Metroidvania

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Screenshot of the 2013 Metroidvania game "Guacamelee!"

Metroidvania

portmanteau of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II (1987), Super Metroid (1994), and Castlevania: Symphony of the Night
(1997).

These games usually feature a large interconnected world map the player can explore, although parts of the world will be inaccessible to the player until they acquire special items, tools, weapons, abilities, or knowledge within the game. Acquiring such improvements can also aid the player in defeating more difficult enemies and locating shortcuts and secret areas, and often includes retracing one's steps across the map. Through this, Metroidvania games include tighter integration of story and level design, careful design of levels and character controls to encourage exploration and experimentation, and a means for the player to become more invested in their

role-playing game elements. While early examples were usually two-dimensional side-scrolling platform games, the term has since been applied to top-down and 3D
games.

The first Metroid game in 1986 established principles of the non-linear platformer that were refined through multiple iterations, with Super Metroid in 1994 considered to have polished the style of gameplay core to Metroidvanias. Castlevania: Symphony of the Night in 1997 is considered the defining Metroidvania game, incorporating role-playing game elements from

independently developed games
.

History

While not the first game of its kind (for example,

speedrunners.[5] However, in retrospect, Super Metroid was still considered an example of a highly polished non-linear platformer.[5]

Koji Igarashi is credited with establishing defining features of the Metroidvania genre.

During this time, the gothic horror-themed platformer series Castlevania was gaining popularity. The original Castlevania (1986, NES) featured discrete levels that the player completed in a sequential manner. It was followed by

console role-playing game elements with the means for the player to improve their character's attributes through an experience system.[5][10][13][14] The changes for Symphony of the Night proved popular with players, and most subsequent games in the series would follow this formula.[3] With the releases of Super Metroid and Castlevania: Symphony of the Night, the formula these games presented would form the foundations of what are considered Metroidvanias today.[3] Castlevania: Symphony of the Night had also become a critical and financial success over time, establishing that there was a desire by players for Metroidvania-style games.[15][14] As this neologism started to be adopted, Igarashi reacted Symphony of the Night was more inspired by Zelda, not Metroid, although he stated that Metroidvania "fits very well".[11] Other figures in the game industry have since used Zeldavania interchangeably,[11] with the Zelda series recognized as following the same formula.[16][17]

The concept of Metroidvanias started to gain more attraction when other parties began to develop games in the same style.[3][18] Cave Story (2004, Microsoft Windows) was developed by Daisuke Amaya as an homage to Metroid and other classic games; the game was critically praised showing the scope of what one person could do, and highlighted another take on the Castlevania and Metroid games, as well as vitalizing the 2D platformer genre as a viable indie game format.[3][19] Shadow Complex (2009, Xbox 360) by Chair Entertainment was developed based on the premise that Super Metroid was "the pinnacle of 2D game design". The game received highly positive reviews, and remains one of the best-selling downloadable titles on the Xbox 360 service.[3] Due to games like these, the Metroidvania genre began to take off in both publisher-driven and independent games development.[3] Drinkbox Studios' Guacamelee! (2013), Moon Studios' Ori and the Blind Forest (2015), and Team Cherry's Hollow Knight (2017) are examples of modern indie Metroidvanias that have reached critical acclaim. The genre's indie renaissance did not go unnoticed by Igarashi. In May 2015, he released a Kickstarter campaign video for Castlevania-influenced Bloodstained: Ritual of the Night (2019), where he ridiculed big studios' dismissal of the genre while imitating Symphony of the Night's Dracula.[20]

While the word "Metroidvania" is commonly used presently to describe games in this genre, or games that have elements of this genre, the origins of the term are unclear; Igarashi notes that he did not coin the phrase, though is grateful for the invention of the term.

1UP.com, Scott Sharkey, who had used the term to describe the games in the Castlevania series that had adopted some elements from the Metroid series.[24]

Gameplay concepts

In Guacamelee!, the player gains the ability to temporarily turn their human character into a chicken, allowing them to pass through low-height corridors and discover secrets.

The term 'Metroidvania' is most often used to refer to a platforming game that features a single large, interconnected map, generally with discrete rooms or sections. Not all areas of this map are available at the start, often requiring the player to obtain an item (such as a weapon or key) or a new character ability to remove some obstacle blocking the path forward. Often, this item is protected by a

boss character, providing story-driven challenges throughout the game. Maps are non-linear, and often require the player to traverse the map multiple times during the course of the game. Weaker monsters will inhabit other parts of the level, re-spawning when the player revisits those rooms, and often can be defeated to gain health, ammunition, or experience points.[25]

Larger games generally feature save points as well as the ability to transport the player quickly between certain rooms on far sides of the map, eliminating tedious backtracking in the later parts of the game. Access to new abilities can also open up shortcuts that reduce travel time, as well as discover secrets that help to improve the character's abilities. For example, gaining access to

wall jump abilities can give players more mobility, while obtaining the ability to transform into a smaller object can let the player slip through narrow corridors. As such, the genre focuses on exploration of a large world map, and advancement of the player-character abilities over time. Metroidvanias are sometimes referred to as "platform adventure games" due to this scope.[26]

