Metroid: Federation Force - 2017

Metroid: Federation Force - 2017

After the exceptional success of Luigi’s Mansion: Dark Moon on the Nintendo 3DS, Next Level Games (NLG) was eager to embark on their next big project. The overwhelming positive response to Luigi’s Mansion affirmed the studio's commitment to the "Nintendo Way," a philosophy focusing on innovative gameplay and high-quality content. Having already made a mark with the Mario Strikers franchise and the Punch-Out series, NLG was ready for their next challenge, but they did not anticipate the monumental task that lay ahead: reviving the Metroid franchise with a new and unique twist.

The Metroid Challenge

The Metroid franchise is revered, with a legacy spanning decades and a fanbase that holds the series in high regard. NLG was tasked with developing Metroid Prime: Federation Force for the 3DS, a project that promised both excitement and scrutiny. Hardcore fans had been clamoring for a new Metroid game, and NLG’s version would need to meet high expectations. The twist? This was not to be a typical Metroid game. Instead, it was envisioned as a cooperative, shoot ‘em up adventure with a "Chibi" art style, characterized by exaggerated, small, and chubby characters with oversized heads.

The announcement of a "Chibi" style Metroid game was met with skepticism. Fans were used to the darker, more serious tones of Metroid games, with the iconic bounty hunter Samus Aran as the protagonist. How would this new, more whimsical approach be received by the fanbase? The concern was palpable, but NLG forged ahead with their vision.

My Role and the Team Dynamics

Having transitioned to a Producer role towards the end of Luigi’s Mansion: Dark Moon, I decided to step back into my role as a Tech Artist for Metroid Prime: Federation Force. The shift was partly due to the challenging dynamics within the current production crew at NLG, which made it difficult to penetrate with new ideas. Transitioning from a content creator to a content coordinator is never easy, especially in an industry where one’s identity is often tied to hands-on creation.

Returning to a technical role allowed me to contribute directly to the development of Metroid Prime: Federation Force. I coordinated the Tech Art Team and the Character Rigging department, ensuring that the technical aspects of the game's characters and environments were up to standard. Our character art team, led by Alden Phipps and Chris Turcotte, fully embraced the Chibi style, producing content that was both appealing and consistent with the game's artistic vision.

Technical Framework and Innovation

One of the strengths of NLG was our deep understanding of our proprietary engine's capabilities and limitations. Early in pre-development, we were provided with clear parameters for all aspects of the art, including bone limits, polygon limits, and VRAM memory limits for shaders. This framework allowed us to measure success and achieve our visual targets (VTARs) early in the process. Compared to the complex rigs and detailed animations required for Captain America: Super Soldier, the work on Federation Force was relatively straightforward. The simpler, more stylized rigs were easier to animate, allowing for quick iterations and rapid production.

A significant technical endeavor during development was the implementation of a freeform deformer (FFD) system. This innovative approach allowed us to pre-animate deformers and apply them to various inanimate objects within the game world. By doing so, we could save on having multiple animation trees for different objects, simplifying the animation process and enhancing efficiency. The engineering team worked diligently to integrate this concept into our engine, with proof-of-concepts in 3DSMax demonstrating its potential.

Character and Environmental Art

Creating characters for a game as iconic as Metroid required careful consideration, especially when introducing a new art style. Luigi, the protagonist of Luigi's Mansion, underwent significant up-resing to ensure his facial expressions and materials utilized next-gen shaders. These improvements required approval from Nintendo's Character Group, which maintains strict guidelines to ensure consistency across their franchises. Despite these challenges, we succeeded in enhancing Luigi’s appearance while adhering to Nintendo's standards.

The ghost characters in Federation Force offered more creative freedom. Each ghost featured unique squash and stretch rigs, allowing our animation team to breathe life into these spectral figures. The resulting animations were some of the best seen in any Nintendo title, a testament to the talent and dedication of our team.

