This article is written from the Real Life point of view Globe

Mark Pacini and Keiji Inafune

Pacini with Keiji Inafune.

Mark Pacini was the lead designer on the Metroid Prime series. A notable creation of his in the game is the Parasite Queen. He has since left Retro Studios, along with Todd Keller and Jack Mathews, to found the independent Armature Studio. Pacini has stated that he chose to separate from Retro because he felt limited by Nintendo's influence, but that he was still on good terms with Nintendo and Retro. He has also admitted that he is unable to enjoy the Prime series, due to the depth of his involvement with their creation - he was only able to see the mistakes made in development when playing them, and as such he avoided playing them after they were released.[1] Commenting on this in 2018, Jack Mathews said that he understood - but did not share - his sentiment, and said that "he's an eternal pessimist", but that he is also a "great creator" who sees the faults in his work and always strives to make his next game even better.[2]

In the beta version of Metroid Prime 2: Echoes, a Federation Marine named M. Pacini appeared, likely in reference to Mark Pacini. This character was later renamed to T. Huxley.

Clark Wen commented on the 6MB audio limit of the Nintendo GameCube that "Getting everything to fit was a real challenge and led to a lot of harried late-night visits to Mark Pacini's office when the designers would decide to throw in a new creature in a level."[3]

Metroid Prime 3: Corruption commentsEdit

I think the way I'd describe Metroid Prime 3 to someone who's never heard it or seen it before is it's a first-person adventure. It's played from your perspective, through you, through the eyes of the character, and it's an adventure game.

There are shooting elements to it, but mainly it's about discovery of your environment, finding new abilities, and traveling to different worlds, and generally about exploration.

We always knew it was going to be for the Wii, but we started development on the game before we actually had the hardware. So we started with the core ideas for the game, knowing that these were the basic ideas and the basic structure that we wanted to have for the next Metroid Prime game, but we did not receive the information about the Wii controller until we were well into development, until we were almost 9 months into development. And then we got a big surprise of, 'Hey, this is what we're going to do for the next console.' So many things had to be refactored, and many things fell right into place.

The Wii Remote in respect to MP3 offers us the ability to do things better than we hadn't previously done in other games. The Metroid Prime franchise is mainly about exploration and not necessarily about shooting. While we still have that focus in the Metroid Prime 3 game, we were able to concentrate on combat a little bit more, make it more compelling, make it a little bit faster, allow the player to move better in the environment so that now, not only was it an interesting adventure game, but we also were able to add that combat component to it that maybe we had to slow down in the previous games because of the control scheme.

We spent a great deal of time and research on how the controls should work and what people do when they actually play these games, and I think that all too often with the initial games on the Wii, the thought was let's do as many interesting things as we can with the controller even though they might not have a direct connection to what the player is doing, and that often comes off as feeling kind of contrived, or 'man, the Wii controller doesn't work that well.' But what we tried to do with Metroid Prime 3, and hopefully we as the developers will continue to do and other developers, is think of things and develop ideas and mechanics that make the player feel that there's a relationship between what I'm doing in my hand and what's being related on-screen. I think that was the number one lesson we learned, and I think other developers are going to learn as well as they continue to work with the Wii.

As far as pushing the limits of the Wii, we were able to definitely add things that we weren't able to do before, like bloom lighting, larger textures, more polygons, bigger vistas, more characters on-screen. So as far as if we pushed the Wii as far as it can go right now, it's our first game with this new hardware, so it's hard to tell at this point, but I think we've pushed it pretty hard.

We are taking a break from the Metroid series and from Samus, so I'm sure that there will be other titles created, but as far as the Retro Studios is concerned, we're taking a break for a little bit.


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  2. ^ Kerwin, Darren, RoyboyX. "Interview: Jack Mathews", Shinesparkers, 2018-01-20. Retrieved on 2018-01-20. 
  3. ^ Kerwin, Darren, RoyboyX. "Interview: Clark Wen", Shinesparkers, 2018-06-02. Retrieved on 2018-06-02. 
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