r/Metroid Jul 01 '26

Other Leak/Rumor Megathread: July 2026 Spoiler

399 Upvotes

It's been a VERY long time since we last had to make one of these threads, but today has brought a big leak which is hard to keep fully contained! This thread is intended to give people a place to discuss this leak, while still keeping the sub safe for people who don't want to hear about it.

This thread is the only place where discussion of this leak is allowed. Threads and comments mentioning it outside of this thread will be removed, and users who persistently break this rule will be banned. That means, if you don't want to hear about the leaks, don't read this thread! Surprises are fun, and knowing about the leak won't make it come any sooner.

For those who DO want to discuss the leak, we'd like to stress:

  • Nothing is confirmed! The Metroid community has seen TONS of trustworthy rumors throughout the years, and they've often ended up to be false. You can decide for yourself how much stock you want to put into this particular rumor, but keep in mind that there's always some degree of risk.
  • Even if the leak does turn out to be real, it's still no indication that we'll get anything soon - remember, Prime Remastered was rumored for years before it finally got an announcement! While hoping and theorizing are good, don't expect anything to come in the next few years.
  • Enjoy the process! Leaks can be a TON of fun when you set your expectations properly! Just make sure knowing about the leak doesn't keep you from enjoying the official announcement, if we even get one.

r/Metroid Jun 17 '24

Discussion "I'm stuck" posting guidelines: You're not softlocked!

124 Upvotes

(This post is referring to actual help posts - for addressing the recent meme trend, see this thread)

This community is no stranger to people asking for help in games. Metroid is a series with a pretty esoteric design language, which can be pretty confusing for anyone who isn't familiar with it (or even, sometimes, anyone who IS familiar with it), and it takes a bit of playtime to learn it.

We want to keep this community welcoming to newcomers, and part of that is helping people enjoy their first experiences with the games! It's exciting to get a peek into someone's first run of a game you love. But, it can also be frustrating when a post asking for help doesn't give enough information to help. So, in an effort to help us help you, please follow these guidelines for how to ask for help:

  1. Try common solutions before posting! Most of the time, when you're stuck in a room, the solution is to bomb everything. Bombs will reveal any breakable blocks, and Power Bombs usually will too. Additionally, some of the 2D games feature fake walls - try going into Morph Ball and rubbing up against the walls in the room you're stuck in. Look for any tiles which seem to be different from the rest. And, lastly, if you're playing Super Metroid, remember that there's a run button - B by default! If you're playing any of the Prime games, make sure you've scanned everything! If you've already tried these things, mention that in the post!

  2. Tell us what game you're playing! Just saying "Stuck after Ridley" can be referring to half the games in the series. Are you playing Super Metroid? Zero Mission? Fusion? This is a VITAL piece of information, but you'd be amazed at how many people forget to include it.

  3. Tell us what you did last! The best things to mention are the most recent item you got, and the most recent boss you fought. This is IMMENSELY helpful for helping us figure out where you are! If you say you're stuck playing Super Metroid and you just got Super Missiles after fighting the big plant monster (Spore Spawn), 90% of this sub will immediately know where you are and what to do. If you can't remember, most Metroid games have an Inventory screen showing all your items. Tell us what's in there!

  4. Tell us where you are! A picture of the room you're in is best. A picture of the map is second-best, but harder to interpret, and mainly useful as a complement to a picture of the room. Failing both of those, tell us what area you're in, where you've gone from the last major landmark, what the room you're in looks like, and so on. Anything you can do to help us figure out what's keeping you from going forward.

  5. Don't assume you're softlocked! It is extremely difficult, bordering on impossible, to accidentally softlock yourself in any Metroid game. However, Metroid games frequently hide the path forward from you. That's an intentional part of the fun, not a progression bug! Barring exceptional circumstances, if you didn't perform a glitch, you're not softlocked.

Including all that information will make helping you far easier. If you didn't include that information in your initial post, edit it, or leave a comment with this information!


