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Metroidvania is a sub-genre of action-adventure games and/or
platformers A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
focused on nonlinear exploration and guided progression with a need to acquire key items to enter certain areas. The term is a partial blend 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
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
through
role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
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 ''
The Legend of Zelda is a media franchise, video game series created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo; some portable installments and re-releases have been outsourced to Flags ...
'' series with non-linear traversal within the ''Castlevania'' series; most subsequent ''Castlevania'' games followed its approach and refined the genre. ''Symphony of the Night'' assistant director, Koji Igarashi, is credited with establishing key principles of Metroidvanias through his work on other ''Castlevania'' games. In the 2010s, a resurgence in Metroidvanias came about due to several critically praised, independently developed games.


History

While not the first game of its kind (for example, '' Below the Root'' was released in 1984, or '' Brain Breaker'' in 1985), ''Metroid'' (1986,
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
) is generally considered the most influential game for the Metroidvania genre.
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's goal for the title was to create a non-linear adventure game to set it apart from other games at the time, requiring the player to retrace their steps while providing permanent
power-up In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a Game mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that ca ...
s in contrast to how other adventure games only offered power-ups with temporary effects. The series was popular, and future titles refined the exploration approach while adding more story elements to the title such as with ''Super Metroid'' (1994,
Super Nintendo Entertainment System The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in No ...
). ''Super Metroid'' refined several aspects from the previous ''Metroid'' games, including a diverse array of locations and adding many secrets for players to find; these secrets also enabled players to find ways to break the expected sequence that the designers had envisioned players would approach the game, making it a popular title among
speedrun Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitch ...
ners. 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 '' Vampire Killer'' (1986,
MSX MSX is a standardized home computer architecture, announced by ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, the director at ASCII Corpo ...
) and '' Castlevania II: Simon's Quest'' (1987, NES) which experimented with non-linear adventure gameplay, before the series returned to the more linear style of the original ''Castlevania''. Series lead Koji Igarashi found that as they continued to produce sequels to cater to fans of the series, experienced players would race through the levels, while new players to the series would struggle with some stages. To try to make a title that would be more widely appreciated across play levels and extend the gameplay time of the title, Igarashi and others on his team looked toward the ideas used by ''The Legend of Zelda'' series into the development of ''Castlevania: Symphony of the Night'' (1997,
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). With ''Symphony of the Night'', Igarashi introduced new concepts into the ''Castlevania'' series from ''Zelda'' such as a large open world to explore and the need to acquire key items to enter certain areas, elements already present in non-linear platformers like ''Super Metroid''. However, ''Symphony of the Night'' distinguished itself from prior non-linear platformers via the incorporation of console role-playing game elements with the means for the player to improve their character's attributes through an experience system. The changes for ''Symphony of the Night'' proved popular with players, and most subsequent games in the series would follow this formula. 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. ''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. As this
neologism In linguistics, a neologism (; also known as a coinage) is any newly formed word, term, or phrase that has achieved popular or institutional recognition and is becoming accepted into mainstream language. Most definitively, a word can be considered ...
started to be adopted, Igarashi stated that ''Symphony of the Night'' was more inspired by ''Zelda'', not ''Metroid'', although he stated that Metroidvania "fits very well". Other figures in the game industry have since used Zeldavania interchangeably, with the ''Zelda'' series recognized as following the same formula. The concept of Metroidvanias started to gain more attraction when other parties began to develop games in the same style. '' 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. '' Shadow Complex'' (2009,
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detail ...
) by
Chair Entertainment Chair Entertainment Group, LLC (stylized as ChAIR) is an American video game developer based in Salt Lake City. The company was acquired by Epic Games in 2008. History Chair Entertainment was formed in 2005 by Donald Mustard and Geremy Mustard ...
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. Due to games like these, the Metroidvania genre began to take off in both publisher-driven and independent games development. Drinkbox Studios' '' Guacamelee!'' (2013), Moon Studios' '' Ori and the Blind Forest'' (2015), and Team Cherry's ''
Hollow Knight ''Hollow Knight'' is a 2017 Metroidvania video game developed and published by Australian Indie game, independent developer Team Cherry. The player controls an nameless insectoid warrior exploring Hallownest, a fallen kingdom plagued by a super ...
'' (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 Kickstarter, PBC is an American Benefit corporation, public benefit corporation based in Brooklyn, New York City, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative project ...
campaign for ''Castlevania''-influenced '' Bloodstained: Ritual of the Night'' (2019), which was the highest-funded video game on Kickstarter at the time. 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. Igarashi noted that with ''Symphony of the Night'' the goal was to have exploration closer to the top-down ''Zelda'' approach, but with the side-scrolling nature, it was compared more to ''Metroid'', and believes this is how the portmanteau came about. A similar portmanteau "Castleroid" is sometimes used as well for describing this genre. Video game journalist Jeremy Parish, who manages the Metroidvania.com site that has attempted to catalog all known Metroidvania games, acknowledges he helped to popularize the term but had learned it from his former co-worker at '' 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.


