Defining Features Of Metroidvanias

Defining Features Of Metroidvanias

As a seasoned gamer with over two decades of gaming under my belt, I must say that Metroidvania games have always held a special place in my heart. From the moment I first ventured through the labyrinthine corridors of Castlevania: Symphony of the Night, I was hooked. The sense of exploration and discovery, the strategic item collection, and the gradual character progression are elements that resonate deeply with me.


After two long decades since I last played Metroid Fusion, Nintendo has finally dropped Metroid Dread into our gaming world, and let me tell you, I can hardly wait for Metroid Prime 4 to follow suit! As for Castlevania, it’s been a while since Konami has released a new game, but the series is still alive and kicking through its anime and guest appearances in other games. Despite the silence from Konami, the term ‘Metroidvania’ remains as a testament to the enduring style of these iconic games.

Metroidvania games have solidified themselves as popular choices among developers, sparking numerous indie projects and even some big AAA attempts due to their meticulous level design and incentive for exploration. However, what sets them apart from other puzzle-platformers or action RPGs? Let me clarify the distinctive features of this genre.

7 One Big World To Explore

Plenty Of Space To Move Around In

Defining Features Of Metroidvanias

One distinctive aspect of Metroidvania games lies in their non-linear, interconnected world layout. Unlike traditional games that follow a straight path through stages, these games provide players with an expansive environment to explore, allowing them freedom to move in any direction they choose. This open-ended approach was a departure from the norm in the 1980s, where games like Super Mario Bros, Pitfall, and Galaga had trained players to move right or up to advance, with each level ending and the next one starting at a specific point.

Experiencing a game where progression wasn’t linear was something fresh and exciting. Although Metroid wasn’t the pioneer in this aspect (Brain Breaker from 1985 took that title), it stood out as one of the early games to clearly demonstrate non-linear gameplay. It did so by including certain paths to the right that were too constricted for movement, forcing players to explore leftwards. This exploration would ultimately lead them to discover the Morph Ball power-up, which allowed them to shrink and navigate through those tight spaces, continuing their journey.

6 Get Better To Get Access

New Parts Of The World Can Be Accessed With New Skills

Defining Features Of Metroidvanias

Metroidvania games might be considered an early form of open-world games, yet they retain certain limitations, similar to the Morph Ball in the game ‘Metroid’. These restrictions on access to challenging areas are usually lifted only after obtaining a specific item, mastering a skill, or acquiring a power-up. More frequently, these new areas also contain puzzles or challenges designed to let players experiment with their newly acquired abilities, much like in ‘Castlevania: Symphony of the Night’.

1. Instead of heading directly for the Caverns, Alucard must first avoid any water dips since immersion hurts him until he obtains a snorkel-like Holy Symbol. This item enables him to delve into deeper areas. On the other hand, a path filled with spikes obstructs the story’s progress, but by solving a spike puzzle using his Bat form’s echolocation skills elsewhere in the castle, Alucard can acquire the Spike Breaker armor. This magical suit allows him to step on and shatter the spikes.

5 Non-Linear Progression

Moving Wherever One Pleases

Defining Features Of Metroidvanias

In Metroidvania games, the design subtly guides players towards crucial areas by making certain items more conspicuous or accessible than others. However, these games don’t restrict adventurous players from trying out various moves to advance in any direction they prefer. Essentially, their creativity is the only limit to where they can go.

1. In Symphony of the Night (SotN), players can acquire the snorkel before confronting Richter Belmont’s minotaur in the Colosseum, giving them an edge. Similarly, in Batman’s world, it’s possible to clear most of Arkham Asylum’s Riddler Trophies before progressing to the Hospital or Penitentiary. For Super Metroid, skilled players can use speedrun techniques to explore regions that are typically out of reach. Ultimately, it’s up to each player to decide their own approach when playing these games.

