Wednesday, August 30, 2017

By Design: The Birth of the Metroidvania

In a few short weeks, a new Metroid game (or re-imagined remake I should say) will be upon us in the form of Metroid: Samus Returns for the Nintendo 3DS.  And fans couldn't be more excited, considering it has been just about 15 years since the last release of a 2D side-scrolling Metroid.  During this absence, there has been a growing surge of indie games (independent developed games) who have had modest success using the Metroidvania formula, such as with Cave StoryShadow Complex, or Axiom Verge just to name a few.  As many may be aware, Metroidvania is terminology used to describe games with similar concepts as found in the popular Metroid and Castlevania series, most notably Super Metroid and Castlevania: Symphony of the Night.  So what elements makes a good Metroidvania?  How has this combination of series formed its own sub-genre that is still used today to define other similar games?  Do both series hold equal weight in the name Metroidvania?  Does the terminology stifle the potential growth / variation of games in this genre?  With these questions in mind, join us in the following design discussion as we explore the birth and rise of the Metroidvania.

Box art for Super Metroid (left) and Castlevania: Symphony of the Night (right).

Before we dive too deep into the origin story here, it's important that we clarify what elements define a Metroidvania, as there can be varying opinions of such.  A game that is described as a Metroidvania typically contains many or all of the following characteristics:

  • Non-linear, exploratory worlds often filled with secrets and/or backtracking.
  • Upgrades that allow for new means in traversing the world and clearing previous road blocks.
  • RPG or leveling-up mechanics that allow the character to grow during their adventure.
  • 2D (or 2.5D) platforming-adventure action.

While there were some games that had previously experimented with and featured these elements, such as Brain Breaker or Xanadu: Dragon Slayer II, this style of gameplay didn't popularize until the release of Nintendo's Metroid.  Released in 1986, Metroid stood apart with its non-linear world that not only required players to retrace their steps, but also in offering power-ups with permanent effects.  It also was one of the earliest games to introduce the concept of speedrunning.  By offering alternate endings based off time and percentage completion, players were encouraged to play the game multiple times as they mastered the gameplay and discovered new routes for faster completion.

Rather than pushing forward right like most games before it, Metroid starts the game by requiring players to go left to obtain their first permanent power-up.  This teaches players that this is a world to explored in every direction with secrets waiting to be found and needed to progress.


That same year, the NES also saw the release of the original Castlevania.  Interestingly though, this series started as a very linear, action-oriented franchise.  The next two games, Vampire Killer and Castlvania II: Simon's Quest, would experiment with some non-linear gameplay elements, such as with the ability to revisit areas and upgrade mechanics, but would then return to a linear, action-focused structure for subsequent games.  During this time, the most pivotal game of this exploration genre and Metroid series, Super Metroid, was released.  Released in 1994, Super Metroid was further refined with a greater variety of abilities and upgrades, creative exploration, and increased focus on narrative.  Many fans and industry veterans alike claim this to be one of the best games of a generation, to which it would go on to serve as key inspiration for many aspiring developers and this future genre.

Meanwhile, back with the Castlevania series, developers looked for means to appease experienced veterans in challenge, but also cater to newcomers who seemed to struggle with difficult stages.  Released in 1997, Castlevania: Symphony of the Night introduced players to a large, sprawling labyrinthine castle to explore and key items / upgrades to find in order to progress.  While this may sound similar to the Metroid series (even their map systems are nearly identical), the developers note actually taking most of their inspiration from The Legend of Zelda series surprisingly enough, but translated into their 2D action series.  From this, you see a greater emphasis on certain elements such as story an RPG mechanics, which allows for player growth and immersion into the world.  This game would mark a major shift for the series moving forward for which it would be a benchmark that the series and many other games still strive to emulate.

Behold the makings of a Metroidvania map filled with various routes and secrets galore.  You'd be forgiven for mistaking this for a Super Metroid map, but it is in fact the map used in Castlevania: Symphony of the Night.


Despite the adoration for these Metroid and Castlevania games, these types of games weren't as widely spread as they are today.  In fact, the only other 2D Metroid games released after Super Metroid have been Metroid Fusion (2002) and Metroid: Zero Mission (2004).  The Metroid series as a whole currently sits at #14 compared to Nintendo's other series, in which the Mario series sells over 30x more than Metroid.  Despite this lack of mass appeal, it is because of the devoted adoration to these types of games that this genre of Metroidvania was spawned though.  While it is difficult to note the exact origin of this terminology, the term Metroidvania was originally used by an editor of 1UP.com, Scott Sharkey, to describe the continuing Castlevania games which had begun more adopting the Metroid-like exploration and world mechanics.  However, as these types of games were becoming fewer and farther between, editor/journalist Jeremy Parish helped loudly propagate this terminology so these beloved game mechanics would not be forgotten or lost.  Thankfully, this persistent attention paid off and the genre survived thanks to the birth of the indie scene.

Released in 2004, Cave Story was an indie game developed as an homage to Metroid and other classic games.  Comparisons to the Metroid and Castlevania games were notably apparent, and the success of the game paved way for further 2D platformers and Metroidvania games alike in the indie game market.  For a greater look at the many games that have since been defined as or containing Metroidvania elements, take a look at Metroidvania.com, helped managed by the very same Jeremy Parish who helped popularize this terminology in his attempts to catalog and bring this genre to the forefront.

The Metroidvania influences were strongly on display in Cave Story shown here, demonstrating an emphasis on exploration, upgrade/leveling mechanics, and multiple endings. 


Based off this brief history, you can see now the roots of the Metroidvania genre.  While the Metroid series may have been the first to popularize and lay the groundwork for this genre, the Castlevania series was able to help expand the genre once it found its footing with Symphony of the Night, offering unique elements such as RPG mechanics and greater focus on story.  This was in part thanks to taking inspiration from more than just Metroid with The Legend of Zelda series.  And so long as future games of the Metroidvania take such similar approaches to include varied sources of inspiration, I have faith this genre will continue to grow and will not stagnate.  As these two series still hold as the benchmark to which many games strive to surpass, the Metroidvania will not go away quietly into the night.

What are your thoughts on the Metroidvania genre?  Is there a better terminology that should be used for this new evolved genre?  Do you have a particular favorite Metroidvania game or experience?  Feel free to comment and continue the discussion in the comments below.  And for a continued and interesting design discussion on Symphony of the Night, take a look at Jeremy Parish's analysis here.  If you have any suggestions for future By Design discussions, be sure to let me know as well.  Until then, look forward to more discussions and happy gaming!

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