Alright, I beat Metroid Prime 4: Beyond. Not in the best way to play it since emulation for it still isn't great, so I had to deal with the game hitching on room changes, the scan visor acting weird, and audio in cutscenes getting desynced, but it was good enough. I got 100% item completion and scan logs, and collected all the green crystals so I unlocked everything except a few pictures you need to beat the game again on hard for, which yeah I'm not doing.
So yeah, I'm definitely late to the punch on talking about this game, but I want to write my thoughts down publicly anyway. Overall, it was very mid. I just came off of Federation Force, so that makes MP4 look good given it feels better to control than that at a basic level, but in the end it's definitely below any of the good Metroid games. I don't have any central thesis, just a bunch of different thoughts I had while playing which I'll try to remember now and list. I ended up writing a lot so I'll give some section headers.
==Gameplay==
The maps were very linear. The Prime games in general don't really let you sequence break that much, and actually if we're being honest most of the games outside of Super don't really let you do things that much out of order without glitches or unintended exploits, but Prime 4 here was particularly linear. Most of the areas are basically straight lines, and there's absolutely no connection between areas except via their own exit out to the central desert. The game world is effectively a big field in the center with five levels attached to the edges of it. Not really the same feeling as exploring the world in Prime 1 or 2. Environmental puzzles could also feel more obligatory and low effort than usual, and it felt like there's a particularly large amount of rooms that you walk into and they're obviously just combat arenas where you're gonna get locked in and fight a bunch of stuff with little to no puzzles-solving/looking around for secrets needed.
To summarize, the game still feels fun enough to play on a basic level, as inherited from previous Prime games, and the visuals are nice, but on a gameplay level it feels like the map and puzzle design was them sort of going through the motions. Can also kind of feel that from the beam weapons too, where it's just basic elemental weapons, literally called Fire Shot, Ice Shot, and Thunder Shot. MP1 basically did the same thing, but at least there they dressed up fire and lightning as the Plasma and Wave Beams, named and based off beam upgrades for Return of Samus and Super. I did find the shots fun enough to use, though by the end Fire Shot felt kind of underpowered and not worth using most of the time compared to Ice and Thunder.
I don't really mind as much some people that the psychic powers aren't that deep. I wasn't expecting anything huge as far as new powers go. But it is a little funny how they append Psychic onto the name of almost every power when there's often not really anything particularly psychic about it compared to the base power as it was in previous games. I do find one thing weird in power progression, which is how they stuck the Super Missiles towards the end, right before you get the Power Bombs. Most of the "can only be destroyed by heavy firepower" objects can only be destroyed by Power Bombs, so there's literally only three or four objects in the entire game that you have to destroy with Super Missiles. And they're not even good in combat since they don't do that much damage for how long they take to charge. You're better off spamming Super Thunder Shot and using your missiles to put up Psychic Barriers. And really, the game felt like it needed an extra "final dungeon" area. By the time you get all your powers together, you don't really have anything else to use them on except the final boss fight.
Sol Valley absolutely feels like an aborted attempt at making an open world Metroid, which would have been lame. So now it's just a big empty area between the actually interesting zones that have to spend time driving your motorcycle through to get from place to place. It's funny that actually stuck BotW shrines in there, like literally almost the exact same concept. At least there's only six of them.
==Story==
As far as the dialogue writing goes, it could have been worse. Your first introductions to Myles and Nora are filled with annoying reddit dialogue, but the rest of the writing otherwise is mainly just bland and stock rather than cringy. I guess we can include scan logs in this point. The game spams scannable objects at you, just about everything can be scanned and even rescanned after something happens with it, but 90% of it is really basic information like "This is a container that holds small objects. It can be destroyed by any weapon." or "This a truck used to carry minerals out of the mine." There's nowhere close to the same amount of computer logs and diaries and similar written by someone in-universe as there was in previous games.
The story as a whole feels underbaked. They kind of went for something a little different with this sort of melancholic tone of everything being fucked and unable to be saved, and you're just seeing the leftover mourning for the tragedy. Like how most of the bosses are creatures (and an AI) taken over by Metroids, and after you kill them you can find lore entries telling you that they were actually peaceful allies of the Lamorn, so you were effectively forced to put them down and leave this already desolate world just a little more dead. But it doesn't feel fully realized enough to make me feel any real emotion over it. And by the ending, I kind of just feel confused about what exactly was going on or why we were here. The game never has any deeper explanation behind what Green Energy is or why it transformed the Lamorn into feral creatures, or still don't really get what a Memory Fruit is why it's particularly important for Samus to plant it as the Lamorn's legacy, and really it just feels like at the end we didn't actually accomplish anything except get Samus home, which makes the talk about her being the Chosen One meant to save the Lamorn seem kind of stupid. Like I get it's probably intentional that it turns out she couldn't literally save them, just save the history of them I guess, but it still feels kind of hollow and not in an intentional way.