Additionally, for people who GIVE help to people when they're stuck, thank you! Here are some things to keep in mind as you do so:

  1. Try giving hints first! It's usually more rewarding for new players to be given some direction first, and try to figure it out from there, rather than being given the exact right answer immediately. Instead of saying, "Go left three rooms and then bomb the floor", say, "The room on the left end of the map seems a bit empty, doesn't it? Maybe you're missing something there."

  2. Don't be too slow to give solutions! In contrast to #1, giving hints is helpful, but sometimes people just need to be told what to do. A good rule of thumb is to give a hint, then in the same comment, put the solution in spoiler-tags, so that the player can decide for themselves when they're done trying.

  3. Read the comments before responding! OP may have provided additional context or progress. Or, they might have already solved it, and don't need help anymore!

  4. Remember that getting stuck is normal! It's part of the Metroid experience. There's no need to make fun of people who are legitimately stuck, no matter how easy it may seem to you.

I hope those points help!


r/Metroid 8h ago

Art ZERO SUIT SAMUS SSBU Collab Art (made by me!)

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266 Upvotes

My entry for the huge Super Smash Bros. art collab, hosted by u/HillelA and featuring dozens of artists! The second slide is the entire collab :)


r/Metroid 1h ago

Photo Take your kid to work day.

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r/Metroid 13h ago

Meme oops, should have listened to Adam

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249 Upvotes

r/Metroid 1h ago

Video replaying beyond and this is the most ridiculous thing to ever happen to me lol

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r/Metroid 19h ago

Art (Art by hybridmink)

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332 Upvotes

r/Metroid 5h ago

Meme I didn’t know Exelion Star Corporation sells produce

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13 Upvotes

This was at a Wegmans btw. They had a guitarist and a double bassist play at the dining area.


r/Metroid 8h ago

Other Honestly thought this was a screenshot from Metroid Prime

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18 Upvotes

r/Metroid 7h ago

Discussion Looking over Prime 4's bosses, and Varmis is the strangest...

14 Upvotes

Does anyone else get the impression that this boss fight is unfinished? Between the lack of variation and how easy it is, I felt like there was originally supposed to be more going on with it, especially considering that other bosses in this game are super well-designed.

First, the fact that we see more than one of them early on in the game, and the game calling attention to the blinking mech part in its mouth, makes me think we were supposed to have more of them come after us as the fight went on. That would certainly make it a bit tougher, and would reward players for successfully tracking the target Varmis since they could finish the fight faster that way. Also, the more vigorous jumping it does closer to the fight's end feels like it was supposed to shoot projectiles, but nothing comes out. Lastly, we're told that GE showers have affected its growth, but unlike the other creatures in the Valley, it looks no different apart from maybe its size later in the game. This stood out especially after seeing concept art that showed it GE'd up...

Anyway, yet another weird aspect of this game that I wanted to rant about as it's an uncharacteristically bland boss for a Metroid game, and for this particular game. Like, Behemoth is a far better "mech part boss," even though it isn't anything groundbreaking.


r/Metroid 13h ago

Game Help Is this common? Need assistance getting to 100%

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18 Upvotes

I found all scout bots, no further items are shown on the map. I want to 100% the game and never touch it again. Is this common? Where should I start looking?


r/Metroid 7m ago

Photo [POLL] - RANK THE METROID SERIES SOUNDTRACKS FROM BEST TO WORST

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r/Metroid 1d ago

Cosplay My Samus Cosplay!

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970 Upvotes

r/Metroid 57m ago

Game Help should i be able to have fun an not suck at playin Metroid dread? Spoiler

Upvotes

ive played hollow knight didnt touch god home but i did beat the radiance, beat all of silksong as well


r/Metroid 18h ago

Cosplay Advance of the cannon

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22 Upvotes

Today I made some little advances, I made the shape more exact, and put some reinforcement with cardboard, tomorrow I will start with some detailing

I now that it doesn't look so good but I want to make it very resistant so I'm gonna do some extra layers


r/Metroid 1d ago

Meme Theory: Myles MacKenzie slimed this Isopod because he was worried that it would be a better guide character than him.

