Metroid Prime 4: Beyond dated for Dec. 4 with motorbike gameplay and Switch 2 4K/60 support

Metroid Prime 4: Beyond dated for Dec. 4 with motorbike gameplay and Switch 2 4K/60 support Sep, 13 2025

Nintendo dates Metroid Prime 4: Beyond for Dec. 4, 2025

Eight years after its first teaser, Nintendo finally circled a date. During the Sept. 12 Nintendo Direct, the company confirmed that Metroid Prime 4: Beyond lands on Dec. 4, 2025, launching on both Nintendo Switch and the new Nintendo Switch 2. The long wait ends with a cross‑generation release that aims to serve current owners while showcasing Nintendo’s next‑gen hardware.

The reveal trailer does more than flash a logo. It shows Samus Aran riding a sleek, tech-stacked motorcycle called Vi‑O‑La, cutting across harsh terrain on the planet Viewros. That single image changes expectations. Metroid games have always prized tight corridors, deliberate pacing, and layered backtracking. A bike suggests speed, ground coverage, and the kind of traversal that points to bigger, more open spaces.

Story-wise, Nintendo frames this chapter around a hunter being hunted. The sharpshooter Sylux, first seen in Metroid Prime Hunters, is back as the primary antagonist. After a confrontation, Samus crash-lands on Viewros and has to rebuild momentum with the tools at hand—and a few new tricks, including psychic abilities teased in the trailer. Nintendo didn’t spell out how those powers work, but their presence hints at fresh puzzle angles and combat tactics on top of the classic beam, missile, and visor-driven loop.

For hardware watchers, the Switch 2 version has clear targets: a Quality Mode and a Performance Mode, both with HDR. Nintendo lists 4K resolution at 60 frames per second, or a full HD 120 fps option. The company is also adding “Joy-Con 2 mouse controls,” a fine-aim setting that should appeal to players who want faster, more precise camera movement without committing to traditional motion aiming. Nintendo hasn’t detailed the exact control scheme, but the intent is obvious: responsiveness.

On the collector side, three amiibo figures will accompany the launch—Samus (Metroid Prime 4), Samus & Vi‑O‑La, and Sylux. Nintendo didn’t outline in-game perks for them, but pairing new figures with a flagship December release signals a push to make this a tentpole holiday title. Pre-orders are live on Nintendo’s store, and the game carries a Teen ESRB rating for animated blood and violence.

What’s new: motorbike traversal, modern modes, and a hard reset that paid off

What’s new: motorbike traversal, modern modes, and a hard reset that paid off

The Vi‑O‑La bike is the headline change, and not just because it looks cool in motion. It speaks to scale. On-foot exploration has anchored Prime’s level design for two decades; the bike implies larger zones, flowing routes between points of interest, and moments where speed and momentum matter as much as scanning a wall for a hidden grapple node. Expect long runs across windswept valleys, timed chases, and fast escapes after boss fights—classic Metroid beats executed at a different tempo.

That shift doesn’t erase the series’ DNA. The Prime format—first-person adventuring with layered upgrades, environmental storytelling, and scanning lore—thrives on contrast: quiet discovery, then combat spikes, then unlocking a route you saw hours ago. A vehicle could slot into that rhythm by turning traversal into a puzzle. Think battery management on hazardous plains, weight and traction on shifting sands, or environmental toggles that change which paths are safe to ride at any given time. Nintendo hasn’t confirmed those specifics, but the trailer’s framing of wide landscapes makes it easy to imagine how Retro Studios could fold the bike into the classic loop without losing the series’ brainy feel.

Psychic abilities add another wrinkle. Prime games have always used visors to reframe the world, from thermal sight to X-Ray. A psychic layer could serve a similar purpose—revealing hidden geometry, interrupting enemy patterns, or “pulling” interactables at range. In combat, a short, cooldown-based power that staggers foes or redirects projectiles would create windows to swap beams or reposition. The key is restraint. Metroid’s best upgrades change how you think rather than overpowering enemies outright.

Bringing back Sylux is also deliberate. Hunters introduced the rival bounty hunter roster, but Sylux stuck as the most intriguing—silent, methodical, with gear built to counter Samus. A decade later, a post-credits scene in Metroid Prime: Federation Force teased Sylux infiltrating a secure facility housing a Metroid specimen, a breadcrumb that hinted at confrontation. Making Sylux the focal antagonist now ties that thread back to the mainline series and gives Retro a grounded way to build tension: a personal hunter-versus-hunter rivalry that doesn’t need galaxy-spanning stakes to feel dangerous.

