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==History== ===1998–2002: Founding and ''Metroid Prime''=== {{further|Metroid Prime#Development}} Retro Studios was founded on September 21, 1998, as an alliance between [[Nintendo]] and industry veteran [[Jeff Spangenberg]].<ref>{{cite web |url=http://www.nintendolife.com/news/2018/09/anniversary_retro_studios_celebrates_20_years_in_gaming |title=Anniversary: Retro Studios Celebrates 20 Years In Gaming |first=Ryan |last=Craddock |date=September 21, 2018 |website=[[Nintendo Life]] |access-date=December 7, 2018 |archive-url=https://web.archive.org/web/20181209123828/http://www.nintendolife.com/news/2018/09/anniversary_retro_studios_celebrates_20_years_in_gaming |archive-date=December 9, 2018 |url-status=live }}</ref> Spangenberg subsequently launched the company from his home on October 1, using funds he generated with his previous ventures, including [[Iguana Entertainment]].<ref name="polygon1">{{cite web |url=https://www.polygon.com/2018/5/29/17386066/the-rocky-story-of-retro-studios-before-metroid-prime |title=The rocky story of Retro Studios before Metroid Prime |first=Blake |last=Hester |date=May 29, 2018 |website=[[Polygon (website)|Polygon]] |access-date=December 7, 2018 |archive-url=https://web.archive.org/web/20181209123534/https://www.polygon.com/2018/5/29/17386066/the-rocky-story-of-retro-studios-before-metroid-prime |archive-date=December 9, 2018 |url-status=live }}</ref><ref name="IGNretrospective">{{cite web |url=https://www.ign.com/articles/2004/12/18/a-retrospective-the-story-of-retro-studios |title=A Retrospective: The Story of Retro Studios |first=Kenneth Kyle |last=Wade |date=December 17, 2004 |website=[[IGN]] |access-date=December 7, 2018 |archive-url=https://web.archive.org/web/20181108105347/https://www.ign.com/articles/2004/12/18/a-retrospective-the-story-of-retro-studios |archive-date=November 8, 2018 |url-status=live }}</ref> Nintendo saw an opportunity for the new studio to create games for the upcoming [[GameCube]] targeting an older demographic, in the same vein as Iguana Entertainment's successful ''[[Turok: Dinosaur Hunter|Turok]]'' series for the [[Nintendo 64]].<ref name="IGNretrospective" /> Retro began with 4 key people in late 1998 and opened an office in [[Austin, Texas]] in early 1999 with a staff of 25 people, including several former Iguana employees.<ref name="IGNretrospective" /> Despite not having access to GameCube [[Software development kit|development kits]],<ref name="gama">{{cite web |url=https://gamasutra.com/view/news/107340/MIGS_2007_Retro_Studios_On_The_Journey_Of_Metroid_Prime.php |title=MIGS 2007: Retro Studios On The Journey Of Metroid Prime |first1=Mathew |last1=Kumar |first2=Leigh |last2=Alexander |date=November 27, 2007 |website=[[Gamasutra]] |access-date=December 3, 2007 |archive-url=https://web.archive.org/web/20120616163819/http://www.gamasutra.com/php-bin/news_index.php?story=16389 |archive-date=June 16, 2012 |url-status=dead }}</ref> the studio immediately began work on four projects for the GameCube: an action adventure game named ''MetaForce'',<ref name="NL" /> a vehicular combat game with the working title ''Car Combat'' (also known as ''Thunder Rally''), an [[American football]] simulator named ''NFL Retro Football'', and [[Role-playing video game|role-playing game]] ''Raven Blade''. By the time development began, the studio had already grown in size to 120 employees.<ref name="gama" /> The company continued to grow during production, eventually peaking at over 200 employees.