Metroidvania is generally associated with game levels/maps that are laid out as two-dimensional side scrollers, with the player character moving left, right, up and down through the level. These games typically are rendered using two-dimensional graphics, but can include

first-person action adventure game that builds on the same style of exploration play as Metroid. Dark Souls is a third-person action role-playing game loosely considered a Metroidvania featuring "soft locks" – obstacles in the form of boss characters that are difficult but not impossible to defeat when the player-character is starting out, and become much easier to defeat with increased experience and abilities.[3] The third-person action/brawler Batman: Arkham series also uses similar concepts as a Metroidvania, with Batman collecting new gadgets to access new areas.[18] The 2017 title Prey was developed as a first-person-perspective immersive sim but using Metroidvania level design concepts to require the player to traverse the setting multiple times as they gain additional tools and abilities.[27]

Igarashi described what he believed were key elements in the genre. These include designing maps that encourage exploration but which still guide the player on a main path through the game and providing means where the player can be aware of where they are in the game world at any time. This can be accomplished by graphical themes through the game's world, visually unique milestones at key game point, overall map and player status information screens, and the means of moving around the map quickly.[10] Russ Frushtick from Polygon observed that many modern Metroidvanias not only have these qualities, but also find a means to tell a narrative through the world's environments without necessarily relying on cutscenes or dialog.[28]

In a 1UP.com video discussion between Parish, Sharkey, and Chris Kohler of Wired in 2007, the three discussed some older games that had elements associated with Metroidvanias but would not be considered true Metroidvanias, including games like Castlevania II: Simon's Quest (1987), Legacy of the Wizard (1987), and Adventure Island IV (1994). They argued that such games, while having 2D platforming gameplay and power-up based progression systems, lacked good level design, which at their time had not been well-refined in the industry, and provided little or no information relayed to the player to help them to know where to go next, exemplified by the cryptic clues from Simon's Quest. The three also agreed that as games transitioned from 2D to 3D, the true meaning of "Metroidvania" had become diluted, as 3D-based games can hide facets of Metroidvanias.[29]

Analysis

The popularity of the Metroidvania genre is stated to be tied to the ease with which platformer games can be learned, while giving the player a character that they can grow over the course of the game.[3] Many developers of independent Metroidvania titles cited the exploration as a core element of the genre that draws in players, working off the natural human instincts to explore, and giving the players the sense of discovery and self-control during the game.[3] Donald Mustard of Chair Entertainment, the creators of Shadow Complex, said that a good Metroidvania helps the player come to epiphanies that enables them to progress in the game, describing an example of a ledge that is initially too high to reach, and as the player acquires abilities, will discover how they can reach that ledge on their own.[30]

From a developer's standpoint, the Metroidvania genre also provides benefits. The genre encourages tight connection between level design and game story, and can give developers opportunities to create an immersive world for the player.[3] Level design of such games can also be challenging as to make sure the challenge to the players of the game is fair and enjoyable, and achieving this goal can be seen as a sign of a success for a developer.[3] Thomas Mahler of Moon Studios, who developed Ori and the Blind Forest, said that it was important to design a cohesive world with memorable settings for a Metroidvania, since "players remembering the levels is part of the core design".[18] Large-scale development in this genre requires one change in the player's abilities to be tested more rigorously throughout all of the levels. Ori and the Will of the Wisps executive producer Daniel Smith said: "I don't think people generally consider how difficult it is to make a Metroidvania game. Everything is so interconnected that if you change one aspect of the game, it's just inevitable that it's going to influence the rest".[31]

Alternative terminology

There is some opposition to the use of the term Metroidvania, as it is derived from specific games rather than being a more direct description of gameplay.[32] Comic Book Resources compared the use of Metroidvania to "Doom clone" in the 1990s, a term which was eventually replaced by "first person shooter" as the medium developed.[33] Game Developer has also suggested that the term is too broad, as it encompasses a wide range of 2D and 3D games, and instead proposed "unlocking world", in a vein similar to "open world".[34] CBR has also proposed "platform-adventure".[35] An equivalent Japanese term is 探索型アクション or "search-action", which is used alongside the romanised メトロイドヴァニア (Metroidvania).