The tech specs tell their own story. 4K at 60 fps with HDR is a strong statement for a Nintendo platform, and a 1080p at 120 fps option is even rarer in console games, where 120 Hz support tends to be limited to shooters and racers. If Metroid delivers on those targets, it positions Switch 2 as a console that can push high refresh rates in first-party releases while giving players a clean visual mode toggle. For many, the presence of HDR matters as much as resolution; Prime’s high-contrast biomes—dark caverns, glowing flora, reflective suit plates—stand to benefit from a wider color range and deeper blacks.

Joy-Con 2 “mouse controls” could be a small revolution for handheld play. Motion aiming is great for fine adjustments, but it can be fatiguing and inconsistent in portable mode. A “mouse-like” option—likely a blend of higher stick sensitivity with acceleration curves and adjustable dead zones—could make scanning and combat smoother without forcing motion-only solutions. Expect robust sensitivity sliders and, ideally, per-mode profiles for on-foot and bike sections.

One big question is how the Switch 1 version holds up. Nintendo didn’t publish exact targets for the original Switch, but cross-gen development usually means scaling resolution, shadows, texture quality, and ambient effects while keeping identical level layouts and AI behavior. Retro Studios has shipped the Prime trilogy across hardware with care before, and the excellent 2023 Metroid Prime Remastered showed the team can modernize the look and feel without breaking the vibe. That remaster also reacquainted a lot of players with Prime’s deliberate pace—smart timing ahead of a sequel built to move faster when it wants to.

The road here wasn’t simple. Metroid Prime 4 was first announced in 2017 with a logo and the promise that development was underway. In early 2019, Nintendo took the unusual step of publicly acknowledging that progress wasn’t meeting its standards, scrapping the existing work and handing the project to Retro Studios, the original Prime team. That restart reset expectations, but it also raised hopes: if any studio could thread the needle between nostalgia and modern design, it was the one that defined the formula.

Since then, updates have been sparse by design. Retro Studios went quiet, hiring and iterating behind closed doors while Nintendo let the brand breathe with Prime Remastered and a well-received 2D entry in 2021’s Metroid Dread. The result is a 2025 release that caps one of Nintendo’s longest gaps between official announcement and launch. It’s also the first new Prime entry since 2007’s Corruption on Wii, a 18-year interval that has turned the series into something bigger than a sequel—more like a litmus test for what “modern Metroid” means.

The December date says a lot about Nintendo’s calendar. A Dec. 4 launch places Beyond just inside holiday shopping while giving it runway to own early 2026 conversation. The cross-gen approach mirrors the strategy that worked for Breath of the Wild—serve the massive existing base while giving new hardware a showcase. If Switch 2 is in the market by then, Metroid becomes an immediate proof point, and if not, it still headlines the Switch’s late-life slate.

Nintendo also confirmed three amiibo that will ship alongside the game: a solo Samus in her new suit, a dynamic Samus & Vi‑O‑La pairing likely posed mid-ride, and a Sylux figure that gives the antagonist equal shelf space. Amiibo often sell out on day one for major releases, and the designs here hit both veteran fans and new players who meet Sylux for the first time in Beyond.

What we still don’t know could fill another Direct. Nintendo hasn’t shared the price, any special editions, soundtrack or art book bundles, or whether there’s a photo mode—something that seems tailor-made for HDR-lit alien biomes. There’s no mention of co-op or competitive modes, and the trailer avoids UI shots that might hint at skill trees or upgrade paths. Given how carefully Metroid reveals tend to roll out, expect another trailer closer to launch that focuses on systems, not just tone.

There are safe bets. Scanning will return in some form; it’s core to how Prime teaches you about the world. Environmental hazards will force gear checks, especially on a planet positioned as hostile from the first frame. Bosses will push you to learn patterns before you can brute force your way through. And yes, the bike will likely have dedicated arenas for time trials or chase sequences that break up dungeon-like stretches.

The ESRB’s Teen rating tracks with what the series does well: moody, stylized violence and a sense of danger rather than gore. That keeps the audience wide without sanding down the edges that make Prime feel tense. If Beyond leans into isolation on Viewros, the rating suggests it will do so with atmosphere, not shock.

For fans who’ve waited since 2017’s logo reveal—and honestly, since 2007’s Corruption—the pitch is simple and sharp. A classic first-person adventure built by Retro Studios, a new traversal tool that opens the world up, a storied rival who finally steps into the spotlight, and technical settings that match modern expectations. If Nintendo sticks the landing, December won’t just be a date; it will be the moment Metroid reclaims the center of the conversation.