I was a developer of the cancelled OG Metroid Prime 4, at Bandai Namco. I'm sure plenty of fans want to know what happened to the original version, so here i am. Keep in mind i had a smaller role in the production, so many of the Infos i know are directly from my collegues higher up. For that reason, there might be some errors.
>The team was pretty big, i will not tell you my role for obvious reasons, but i didn't have any kind of decision making job.
>We where extremely excited about working on Metroid Prime. Many co-workers where Metroid fans.
>The game started development in 2015
>The story was a soft reboot. Tecnically it takes place after Prime 3, but it's barely connected. This was made to not alienate new players, considering the big time gap in releases that we where going to get between 3 and 4
>Nintendo was fine with this soft reboot thing, but they where sayng that a proper sequel was a better choice.
>The structure was different from previous Metroid Prime. The game was going to have 4 main regions, all accessible from the start. Every region was an open world, with a variety of activities. NPC give you missions, there where enemy camps, puzzles, platform style challenges, bossfights and things like that.
>The actual "Metroid" part of the game consisted in caves and temples. They where scattered around the open world, and they where bite-sized Metroid style levels, around 30 minutes in lenght.
>As you notice, there was basically no "search action" here.
>Nintendo was NOT happy with the direction. They started sending Retro Studios employees to help with the general design of the game.
>The "4 regions from the get go" thing was eliminated for a linear progression. The open world nature was also toned down. Retro tried to make them as similar as a Classic Metroid game as possible
>It didnt work out, it was turning out like shit. Nintendo said "fuck it, at that point, let's re-start with Retro from the get go"
So here we are.