Metroid Prime 4: Beyond is a game that needs little introduction. Nintendo fans are all too aware of this much-delayed, restarted, and enigmatic next chapter in Metroid‘s FPS spin-off series, which was first announced at E3 2017 as an obvious haymaker exclusive for the first Switch, which was only in its infancy at that time. Two years later, Nintendo announced the difficult decision to restart Metroid Prime 4‘s development from scratch, as the project had “not reached the standards [Nintendo] seeks in a sequel to the Metroid Prime series.”
Game Rant recently went hands-on with about an hour-and-a-half of Metroid Prime 4: Beyond at the Lightbox in New York City, and although our time with the game was short, it injected a new sense of optimism for the long-delayed FPS. Samus Aran’s upcoming psychic-infused sci-fi adventure comes across as eerie, atmospheric, and perfectly paced, poised to deliver everything fans want from a modern Metroid Prime game on Nintendo’s new hardware.
Metroid Prime 4: Beyond Is Glossy, Satisfying, and Unforgettable
The preview event kicked off with a refresher: I played the same early stretch of gameplay highlighted in this summer’s Nintendo Treehouse showcase. This section only accounts for about fifteen minutes of gameplay, but it certainly makes a good first impression, getting me used to this rendition of Samus’ iconic arsenal. Combat is the main course during this chapter, following Samus as she pops in to assist a Galactic Federation outpost under attack, and it’s quite a delightful spread indeed: the simplified FPS mechanics of previous Metroid Prime games are as responsive and frenetic as ever, and appropriately aggressive enemy AI keeps firefights dynamic.
It wasn’t long before I was thrust into the next gameplay passage, set in a lush environment called Fury Green. These more natural zones have often been among the strongest parts of the Metroid Prime series, as they eschew the inorganic and claustrophobic design tendencies of the 2D Metroid games. I’ve always had a soft spot for these sorts of Metroid Prime levels, and Fury Green certainly didn’t disappoint.
As I made my way through the deadly jungle, I had the chance to become better acquainted with Metroid Prime 4‘s controls. On balance, the moment-to-moment gameplay isn’t too great a departure from previous entries: Samus can shoot her arm cannon and missiles while strafing or standing still and swiveling for better accuracy, with a lock-on mechanic for quick-and-dirty showdowns. I found myself leaning on the lock-on quite a bit, as the aforementioned enemy aggression makes running and gunning with free aim both less effective and less enjoyable than opting for a hard-lock. I hesitate to deem this interplay of controls and enemy behavior explicitly positive or negative; it’s more a matter of personal preference, but it does undermine Metroid Prime 4‘s more ambitious, hardware-specific controls somewhat.
Nintendo has positioned Metroid Prime 4 as something of an ambassador for the Switch 2’s mouse controls. To the game and console’s credit, the mouse controls work just as intended: you can switch between aiming styles seamlessly, and mouse movement is consistently smooth and responsive. But I’d be lying if I said it feels like more than a novelty at this point. Mouse aiming offers little tactical advantage due to the aforementioned lock-on feature, and extended use proved a bit uncomfortable; the Joy-Cons are just a bit too small to be an adequate replacement for a traditional mouse, and while using the trigger to click is nice for browsing menus or the Switch 2 UI, its awkward positioning led to my hands cramping after just a bit of sustained clicking. Gyro controls come up short as well, though they are perhaps even less valuable since they have to be toggled in settings, making them feel even more gimmicky.
Atmosphere and Combat Look Like Metroid Prime 4’s Greatest Strengths
Small gripes with alternate control schemes aside, Metroid Prime 4 was a blast to play. I spent about an hour and a half in the Fury Green biome, and during that time I explored a diverse set of environments, from tight caverns with creeping vines to ancient, overgrown alien ruins. Emerging from some cave, grove, or building, I would be treated to some truly breathtaking vistas, rich with alien wildlife and impressive draw distances unlike anything I’ve seen on the Switch 2 so far. When it comes to graphical fidelity, Metroid Prime 4: Beyond might be the Switch 2’s crown jewel, and a hell of a way to punctuate the console’s first year on the market.
Metroid Prime 4 is probably the closest Nintendo will get to photorealism and verisimilitude for some time. It features fully voice-acted cutscenes and plausible facial animations as well—a relative rarity in first-party Nintendo games.
The vibrant and lifelike visuals of Metroid Prime 4 are elevated by yet another compelling soundtrack. Much like its predecessors, Metroid Prime 4 hammers home the feeling of being lost in space through soothing synth tracks and haunting, serene vocals that mingle wonderfully with the crunchy sound design of Samus’ tech and the ambient noises of the environment. It might not rival the most cutting-edge AAA games on PS5, Xbox Series X, or PC, but it’s certainly a treat for the senses.
But these are all strengths that I more or less expected to find in Metroid Prime 4; the moment-to-moment gameplay was actually far more interesting than I anticipated. Shooting Samus’ blaster was fairly straightforward at this point in the game, but the unique context of each firefight kept things from feeling stale. There was always something interesting to do, whether I was defending a companion character or switching strategies on the fly to contend with multiple distinct enemy types simultaneously.
Metroid Prime 4‘s combat shone the brightest during my encounters with two early bosses: the Metroid-infused Aberax and the conscious plant monster Carvex. Despite their many differences, these battles shared an important similarity: they forced me to get comfortable with different ways of moving. These bosses are bested by repeatedly attacking their weak points—a common enough trope—but having to strafe, jump, and dash away from flurries of unique attacks really made the fights click for me. It’s akin to something like Returnal or the modern Doom games, where gunfights are less about precision and more about movement, multitasking, and micromanagement.
Looking ahead, it will be interesting to see how Metroid Prime 4 continues to layer its combat sandbox with further complexity. In a similar vein, I wish that I was able to get a better picture of what to expect from the game’s puzzle systems, which felt like they never got past the tutorial stage during the preview window. Samus’ much-touted psychic powers seem to play an especially important role in puzzle-solving, so this will definitely be a space to watch come launch day. If Metroid Prime 4‘s puzzles, story, and exploration turn out as strong as its combat and atmosphere, then it’ll likely be the triumphant return to Prime that we’ve all been waiting for.
Metroid Prime 4: Beyond releases on December 4, 2025, exclusively for Nintendo Switch. Game Rant was provided with travel and lodging for this preview event.

