Sun. Oct 17th, 2021

Metroid Dread

Metroid Dread is out in the wild, and it looks like a huge success – it’s an absolute cracker to begin with and has just made its debut week number one on the Japanese charts. Unfortunately, however, there is a decline in the procedure that has emerged since the game’s release on Friday.

A number of employees who worked on the Metroid Dread studio MercurySteam during the game’s development, but have since left the company, have claimed that they are not included in the game’s credits despite finding their work in the final product. As discovered by Vandal, 3D artist Roberto Mej√≠as raised the issue on LinkedIn and questioned the development studio’s decision to omit them:

“I would like to sincerely congratulate the Metroid Dread team on performing such an excellent game. However, I am not surprised by the quality of the game as the amount of talent on this team was through the roof. I know it first hand because, despite because I was not included in the game’s credits, I was part of that team for eight months.

While playing the game, I have recognized quite a few assets and environments I worked on … so my work is there. Then I would like to ask MercurySteam: Why am I not appearing on the game’s credits? Is it some kind of mistake? “

In a speech to Vandal, another employee, who wished to remain anonymous, told a similar story, saying they worked at the game at MercurySteam for eleven months but have not been included in the credits. They called it “a very ugly practice”.

The gaming industry has struggled with this problem for a long time with no official guidance in place on how studios should go to credit their staff. In most cases, the employer has the last word, sometimes it results in temporary team members or those who have moved from the company just before a game was launched, completely removed.

MercurySteam says that study policy requires someone to work on a game for 25% of its development time in order to be credited.
MercurySteam says that study policy requires someone to work on a game for 25% of its development time in order to be credited.

In Vandal’s report, a MercurySteam representative told the outlet that “the study’s policy requires everyone to work on the project. [for] at least 25% of the total development of the game to be shown in the last credits, “goes on to say that” sometimes exceptions are made when making extraordinary contributions. “Metroid Dread was assumed to be under development for four years, which would explain why anyone who did not work on the game for an entire year might have been cut down.

Of course, the question remains Why? Why should an eleven month hard work in a project rather than twelve mean that you do not get the credit for your efforts and potentially ruin future career opportunities?


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