<ref name="bounty">{{cite web |url=https://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas |title=A Space Bounty Hunter in Texas |first=Matt |last=Casamassina |author-link=Matt Casamassina |date=August 28, 2009 |website=[[IGN]] |access-date=April 28, 2010 |archive-url=https://web.archive.org/web/20120928091257/http://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas |archive-date=September 28, 2012 |url-status=live }}</ref> The working environment was chaotic, with development getting behind schedule, and Nintendo executives complaining on how the games turned out.<ref>{{cite web |url=https://v1.escapistmagazine.com/articles/view/video-games/issues/issue_39/235-Metroid-Primed |title=Metroid Primed |date=April 6, 2006 |first=Allen |last=Varney |access-date=September 16, 2007 |website=[[The Escapist (magazine)|The Escapist]] |archive-url=https://web.archive.org/web/20120402173840/http://www.escapistmagazine.com/articles/view/issues/issue_39/235-Metroid-Primed |archive-date=April 2, 2012 |url-status=live }}</ref> In 2000, producer [[Shigeru Miyamoto]] visited the studio. He was disappointed by the games except for their demonstration of the ''MetaForce'' [[game engine]], which led Miyamoto to suggest that Retro could use the engine to develop a new game in the ''[[Metroid]]'' series.<ref name="bounty" /> Shortly before the 2000 [[Nintendo Space World]] conference, Nintendo granted Retro the license to create ''[[Metroid Prime]]'', and Retro shifted all development resources from ''MetaForce'' to the new game.<ref name="IGNretrospective" /> Retro eventually canceled development of their other projects to focus solely on ''Metroid Prime''. In February 2001, the company ended development of both ''NFL Retro Football'' and ''Thunder Rally'', laying off about 20 employees.<ref name="regroups">{{cite web |url=https://www.ign.com/articles/2001/02/16/retro-regroups |title=Retro Regroups |author=IGN Staff |date=February 15, 2001 |website=[[IGN]] |access-date=December 25, 2010 |archive-url=https://web.archive.org/web/20110807074827/http://cube.ign.com/articles/091/091547p1.html |archive-date=August 7, 2011 |url-status=live }}</ref> Although Retro demonstrated ''Raven Blade'' at [[Electronic Entertainment Expo|E3]] in 2001, the development team was plagued by technical setbacks. In July 2001, Retro canceled the project, retaining only nine team members to work on ''Metroid Prime''.<ref name="raven">{{cite web |url=https://www.ign.com/articles/2001/07/19/raven-blade-killed-retro-lays-off-26 |title=Raven Blade Killed, Retro Lays off 26 |author=IGN Staff |date=July 19, 2001 |website=[[IGN]] |access-date=December 25, 2010 |archive-url=https://web.archive.org/web/20110807075300/http://cube.ign.com/articles/096/096761p1.html |archive-date=August 7, 2011 |url-status=live }}</ref> Notably, artist [[Andrew Jones (artist)|Android Jones]] served as lead concept artist on the development of ''Metroid Prime''.<ref>{{cite web |author1=Murphy, L.D. |title=The Story Of Retro Studios' Secret Weapon In The Development Of Metroid Prime |url=https://www.timeextension.com/features/the-story-of-retro-studios-secret-weapon-in-the-development-of-metroid-prime?mc_cid=af6d7caca4&mc_eid=5e8f8e3549 |website=www.timeextension.com |access-date=1 December 2022 |date=18 November 2022 |archive-date=December 1, 2022 |archive-url=https://web.archive.org/web/20221201044731/https://www.timeextension.com/features/the-story-of-retro-studios-secret-weapon-in-the-development-of-metroid-prime?mc_cid=af6d7caca4&mc_eid=5e8f8e3549 |url-status=live }}</ref> On May 2, 2002, Nintendo secured $1 million worth of Retro Studios stock from Spangenberg, and reclassified the company as a first party developer and division of Nintendo.<ref>{{cite web |url=http://www.gamespot.com/news/2863826.html |title=Nintendo makes Retro Studios a full subsidiary |first=Shane |last=Satterfield |date=May 2, 2002 |website=[[GameSpot]] |access-date=April 2, 2011 |archive-url=https://web.archive.org/web/20120125205602/http://www.gamespot.com/news/2863826.html |archive-date=January 25, 2012 |url-status=live }}</ref> [[Steve Barcia]], the founder of [[Simtex]], replaced Spangenberg as president of the company.