Navigation menu

Samus.co.uk (July 2004)

From Metroid Wiki
Samus.co.uk (July 2004)
Outlet/Company

Samus.co.uk

Date of Publication

July 2004

Interviewee(s)

LeRoy Strauss

Links

Page 1
Page 1 (Archived 1)
Page 1 (Archived 2
Page 2
Page 2 (Archived 1)
Page 2 (Archived 2)
Page 3
Page 3 (Archived 1)
Page 3 (Archived 2)

Interview with LeRoy Strauss is an interview with LeRoy Strauss, Senior Level Artist for Metroid Prime and Senior Character Artist for Metroid Prime 2: Echoes, published on Metroid fansite Samus.co.uk in July 2004.

Transcript[edit | edit source]

.:General Questions:.

1. How far into development was Metroid Prime when you joined Retro Studios?

LeRoy Strauss: I started on Metroid Prime within several months of Retro Studios developing that title under Metroid franchise.

2. Could you explain to us what your day-to-day role during the development of Metroid Prime entailed?

LeRoy Strauss: On Metroid Prime I began building environments and textures. As the game progressed I did other little artistic odds and ends that needed to be made like some picks up, minor scripting, and even a bit of particle effects. Mainly it was just lots of world building and texture painting.

On Metroid Prime 2 Echoes, I moved on to Character modeling and textures.

3. Are there any particular moments during your time at Retro that particularly stands out to you?

LeRoy Strauss: There are many moments at my time at Retro that stood out for me that were most good, some bad. It was one of the better places I have worked. Many of the developers there are great group of guys/gals that are very talented. There were times at least in the art side it was like a little family. I guess one Particular moment that stands out is I remember being at E3 and seeing people play Metroid Prime for the first time. That was very exciting to see most people enjoying the game and its one moment I felt very proud to be part of something that made a great game.

4. Which game in the Metroid series was the first one you experienced?

LeRoy Strauss: The first Metroid on the NES system was the first one I experienced. I remember sitting there with friends, as we would take turns exploring and passing the controller back forth if one of us would die.

5. How much input did Nintendo of Japan/America actually have regarding the actual development of Metroid Prime? Rumors suggest that they had much more input that was actually desired. Is there any truth to that rumor?

LeRoy Strauss: Well the Metroid franchise is one of Nintendo's babies. There were collaborations back and forth. As to too much or too little, is up to each team member's own opinion. Nintendo likes to make sure they put out quality, and I respect them for that.

6. What was the development team's reaction to all of the long-term negative-comments that was originally thrown at the game before it was finally made playable at E3? Were they annoyed? Or did they take all of the comments on board?

LeRoy Strauss: We weren't annoyed much. Everyone knew Retro had a very rocky start. I was hired on shortly before the shit hit the fan. Who wouldn't be skeptical of a new unproven developers ability to put out a great product. But we did it, and everyone had there own moments of pride as the positive feedback started rolling in.

7. The team was obviously very proud of the final product as the hardcore and mainstream lapped up the game, with numerous accolades being bestowed upon the company for their work (along with impressive sales figures). At which point in development did the team realize that they were on their way to match and then exceed their fans expectations? Or did the team not ever realize that they were on their way to creating such a playable masterpiece?

LeRoy Strauss: Yes and no. We all wanted to do our very best to be innovative and yet stay true to the franchise. We knew we could not please everyone. But we had a goal and many tests were made and changed but in the end we did it. Everyone played a huge part a Retro and Nintendo. The art was great, the sound, the design, the engineering... etc. Everyone seemed happy as the positive reviews kept rolling in.

8. You mentioned that Retro studios had done a "very shameful, dishonorable deed". Would you be able to elaborate at all into what this deed actually was? Was it this deed that lead to your decision to leave the company?

LeRoy Strauss: Get ready for a Rant. No, just kidding that was actually said out of a moment of anger. Some people live with honor and some don't. That's why I feel to honor my friends, I won't elaborate because Retro Studio's is made up of the finest developers. I don't want to lump a whole awesome studio into a phrase like that just because I disagree with the shameful deceptive actions of one or two people.
I actually learned a good life lesson, which is to be vigilantly strong and always be aware of vipers in the roost because if not, you get struck with venom.

9. Some Metroid fans have taken the view that the game now no longer feels like a Metroid game. That the elements of exploration and secret tunnels, the claustrophobic and the previously dark atmosphere that surrounded the series have been lost. What would you say to those players who believe that this is the case?

