the cutting room mirror

Metroid Prime 4: Beyond

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Prototype Omega Griever#

To do:
Once it's possible to rip animations, upload all the animations for this model.

A model internally labeled "prototypeV1_omegaGriever" can be found in the files for the boss arena in Great Mines, likely being an early model for the Omega Griever boss that's fought in the same area. Interestingly, this model is fully rigged and even appears to have some animation labels listed in its CHPR file, though it's unknown if the model still has any proper animation data leftover. The SMDL file for this model also has a material that's meant for it, though this appears to simply be a gray default material leftover from the program it was made in.

(Source: LogicFox on Discord, idonom (Blender render, material information))

Samus's Hidden Face#

Samus's face in the default Varia suit, normally hidden in-game by her model's visor.

To do:
Upload the cutscene facial animations (it's currently not possible to rip animations directly from the game files, so footage of cutscenes with her visor removed in-game will work for now).

Even though Samus's visor is always kept completely opaque in the final game, removing the visor on her full-body models reveals that her face is fully modeled in all of her suits. Some cutscenes even appear to have animations for Samus's face, but her opaque visor hides her face and results in these animations never being visible in-game. This suggests that Samus's visor was initially transparent before being changed later in development (though since a vast majority of the in-game cutscenes don't animate her face at all, this choice probably wasn't made that late in development), though the reason for why her visor was made opaque in the first place remains unknown.

Note that Samus's face is only modeled in the full-body suits meant for cutscenes, the suits used during gameplay do not model her face at all. Additionally, Samus's face reflection in the UI (the one seen when opening the pause menu or near a bright flash, among other scenarios) is not the same as the unseen ones in her suit models, as the model for the UI's face reflection only has Samus's face and nothing else.

(Source: LogicFox (Discord))

Unused Video#

Alongside all the other videos in FrontEnd.pak is this series of test patterns, which was likely used as a placeholder cinematic or test of some kind during development. Interestingly, the metadata for this odd video references a libavcodec version made in November 2018 ("Lavc58.35.100"), while the other videos' metadata references a libavcodec version made in October 2024 ("Lavc61.22.100"). It's also the only video file encoded in the WebM format, as every other video in the game is encoded in the MP4 format (not that it really matters, since the final game stores all videos as "FMV0" files). These discrepancies could point to this video being made much earlier in development than the others and may point to it being made to test the FMV0 format introduced in Metroid Prime Remastered, with that game allegedly being completed in 2021 before being released in 2023.

Regional Differences#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Look for any other notable regional differences.

For unknown reasons, a decent number of the NPCs' unsubtitled grunts were given proper subtitles in the Canadian French localization. In a fairly bizarre twist, Canadian French is actually the only localization that has proper subtitles for these lines, as the lines remain unsubtitled in every other language (including the European French localization). The fact that none of the studios that worked on the game are based in a French-speaking region of Canada (while the Canadian studio Next Level Games is credited as a support studio, they're based in the English-speaking city of Vancouver) only adds to this decision's strangeness, as there isn't any clear reason why Canadian French of all languages would get this sort of special treatment.

File

Label

Subtitle

Translation

Engineer_Efforts

AUTO_DIALOGUE_17bcfc8e-b8d1-478b-8294-337438c63db2

Ouch.

AUTO_DIALOGUE_0de1f172-78d1-4bf7-87c8-e324d542701a

Argh.

AUTO_DIALOGUE_a6237978-1598-4b65-bf3f-e8040465d0ea

Argh!

AUTO_DIALOGUE_4c098667-8c74-460a-93ea-8396cb01b58b

Ahhh!

AUTO_DIALOGUE_e6d2bc34-3e0d-4db7-8266-876294a0a4fd

Aïe.

Ow.

Heavy_Efforts

AUTO_DIALOGUE_59230a3a-6064-448b-ad84-f4070d93172b

Aïe.

Ow.

