Metroid Prime 4: Beyond Understands How Essential Scanning Is to These Games

Here’s a short list of things I scanned while playing Metroid Prime 4: Beyond in New York last week:
Terminals
Monitors
Crates
Doors
Health orbs
Those floating missiles left behind by dead enemies
Galactic Federation soldiers
Dead Space Pirates
Alive Space Pirates
Gigantic Space Pirates
A Galactic Federation mech named Golem
Some big gnarly boss monster that closed out the demo
All told I kind of scanned a lot of stuff during what was maybe a 20-minute chunk of the game. It was literally the very first thing I did in the demo, not necessarily because I love scanning, or anything, but because I was wondering if Nintendo would try to tamp down this somewhat divisive part of the game. Metroid Prime 4 whole-heartedly embraces scanning as much as earlier Prime games did, though, so all you scanning sickos out there can relax.
If you’ve ever played a Metroid Prime before, you’re probably reacting in one of two ways: either you’re groaning at the thought of constantly shifting over to a different visor to read some dry science-y notes that are ultimately pretty superfluous, or else you’re somebody with taste and smarts who realizes that scanning is an absolutely vital part of these games—as deeply, thoroughly Metroid Prime as rolling into a ball or running back and forth through the same hallway 50 dozen times. (Don’t let me sway you, though. I’m sure there are valid arguments against scanning, somehow.)
We’re officially pro-scan here at Paste. That’s, uh, an editorial mandate—as inviolable as our ban of the word “Metroidvania.”