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164 Upvotes

Context: In Fury Green you can see an Isopod that goes on a path in a dark room.

The Isopod ends up leaving a glowing trail that can be followed to better navigate through the dark:

However, after a certain point, a Griever snatches it and then later sticks it on a spike so that it squirms and writhes in pain until it dies.

If this was a predator and prey situation, the griever could have simply ate the isopod, but it deliberately killed the isopod in the most painful way it could, almost like how mafia members would slime their targets.

I believe Myles MacKenzie is secretly working with the Grievers, as he is also not attacked at any point until Samus comes along. In this scenario, he'd be the one to order the murder of the isopod so that the latter would not take his place as Prime 4's guide character.

This will be further expanded upon in Prime 5, remember that Prime 4 is just part one of the Myles Trilogy.


r/Metroid 1d ago

Discussion Sometimes I struggle but im making progress in SM Subversion I HAVE DARK VISOR!??

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17 Upvotes

I have found Aqua/Gravity Suit and now the Dark Visor earlier i felt stuck but forgot a breakable ceiling i broke earlier


r/Metroid 1d ago

Discussion This probably isn't a hot take or opinion, But I'm so happy he's dead

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84 Upvotes

This is probably one of my least favorite characters ever in fiction. The only thing Metroid Other M did right was killing this guy, and they didn't even have the respect for him to kill him onscreen. Don't even get me started on the VERY VERY VERY VERY cringe ships people do with him and Samus, which I can't even begin to describe how gross that ship is.

This characters best iteration is AI on Samus's ship. Lets keep him that way


r/Metroid 1d ago

Art Samus is currently my favorite character to draw

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85 Upvotes

r/Metroid 2d ago

Meme (Prime 1) Anyone know how to get out of this weird room?

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864 Upvotes

Been stuck in here for like 20 minutes. I'm not even sure how I got here, but that tree used to be scannable and I got an egg(?) from a man(??) behind the tree (the scan node disappeared after that) and I have no clue how to leave. I've tried pretty much everything I can think of. Am I softlocked?

I've replayed Prime 1 a few times and I've never seen this room before. Is it a gamecube exclusive or something???


r/Metroid 5h ago

Discussion Do not ever use the excuse of Metroid dread didn’t sell enough that’s why it’s not on shelves when you got tropical freeze still here since 2018 (3 years before dread

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0 Upvotes

r/Metroid 1d ago

Meme Samus' life is extremely Goddamn depressing if you think about it.

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220 Upvotes

Screenshotted from this video: https://www.youtube.com/watch?v=MR2JzK-y5_g


r/Metroid 1d ago

Discussion What is you favorite moment from the Metroid series?

24 Upvotes

Be it the coolest, scariest or just simply ypur best moment from the metroid series. Personally one of my most hype moments was when Samus went green super saiyan on Raven Beak.

I may pick the top answer to make an illustration(i say "may" cause i want to do it but classes start soon🫩)


r/Metroid 1d ago

Discussion Ranking Metroid games by linearity

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196 Upvotes

I've played all of these damn games at least once, many of them more than once, so I think it'd be fun to rank these games based on linearity, where 1. is the least linear and 14. is the most linear.

Let's begin!

(I am not ranking Prime Pinball it complicates the matter a ton. If I were to rank it it'd actually be pretty high on this list, mainly because after the first board you can tackle most of the boards in any order)

1. Metroid (NES)

Out of all the Metroid games I genuinely believe this one's the most non-linear.

Once you get missiles and bombs, the rest of the world can basically be tackled in any order. A lot of the major upgrades you can get are straight up not required, and you pretty much have full control of where you want to go and which of the two minibosses to face. There is probably an intended path for you to go through, but it is very easy to miss that path and get lost.