AUTO_DIALOGUE_fb6a8666-1e1d-461d-9784-c6da2fe7cb8a

Argh.

Junior_Efforts

AUTO_DIALOGUE_a6f13d5c-c384-4f7f-a7e1-efa867f2f9bf

Aïe.

Ow.

AUTO_DIALOGUE_cb715e80-736e-47f9-be73-1f72c2105142

Argh.

AUTO_DIALOGUE_320e7c55-c8ac-4ebb-b67f-3ee79fb3a7af

(cri de victoire)

(victory cry)

AUTO_DIALOGUE_104bce56-9ba7-4151-8c1e-8bd79b45b6cc

Ouais.

Yeah.

AUTO_DIALOGUE_8ffe5891-bb65-4747-b2bd-7b53d1f0eb98

Argh!

AUTO_DIALOGUE_a3025bff-7767-44cc-9471-92b3a50ab4d6

Aïe...

Ow...

Senior_Efforts

AUTO_DIALOGUE_76d6f8bb-77f8-4312-8239-59ada4826893

Ouah.

Wow.

AUTO_DIALOGUE_3b59ca1f-4f50-4cf1-971e-6bd2f85ccbc7

Oh.

AUTO_DIALOGUE_26e1a233-4899-4c70-abd5-a604c1466a22

Huh.

AUTO_DIALOGUE_35fb2121-f3c0-4dbb-adec-dc2c2b53f5f4

Oh.

AUTO_DIALOGUE_1a52405a-ca04-492a-a66e-692d8bee47ef

Ah.

AUTO_DIALOGUE_6ba35300-a7e2-46e5-bbb5-2b65ec1d5b16

Hm.

AUTO_DIALOGUE_287fdcbb-a6ca-430b-92bf-b183aff2f093

Hein?

Eh?

AUTO_DIALOGUE_bb4395c4-402c-4aeb-9a43-67e8c6999d22

Hmm...

AUTO_DIALOGUE_666652f3-ac54-436d-b6ee-e59f0e3b777f

Ah.

AUTO_DIALOGUE_1ab78704-5159-4fc1-b89f-9938ee613e6f

Oh.

AUTO_DIALOGUE_21d774b2-7f2a-4c41-982c-e71f9473d657

Hé.

Hey.

AUTO_DIALOGUE_fa9ac88c-5b8c-433f-8be4-574bdccf350f

Ha.

AUTO_DIALOGUE_1aa97f82-a2ae-4c6f-a5d3-2a8bddee867b

Ooh.

AUTO_DIALOGUE_b44c7a98-788e-4381-b9bc-ebc1e03930b1

Huh.

AUTO_DIALOGUE_a1c00e17-69c0-4217-a57c-f923766b1fcd

Mm.

AUTO_DIALOGUE_f805070b-c2dc-43c9-90c2-99a85a5ac39c

Mm?

AUTO_DIALOGUE_d136aebe-6935-4b12-906b-8ac916c5e2ae

Hm?

AUTO_DIALOGUE_e2af7545-9aaf-4e6e-91ee-85a8e095851c

Hum.

AUTO_DIALOGUE_0e304a67-56e7-4e79-bfac-2a6c8ed86292

Hum?

AUTO_DIALOGUE_7f835079-5ba0-4162-b443-cc2f627d3a91

Huh.

AUTO_DIALOGUE_ef0dc616-fa4e-4e68-964d-1dc6f85fcb6e

Huh?

AUTO_DIALOGUE_3fff5da4-94d6-4816-8866-225d21498bd6

Oh?

AUTO_DIALOGUE_fe22912c-68d1-463c-acae-020e6b00dfe8

(cri de victoire)

(victory cry)

AUTO_DIALOGUE_a5969148-01ee-476e-9f0e-1484967d3827

Argh!

AUTO_DIALOGUE_5823ee0e-a704-46c3-b0dc-7c268be17794

Ouch.

