Making Metroid Dread: Concluding The Saga, Samus’ Voice, And Cinematic Storytelling

Metroid Dread concludes Samus’ 2D saga, the storyline that began with the original Metroid in 1986 and had been left lingering for 19 years following the release of Metroid Fusion in 2002. That’s not to say Samus’ story is complete (or that we’re never getting another 2D Metroid game), but her adventure involving the extermination of the Metroids and then becoming the last Metroid concludes with Dread.

To get a better grasp of how developers MercurySteam and Nintendo EPD created Metroid Dread, I spoke with Metroid Dread producer Yoshio Sakamoto. Sakamoto is one of the most prominent voices behind the Metroid franchise, especially Samus’ 2D adventures. Prior to Dread, he was a designer for Metroid, director for Super Metroid, Metroid Fusion, Metroid: Zero Mission, and Metroid: Other M, advisor for Metroid Prime: Federation Force, and producer for Metroid: Samus Returns.

During our conversation, Sakamoto and I talked about his reason for wanting to focus Dread’s story around themes of fear and dread, restricting Samus’ voice following her talkative appearances in Fusion and Other M, and crafting a cinematic experience akin to the Prime trilogy with voice acting and cutscenes. Apologies if you’re hoping for any insight into Metroid Prime 4–prior to the start of the interview, I was told to not ask about the next installment to Samus’ 3D adventures.

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