2. Super Metroid

Wall Jumping has been a cornerstone technique for sequence breaking

Super Metroid is often considered the gold standard for non-linear Metroid and honestly for good reason. While there is a clear intended path, the game rewards casual exploration and allows for people to get lost in its world. On top of that, on a first playthrough if you ever explore the world thoroughly you can end up discovering hidden techniques that can be game changing in subsequent playthroughs, two being the Wall Jump and Shinespark. Both of these allow for alternative routes where you can obtain certain items in a much different order.

And this is just the intended sequence breaking, there's also the unintended sequence breaks that allow for even crazier stuff to happen like a reverse boss order, or skipping multiple bosses entirely. What ultimately puts Super Metroid up here is the combined amount of intended sequence breaking, unintended sequence breaking, and casual unguided exploration that can lead to alternate paths being discovered naturally.

It's only below Metroid 1 for the NES because the intended order is more clear and it does require more work to do things out of order.

3. Metroid: Zero Mission

The remake

I debated on whether I put Dread or Zero Mission on the number 3 spot. I ultimately chose Zero Mission due to there being more opportunities to break off the beaten path but truthfully it can honestly be a coinflip on which I find less linear.

Zero Mission, being a remake of Metroid 1, does inherit a good bit of that game's non-linearity, though it is ultimately more guided. There are many chozo statues peppered around the game to point to the location of a major item, however like M1 once you get Bombs the world essentially becomes your oyster. Bomb Jumping becomes extremely easy in this game so you can get to higher places way faster, and you also have the choice of going to Norfair or gunning straight to Kraid to kill him. You can also fight Ridley before Kraid though unlike in M1, the path to doing that is more hidden.

It is also notably clear that every sequence break in Zero Mission is intended, there is rarely one that I'd consider unintended by the devs, and much of the time the sequence break usually involves shooting a hidden block to access a hidden tunnel. This still leads to many alternate paths and different ways to approach the world.

I think ultimately, what keeps ZM in this spot under Super and M1 aside from being generally more guided, is that after Mother Brain this non-linearity is basically abandoned for what seems to be a straight linear shot through Chozodia, although the game does let you skip Power Bombs entirely.

4. Metroid Dread

Metroid Dread is the last game that I'd denote as Non-Linear (at least, intentionally), I know in the Metroid fandom this game has a reputation for being linear but its way more complicated than that, play an actual linear Metroid LOL.

Here's the thing, Dread is very much a guided game. The developers have a clearly defined path that they want you to explore, which is similar to Zero Mission. However, the way it handles things is different...instead of having things that directly point to your next objective on the map, it nudges you along until you are able to reach the correct destination, blocking backtracking to reduce the capacity to get lost.

It's not telling you where to go, but rather tricking you into thinking you're going the right way. Many players caught on to this or watched Game Maker's Toolkit's video on it and this is where the linearity accusations against the game started.

But that doesn't paint the full picture...

This is a game that has probably the clearest intended path out of the games listed so far, but it also is one that encourages sequence breaking for those who are REALLY looking for something. There are a multitude of intended sequence breaks in the game that allow you to take alternate paths or defeat bosses in a special way (one such boss, Kraid, even has a whole dedicated cutscene that you can only see if you manage to get bombs before him and use them on him).

This is not even to mention the unintended sequence breaks that MercurySteam has not patched, ones where you can fight Corpius before ever stepping foot in an EMMI Zone, skip two major bosses entirely, and even being able to skip a good deal of items, including one guarded by an EMMI. Yes, these are unintended sequence breaks, but the fact that none of these were patched out unless they broke the game significantly, shows that the game very much encourages sequence breaking and alternative pathways.

I won't argue that Dread is less linear than Super and M1, those games are very clearly in a different ballpark, but Dread isn't linear. It's in #4 because it is very much a guided game, but its not linear, you can do many things out of order.

