You’d be forgiven for thinking that nothing could be simpler than working out the secret formula that binds all of the great games in this popular genre together — the clue’s in the name! They need to be just like Metroid, with all the shooting and the aliens and the sci-fi-ness and the quiet loneliness that entails, and they also need to be just like Castlevania, with its incredibly similar selection of… um, swords. And whips. And, uh, magic upside-down castles. Oh and its predilection for lengthy cutscenes that may feature characters who appeared once, a decade earlier, unlockable playable characters, and supernaturally beautiful men with gorgeous hair down to their knees too. Just mash the two of them together and sell whatever comes out the other end — easy!
That’s the theory, anyway. In reality the genre is a mad jumble of contradictions, the modern action leanings of The Mummy Demastered being just as authentically “Metroidvania” as Blasphemous’ gothic religious theme or Guacamelee! 2’s vivid style. A “real” Metroidvania can have you controlling ninjas, vampire hunters, whatever the heck Dead Cells flame-headed lead is… You don’t even have to be a hero (or a reluctant anti-hero) either — Carrion’s playable “character” is a remorseless mass of flesh and teeth, a violent thing eagerly consuming anyone that stands in its way, sliming down corridors and squeezing through impossibly small crevices.
So if it’s not the way they look or even how they play that determines a Metroidvania’s legitimacy, then perhaps it’s the level of challenge faced that unifies this disparate genre, all the very best examples being relatively easy, like the legendary Symphony of the Night, or... really hard, just like Hollow Knight. No? To make matters worse huge chunks of accepted and even welcomed Metroidvania design runs contrary to everything we’re told a good game in any other genre should be; progress blocked by doors that only open to missiles we may have currently run out of, or reliant on new abilities waiting for us behind an intimidating screen-high monster in an unrelated part of the map we didn’t know existed yet. We expect to be left directionless and alone while other games rush to cover the screen with markers, compasses and loading screen hints. Meanwhile backtracking, the review score killer of countless other titles, is just an expected part of the Metroidvania experience.
So if they can be set wherever they feel like it, be as easy or hard as they choose, and often do the exact opposite of everything we’re told makes a traditional game fun then what is it that makes a Metroidvania a good one? What is it that really makes them, well, them?
You do.
Or rather, how you personally relate to and interact with the environment presented within these games. Everything else surrounding this nigh-intangible and extremely open to interpretation core can be whatever it wants to be, so long as the game in question always remembers it’s really all about the player and how they interact with the virtual playground they’ve been given.
And just as it looks like we’re getting somewhere, we realise this one truth can manifest in at least a dozen different ways. It’s an area designer deliberately placing something in plain sight but just out of reach, both you and them knowing that with time, effort, or a new ability — maybe all three combined — whatever that promised prize is will eventually be claimed, another part of your constantly expanding inventory and broadening skillset. It’s the visceral thrill of blowing away enemies that once needed to be approached with caution with a single casual shot, your character’s strength and your personal prowess only growing with every defeated foe. It’s seeing a distant exit to places unknown tantalisingly placed at the top of a vertical surface ten apparently unreachable tiles high or far beyond an unavoidable floor bristling with deadly spikes and thinking “I know exactly what I need to do here” before reaching your goal with ease.
These are those incomparable moments spent rhythmically jump-kicking off smooth walls where once you’d have been forced to turn back and search for somewhere else to go, or fearlessly plunging into lava that would have been deadly an hour earlier. Harsh alien worlds, long forgotten pathways teeming with monsters, and grand staircases leading to climactic battles with the lords of darkness transition one room at a time from the dangerous and unknown into the familiar and safe, your own knowledge and confidence just as much a part of your characters as any ammo count or defence statistic.
It doesn’t even have to be about becoming harder, better, faster, or stronger either; who hasn’t smiled while nonchalantly reaching for one of the ninety-nine potions waiting in their expansive end-game inventory during what might have otherwise been a tough encounter? Or perhaps spent time enjoying the quiet pleasure of “tidying up” an area map, exploring those high ceilings and other “pointless” nooks and crannies thanks to the levitational powers granted by a recently acquired special item, purely for the sake of filling out every last square? Who doesn’t want to fill out a game’s bestiary or collect as many trinkets as possible for no reason other than the sense of satisfaction it brings?