<ref name="polygon1"/> During the final nine months of ''Metroid Prime'''s development, Retro's staff worked 80- to 100-hour weeks to reach their final milestone.<ref name="bounty" /> Despite its troubled production cycle and initial skepticism from fans,<ref>{{cite web |url=http://www.n-sider.com/gameview.php?gameid=153&view=dev |title=Metroid Prime – Development Summary |website=N-Sider |access-date=February 20, 2008 |archive-url=https://web.archive.org/web/20080228173858/http://www.n-sider.com/gameview.php?gameid=153&view=dev |archive-date=February 28, 2008 |url-status=dead }}</ref> the game was released on November 17, 2002, in North America to universal critical acclaim and commercial success,<ref>{{cite web |url=https://www.gamerankings.com/gamecube/447244-metroid-prime/index.html |title=Metroid Prime for GameCube |website=[[GameRankings]] |access-date=February 16, 2008 |archive-url=https://web.archive.org/web/20121014005944/http://www.gamerankings.com/gamecube/447244-metroid-prime/ |archive-date=October 14, 2012 |url-status=live }}</ref> selling over two million units worldwide.<ref name="gama" /> ===2003–2009: The ''Metroid Prime'' trilogy=== {{Further-text|Development of [[Metroid Prime 2: Echoes#Development|Metroid Prime 2: Echoes]], [[Metroid Prime 3: Corruption#Development|Metroid Prime 3: Corruption]], and [[Metroid Prime: Trilogy#Development|Metroid Prime: Trilogy]].}} After the critical and commercial success of ''Metroid Prime'', Nintendo asked Retro Studios to produce a sequel. The developers decided against recycling the features of the first game while creating ''[[Metroid Prime 2: Echoes]]'', and instead used new sound models, weapon effects, and art designs.<ref>{{cite web |url=https://www.ign.com/articles/2004/10/13/metroid-prime-2-echoes-interview |title=Metroid Prime 2 Echoes Interview |author=IGN Staff |date=October 12, 2004 |website=[[IGN]] |access-date=October 18, 2008 |archive-url=https://web.archive.org/web/20110519080430/http://cube.ign.com/articles/556/556375p1.html |archive-date=May 19, 2011 |url-status=live }}</ref> A multiplayer component was also added to the game.<ref name="post-game">{{cite web |url=http://www.computerandvideogames.com/article.php?id=112761 |title=Post game report: Retro Studios talk Metroid Prime 2 Echoes |author=NOM Staff |date=December 3, 2004 |website=[[Computer and Video Games]] |access-date=November 30, 2008 |archive-url=https://web.archive.org/web/20090122114008/http://www.computerandvideogames.com/article.php?id=112761 |archive-date=January 22, 2009 |url-status=dead }}</ref> In April 2003, Steve Barcia left the company. Michael Kelbaugh, who had worked with Nintendo for over 15 years, was appointed president, a job he retains to this date.<ref>{{cite web |url=https://www.gamespot.com/articles/nintendo-appoints-new-president-at-retro/1100-6025021/ |title=Nintendo appoints new president at Retro |first=Giancarlo |last=Varanini |date=November 4, 2003 |website=[[GameSpot]] |access-date=December 15, 2010 |archive-date=May 20, 2014 |archive-url=https://web.archive.org/web/20140520034105/http://www.gamespot.com/articles/nintendo-appoints-new-president-at-retro/1100-6025021/ |url-status=live }}</ref> Retro tried to include some extras, such as a hidden version of ''[[Super Metroid]]'', but were halted by the short development time.<ref name="post-game" /> Producer [[Kensuke Tanabe]] later revealed in an interview that the game was just about thirty percent complete three months before the strict deadline Nintendo had set for a release in the 2004 holiday season.