Metroidvania

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Action games

Metroidvania is a subgenre of the action-adventure video game genre which borrows heavily from the general gameplay concepts of the Metroid series and the Castlevania series (specifically from Castlevania: Symphony of the Night and onward). The genre name is a portmanteau of the two series' names.

Metroidvania games feature a large interconnected world map the player can explore, but access to parts of the world is limited by doors or other portals that can be only be opened after the player has acquired special tools, weapons or abilities within the game. Acquiring such improvements also aids 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. Metroidvania games typically are two-dimensional platformers, but can also include other genre types. Though popularized during the early console generations, the genre has seen a resurgence since the 2000s due to critically praised, independently developed games.

History

Though elements of Metroidvania gameplay appeared in earlier titles, such as Adventure (1979, Atari 2600),[1] Metroid (1986, Nintendo Entertainment System) is generally considered the first true Metroidvania game.[2] Nintendo'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-ups in contrast to how other adventure games only offered power-ups with temporary effects.[3] 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).[2]

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

During this time, the horror-themed platformer series Castlevania was also becoming popular. The initial games in the series featured discrete levels that the player completed in a sequential manner. 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.[4] 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, PlayStation); such ideas included a large open world to explore, the need to acquire key items to enter into certain areas, and the ability to improve the player-character as one would in console role-playing games.[4] The changed proved popular with players, and subsequent games in the series would follow this formula.[2] With the close releases of Super Metroid and Castlevania: Symphony of the Night, the formula these games presented would form the foundations of what are considered Metrovanias today.[2]

While both series continued to develop titles in this format, the concept of Metroidvanias started to gain more traction when other parties began to develop games in the same style.[2] Cave Story (2004, Microsoft Windows) was independently developed by Daisuke Amaya as a 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[2][5] Shadow Complex (2009, Xbox 360) by Chair Entertainment was developed with acknowledging 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.[2] Due to games like these, the Metroidvania genre began to take off in both publisher-driven and independent games development.[2]

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 grateful to be acknowledged as the one that established the basis of the genre.[6]

Gameplay concepts

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

A Metroidvania title 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, a key, or a new character ability, to remove the obstacle that is 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, respawning when the player revisits those rooms, and often can be defeated to gain health, ammunition, or experience points.

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 retracking in the latter 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 manageability about the game's map, 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.

A sketch of the overall map layout mid-development created for Shadow Complex, representative of the labyrinthine level design used by Metroidvania games

Metroidvania is a term 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. 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 shooter 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.[2]

Igarashi, who is credited with setting the core concepts of what makes a Metroidvania title, described what he believed were key elements that makes successful games in the genre. These include:[4]

Analysis

The popularity of the Metroidvania genre is stated to be tied to the ease with which platformer games can be learned and mastered, while giving the player a character that they can grow over the course of the game.[2] Many developers of independent Metrovania 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.[2]

From a developer's standpoint, the Metroidvania genre provides benefits to the developer. The genre encourages tight connection between level design and game story, and can give developers opportunities to create an immersive world for the player.[2] 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.[2]