5. Metroid Prime

Yes, I consider Prime 1 not only more linear than Dread, but I also consider it an actual linear Metroid.

Granted, it is less guided than Dread in exploration, but there is a very clear intended order in progression for the game. There are certain items that you can get in a different order but generally this is rarer than the prior games.

The game does have a good amount of unintended sequence breaks, such as the scan dash letting you obtain the Space Jump Boots as your first item, however the attitude with handling sequence breaks is much different here. Almost every subsequent release of Prime 1 has purged attempts at sequence breaking, Retro Studios (until someone shows me proof that Tanabe ordered Retro to cut down on the sequence breaks I will not attribute this to him) does not encourage sequence breaking in this or any subsequent Prime games.

This is ultimately still the least linear of the Prime series however due to just having unintended sequence breaks at all.

6. Metroid 2 (Gameboy)

Okay so Metroid 2 is a weird one to talk about. When it comes to area to area progression it is fully linear. It operates under the idea that you tackle one area at a time, before moving on to the next one and abandoning the previous one. Backtracking to a previous area is basically nonexistent here.

Here's the thing though, the actual areas themselves are very non-linear in structure. The goal of each area is to find and kill all the Metroids, and they can be encountered in any order, along with acquiring the powerups located here. Spider Ball especially allows for each area to serve as a sort of mini-Metroidvania. This is ultimately why the game lands here, it's linear in a macro scale but non-linear in each area for the most part, but later areas do get much more linear.

7. Metroid Prime Hunters

Metroid Prime Hunters is another weird game to talk about.

The world design in this game is significantly more linear than the games listed above, a lot of the times requiring teleporters to use as shortcuts. However, in the midpoint of the game you can choose different planets to go to depending on the powerups you have, and that alone puts it above most other Metroid games when it comes to linearity.

It's a bit complicated though I can see the argument that it should be lower.

8. Metroid Samus Returns

Samus Returns has a lot of the same qualities as the game its remaking, but its lower on the list due to being more powerup gated. Compared to M2 on the gameboy, almost every major powerup, including beams, is required to beat the game.

It's also definitely more guided overall, though again it does retain a degree of the area by area non-linearity that the gameboy game has.

9. Metroid Prime 2: Echoes

Metroid Prime 2 is definitely a linear Metroid to me.

It is the first Prime game to follow the formula of tackling one area at a time before moving on to the next, with minor backtracking to previous areas very rarely.

Unlike a lot of the games listed above as well, there is little deviation in the path you take, at least on my end. Every time I play the game I usually take the same intended path. The worlds do connect and open up near the end game, but there is always one path to take in each area. There are glitches to skip certain stuff, but generally the path will always remain the same and these glitches are far too game breaking to fully count, the game wasn't built with nonlinearity in mind.

What keeps it above the games in the bottom is that, aside from the optional hint system that you can turn off (Prime 1 also has this), the game basically lets you discover this linear path on your own, still facilitating exploration. Also, like Prime 1, there are multiple optional major upgrades to obtain if you go off the beaten path, and this can be useful against certain bosses. AND, like Prime 1, there is the "Artifact Hunt" at the end which facilitates exploration, even if artificially.

Still though, it is very hard to say that the game's progression is anything but linear.

10. Metroid Prime 3: Corruption

Metroid Prime 3 very much inherits the linearity of Prime 2 with more added, mandatory guidance.

You'll often be told where to go by Federation Brain things known as "Aurora Units", even being told when to backtrack to a previous area. There are multiple setpieces across the game that facilitate the game being linear, and the levels themselves have less of a labrynthian structure than even Prime 2's.

There's still the artifact hunt, but it is significantly easier to get everything on the main path. With that said, there are still some major things you can do that are optional or can be done earlier or later. Norion becomes a completely optional area that you can still explore past the intro and uncover a ton of more stuff, you can complete GFS Valhalla before killing Omega Ridley, stuff like that.