AUTO_DIALOGUE_b3cbc171-7a77-4dcf-9545-dfe12eb9b550

Argh!

Sniper_Efforts

AUTO_DIALOGUE_ce4736fd-2274-4b2b-af02-da53c20da31d

Argh!

To make this even weirder, some of the Canadian-French exclusive subtitles are for labels that go completely unused in the final game. This could indicate that the Canadian French localization was based on an earlier version of the game than the other localizations, though that wouldn't really explain why no other language gave subtitles to any of these lines (used or unused).

File

Label

Subtitle

Translation

Junior_Efforts

AUTO_DIALOGUE_533dc7ca-860a-4cc6-a0ad-1ec48323c840

Ouah.

Wow.

AUTO_DIALOGUE_387b6473-7bd1-460f-be69-52c8f62c38ef

Oh.

AUTO_DIALOGUE_eef7c4d4-ee72-4b1c-97d3-9e5ff640bf99

Ha.

AUTO_DIALOGUE_c1aa8960-4a0c-47d2-9993-8db38c8b3da4

Oh.

AUTO_DIALOGUE_f6f35cbc-a584-493d-b3d2-71f53627858c

Ah.

AUTO_DIALOGUE_6fedf9b6-a23e-4abf-ab7c-d0f0751fe9ff

Hm.

AUTO_DIALOGUE_5cd6a692-00a0-41a1-8817-303709c649ca

Hein?

Eh?

AUTO_DIALOGUE_6edef244-c457-4892-a3f4-2091f4e2f54b

Hmm...

AUTO_DIALOGUE_ade3f6d6-545c-49a0-9b66-21ef7eac98fc

Ah.

AUTO_DIALOGUE_f65481b8-594d-4324-afdf-391f929563d2

Oh.

AUTO_DIALOGUE_6a0b1ac1-7933-4129-92ac-baa2208639b4

Hé.

Hey.

AUTO_DIALOGUE_f1b31422-37b8-48e1-b92a-481e8898d39c

Ha.

AUTO_DIALOGUE_570aac59-fe2c-4ead-b181-219550c00bd7

Ooh.

AUTO_DIALOGUE_cdebe4b5-beb6-46f2-8d6b-9f8d6115eb7d

Huh.

AUTO_DIALOGUE_b81c2c3a-ab44-4104-a5f5-921e533e3fad

Mm.

AUTO_DIALOGUE_a503f21e-5303-4eba-bc0d-c7da66f352b1

Mm?

AUTO_DIALOGUE_4b7ea2be-6f40-4253-9250-6c694181f555

Hm?

AUTO_DIALOGUE_a32e96b9-bf92-4c79-bf86-069d499e3da5

Hum.

AUTO_DIALOGUE_f6244eff-47f0-480c-9b00-df933a433588

Hum?

AUTO_DIALOGUE_8cbda562-4f2a-48ae-8d37-0c93365bdf9e

Huh.

AUTO_DIALOGUE_b4fb075f-a72c-42d8-8a8d-eca4cef0d243

Huh?

AUTO_DIALOGUE_2d7583db-d743-419e-8a9f-d8dcd4d31cb1

Oh?

Sniper_Efforts

AUTO_DIALOGUE_b3872dd5-9740-40db-88f7-e1c2cad7c0a9

Hein?

Eh?

AUTO_DIALOGUE_88c0689b-4a5d-4404-8606-915037e24ec0

Hmm...

AUTO_DIALOGUE_9d2bdefa-9e9f-4589-898f-3b511f335147

Ah.

AUTO_DIALOGUE_3367c4f1-bf10-44e1-8df4-0406a870e906

Oh.

AUTO_DIALOGUE_1eac2fe0-9c4e-43c7-bc37-8be6f921c0f7

Hé.

Hey.

AUTO_DIALOGUE_45e9aab8-876e-412a-83e6-5f5eb35a8b07

Ha.