Gameplay concepts

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 point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s. 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 double jump or 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. 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 2.5D-rendered games using 3D graphics engines but limiting player movement to two dimensions, such as the aforementioned ''Shadow Complex'', or with '' Metroid Dread''. The exploration and character development concepts of Metroidvanias can be used in other genres, though these games typically are not categorized as Metroidvanias. For example, the '' Metroid Prime'' trilogy is a 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 An action role-playing game (often abbreviated action RPG or ARPG) is a video game genre that combines core elements from both the action game and Role-playing video game, role-playing game genres. Definition Action role-playing games empha ...
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. The third-person action/brawler '' Batman: Arkham'' series also uses similar concepts as a Metroidvania, with
Batman Batman is a superhero who appears in American comic books published by DC Comics. Batman was created by the artist Bob Kane and writer Bill Finger, and debuted in Detective Comics 27, the 27th issue of the comic book ''Detective Comics'' on M ...
collecting new gadgets to access new areas. The 2017 title ''
Prey Predation is a biological interaction in which one organism, the predator, kills and eats another organism, its prey. It is one of a family of common feeding behaviours that includes parasitism and micropredation (which usually do not ki ...
'' 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. An even earlier attempt at bringing metroidvania gameplay to a
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
was the console versions of the game '' PowerSlave'' in 1996 and 1997, as opposed to the more traditionally linear PC version. 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. Russ Frushtick from ''
Polygon In geometry, a polygon () is a plane figure made up of line segments connected to form a closed polygonal chain. The segments of a closed polygonal chain are called its '' edges'' or ''sides''. The points where two edges meet are the 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. In a ''1UP.com'' video discussion between Parish, Sharkey, and Chris Kohler of ''
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'' 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.


"Metroidbrainia" sub-genre

In September 2015, the term "Metroidbrainia" was first coined to describe a sub-genre of games characterized by progression systems which are gated entirely, or at least significantly, by player knowledge. Metroidbrainias typically offer a world with important areas and win conditions entirely open to the player from the earliest moments of a game. Instead of being locked behind in-game requirements or player upgrades, the methods for reaching these areas or endings are simply obscure and unknown to new players. Exploration and backtracking is required to discover previously undisclosed game mechanics, reveal story details, and solve puzzles, eventually leading to the knowledge required for progression. Such games may reduce or eliminate the action portion of gameplay to favor puzzle solving, and can be characterized by a feeling of only being able to experience the game once. '' Outer Wilds'' (2019) is often cited as the model of the genre, with other notable examples including '' Fez'' (2012), '' Gone Home'' (2014), '' Return of the Obra Dinn'' (2018), '' Heaven's Vault'' (2019), ''
Tunic A tunic is a garment for the torso, usually simple in style, reaching from the shoulders to a length somewhere between the hips and the ankles. It might have arm-sleeves, either short or full-length. Most forms have no fastenings. The name deri ...
'' (2022), '' Chants of Sennaar'' (2023), and '' Animal Well'' (2024). Metroidbrainias are closely related to puzzle exploration games and adventure games such as ''
Myst ''Myst'' is a 1993 adventure video game developed by Cyan and published by Broderbund for Mac OS. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the ...
'' (1993) and '' The Witness'' (2016).


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. 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. 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. 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. 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. 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". 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".


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. ''
Comic Book Resources ''CBR'', formerly ''Comic Book Resources'', is a news website primarily covering comic book news, comic book reviews, and comic book–related topics involving movies, television, anime, and video games. It is owned by Valnet, parent of publicat ...
'' 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. '' 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". ''CBR'' has also proposed "platform-adventure". 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

*
Nonlinear gameplay A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a ...
* Open world * Soulslike


Notes


References


External links


Platform Adventure
- an extensive survey, history and comparison of Metroidvania and platform-adventure games. {{Castlevania series Video game genres