This is what defines a Metroidvania. It’s got nothing to do with the perspective used, the type or quantity of abilities you gain, the characters you play as, the enemies you defeat or any “environmental storytelling” that may emerge from easily-missed background details or silent NPC animations. It’s got shockingly little to do with either of the genre's famous namesakes either. Good Metroidvanias are a feeling — maybe even a promise — that the strange new world stretching out ahead is for you alone; somewhere you will slowly but surely conquer, every step forward ironclad proof of your developing knowledge of its secret stashes, arcane abilities, and menagerie of monsters.
Do you agree? What do you think makes a Metroidvania a Metroidvania? What do you like about them?
Comments 71
Not hollow knight
I prefer the igavania part of metroidvania’s over the metroid part. Really like metroidvania RPG’s.
Hollow knights amazing- can't wait for silk song
❗Going back to the same area again and Again and AGAIN doesn't appeal to me which is why I don't play the 'Metroid' series.
I always thought that the Vania part of Metroidvania was the rpg like elements, ie different armor, weapons, leveling up, etc. Otherwise games without these rpgish mechanics are just like Metroid.
1. Same thing that makes a good 2D platformer in the first place. There should be some challenging jumping, running and moving around and combat should not get in the way. This is where I think Metroid fails, Samus controls really awkwardly in classic titles and enemies tend to be just the right size to require the player to stop and aim at them. Castlevania quick whip or Guacamellee punches feel less pace killing.
2. Level design. If we're going to get stuck in the same places over and over again they better be worth it.
3. That "just out of reach" part mentioned in the article. Makes the player eager to explore.
4. Variety between "zones". You don't even need unlockable abilities or boss fights. Although if the boss fight is the same one repeated it puts a damper on things. VVVVVV is an excellent example of a Metroidvania without abilities and yet each zone is different. Xeodrifter has abilities but each zone feels repetitive after the first one.
5. Some degree of freedom. Even though most of these games are ultimately linear, player should be able to enter some areas they're not supposed to "yet" just to feel like they're not following a leash. Otherwise just make a regular platformer.
For me it is one huge place that has many areas with different themes, enemies and objectives. The backtracking is also huge part of a metroidvania for me.
RPG leveling up system, inter-connected map that rewards exploration, back-tracking to former inaccessible areas with new abilities, a brooding atmosphere with appropriate soundtrack, enemies that make you think tactically & terrifying bosses.
Metroid.
Leave the Vania out of it !
Tight controls for the platforming and combat is very essential. The quality control on Hollow Knight has made me retroactively dislike Metroidvanias that I’d previously enjoyed.
Also, and this may be controversial in this conversation, but having a lot of options open to you. Yes gear gating is a necessary part of the formula but something that I didn’t even know about in Hollow Knight is how non linear it actually is. I was comparing notes with a friend of mine and our maps were very different despite being a similar percentage done. Another time I had put the game down for a few weeks and came back to it and I was lost so I tried a walkthrough and the walkthrough didn’t line up to my play through either so was actually unhelpful and at that point it was clear just how special that game is. It might even be the only one to have that kind of freedom, I don’t know, but it just amazes me that there was standard gear gating and some level of non linearity at the same time.
I’d say that it’s the lack of direction given to the player, the feeling of progression, exploration, and game design so good that everything is easily understood with a few seconds of being exposed to it. People always talk about the first goomba in Super Mario Bros. as being amazing design, but Super Metroid surpasses this in every aspect. You are guided to every ability and forced to learn how to use them properly before you are allowed to continue and all of this is done without any text.
Anything that plays like Symphony of the Night.
Only Castlevania games with the exploration parts of Metroid games are Metroidvanias.
So is Zelda a "metroidvania"? It seems to check most of the boxes.
Shortcuts, shortcuts, shortcuts. Like the moment when you realise that Dark Souls’ world is connected in different ways despite it not seeming that way at all. 2D games can do that too with a well-placed elevator or the warp points in the Igavania games.