List of Metroidvania games

Year Title Developer Original Platform(s) Notes
1986 Metroid Nintendo Nintendo Entertainment System
1988 Blaster Master Sunsoft Nintendo Entertainment System
1991 Metroid II: Return of Samus Nintendo Game Boy
1994 Super Metroid Nintendo Super Nintendo Entertainment System
1997 Castlevania: Symphony of the Night Konami PlayStation
2001 Castlevania: Circle of the Moon Konami Game Boy Advance
2002 Shantae WayForward Technologies Game Boy Color
2002 Metroid Fusion Nintendo Game Boy Advance
2002 Metroid Prime Nintendo, Retro Studios GameCube
2002 Castlevania: Harmony of Dissonance Konami Game Boy Advance
2003 Castlevania: Aria of Sorrow Konami Game Boy Advance
2004 Metroid: Zero Mission Nintendo Game Boy Advance
2004 Kirby & the Amazing Mirror Nintendo, HAL Laboratory Game Boy Advance
2004 Metroid Prime 2: Echoes Nintendo, Retro Studios GameCube
2004 Cave Story Daisuke Amaya Microsoft Windows Considered the first independently developed Metroidvania title
2005 La-Mulana GR3 Project Microsoft Windows, Wii, PlayStation Vita
2005 Castlevania: Dawn of Sorrow Konami Nintendo DS
2006 Metroid Prime Hunters Nintendo Nintendo DS
2006 Castlevania: Portrait of Ruin Konami Nintendo DS
2007 Odin Sphere Vanillaware PlayStation 2
2007 Metroid Prime 3: Corruption Nintendo, Retro Studios Wii
2007 Aquaria Bit Blot Microsoft Windows, OS X, Linux, iOS
2008 Castlevania: Order of Ecclesia Konami Nintendo DS
2009 Muramasa: The Demon Blade Vanillaware Wii
2009 Shadow Complex Chair Entertainment Xbox 360
2010 VVVVVV Terry Cavanagh Microsoft Windows, OS X
2010 Shantae: Risky's Revenge WayForward Technologies DSiWare, iOS, Microsoft Windows
2010 Astroman[7] StarQuail Xbox 360
2011 Insanely Twisted Shadow Planet Shadow Planet Productions Microsoft Windows, OS X, Linux, Xbox 360
2011 UnEpic Francisco Téllez Microsoft Windows, OS X, Linux, Microsoft Windows, Wii U
2011 The Iconoclasts[8] Konjak Microsoft Windows
2012 Dust: An Elysian Tail Humble Hearts Microsoft Windows, OS X, Linux, PlayStation 4, Xbox One
2012 Bunny Must Die![9] Rockin Android Microsoft Windows
2013 Guacamelee! Drinkbox Studios Microsoft Windows, OS X, Linux, PlayStation 3, PlayStation Vita, Xbox 360, Xbox One Brawler-based Metroidvania
2013 Dragon's Crown Atlus, Vanillaware PlayStation 3
2013 Batman: Arkham Origins Blackgate Armature Studio Nintendo 3DS, PlayStation Vita, PlayStation 3, Wii U, Microsoft Windows, Xbox 360
2013 Teslagrad Rain Games Windows, OS X, Linux, Wii U, PlayStation 3, PlayStation 4, PlayStation Vita
2014 Strider Double Helix Games Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One
2014 Shantae and the Pirate's Curse WayForward Technologies, Inti Creates Nintendo 3DS, Wii U
2015 Ori and the Blind Forest Moon Studios Microsoft Windows, Xbox One, Xbox 360
2015 Axiom Verge Tom Happ Microsoft Windows, PlayStation 4, PlayStation Vita
2015 Chasm Discord Games Microsoft Windows, OS X Procedurally-generated Metrovania.[10]
2015 Republique Camouflaj Studio Microsoft Windows, IOS

References

  1. Parish, Jeremy (December 25, 2014). "Metroidvania Chronicles #002: Adventure [Atari, 1979]". YouTube. Retrieved March 14, 2015.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 Nutt, Christian (February 13, 2015). "The undying allure of the Metroidvania". Gamasutra. Retrieved February 13, 2015.
  3. "The Metroid Retrospective – Part 1". GameTrailers. June 6, 2006. Retrieved April 8, 2014.
  4. 4.0 4.1 4.2 "Video: Koji Igarashi explores what makes a Metroidvania game". Gamasutra. February 23, 2015. Retrieved March 14, 2015.
  5. Greenwald, Will (April 12, 2013). "Indie Game Developers Revive Platformers". PC Magazine. Retrieved March 14, 2015.
  6. Parish, Jeremy (March 18, 2014). "GDC 2014: Why Koji Igarashi is Grateful for the Word "Metroidvania"". US Gamer. Retrieved March 14, 2015.
  7. Joystiq Staff (December 27, 2013). "Twenty Developers You Don't Know but Should". joystiq.com. Retrieved 27 March 2015.
  8. Burns, Michael (April 15, 2013). "Metroidmania: 12 Great Games to Satisfy Your Craving for Open-Ended Platforming". indiegames.com. Retrieved 27 March 2015.
  9. Staff (September 17, 2012). "Indie Royale Profile Bunny Must Die". indiegames.com. Retrieved 27 March 2015.
  10. Parish, Jeremy (April 23, 2013). "CHASM: CREATING AN INFINITE METROIDVANIA". IGN. Retrieved March 17, 2015.

External links