See also

Notes

  1. ^ In Japan, this genre is often referred to as "Search Action" (探索型アクション, Tansaku-Gata Akushon).[1]

References

  1. ^ Romano, Sal (February 26, 2019). "Touhou Luna Nights leaves Steam Early Access, version 1.0 now available". Gematsu. Archived from the original on October 10, 2021. Retrieved October 10, 2021.
  2. ^ Salvador, Phil (2020-01-25). "Below the Root". The Obscuritory. Retrieved 2023-07-14.
  3. ^
    Gamasutra. Archived
    from the original on May 12, 2015. Retrieved February 13, 2015.
  4. ^ "The Metroid Retrospective – Part 1". GameTrailers. June 6, 2006. Archived from the original on April 10, 2014. Retrieved April 8, 2014.
  5. ^
    Venture Beat. Archived
    from the original on July 9, 2021. Retrieved July 8, 2021.
  6. 1UP.com
    , August 1, 2008
  7. ^ Kurt Kalata and William Cain, Castlevania 2: Simon's Quest (1988) Archived 2011-07-23 at the Wayback Machine, Castlevania Dungeon, accessed 2011-02-27
  8. ^ Jeremy Parish (June 28, 2006). "Metroidvania Chronicles II: Simon's Quest". 1UP.com. Archived from the original on June 29, 2011.
  9. ^ Mike Whalen, Giancarlo Varanini. "The History of Castlevania – Castlevania II: Simon's Quest". GameSpot. Archived from the original on July 25, 2008. Retrieved August 1, 2008.
  10. ^
    Gamasutra. February 23, 2015. Archived
    from the original on March 18, 2015. Retrieved March 14, 2015.
  11. ^ a b c "'Metroidvania' should actually be 'Zeldavania'". Engadget. 24 March 2014. Archived from the original on 2023-01-02. Retrieved 2023-01-02.
  12. .
  13. from the original on March 4, 2016. Retrieved February 17, 2016.
  14. ^ a b c Park, Gene (June 22, 2021). "How to catch up on Metroid, the classic series shunned by Nintendo". The Washington Post. Archived from the original on February 18, 2022. Retrieved July 8, 2021.
  15. ^ Tieryas, Peter (January 15, 2018). "The Castlevania Game That Changed Everything". Kotaku. Archived from the original on January 15, 2018. Retrieved January 15, 2018.
  16. ^ Capps, Adam Jeremy (2021-06-22). The Game Maker's Bible: An All You Need Book To Create A Great Game. Adam Jeremy Capps. p. 52.
  17. .
  18. ^ a b c d e Webster, Andrew (September 14, 2017). "The enduring influence of Metroid". The Verge. Archived from the original on September 14, 2017. Retrieved September 14, 2017.
  19. PC Magazine. Archived
    from the original on March 15, 2015. Retrieved March 14, 2015.
  20. ^ Bloodstained: Ritual of the Night (May 11, 2015). "Bloodstained: Ritual of the Night // Kickstarter Pitch 1080p". YouTube. Google. Archived from the original on July 17, 2021. Retrieved July 18, 2021.
  21. USgamer. Archived from the original
    on April 2, 2015. Retrieved March 14, 2015.
  22. ^
    USgamer. Archived from the original
    on May 13, 2015. Retrieved May 11, 2015.
  23. from the original on May 13, 2015. Retrieved May 12, 2015.
  24. USgamer. Archived from the original
    on January 20, 2017. Retrieved January 18, 2017.
  25. ^ "Shadow Complex Remastered Review". Gamescan. March 21, 2016. Retrieved March 21, 2016.[permanent dead link]
  26. ^ Lavaux, Rudy (December 12, 2016). "Castlevania 30th Anniversary Top 10 Castlevania Games". Cubed 3. Archived from the original on October 28, 2017. Retrieved December 12, 2016.
  27. ^ Hanson, Ben (5 December 2016). "Why Prey's Gameplay Refuses To Hold Your Hand". Game Informer. Archived from the original on 21 December 2016. Retrieved 19 January 2017.
  28. ^ Frushtick, Russ (August 13, 2018). "Modern Metroidvanias: how Dead Cells and Hollow Knight elevated a genre". Polygon. Archived from the original on August 14, 2018. Retrieved August 13, 2018.
  29. ^ Kohler, Chris (March 26, 2007). "Bonus Stage: Debunking Metroidvania". Wired. Archived from the original on September 21, 2021. Retrieved September 20, 2021.
  30. ^ Espelini, Matt (March 31, 2016). "Shadow Complex Dev Talks Sequel and Working With Star Wars 7 Director". GameSpot. Archived from the original on April 3, 2016. Retrieved March 31, 2016.
  31. USGamer. Archived
    from the original on February 26, 2020. Retrieved March 12, 2020.
  32. ^ "Stop Calling Games 'Metroidvania'". Kotaku. 2 July 2019.
  33. ^ Cuevas, Esteban (15 September 2019). "Metroidvania: It's Time We Give the Genre a Proper Name". CBR.
  34. ^ "Replacing Metroidvania". www.gamedeveloper.com.
  35. ^ Cuevas, Esteban (15 September 2019). "Metroidvania: It's Time We Give the Genre a Proper Name". CBR.

External links

  • Platform Adventure - an extensive survey, history and comparison of Metroidvania and platform-adventure games.