects or find invisible objects. Well, that still would be the case, but we're matching that visor with a particular beam you get that can actually shoot through materials. So now you would have certain puzzle elements or even creatures where you can flip your X-ray visor on and target behind metal objects or walls and shoot or destroy or interact with this beam. So instead of being two independent systems, they work together. That's a basic example.
PGC: Is the scan visor pretty much the same as before?
Pacini: That's one of the things that we've put a lot of research into, what works and what doesnt work, what people like and dont like about the scan visor. We still feel the scan visor is important as a tool to learn about how to do things in the environment, things like that. But also we're making it a lot quicker and easier to use for people who dont like scanning. Other than that, the scan visor is going to stay similar in aspect to past games.