Gameplay Focus and Design Philosophy

One of Nintendo's core philosophies is "Gameplay First," a principle that guided every aspect of Metroid Prime: Federation Force's development. This focus on gameplay sometimes meant that our 'Boss Battles' remained in a "Grey-Box Mode" throughout much of development. We prioritized ensuring that each level and encounter was fun and engaging before committing to final art assets. This iterative approach allowed us to refine gameplay mechanics without being constrained by fully developed visuals.

Federation Force’s cooperative mechanics were a central aspect of its gameplay. Players could team up locally or online, taking on different roles such as healers or heavy weapon specialists by selecting specific MODs (modifications) and subweapons before missions. This team-based approach added strategic depth, encouraging replayability as players experimented with different roles and strategies. The game also utilized the 3DS's gyroscope and the C-Stick on the New 3DS for enhanced control, making the gameplay experience more immersive and responsive.

Blast Ball Mode

In addition to the main campaign, Federation Force included a competitive multiplayer mode called "Blast Ball." This 3-on-3 sci-fi sport involved shooting a ball into the opposing team's goal to score points. First showcased during the Nintendo World Championships, Blast Ball was intended to provide a unique multiplayer experience that differed from the main campaign. While some critics viewed it as a fun diversion, others felt it detracted from the core Metroid gameplay that fans expected.

Reception and Reviews

Upon its reveal at E3 2015, Metroid Prime: Federation Force was met with a largely negative reaction from the fanbase. The deviation from the traditional Metroid formula and the absence of Samus Aran as the main protagonist were significant points of contention. Fans were disappointed by the game's art style and focus on multiplayer gameplay, longing for a more conventional Metroid experience.

Despite the initial backlash, the game received mixed reviews upon release. Critics praised the cooperative gameplay mechanics and mission variety but criticized the lack of a strong single-player experience and the departure from the Metroid series' core elements. Notable review scores included:

  • Metacritic: 64/100
  • IGN: 5.5/10
  • Nintendo Life: 7/10
  • GameSpot: 5/10

Development and Storyline

The development of Federation Force began as early as 2009, when producer Kensuke Tanabe conceptualized a game focusing on the Galactic Federation Marines while working on Metroid Prime 3: Corruption. Originally considered for the Nintendo DSi, the project was shifted to the 3DS platform to leverage the system's capabilities and NLG's familiarity with the hardware. The development faced delays, pushing its release to 2016, aligning with the launch of the New Nintendo 3DS.

The storyline of Federation Force takes place between the events of Metroid and Metroid II: Return of Samus. Players assume the roles of Galactic Federation Marines, piloting customizable mechs to thwart the Space Pirates' plans. The narrative unfolds as players uncover a plot involving the construction of a massive battleship called the Doomseye, which threatens the galaxy. Key appearances by Samus Aran add depth to the story, as she is initially captured and brainwashed by the Space Pirates but ultimately aids the Federation Force in their mission.

Reflecting on the Journey

Looking back, working on Metroid Prime: Federation Force was both challenging and rewarding. Despite the mixed reception from fans, the game was fun to develop and play. Nintendo's emphasis on gameplay first ensured that the core experience was engaging and intuitive. The game looked impressive on the 3DS, with the 3D effect enhancing the visual experience.

The project allowed me to contribute to the Metroid universe, working alongside a talented team to bring a new vision to life. The cooperative gameplay mechanics and innovative technical solutions we implemented showcased the potential of the 3DS hardware. While the game's reception was not universally positive, it remains a notable entry in the Metroid series for its unique approach and cooperative elements.

Metroid Prime: Federation Force represents an ambitious attempt to expand the Metroid universe by focusing on cooperative gameplay and the Galactic Federation Marines. The game's development journey was marked by technical innovation, creative challenges, and a commitment to Nintendo's gameplay-first philosophy. While it may not have met the expectations of all Metroid fans, it brought a fresh perspective to the series and demonstrated the versatility of the 3DS platform.

