Another brilliant video!
I've scrutinised the Metroid series for various write-ups and research, but I knew DF Retro would give a different and engaging perspective. I love the technical details detailed throughout - the wireframe view was very insightful - as were the changes visible with Dolphin emulation.
I also like the way context is provided - I did not know the link between the Turok developers and Retro Studios, and it really does explain a lot. One thing viewers might want to look into more is Turok 2, which bridges the gap between the Turok FPS mechanics and Metroid Prime - Turok 2 is a fantastic first-person metroidvania, with upgrades to your physical abilities granting access to new areas when re-visited - the structure of upgrades, backtracking and discovery is absolutely mandatory for gameplay completion. (Granted, I haven't played it in years so can't say how well it has aged, but it was a stunning exploration game in its era.)
I was really pleased to see the Soul Reaver nod too - SR's streaming loading technique is replicated so very well in Metroid Prime. I'm not saying that the Metroid staff ever played Soul Reaver at all, just that great minds think alike.
Would you consider a look at Metroid Other M, or is Wii too contemporary to be retro?
I'm not a fan of that game's content, but I've never seen any informed technical scrutiny of it. In various posts, I have asserted that I believe Metroid Prime to be a technically superior product (and that Metroid Prime Trilogy on Wii was therefore more technically capable than Other M), but in truth I have nothing to evidence this, or know-how as to how such a comparison could be made. It would be interesting to see the Prime Trilogy and Other M contrasted for FPS, textures, polygons, loading, etc. As I say though, I understand if this is outside the definition of Retro study.
A fantastic video, please keep it up!