In Metroid Prime games, it doesn't feel like they upgrade the formula, the formula has been golden since day one.
All the SFX even are the same, it feels like literally the same game with a coat of paint.
The SFX for scanning was the exact same as past games until you got the psychic upgrade, where it got changed.
But because of this it doesn't feel changed for the sake of upgrades, but rather for the sake of "flavour of the day", and making this game a unique taste compared to others, within the same beloved formula.
Save stations still sound the same random blips noise vibe.
But even though it's the same vibe, there's still some major additions to the engine that don't go against the formula.
Like, sidekick AI, that can walk within the map with you.
They also give a little bit of help to guide people that would otherwise be overwhelmed by the Metroid formula.
e.g. telling you to check the map just once as you meet him and set forth, in order to remember it's a mechanic.
They also give contrast to Samus story wise, being the exact opposite of her stoic attitude.
In Dread, it was good to see Samus be able to talk in the language of the Chozo and have a conversation with them.
It's good to also see her relation to the human species as well.
On a side note, if you're not doing anything, the companion isn't berating you to move on or do X or Y. They stay silent.
In a sense it's just a channel for one time tutorials, contextualized in world directly, rather than with a UI prompt.
All the returning patterns.
Like the tree finger hand
Like the enemy type with 4 arms, "griever"
==Same patterns different flavour==.
Big tree like Dragon Quest Yigdrasil, maybe an older Japanese folklore.
See face in Visor theme too.
The space pirates btw look like Halo elites, all with the photo beam sword and everything.
All the recurring enemy patterns, even the crawly crawlies, strengthens the feeling that it's the same game and not a departure.
Makes it feel at home instead of inviting people to complain that it's not Metroid anymore and trying too much to be like other games.
Volt Forge Tower feels like in MP1 where you get down the dark room to get the IR visor.
Damn, I can't believe MP1 had all of these things packed into the same game.
Feels like different games even.
Tutorial guy kicking in. Tbh, people can easily get lost or frustrated in Metroid games, cuz nothing is explained, you don't even get to hear what Samus thinks she should do, you kinda just go where you can go if you find where that is. Here at least you have some semblance of direction.
I believe you can turn it off too in the options.
Oh yes also I wanted to mention, the fact that it's a Metroid Vania, it means areas are designed for coming through them multiple times from multiple angles.
This makes these areas, especially the hub ones where a lot of room feed into, get more care and detail. It means more developer effort is concentrated in a small area. Quality over quantity.