4 Shortcuts To Reduce Backtracking

Making Repeat Journeys A Breeze

Defining Features Of Metroidvanias

1. As a map grows larger, it becomes increasingly inconvenient to retrace your steps. In Symphony of the Night (SotN), the Spike Breaker room is located on the opposite side of the castle from the spiked corridor, meaning players must navigate through three separate sections just to travel from the Agave Field to Desierto Caliente in Guacamelee. Even the intriguing appeal of Metroid Prime’s locations starts to fade after visiting the same spot five times.

Games often include shortcuts to minimize backtracking, such as warp rooms, teleportation points, or alternate routes, like extra vents or hidden passages. For instance, games such as Metroid, Castlevania, and Guacamelee employ these strategies. However, if the game doesn’t rely on magic or sci-fi technology, like Batman: Arkham Asylum, it might use realistic shortcuts to help the player navigate more efficiently.

3 Poor Preparation Is Its Own Punishment

Find And Use Items Wisely

Defining Features Of Metroidvanias

Players will encounter the consequence of their adventurous spirit in the form of encounters with enemies and challenges that exceed their capabilities. Encountering an insurmountable obstacle is one thing, but having the game terminate due to a swift blow from an axe or a sudden attack by an alien because they didn’t prepare is another matter entirely. Fortunately, they stand to gain rewards for their exploration in the form of discovering new items.

In most Metroidvania-style games, fresh upgrades or enhancements are typically concealed within secret chambers or out-of-the-way locales, which may contain challenging foes or puzzles to overcome. Once acquired, these upgrades can significantly ease the battle against previously formidable bosses. Typically, they grant the player a new, stronger attack or improved defense. However, some items, like Mina’s Talisman in Castlevania: Dawn of Sorrow, seem insignificant and can be overlooked easily. If players proceed to the end without using these seemingly unimportant items, they might encounter an additional ‘prize’ for their haste.

2 Getting Stronger All The Time

Gaining Strength Through Searching Or Action

Defining Features Of Metroidvanias

A player might advance as far as their character’s preparation allows if that character has the health and attacking power akin to a fly. Regardless of the best weapons or armor, they often need to enhance their own abilities. This is typically achieved through power-ups, such as Super Metroid’s Energy Tanks, Missiles, and Power Bombs, or the RPG-style stats as seen in Symphony of the Night and its sequels.

In every vanquished foe or accomplished task, players may receive experience points that allow them to enhance their character’s abilities. Games like “Castlevania” often provide a largely automatic upgrade to numerical values displayed in menus, whereas other Metroidvania-style games give players the option to invest these points into health, defense, or new skills. For instance, in the game “Arkham Asylum”, Batman must advance through the narrative to acquire Explosive Gel; however, to unlock the Inverted Takedown, he needs to spend experience points on that particular skill.

1 Primarily 2D (With Some 3D Exceptions)

Are Metroidvanias At Their Best In 2 Dimensions?

Defining Features Of Metroidvanias

As a gamer, I often wonder if a Metroidvania game should always be in 2D. Traditionally, it seems that the classic games in this genre stick to 2D movement, even when they introduce modern 3D graphics like Bloodstained: Ritual of the Night and Metroid Dread. For some, this 2D format embodies the essence of the genre. However, I’ve also seen it done exceptionally well in 3D, such as with Metroid Prime and Arkham Asylum. So, while the traditional 2D format is cherished by many, it’s not to say that a successful Metroidvania can’t be created in 3D.

In a unique twist, the trilogy of Metroid Prime games brought metroidvania elements to life through a first-person perspective, whereas Batman: Arkham Asylum and Star Wars Jedi: Fallen Order showcased their metroidvania characteristics in third-person gameplay. The independent gaming world has also delved into the 3D metroidvania genre, as seen in the Castlevania-inspired Pseudoregalia. Some players even loosely categorize the Dark Souls series as metroidvanias due to their partially open, partially linear structure. However, these games tend to progress by obtaining key items, rather than gaining abilities that allow you to explore new areas.

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2024-08-02 07:34