<ref>{{cite web |url=http://wii.com/jp/articles/metroid-prime3/crv/vol/page2.html |title=The President Asks About "Metroid Prime 3: Corruption": Virtues of the West and Virtues of the East |website=[[Wii]] |archive-url=https://web.archive.org/web/20101029215715/http://wii.com/jp/articles/metroid-prime3/crv/vol/page2.html |archive-date=October 29, 2010 |url-status=dead }}</ref> The critical reception for ''Metroid Prime 2: Echoes'' was very positive,<ref>{{cite web |url=https://www.gamerankings.com/gamecube/589573-metroid-prime-2-echoes/index.html |title=Metroid Prime 2: Echoes for GameCube |website=[[GameRankings]] |access-date=October 18, 2008 |archive-url=https://web.archive.org/web/20121213095740/http://www.gamerankings.com/gamecube/589573-metroid-prime-2-echoes/index.html |archive-date=December 13, 2012 |url-status=live }}</ref> but earned some criticism on the game's high difficulty.<ref>{{cite news |title=Computer Games |first=Rebecca |last=Armstrong |date=December 18, 2004 |newspaper=[[The Independent]] |page=98}}</ref><ref>{{cite web |url=https://www.nytimes.com/2004/11/25/technology/circuits/a-big-sequel-thats-worthy-of-its-lineage.html |title=Game Theory; A Big Sequel That's Worthy Of Its Lineage |first=Charles |last=Herold |date=November 25, 2004 |website=[[The New York Times]] |access-date=October 27, 2019 |archive-url=https://web.archive.org/web/20161020103350/http://www.nytimes.com/2004/11/25/technology/circuits/a-big-sequel-thats-worthy-of-its-lineage.html |archive-date=October 20, 2016 |url-status=live }}</ref> Sales for ''Echoes'' were lower than the first ''Prime'', with a total of 800,000 units.<ref name="bounty" /> Retro Studios was then put to produce the next game in the ''Metroid Prime'' series, ''[[Metroid Prime 3: Corruption]]''. Retro intended to give ''Metroid Prime 3: Corruption'' larger environments than ''Echoes''. The developers were also interested in using the [[WiiConnect24]] feature to provide additional content for the game that would be accessible from the Internet.<ref name="IGN Retro Studios Interview">{{cite web |url=https://www.ign.com/articles/2006/05/16/interview-metroid-prime-3-corruption |title=Interview: Metroid Prime 3: Corruption |first=Matt |last=Casamassina |author-link=Matt Casamassina |date=May 16, 2006 |website=[[IGN]] |access-date=June 27, 2007 |archive-url=https://web.archive.org/web/20070625172202/http://wii.ign.com/articles/708/708948p1.html |archive-date=June 25, 2007 |url-status=live }}</ref> Retro announced that ''Corruption'' would be the final chapter of the ''Prime'' series and would have a plot "about closure, told against the backdrop of an epic struggle".<ref>{{cite web |url=https://www.gamespot.com/articles/devs-talk-metroid-prime-3/1100-6130348/ |title=Devs talk Metroid Prime 3 |first=Tim |last=Surette |date=August 5, 2005 |website=[[GameSpot]] |access-date=April 10, 2008 |archive-date=April 11, 2016 |archive-url=https://web.archive.org/web/20160411140707/http://www.gamespot.com/articles/devs-talk-metroid-prime-3/1100-6130348/ |url-status=live }}</ref> After the [[Wii Remote]] was revealed, Nintendo demonstrated how ''Metroid Prime 3'' would take advantage of the controller's special abilities with a version of ''Echoes'' modified for the Wii and shown at the [[Tokyo Game Show]] in 2005.<ref>{{cite web |url=http://www.1up.com/do/newsStory?cId=3143782 |title=Revolution Controller Revealed |first=Mark |last=MacDonald |date=September 15, 2005 |website=[[1Up.com]] |access-date=April 10, 2008 |archive-url=https://web.archive.org/web/20100106014509/http://www.1up.com/do/newsStory?cId=3143782 |archive-date=January 6, 2010 |url-status=dead }}</ref> Originally envisioned as a launch game for the Wii in November 2006,<ref name="IGN Retro Studios Interview" /> ''Corruption'' suffered many delays, but eventually being released in August 2007 with generally positive reviews, and over 1.60 million copies sold worldwide.