Hollow Knight is....okay. But the save points is what killed it for me...
You die at a hard boss, and then have spend a long time getting back to the boss because there's no closer saves, die again, do it again...yeah...
@moodycat Out of interest have you played dread yet?
The Ori games are the ones that made me fans of the genre. Before that I had only dabbled in Early Castlevania and barely touched a Metroid (other than my repeat attempts at Super which I cannot play)
What attracts me to this "genre" is the same thing that elevates any work of fiction that draws me in (Avatar the Air Bender/Full Metal Alchemist/Lord of the Rings etc) and that X factor isthe world building. Singular levels could never make me feel like I exist in a place, but the best of genre applies the learned skills and experiences of the world into world itself. That's beautiful and uniquely Castletroid
@N8tiveT3ch love you for this. I don't get it
I have a difficult time with these games. I hate backtracking and I hate the “where the f*** do I go” aspect of them.
I liked a lot about Hollow Knight but never finished it because it was difficult to navigate with so much samey environments.
I still may try Dread one day but I’m not enthusiastic for the genre.
@NRLPLSTCTY I recommend the Ori games!!! The finest the genre has to offer with very little in the way of "what next??"
One thing I think is especially hard for metroidvanias is the fine line between 'exploration' and 'getting horribly lost'. Some metroidvanias are a little too much linear back-tracking. Some (cough hollow night) are a little too easy to get lost in. Too extreme either way and it becomes boring or frustrating. I have just been playing Super Metroid and I think it nails this aspect.
@Donutsavant I actually do love Ori 1. It has great flow and pacing. Ori 2 felt more obtuse in its sense of direction, maybe that’s just me?
I liked Hollow Knight enough to beat it, but I was slightly disappointed by it. I guess that's my own fault for buying the hype about it. It's a very good game, but I just didn't like it as much as many other people seemed to. I will say I liked it enough to look forward to Silk Song, so there's that.
@Rats the original Zelda definitely is, which is why I think metroidvanias should just be called action-adventures.
Also, Resident Evil.
Given a previous article on Nintendo Life addressed the issue of genres within the video game industry, trying to determine whether or not a game is a "Metroidvania" game feels more like a status than a classification, almost like saying a game is "good" because it takes aspects from Metroid and/or Castlevania.
As much credit as Nintendo and Konami should get for inadvertently creating a sub-genre of "2D Role-Playing Action-Adventure," I guess maybe I should tamper my expectations on every Metroidvania game being a good game.
@Rats
Zelda II would fit those qualifications, but it seems like everyone forgets about that game due to its immense difficulty.
I always thought it was a step up from the linier game. You change direction and track back to areas you have previously visited.
But that is what games get criticised for now, to much back tracking. So they have now have warp or teleporters.
I really enjoyed my play through of Hollow Knight, the combat was engaging and visceral, the world was hauntingly beautiful and felt like a real place. However the game was just so vast and sprawling, I've never been compelled to try and play through it again, like I do with games like Super Metroid and SotN. I may revisit again one day though.
In regards to what makes a good Metroidvania, (we really do need to come up with a less cumbersome term for the genre), I would say, it needs an effective atmosphere, well designed interconnected maps, satisfying powerups that facilitate the further exploration of said map, and a solid sense that your character is steadily getting stronger and more capable as the game progresses. And of course epic boss fights. A killer soundtrack doesn't hurt either.
@Gwynbleidd agree 110%
@NRLPLSTCTY I far prefer the second one!! I think it could be the expanded move set, or else I was just more comfortable with the controls and game feel once I began the game instead of having to wrestle with the learning curve.
I've been meaning to revisit these two I should try to do so and keep what it is you've said in mind
@moodycat Metroid Dread is pretty damn good though. I do admit that Samus Returns was only okay, far from perfect. But then again, that game is kind of limited by the design of the original Metroid II: Return of Samus. And, well, the limitations of 3DS itself. The important point is that they really outdid themselves with Dread and improved in every sense when compared to their older games.
Hollow Knight was great. Too difficult for me. I got stuck on Nightmare King Grimm. Then I got the Steam version and some mods. Finally got to expiercence the ending.