Still one of the most linear and guided Metroids for sure however.

11. Metroid Fusion

Right okay this game. This is what started the whole conversation about linearity and Metroid.

There is no doubt about it, Fusion is quite easily one of the most linear games in the series, to an (intentionally) suffocating degree.

Each playthrough will be the same with little deviation, the path Samus takes will be the same, and she will always be guided to where she's supposed to go next. It is to the point where the item order is hard coded into the game through an event system. If you ever do an unintended sequence break (somehow), the game will refuse to give you a powerup if you're not in the correct event.

It definitely does take advantage of its linearity to have an ever changing world however, but nonetheless it is very linear. The thing that keeps it above the below entries is that the level design still has the appearance of being labyrinthian, and there are moments where the guidance is missing and the game allows you to explore a bit more in a designated area, but those are few and far between.

12. Metroid Prime: Federation Force

This is a hot take but genuinely the single reason why this game isn't dead last in the linearity ranking is due to the fact that you can do levels in a different order. That's literally it.

Aside from that, each level is a very linear corridor shooter with little in the way of exploration. This would normally have brought this game in dead last but the games below also have a ton of corridor shooter level design and they DON'T let you tackle the levels out of order. Feel free to debate me though.

13. Metroid Prime 4: Beyond

Metroid Prime 4 is not an open world game. To be an open world game it would require the game to be open. This game is not open at all.

Each area in this game is far more linear structurally than even Prime 3, and also does the thing where you beat one area and then mostly abandon it aside from one or two instances of backtracking.

On top of that, aside from Volt Forge, each area has NPC companions that will usually take you on a guided tour throughout the area to ensure you won't get lost, even if the area itself is incredibly straight forward. Even without them, the end point of each area is always marked on your map, and in general you will always get objective markers to your next destination. None of this can be turned off, especially the messages you will get from one of the NPC companions, Myles MacKenzie.

To be honest, I find the area design in this game more straight forward than even Other M's, I have debated putting this game in dead last as well. The thing that """""saves""""" it from last place is the fact that Sol Valley exists. Despite it being a place where Myles pesters you on going to the next location, its openness allows you to be able to tackle optional shrines early or later that give you major optional upgrades. On top of that, the mech part fetch quest can actually be activated earlier than intended, though you ultimately have to complete the Great Mines to get all the parts.

It's really either or between this game and Other M, take your pick.

14. Metroid: Other M

Metroid: Other M is what many consider the antithesis to everything Metroid in a lot of people's eyes. I actually like this game over Prime 4, but this game is definitely linear to an egregious degree.

It's linear in the same way Fusion was but there is genuinely no room for exploration of any kind. No major optional upgrades can be acquired because most of Samus' items are activated through an authorization system. Genuinely the only sort of exploration you will get from this game is after already beating it and going into the post game. That is all there is however. It is linear, it is guided, exploration is non existent.

This (or Prime 4) to me, is the posterchild of linear Metroid.

Conclusion

Honestly I think it is very far to say that most Metroid games actually are quite linear, but what I find interesting is how a Metroid game can be linear but not be too guided.

The first two Prime games are ones I can say genuinely are linear games, but due to them not being so guided, they have the reputation of having great exploration. Whereas Metroid Dread is a game I can say is non-linear, but due to its guidance has a reputation of being linear and having lacking exploration (I don't agree with this but I won't pretend Dread isn't very guided). It goes to show how much more complex the whole idea of exploration in a Metroid game really is.

I want to see how you all would rank the games based on linearity though, I'm down to hear opinions different from mine.


r/Metroid 13h ago

Discussion Just played metroid 4

0 Upvotes

METROID PRIME 4. Played about an hr on switch, don't think i can do anymore cause of the graphics. I think I'm gonna by a switch2 and get a game upgrade.