<ref name="sales">{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2008/080425e.pdf#page=6 |title=Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2008 |date=April 25, 2008 |website=[[Nintendo]] |page=6 |access-date=August 3, 2008 |archive-url=https://web.archive.org/web/20080910032513/http://www.nintendo.co.jp/ir/pdf/2008/080425e.pdf#page=6 |archive-date=September 10, 2008 |url-status=live }}</ref> While Retro was busy with the ''Prime'' sequels, they had to pass on the [[Nintendo DS]] game ''[[Metroid Prime Hunters]]''. The eventual developer, [[Nintendo Software Technology]] (NST), worked closely with Retro to design the game's art and characters to make sure that they fit into the overall Metroid series.<ref>{{cite web |url=http://www.nintendoworldreport.com/interview/11162/nst-discusses-metroid-prime-hunters |title=NST Discusses Metroid Prime: Hunters |first=Daniel |last=Bloodworth |date=March 2, 2006 |website=Nintendo World Report |access-date=December 30, 2008 |archive-url=https://web.archive.org/web/20120609112838/http://www.nintendoworldreport.com/interview/11162 |archive-date=June 9, 2012 |url-status=live }}</ref><ref>{{cite web |url=https://www.ign.com/articles/2005/05/19/e3-2005-metroid-prime-hunters-creator-interview |title=E3 2005: Metroid Prime Hunters Creator Interview |first=Craig |last=Harris |date=May 18, 2005 |website=[[IGN]] |access-date=January 28, 2009 |archive-url=https://web.archive.org/web/20081205185913/http://ds.ign.com/articles/616/616902p1.html |archive-date=December 5, 2008 |url-status=live }}</ref> ===2010–present: ''Donkey Kong Country'' series, ''Metroid Prime 4: Beyond'', and other projects=== {{Further-text|Development of [[Donkey Kong Country Returns#Development|Donkey Kong Country Returns]], [[Mario Kart 7#Development|Mario Kart 7]], [[Donkey Kong Country: Tropical Freeze#Development and release|Donkey Kong Country: Tropical Freeze]], and [[Metroid Prime 4: Beyond]].}} In April 2008, Retro saw the departure of three key developers, designer Mark Pacini, art director Todd Keller, and principal technology engineer Jack Mathews,<ref>{{cite web |url=https://www.shacknews.com/article/52373/key-metroid-prime-staff-leave |title=Key Metroid Prime Staff Leave Retro Studios |first=Chris |last=Faylor |date=April 23, 2008 |website=[[Shacknews]] |access-date=April 2, 2011 |archive-url=https://web.archive.org/web/20120921000316/http://www.shacknews.com/article/52373/key-metroid-prime-staff-leave |archive-date=September 21, 2012 |url-status=live }}</ref> who went on to form their own company, [[Armature Studio]].<ref>{{cite web |url=http://www.1up.com/news/ex-metroid-prime-devs-form-armature |title=Ex-Metroid Prime Devs Form Armature Studio |first=Dustin |last=Quillen |date=September 15, 2008 |website=[[1Up.com]] |access-date=April 2, 2011 |archive-url=https://web.archive.org/web/20120730212013/http://www.1up.com/news/ex-metroid-prime-devs-form-armature |archive-date=July 30, 2012 |url-status=dead }}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/metroid-prime-vets-form-armature/1100-6197858/ |title=Metroid Prime vets form Armature |first=Brendan |last=Sinclair |date=September 17, 2008 |website=[[GameSpot]] |access-date=October 27, 2019 |archive-date=October 30, 2019 |archive-url=https://web.archive.org/web/20191030143619/https://www.gamespot.com/articles/metroid-prime-vets-form-armature/1100-6197858/ |url-status=live }}</ref> Around the same time, Shigeru Miyamoto asked fellow producer Kensuke Tanabe to recommend a studio that could develop a new ''[[Donkey Kong]]'' game, and Tanabe recommended Retro. Kelbaugh had worked on the ''[[Donkey Kong Country]]'' series during his years at Nintendo of America, and had interest in continuing with the franchise. Retro accepted the task, and thus started development of ''[[Donkey Kong Country Returns]]''.