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 Story,
Shadow 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.
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| 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.