LeRoy Strauss: I think it still feels like a Metroid game. Its will always be a bit more different in 3D compared to a 2D game. I think though Nintendo is doing a good job in trying it's hardest to maintain the feel of the franchise and yet still giving players new experiences. They also give you the ability too that if your really dead set against a 3D Metroid just start jamming away on the GBA versions. :)

.:Version Differences, Sequence Breaking and Secret Worlds:.

10. Metroid Prime thankfully carries on the - originally unintended - long-term Metroid tradition of "Sequence Breaking" (the way that players collect items out of the designed order). What is the attitude within Retro and the Prime team towards this aspect of the game, such as collecting the Plasma Beam without the Spider Ball or the Grapple beam? Were you all annoyed at us for breaking the game down in such a deep way that we were exposing the numerous glitches within the game? Or were many of you flattered that we were pushing the game much farther than ever was intended/expected?

LeRoy Strauss: I was flattered people played it that much and in-depth. :) They should sign on to become Nintendo game testers! HeH!

11. There are 3 different versions of Prime in existence (Original Version, PAL/Japanese and US Players Choice Edition). Each of the later versions have their own baffling changes that have been made to them. Most of them seem to have been changes to prevent some of the better-known sequence breaks. Would you happen to know why so many bizarre changes were made (other than those that prevent the game from crashing)? And would you happen to know whether if it was Retro or Nintendo themselves that requested the changes to be made?

LeRoy Strauss: To this I actually don't know for sure. I am sure it was a bit of both. Some times things just slip through or get changed for various reasons. I have heard of games crashing I just hope it wasn't too often and that people didn't get too upset. That's not me trying to make an excuse its just the that some things are unforeseen. Nintendo goes to insane lengths to make sure that only quality comes out.

12. With all of the existing information now available to Retro about Sequence Breaking and all of the recent developments with the games "Secret Worlds", do you think that Retro studios will be taking an active effort to prevent people from breaking the designed sequence in Metroid Prime 2: Echoes (similar to Metroid Fusion), or do you think that they will still allow room for people to break the game apart in similar ways that has happened to Zero Mission?

LeRoy Strauss: Well that is up to Nintendo and the Design team to make that be available as secrets... or accidents. ;)

.:Metroid Prime 2: Echoes:.

13. The sequel is the first game in the franchise to sport a multi-player option. It was recently revealed that this was originally intended for the first game as well, but was removed due to the usual "time constraints". How much emphasis then, is Retro Studios putting on this mode in the sequel?

LeRoy Strauss: Oh attention is being paid on multiplayer. It is known new feature and I am sure in the end people will like it. As far as how much or how little I can't say.

14. Have you played the multi-player mode yet? And if so, what are your own opinions on the mode and it's offerings for fans that aren't sure what to expect from the mode?

LeRoy Strauss: I have played the multi-player modes and I think many fans will like it when it ships. Some players may just want to focus on single player aspect were as others will embrace the multiplayer. At least this time there will be more replay value and you will be given more options for those who want sit around with their friends.

15. In your own personal opinion, do you feel that this mode will still be able to capture the Metroid essence, as this has never been attempted before in the series?

LeRoy Strauss: I hope it will. We shall see this fall when it's out there for all to judge. And its actually being attempted twice now. Don't forget the DS demo. :)

16. How much of the gameplay area will bigger in the sequel compared to the original? (A rough guess percentage wise)

LeRoy Strauss: To be truthful, I don't know. I didn't get a chance to play it fully as the game is being worked on non-stop by the team. I focused hard on the characters on Echoes so I didn't mess in the worlds much.

17. Do you think the Retro team would be bothered in scouring the internet's most popular forums to see what the fans are thinking/suggesting regarding the sequel and taking on board those comments and suggestions? If so, did they ever do this during and after the original games development?

LeRoy Strauss: Oh I am sure some Retro teammates do. They might not be able to make themselves known for various reasons. Retro is making this game to be fun and they do value player's input. After all, this will all be your game soon!

18. Was the idea to have limited ammunition decided early on in the development of MP2: Echoes, or was it something that was brought back in at a later stage? Do you think that this is a good idea, or one that detracts from the game?

LeRoy Strauss: On that question I don't know for sure.

19. Are there any plans to make Prime 2 harder than the original?

LeRoy Strauss: You didn't think the first one was hard? I know the designers will give you all some good challenges.

20. Finally, would it be a safe assumption to make that the Phazon-suited Metroid Prime seen at the end of Metroid Prime, will be making it's own major appearance in the sequel?

LeRoy Strauss: That I can't say for sure. If you haven't seen any screen shots or press reporting yet it will have to remain a mystery still... ;)