<ref name="tanaberetroIGN">{{cite web |url=https://www.ign.com/articles/2010/06/17/e3-2010-kensuke-tanabe-and-the-metroid-palm-tree |title=E3 2010: Kensuke Tanabe and the Metroid Palm Tree |first=Craig |last=Harris |date=June 17, 2010 |website=[[IGN]] |access-date=June 18, 2010 |archive-url=https://web.archive.org/web/20120521085336/http://wii.ign.com/articles/109/1099190p1.html |archive-date=May 21, 2012 |url-status=dead }}</ref><ref name="iwataasksE3">{{cite web |url=http://e3.nintendo.com/iwata-asks/#/?v=iwataasks_tanabe |title=Iwata Asks: DKCR |date=June 16, 2010 |website=[[Nintendo]] |access-date=June 16, 2010 |archive-url=https://web.archive.org/web/20110307081952/http://e3.nintendo.com/iwata-asks/#/?v=iwataasks_tanabe |archive-date=March 7, 2011 |url-status=dead }}</ref> Similar to ''[[New Super Mario Bros.]]'', the game was developed with the intention to invoke nostalgic feelings in the player with its art style and sound, while trying to provide them with new gameplay experiences.<ref name="iwataasksE3" /> ''Returns'' employs fully polygonal 3D graphics with three times the amount of [[Texture mapping|textures]] and [[Polygon (computer graphics)|polygons]] that ''Corruption'' offered,<ref name="tanaberetroIGN" /> and over the course of six months, two thirds of the game's tools and engine had to be rewritten by the programmers.<ref name="tanaberetroIGN" /> Development accelerated at the outset of 2010, and the project was just "beginning to cohere as a game" around the time of [[E3 2010|E3]], when it was officially announced to the press.<ref>{{cite web |url=http://us.wii.com/iwata_asks/donkey-kong-country-returns/vol1_page2.jsp |title=The Magic Moment |year=2010 |website=[[Nintendo of America]] |access-date=April 2, 2011 |archive-url=https://web.archive.org/web/20110405122909/http://us.wii.com/iwata_asks/donkey-kong-country-returns/vol1_page2.jsp |archive-date=April 5, 2011 |url-status=dead }}</ref> Although the game was set for release in autumn that year, the team still had 70 levels to create or refine.<ref>{{cite web |url=https://www.ign.com/articles/2011/03/04/gdc-10-things-you-didnt-know-about-donkey-kong-country-returns-and-retro-studios |title=GDC: 10 Things You Didn't Know About Donkey Kong Country Returns and Retro Studios |first=Samuel |last=Claiborn |date=March 3, 2011 |website=[[IGN]] |access-date=April 2, 2011 |archive-url=https://web.archive.org/web/20110307121141/http://wii.ign.com/articles/115/1153582p1.html |archive-date=March 7, 2011 |url-status=dead }}</ref> [[File:Retro Studios exterior.jpg|thumb|upright=1|Retro Studios' former headquarters in [[Austin, Texas]]. The company moved to a new location in 2011.]] At [[E3 2011]], it was announced during Nintendo's Developer Roundtable that Retro Studios would be involved in the development of ''[[Mario Kart 7]]'' for [[Nintendo 3DS]].<ref>{{cite web |url=https://kotaku.com/live-at-nintendos-e3-2011-mystery-developer-q-a-5809704 |title=LIVE At Nintendo's E3 2011 Mystery Developer Q&A |first=Michael |last=McWhertor |date=June 7, 2011 |website=[[Kotaku]] |access-date=June 8, 2011 |archive-url=https://web.archive.org/web/20110611042759/http://kotaku.com/5809704 |archive-date=June 11, 2011 |url-status=live }}</ref> At first, Retro would contribute assets to developing one of the ''Donkey Kong''-themed levels,<ref>{{cite web |url=https://www.ign.com/articles/2011/06/08/nintendo-voice-chat-wii-u-zelda-and-the-3ds |title=Nintendo Voice Chat: Wii U, Zelda and the 3DS |first=Richard |last=George |website=[[IGN]] |date=June 8, 2011 |access-date=August 22, 2011 |archive-url=https://web.archive.org/web/20110720061443/http://uk.wii.ign.com/articles/117/1174089p1.html |archive-date=July 20, 2011 |url-status=live }}</ref> but the number evolved to the stage design of sixteen tracks in the late stages of development, as the Nintendo EAD crew started working on other projects and the game would not be finished before the December 2011 deadline.