And finally, it's super clear they had nothing planned with Sylux. Honestly, I think people overhyped Sylux even before MP4 came out. He's just a guy with a cool suit of armor and a mysterious backstory. And given he was just one guy among a bunch of other bounty hunters they put in Prime Hunters for its multiplayer, he always came off as the type of character where they never actually had anything particularly in mind for what his mysterious backstory actually is. Treating him like he's totally gonna be a cool main villain felt like it wasn't gonna pan out, and I was right. First off, it's kind of weird how the game starts, with some quick text boxes explaining what's going on and briefly calling back to the end of MP:FF followed by jumping right into some action. I've never seen a game both feel like you're really missing something if you didn't play a previous game to get more context, but also playing that previous doesn't get you any more important context at all. They're really just making some shit up real quick to you get you into, which barely has anything to do with the main story once you're on Viewros.
And Sylux is a really... oddly minor villain, considering he's effectively the main antagonist. Because the Lamorn stuff doesn't really have an antagonist, everything is just fucked and they don't even expect Samus to do anything about it except see what happened, grab a fruit, and leave. The only reason you encounter any major resistance in your journey is because Sylux and I guess some of his Metroids happened to get dragged into it, leading to the Metroids possessing most of the bosses and Sylux fucking with you a few times. And there's nothing to suggest Sylux himself has any more idea what's going on than any of the random troopers you're hanging out with. He literally just happened to get dragged into this and decided to mess with shit to fuck with you. Something I'm also not clear on is if he was the one activating that Green Energy cannon. It kind of seems like it, but it doesn't feel he has any motivation to outside seeing if it would help get in your way. And when you beat the game with 100% completion and can see his backstory, you find he's just some loser. He's an asshole who tried doing something stupid for glory/power while a federation soldier, got rekt, and Samus happened to be there, so now he hates the federation and Samus. You know what he is? He's literally Infinite from Sonic Forces. But at least Infinite is funny in just how over-the-top edgy he is (he has his own fucking nu-metal theme song whose lyrics are just him bragging about how badass he is) and how utterly petty his motivation is (he picked a fight someone and got his ass beat and got called a faggot, so now he wants to go school shooter on the whole world). Sylux is just like, unremarkable minor forgettable villain levels of pettiness. Definitely feels like something Retro just had to pull out their ass because no one actually thought of a backstory for him before, and they didn't care that much now because he has nothing to do with the main Lamorn plot.
And the game ending without everything resolved - Sylux is still alive and maybe even the reddit squad still is too if Sylux didn't kill them right after you left - feels like a sign of a team that wasn't confident in their game. Maybe that sounds weird, like if they're not confident then you'd want to end things conclusively in case you don't get a sequel, but I say that if you're confident then you'll know to wrap things up satisfactorily and if people liked then then they'll want more regardless. Ending things one a half-cliffhanger just feels like you couldn't write a good conclusion and hoped that things being left hanging would lead to people wanting to see a continuation even if they weren't that excited about it. And really, the game does feel like it just ends rather abruptly. The previous Prime games didn't have amazing plots, but I remember all their endings being more conclusive and satisfying than this.
==Conclusion==
Overall, everything about this game, on both a textual and metacontextual level, feels halfassed and undercooked. It very much feels like a game that was ordered to be made because fans were asking for a Metroid Prime 4 and it would look good to announce one, but there was simply no one who had any good ideas for a Prime 4 or was particularly eager to work on it. Not helping that many of the people at Retro who actually made the first three are gone, and even they seemed to be getting burnt out and were fucking around with weird ideas by the time of MP3. This game has some ideas going into it, but it's all underwritten and all just slides off you.
Anyway, with now having played every Metroid game, here's my list if I had to rank them.
=Good=
Metroid Dread
Super Metroid
Metroid Fusion
Metroid: Zero Mission
Metroid: Samus Returns
Metroid Prime
=Alright=
Metroid Prime 2: Echoes
Metroid II: Return of Samus
Metroid Prime 3: Corruption
Metroid
Metroid Prime 4: Beyond
=Mixed Bag=
Metroid: Other M
=Didn't enjoy playing them=
Metroid Prime: Federation Force
Metroid Prime Hunters