The lessons learned from this project have shaped my approach to game development, emphasizing the importance of iterative design, technical excellence, and a player-centric focus. As I continue my career, the experiences from Federation Force will remain a valuable part of my professional journey, reminding me of the power of innovation and the impact of collaboration in creating memorable gaming experiences.

Career Evolution Post-Federation Force

Working on Metroid Prime: Federation Force was a pivotal moment in my career, not only for the technical challenges and creative opportunities it presented but also for the lessons it imparted about the complexities of fan expectations and the importance of innovation. This project, along with my past experiences, prepared me for future roles and solidified my approach to game development.

The Influence of Past Projects:

Reflecting on my earlier work at Electronic Arts, where I contributed to the Need for Speed and FIFA franchises, I realized how those foundational experiences shaped my understanding of large-scale game production and the importance of meeting player expectations. The technical demands and creative freedom of working on titles like Need for Speed: High Stakes taught me the value of pushing technical boundaries while ensuring the core gameplay remained engaging and accessible.

FIFA and Total Club Manager:

My time on FIFA and Total Club Manager at EA further honed my skills in creating immersive sports experiences. These projects emphasized the importance of authenticity and player engagement, lessons that I carried forward into my work on Metroid Prime: Federation Force. Understanding the balance between maintaining franchise integrity and introducing innovative gameplay mechanics was crucial in navigating the development of Federation Force.

James Bond and Captain America: Super Soldier:

The transition to working on licensed properties like James Bond and Captain America: Super Soldier provided unique insights into managing IP expectations and delivering high-quality experiences that honored the source material. The technical challenges of developing Captain America from the ground up, including building a proprietary engine, prepared me for the technical innovations required for Federation Force.

Luigi’s Mansion Franchise:

However, it was my work on Luigi’s Mansion: Dark Moon and Luigi’s Mansion 3 that most directly influenced my approach to Federation Force. The focus on delivering a polished, engaging gameplay experience, combined with the collaborative spirit fostered by Nintendo's involvement, set a standard that I strived to uphold in every project. The iterative design process, emphasis on gameplay-first principles, and commitment to character and environmental detail were all lessons I applied to Federation Force.

Transitioning to Relic Entertainment

Following my tenure at NLG, I joined Relic Entertainment, where I brought the cumulative knowledge and experience from my past projects to a new environment. Relic, known for its work on RTS titles like Company of Heroes and Dawn of War, provided an opportunity to apply my expertise in a different genre. The technical innovations and team management skills honed during Federation Force development were invaluable as I took on the role of Principal Producer.

Age of Empires IV:

At Relic, I was thrilled to work on Age of Empires IV, a project that allowed me to leverage my experience in managing large teams, coordinating with external vendors, and ensuring technical excellence. The lessons learned from developing cooperative gameplay mechanics in Federation Force informed my approach to creating a balanced and engaging RTS experience. Ensuring the game's visual fidelity and gameplay integrity were maintained was a challenge I was well-prepared for, thanks to my diverse background.

The journey through various iconic franchises and the challenges of developing Metroid Prime: Federation Force have left an indelible mark on my career. The project reinforced the importance of staying true to gameplay principles while pushing the boundaries of technical innovation. As I continue to explore new opportunities in the gaming industry, I remain committed to creating memorable experiences that resonate with players.

The legacy of Federation Force, with its emphasis on cooperative gameplay and technical creativity, serves as a reminder of the potential for innovation within established franchises. It has shaped my approach to game development, emphasizing the need for collaboration, iterative design, and a player-centric focus. These principles will continue to guide me as I strive to contribute to the evolution of the gaming industry and create experiences that captivate and inspire players around the world.

Looking back on my career, from the early days at VFS to the latest projects at Relic, I am grateful for the diverse experiences and the incredible teams I have had the privilege to work with. Each project, from Need for Speed to Federation Force, has taught me valuable lessons and contributed to my growth as a game developer. The future holds exciting possibilities, and I am eager to continue this journey, embracing new challenges and opportunities with the same passion and dedication that has driven me throughout my career.

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