<ref>{{cite web |url=http://iwataasks.nintendo.com/interviews/#/3ds/mario-kart-7/0/0 |title=Iwata Asks - Mario Kart 7 |website=[[Nintendo]] |access-date=December 14, 2011 |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/#/3ds/mario-kart-7/0/0 |archive-date=September 27, 2016 |url-status=live }}</ref> In 2012, it was revealed that Retro Studios had received a [[Wii U]] development kit, and was reportedly working on a Wii U game.<ref>{{cite web |url=https://nintendotoday.com/reggie-retro-is-working-on-fantastic-wii-u-project/ |title=Reggie: Retro is working on fantastic Wii U project |first=Kyo |last=Sasaki |date=September 29, 2012 |website=NintendoToday |access-date=April 19, 2013 |archive-url=https://web.archive.org/web/20130214032740/http://wiiudaily.com/2012/09/reggie-retro-is-working-on-fantastic-wii-u-project/ |archive-date=February 14, 2013 |url-status=live }}</ref> Miyamoto has said he would like to work with Retro Studios in an installment for ''[[The Legend of Zelda]]''; however, he says that the current game Retro Studios was working on is not related to ''Zelda''.<ref>{{cite magazine |url=https://www.wired.com/2011/12/miyamoto-interview-transcript/ |title=Q&A: Shigeru Miyamoto Looks Into Nintendo's Future |first=Chris |last=Kohler |date=December 13, 2011 |magazine=[[Wired (magazine)|Wired]] |access-date=December 13, 2011 |archive-url=https://web.archive.org/web/20120107202316/http://www.wired.com/gamelife/2011/12/miyamoto-interview-transcript/all/1 |archive-date=January 7, 2012 |url-status=live }}</ref> At [[Electronic Entertainment Expo 2012|E3 2012]], Nintendo of America president Reggie Fils-Aimé told IGN in an interview that Retro is currently "hard at work" on an untitled project for the Wii U.<ref>{{cite web |url=https://www.ign.com/articles/2012/06/06/e3-2012-reggie-discusses-launching-wii-u-retro |title=E3 2012: Reggie Discusses Launching Wii U, Retro |first=Richard |last=George |date=June 6, 2012 |website=[[IGN]] |access-date=June 30, 2012 |archive-date=June 28, 2012 |archive-url=https://web.archive.org/web/20120628151255/http://www.ign.com/articles/2012/06/06/e3-2012-reggie-discusses-launching-wii-u-retro |url-status=live }}</ref> On February 28, 2014, Kensuke Tanabe announced that Retro Studios was working on a new game, which CEO Michael Kelbaugh declared had been in development for a few months since ''[[Donkey Kong Country: Tropical Freeze]]'' was finished.<ref>{{cite web |url=https://www.ign.com/articles/2014/02/28/wii-u-is-a-powerhouse-says-donkey-kong-country-developer |title=Wii U is a 'Powerhouse,' Says Donkey Kong Country Developer |first=Steve |last=Watts |date=February 28, 2014 |website=[[IGN]] |access-date=May 2, 2018 |archive-url=https://web.archive.org/web/20180613041035/http://www.ign.com/articles/2014/02/28/wii-u-is-a-powerhouse-says-donkey-kong-country-developer |archive-date=June 13, 2018 |url-status=live }}</ref> In August 2015 however, during an interview about ''[[Metroid Prime: Federation Force]]'', Tanabe said that he was not quite sure about what Retro Studios was working on, leaving the impression that he was no longer involved with their unannounced project.