
I didn't need psychic powers to predict how Metroid Prime 4: Beyond was going to go, even if bounty hunter Samus Aran quickly gains mind-bending abilities of her own when she's mysteriously transported to Viewros, ("say the line, Samus!") once the home of a now long-dead civilization. Before playing, I wasn't sure how psychic skills would fit among the rest of Samus' arsenal, and I was skeptical about adding in an almost open world-like overworld you navigate with a motorbike.
Sadly, my grumbles were on the money. Neither of these things feel good. Awkward to juggle at best, and detrimental to the overall experience at worst, their implementation feels dated. I didn't need Metroid Prime 4 to try to go 'Beyond' – I needed it to nail the fundamentals. What's frustrating is, it does. Within each dungeon-like area to explore, Metroid Prime 4 shines, mixing tactile FPS exploration with gorgeous visuals and impeccable atmosphere. But the surrounding structure ends up dragging it down – trying and failing to go 'beyond' is a curse more than a blessing.