AUTO_DIALOGUE_c95258b8-f882-4429-9ae9-f2e4173d021b

Ooh.

AUTO_DIALOGUE_1a07724d-615f-4cde-a0d0-87115c30ae4e

Huh.

Revisional Differences#

Version 1.1.0#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Get the pre- and post-patch versions of the changed text and sound files that aren't already on this page. Also, go through the patch files and look for any other undocumented changes.

This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Upload the changed music tracks mentioned in "undocumented changes".

Released on December 3, 2025.2

Official Patch Notes:

  • Amiibo functionality can now be accessed from the pause menu.
  • Vibration was added to cutscenes.
  • The conditions for unlocking certain cinematics in the gallery was changed from "Acquire 100% of all inventory items" to "Beat the game on any difficulty".
  • An option to upgrade to the Nintendo Switch 2 Edition was added to the title screen menu in the Nintendo Switch version. This occurs only when the Switch version is being played on a Switch 2.
  • AI difficulty for some enemies was adjusted for the Hard mode difficulty.
  • The classification for Brazil was changed from 12 to 14.
  • Various fixes.

Undocumented Changes:

  • A line from VUE-995 that incorrectly referred to Tokabi as "Sergeant" instead of "Corporal" was replaced with an alternate take that used his correct rank (interestingly, this same mistake also occurs in an unused Base Camp conversation between Duke and Armstrong). This change did not affect the associated subtitle for this line, as it already referred to Tokabi with the correct rank of "Corporal".

Pre-1.1.0

Post-1.1.0

VUE-995: Sergeant Tokabi was adamant I come down to assist.

VUE-995: Corporal Tokabi was adamant I come down to assist.

  • Several lines with noticeable audio issues were replaced.

Pre-1.1.0

Post-1.1.0

Duke: I got a bad feeling about this mine.

Tokabi: You'll find it down in the lower levels of this facility.

  • One of Tokabi's lines in Ice Belt was replaced with an alternate take, likely so the pitch and tone would better match the line that plays immediately after it. Note that even though they use nearly-identical takes in the unpatched base game, the follow-up line here is not the same as the "lower levels" line that was also fixed in the patch (though that line does sometimes play immediately after this changed line).

Pre-1.1.0

Post-1.1.0

Tokabi: You'll need to get that generator back online, Samus.

Tokabi: You'll find it down in the lower levels of this facility.

  • One of Duke's lines in Flare Pool had a filter effect over it, causing him to sound like he was speaking to Samus over the radio when he wasn't supposed to be doing that. Unlike the previous patched lines (which all simply patched each line's respective audio file), the "corrected" line was added as a unique audio file and the file that calls the audio was changed to call the new file instead. While this would make sense if another file called the audio, the now-patched file was the only file in the whole game that called the audio, causing the original line to remain in the files but go unused.

Pre-1.1.0

Post-1.1.0

Duke: We're in the escape pod!

  • The title theme and credits theme were each replaced with an ever-so-slightly different mix of the respective track (though oddly, the original mix for each track still remains in the files).
  • A music/ambience track in Flare Pool (specifically the one that plays in the Volcano Heart after defeating Pheneros) was added.
  • Some sound effects were tweaked slightly.
  • Some of the text was adjusted to fix typos.

(Source: idonom (undocumented changes))

Platform Differences#

The Nintendo Switch 2 version has the following additional features:

  • There are two different resolution and frame rate options:
    • 4K at 60FPS or 1080p at 120Hz (with compatible TVs) while docked.
    • Full 1080p at 60FPS or 720p upscaled to 1080p at 120Hz while in handheld mode.
  • Mouse support with the Joy-Con 2.
  • HDR support on Switch 2 display and compatible TVs.
  • Faster load times.

References#


  1. MobyGames↩︎
  2. Nintendo.com: Metroid Prime 4: Beyond - How to Update↩︎