<ref>{{cite web |url=https://nintendoeverything.com/tanabe-on-metroid-prime-ff-amiibo-backlash-timeline-story-retro-studios/ |title=Tanabe on Metroid Prime: FF - amiibo, backlash, timeline, story, Retro Studios |author=Brian |date=August 5, 2015 |website=Nintendo Everything |access-date=August 24, 2016 |archive-url=https://web.archive.org/web/20160826153339/http://nintendoeverything.com/tanabe-on-metroid-prime-ff-amiibo-backlash-timeline-story-retro-studios/ |archive-date=August 26, 2016 |url-status=live }}</ref> Nintendo announced ''[[Metroid Prime 4: Beyond|Metroid Prime 4]]'' at [[E3 2017]], showing only the logo. Shortly after the announcement, [[Bill Trinen]], Director of Product Marketing at [[Nintendo of America]], confirmed that ''Prime 4'' would not be developed by Retro Studios, the studio that developed the previous ''Metroid Prime'' games, but would be produced by [[Kensuke Tanabe]], the producer of the previous games.<ref>{{cite web |url=http://www.nintendolife.com/news/2017/06/metroid_prime_4_confirmed_for_nintendo_switch_but_retro_studios_isnt_involved|title=Metroid Prime 4 Confirmed For Nintendo Switch, But Retro Studios Isn't Involved|last=McFerran|first=Damien|work=[[Nintendo Life]]|date=June 13, 2017|access-date=January 25, 2019|archive-url=https://web.archive.org/web/20180615052437/http://www.nintendolife.com/news/2017/06/metroid_prime_4_confirmed_for_nintendo_switch_but_retro_studios_isnt_involved|archive-date=June 15, 2018|url-status=live}}</ref><ref>{{cite magazine|url=https://www.gameinformer.com/b/news/archive/2017/06/13/metroid-prime-4-is-being-developed-by-a-talented-new-development-team.aspx|title=Metroid Prime 4 Is Being Developed By "A Talented New Development Team"|last=Reeves|first=Ben|magazine=[[Game Informer]]|date=June 13, 2017|access-date=January 25, 2019|archive-url=https://web.archive.org/web/20181122183935/https://www.gameinformer.com/b/news/archive/2017/06/13/metroid-prime-4-is-being-developed-by-a-talented-new-development-team.aspx|archive-date=November 22, 2018|url-status=live}}</ref> In 2018, ''[[Eurogamer]]'' reported that ''Prime 4'' was being developed by [[Bandai Namco Studios]] in Singapore.<ref>{{cite web|url=https://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4|title=Yes, Bandai Namco is working on Metroid Prime 4|last=Phillips|first=Tom|date=February 9, 2018|work=[[Eurogamer]]|url-status=live|archive-url=https://web.archive.org/web/20181119082756/https://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4|archive-date=November 19, 2018|access-date=January 25, 2019}}</ref> However, in a video released on January 25, 2019, [[Nintendo EPD]] general manager Shinya Takahashi announced that ''Metroid Prime 4'' had been delayed, and that development had been restarted with Retro Studios. Takahashi said that development under the previous studio had not met Nintendo's standards.<ref>{{cite magazine|url=https://www.gameinformer.com/2019/01/25/nintendo-restarting-the-development-of-metroid-prime-4|title=Nintendo Restarting The Development Of Metroid Prime 4|last=Kato|first=Matthew|magazine=[[Game Informer]]|date=January 25, 2019|access-date=January 25, 2019|archive-url=https://web.archive.org/web/20190218002520/https://www.gameinformer.com/2019/01/25/nintendo-restarting-the-development-of-metroid-prime-4|archive-date=February 18, 2019|url-status=live|df=mdy-all}}</ref> Nintendo's shares fell by 2.8 percent in the week following the announcement.<ref>{{cite web|url=https://www.bloomberg.com/news/articles/2019-01-28/nintendo-declines-after-delaying-metroid-prime-4-game-for-switch|title=Nintendo Declines After Delaying Metroid Prime 4 Game for Switch|last=Allan|first=Gareth|work=[[Bloomberg News]]|date=January 27, 2019|access-date=January 27, 2019|archive-url=https://web.archive.org/web/20190201065543/https://www.bloomberg.com/news/articles/2019-01-28/nintendo-declines-after-delaying-metroid-prime-4-game-for-switch|archive-date=February 1, 2019|url-status=live|df=mdy-all}}</ref>
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