Have any of you here ever played The Sacred Armour of Antiriad?
‘Metroidvanias’ I really like is Guacamelee 1&2, Yoku’s Island Express, Dread, Super Metroid and the Ori games. All very different from each other but all fantastic.. but Hollow Knight is by far the best metroidvania I have ever played.. it’s probably my favorite game of any genre.
I love a good Metroidvania and Hollow Knight is the best I've ever played, by quite some distance. That game hooked me from beginning to end like very few games ever have. It was an absolute beast of a game to conquer but conquer it I did. Silksong cannot come soon enough.
Just to add, Metroid Dread is absolutely SUPERB. Loving every minute of it. Fusion was my favourite before but I think Dread might just over take it. Long way to go though, I shall see how I feel at the end.
Hollow Knight is in a league of its own when it comes to the genre of Metroidvania. Thank you, Team Cherry!
Conquered the entirety of Hollow Knight up until the last boss on PS4, died a couple times, and never went back. After Dread, it might be time to go back on Switch. I wonder how Silksong is coming along… 🤔
I know the term itself is an odd one and only makes sense if you already know it, but I’ve never heard anyone who knows the terms question what it means.
Obviously it’s nothing to do with the art style. Obviously it’s nothing to do with the narrative and setting. Obviously it’s nothing to do with atmosphere and tone. That’s not how any game genre works, they’re all based on gameplay and all Metroidvanias have the same key gameplay elements in common. They are all about exploration and the expansion of your abilities to explore previously explored areas further. That is their core. Sure other games have exploration too and others encourage it, but Metroidvanias are built around it. You can mix in other genres and you can skin it anyway you like but that is the core, necessary to proceed gameplay that they all share.
And I love it!
Metroidvanias (to me) are a subsection of arcade adventure games where maps are essential...because they have a particular element where you can explore until you are back at a room you have visited before...and you didn't realise it lol. The Dungeons in Zelda games have a Metroidvania quality. And this abstract feeling lends itself to feeling very isolated lol. Kinda like being stuck in a maze but with a main goal of getting out / killing the bad guy. There were loads of games like this on the 8-bit computers. Never was quite sure why Metroid and Castlevania hog the limelight.
@MichaelP I think that’s where the term started as SotN was a Castlevania game that played like or used systems similar/from Super Metroid.
@Rats certain games in the series more than others, yes. I think isolation plays a big part. The obscurity of direction is another part that I think plays a part. And that’s part of the exploration part. But I don’t think all Zelda games would fit into this category.
1) Meaningful backtracking. For example, discovering the ladder in Undead Burg (Dark Souls) that leads back to the first bonfire. Or any of the numerous ways that the levels connect with each other in Super Metroid.
2) Equipment that expands your repertoire, but does not lead to redundancy for the sake of “having a lot of stuff.” A charge beam that you have to hold for 2 seconds and another that you have to hold for 5 seconds, is still a charge beam. Pick one lol
3) Presentation. Is it graphically beautiful, pulling in your imagination and giving you room to dream between the lines? Is the music inspiring, atmosphere/mood-setting? Is the game overall, readable while still trying to look cool?
Those are some of mine.
NINJA APPROVED
Take a note, ender lilies will be the best Metroidvania’s game of this year. Awesome game.
@Roger_Brazil I think I would have liked the game a little more if it had a sharper presentation. I’m not a fan of the cardboard cutout style of animation they chose to use.
Has to be a top-down platformer for most of the action parts, has a character that can be powered up, has one or more large interconnected areas that you can explore, return to, and unlock more as your character powers up. Most Zelda games don't qualify; there are a few top-down segments in some of the 2D ones but they're fairly minimal. Zelda 2 would count, though it could also be considered a RPG or RPG-Metroidvania hybrid.
@SmaggTheSmug VVVVV was great! Thanks for mentioning it!
@Joeynator3000 Exactly! Save points were also my criticism. I put in more than 10 hours, and i enjoyed the game play, but replaying 3 to 5 minutes before repeating boss fights were too much. I am okay that I am not a great gamer and die often, but i also have limited time. Celeste was also tough, but the almost instantaneous respawns kept me playing despite more than 5000 deaths.
