Metroid Prime 2 - 20th Anniversary Interview With Kynan Pearson (Designer On Prime 2) - podcast episode cover

Metroid Prime 2 - 20th Anniversary Interview With Kynan Pearson (Designer On Prime 2)

Nov 03, 20241 hr 13 minEp. 176
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Episode description

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

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