MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2.
You can check out his previous interview here https://youtu.be/y6YKebkPZNM
you can follow Kynan on Twitter - @KynanPearson
#metroid #nintendo #metroidprime
TIMESTAMPS
00:00 - Intro
00:50 - How Metroid Prime 2 Ended Up With Its Zelda Esque Design
03:00 - Every Nintendo Game Is It’s Own Thing/Link To The Past Discussions
04:00 - Designing Prime 2’s Biomes/Dark World Was Originally Silhouetted
05:50 - How The Designers Decided What To Put In A Room/Morph Ball Puzzles
09:50 - Boost Balling Off Spider Ball Tracks
12:30 - Reserving Pickups For Player Testing Outcome
13:30 - Design Is About Perception
17:00 - Coming Up With Prime 2’s Unique Upgrades/
21:50 - Working On The Boss Rooms
23:50 - Deciding How Big To Make A Boss Room
27:16 - Limitations Fosters Creativity
29:30 - SPD & Retro’s Collaboration On The Prime Games
32:57 - VR Will Never Be Mainstream Due To Motion Sickness
34:30 - How Speed Booster Would Work In First Person
35:54 - How They Figured Out How To Do Screw Attack/Metroid Is For Hardcore Gamers
38:00 - What QOL Changes Should Be In Metroid Prime 2 Remastered
40:50 - Kynan Doesn’t Like Prime 2’s Key Hunt
42:30 - Kynan’s Favourite Boss
43:35 - Kynan’s Favourite Item Upgrade
44:32 - Kynans Favourite Area/Biome
46:30 - Kynan’s Favourite Puzzle
48:02 - Kynan’s Favourite Room
49:16 - Q + A - Biggest Missed Opportunity In Prime 2
53:16 - Q + A - Why The Dark Luminoth Was Cut
55: 03- Q + A - Most Difficult Puzzle
1:00:37 - Wall Jump Design
1:01:07 - Q + A - What Would Be Included If Prime 2 Was Made Today
1:03:55 - Prime 2’s Amazing Team/ Jack Mathews Funny Story
1:08:43 - Final Thoughts