Very quickly metroidvanias have become my favorite genre. Everyone owes it to themselves to give the genre an honest chance
What makes a good Metroidvania?
1. Don’t be Harmony of Dissonance in terms of backtracking.
2. Make difficult abilities like the Shinespark be only necessary to find secrets and not required for 100% completion.
In leading up to Dread, i went through the previous 4. After reading this article, i strongly agree. It’s a feeling, for sure. Axiom Verge and Ori, being my top clones, left me with a, strange (good! Lol) feeling after. Yes, story, gameplay and music all affect it, but the feeling of a game is solely how it appeals to you. I try not to compare it to others, that’s like trying to compare Final Fantasy games to eachother, they all have similarities, but gameplay mechanics are wildly different in each entry. Really great read Nintendo Life 😊
@SeantheDon29 Yeah I'm playing Harmony atm and the layout is just bad. I never had issue with the DS CV games layout in general. I'm hoping Aria of Sorrow is an improvement.
For me two things I want in a metrodvania is
1. Good layout. I shouldn't have to traverse through an entire section to get back around to another side or area cause of badly placed corridors, teleporters etc.
2. Fast movement. This is corrolates with 1 as I hate some metroidvania games you move slow for no reason and sometimes you gotta go through a bit to unlock some upgrade or ability that lets you move somewhat faster.
@Edanetz Axiom Verge is top notch (I still need to play Ori).
Is Metroid dread good to start with. The closest to a metroidvania I have played is blue fire. I am intrested in dread but not sure about dropping 60 on it
@TechaNinja oh trust me, it is. The only real difficult or should I say annoying thing about Aria is the soul collecting.
@TechaNinja then you’ll love the run boots in CoTM
I’m a ‘classicvania’ man myself
I think the following are essential for a good Metroidvania
Don't think anything else is essential.
@N8tiveT3ch lol, says you. It definitely shares a lot of DNA with igavania games.
Really struggling to understand people who want to exclude one or the other game, I love every Metroid and every Castlevania title, and I don't understand fans of the genre who don't.
@Jerakal Some people like shooting aliens. Some people like whipping zombies. Others enjoy shooting aliens and whipping zombies. Some of us like shootings zombies and whipping aliens, though. Erm.
ninja approved :/
I've read at least two reviews stating that Metroid Dread takes the crown back from Ori and Hollow Knight.
@Savage_Joe
What "vania" part? There is not really a "vania" part.
I'm so tired of the term Metroidvania. Lol I guess it's helped Metroid get a boost in popularity though. Good thing it wasn't called Castletroid.
@LUIGITORNADO Or castroid, even though I just found out that term is being used to express when a game early on strips you of your abilities, according to urban dictionary. Quite fitting.
A good Metroidvania has a slight horror atmosphere so you never feel completely safe or overpowered when entering new areas, a reason to want to find the upgrades but not the absolute need to find all of them, a constant sense of progression with a map that actually helps but doesn't straight up tell you what to do, and backtracking that confirms you have become stronger made faster with your new abilities as well. Basically a good balance between badass and dread, fun exploration of the known and careful invasion of the unknown, and 'aha!' moments and surprises. Or is that just mostly good game design in general?
@Savage_Joe
You didnˋt explain anything, boy. Or do you mean that control-method nonsense? What has that to do with anything?
@LUIGITORNADO
My main issues are that the term makes no sense for any game which is not a Castlevania and that many people are assuming, a "Metroidvania" is automatically a good game.
I watched a youtube video(forgot the channel) and someone was review symphony of the night and he said something along the line.
Progress is skill based, enemy placement, pacing, room design, stat progress, item drops etc. it all needs to be there to suplement the players skill and not carry them trough the game.
responsive controls, exploration and a sense of finding what you're looking for even though you don't know what you're looking for... For me, a good Metroidvania will have me muttering to myself as I try to to remember where I was going and thinking "where's that thing I saw that looks like it might be opened by this new thing that I've got"
A good article but not a great article. I want better video gaming journalism available to the mainstream.
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