Nintendo finally released Metroid Dread after almost 20 years since Metroid Fusion, and now, Metroid Prime 4 is just around the corner. While Konami hasn’t released a new Castlevania game in ages, the series is being kept alive by its anime and guest appearances in other games. Yet, through all this time, the term ‘Metroidvania’ has endured to describe a genre of game that follows their style.



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Metroidvanias have become a mainstay for developers, inspiring a multitude of indie titles as well as a few big AAA efforts with their tight level design and encouragement of exploration. But what separates them from any other puzzle-platformer or action RPG? Here are the hallmarks of the genre.


7 One Big World To Explore

Plenty Of Space To Move Around In

Metroidvania Features- Metroid

Metroid
Systems

super greyscale 8-bit logo

Released
August 6, 1986

Developer(s)
Nintendo

Publisher(s)
Nintendo

The big key feature of Metroidvania games is their level design. Instead of being a linear set of stages, they offer players one big world to traverse, letting them move in any direction they like. It’s standard now, but back in the 1980s, players were conditioned by games like Super Mario Bros, Pitfall, and Galaga to move right or up to progress. It was where the level ended and the next began.


So, getting a game where progress could be in any direction was a new experience. While Metroid wasn’t the first game to do this (see 1985’s Brain Breaker), it was one of the first to make this clear by planting some passages to the right that were too narrow to move through. This would make the player go left to discover the Morph Ball power-up, which would make them small enough to slip through those crevices and continue.

6 Get Better To Get Access

New Parts Of The World Can Be Accessed With New Skills

Metroidvania Features- Castlevania Symphony of the Night

Castlevania: Symphony of the Night
Systems

PlayStation-1 Xbox-1

The Metroidvania games could be seen as a precursor to open-world games, but like the Morph Ball in Metroid, it would still limit access to trickier areas without a key item, skill, or power-up. More often than not, those new areas would also feature a puzzle or other challenge to give players time to test out their new toys, like in Castlevania: Symphony of the Night.


Players can go straight for the Caverns, but any dip in water hurts Alucard until he acquires the Holy Symbol (a snorkel) that allows him to explore the depths. Story progress is also locked behind a corridor full of spikes, but if Alucard uses the Bat form to echolocate through a spike puzzle elsewhere in the castle, he’ll find the Spike Breaker armor that makes Alucard snap the spikes with each step.

5 Non-Linear Progression

Moving Wherever One Pleases

batman arkham asylum city knight third act narrative

Metroidvania games do corral the player a bit to direct them to the next key sections, as some items are easier to find than others, and the most important ones will tend to be the most blatant. Yet, they won’t disallow keen players from experimenting with their basic moves to progress any way they like. They can go wherever their ingenuity will allow them.


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Players could get the snorkel in SotN before they tackle Richter Belmont’s minotaur in the Colosseum. They could make Batman cleanse Arkham Asylum of most of its Riddler Trophies before moving on to the Hospital or Penitentiary. Or they could use speedrun tricks to access areas in Super Metroid they usually wouldn’t be able to reach. It’s up to them to play the game however they like.

4 Shortcuts To Reduce Backtracking

Making Repeat Journeys A Breeze

Metroidvania Features- Guacamelee

The larger the map, the more of a pain it is to backtrack. The Spike Breaker room in SotN is on the other side of the castle from the spiked corridor. Players have to travel through 3 sections just to go from the Agave Field to Desierto Caliente in Guacamelee. Even the alien charm of Metroid Prime’s locations runs dry after the 5th visit.


Which is why these games will usually have a few shortcuts to reduce backtracking. Metroid titlesand later Castlevania games — would have warp rooms that would allow them to move to a closer location. Olmec Heads do the same thing in Guacamelee. But, if the game doesn’t use magic or sci-fi tech, like Batman: Arkham Asylum, they’ll use extra vents, ducts, or other paths for the player to move through to reduce the journey.

3 Poor Preparation Is Its Own Punishment

Find And Use Items Wisely

Metroidvania Features- Castlevania Dawn of Sorrow

Castlevania: Dawn Of Sorrow
Systems

super greyscale 8-bit logo

The only punishment players will face for their wanderlust is coming across foes and obstacles that are well beyond their level. It’s one thing to come across an impassable obstacle, but another to see their game get ended by a swift axe swipe or a pouncing alien because they didn’t prepare themselves. Luckily, they can also be rewarded for their exploration by coming across new items.


Most classic Metroidvanias will either hide these new upgrades in hidden rooms or other remote areas, often with some tricky enemies or challenges along the way. Then, once obtained, it’ll make those previously difficult bosses much more manageable. Usually, they’ll give the player a new, more powerful attack or increased defense. Others, like Mina’s Talisman in Castlevania: Dawn of Sorrow, don’t do much and are easy to ignore. But, if the player rushes into the end without it equipped, they’ll get another ‘reward’ for their hastiness.

2 Getting Stronger All The Time

Gaining Strength Through Searching Or Action

Metroidvania Features- Super Metroid


Super Metroid

Action-Adventure

Metroidvania

Systems

super greyscale 8-bit logo

Released
April 18, 1994

Developer(s)
Nintendo

Publisher(s)
Nintendo

Preparation can only take a player so far if their character has all the health and attack power of a fly. Even with the strongest weapons or armor, they’ll need to beef themselves up. Usually, this comes in the form of pick-ups — like Super Metroid‘s Energy Tanks, Missiles, and Power Bombs — or how Symphony of the Night and its successors went with RPG-style stats.

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With each enemy beaten or challenge completed, players can sometimes earn experience points to beef their stats up. The Castlevania games would make them a largely passive boost to the numbers on the menu screen, while other Metroidvanias would make players choose between health, armor, or new moves to use. For example, Batman has to progress through the story in Arkham Asylum to get the Explosive Gel, but the Inverted Takedown requires spending XP on the skill.


1 Primarily 2D (With Some 3D Exceptions)

Are Metroidvanias At Their Best In 2 Dimensions?

Cal Kestis

Does a Metroidvania need to be 2D to work? The most classic examples tend to stick to 2-dimensional movement, even if they throw in newfangled 3D graphics like Bloodstained: Ritual of the Night and Metroid Dread. For many, it represents the purest form of the genre. Not that it hasn’t been done remarkably well in 3D (Metroid Prime and Arkham Asylum being, perhaps, the brightest examples).

The Metroid Prime trilogy of games managed it with a first-person view, while Batman: Arkham Asylum and Star Wars Jedi: Fallen Order fleshed out their metroidvania sensibilities as third-person adventures. The indie space has explored 3D Metroidvanias as well, like the Castlevania-inspired Pseudoregalia. Some even loosely consider the Dark Souls games Metroidvanias with their sort-of open, sort-of linear structure — though they frequently rely on key items to advance, rather than abilities that unlock new areas to explore.


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