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Metroidvania

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Metroidvania[a] is a sub-genre of action-adventure games and/or platformers focused on guided non-linearity and utility-gated exploration and progression. The term is a portmanteau of the names of the video game series Metroid and Castlevania, based on the template from Metroid from 1986, Castlevania II from 1987, and Castlevania: Symphony of the Night from 1997. Since Symphony of the Night assistant director Koji Igarashi took more inspiration from The Legend of Zelda series, this gameplay formula of action-exploration is less commonly known as a Zeldavania or Zeldatroid.

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 through role-playing game 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 series with non-linear traversal within the Castlevania series; most subsequent Castlevania games followed its approach and refined the genre. Symphony of the Night's 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.

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Nonlinear gameplay

Nonlinear gameplay

A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order.

Portmanteau

Portmanteau

A portmanteau word, or portmanteau is a blend of words in which parts of multiple words are combined into a new word, as in smog, coined by blending smoke and fog, or motel, from motor and hotel. In linguistics, a portmanteau is a single morph that is analyzed as representing two underlying morphemes. When portmanteaus shorten established compounds, they can be considered clipped compounds.

Metroid

Metroid

Metroid is an action-adventure game franchise created by Nintendo. The player controls the bounty hunter Samus Aran, who protects the galaxy from Space Pirates and other malevolent forces and their attempts to harness the power of the parasitic Metroid creatures.

Castlevania

Castlevania

Castlevania, known in Japan as Akumajō Dracula, is a gothic horror action-adventure video game series and media franchise about Dracula, created and developed by Konami. It has been released on various platforms, from early systems to modern consoles, as well as handheld devices such as mobile phones. The franchise has expanded into several spin-off video games and other media, including comic books and an animated television series.

Metroid (video game)

Metroid (video game)

Metroid is an action-adventure game developed and published by Nintendo. The first installment in the Metroid series, it was originally released in Japan for the Family Computer Disk System in August 1986. North America received a release in August 1987 on the Nintendo Entertainment System in the Game Pak ROM cartridge format, with the European release following in January 1988. Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them.

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest is a platform-adventure game developed and published by Konami. It was originally released in Japan in 1987 for the Famicom Disk System, and in North America in 1988 for the Nintendo Entertainment System, respectively. It is the second Castlevania game released for the NES, following the original Castlevania in 1986. Set sometime after the events of the first installment, the player once again assumes the role of vampire hunter Simon Belmont, who is on a journey to undo a curse placed on him by Dracula at the end of their previous encounter. Dracula's body was split into five parts, which Simon must find and bring to the ruins of Castle Dracula in order to defeat him. The game notably deviates from the traditional platforming of its predecessor, incorporating role-playing and open world elements.

Castlevania: Symphony of the Night

Castlevania: Symphony of the Night

Castlevania: Symphony of the Night is an action role-playing game developed and published by Konami for the PlayStation and Sega Saturn. It was directed and produced by Toru Hagihara, with Koji Igarashi acting as assistant director. It is a direct sequel to Castlevania: Rondo of Blood, taking place four years later. It features Dracula's dhampir son Alucard as the protagonist, rising from his slumber to explore Dracula's castle which resurfaced after Richter Belmont vanished. Its design marks a break from previous entries in the series, re-introducing the exploration, nonlinear level design, and role-playing elements first experimented with in Castlevania II: Simon's Quest.

Koji Igarashi

Koji Igarashi

Koji Igarashi is a Japanese video game producer, programmer, writer, and creative director. Often credited as IGA, he began his career by joining Konami in 1990 as a programmer. Over the next ten years, he moved into a senior role within the company, working on Castlevania: Symphony of the Night as a programmer, writer, and assistant director. He later served as the lead producer on the Castlevania series, starting with Castlevania Chronicles in 1999 and ending with Castlevania: Harmony of Despair in 2011. During his time with Konami, he was also involved in other titles, such as Nano Breaker and Tokimeki Memorial. In 2014, Igarashi left Konami to later become the co-founder of Artplay who in June 2019 released Bloodstained: Ritual of the Night, a spiritual successor to the Castlevania Series.

Player character

Player character

A player character is a fictional 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 that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character.

Side-scrolling video game

Side-scrolling video game

A side-scrolling video game is a game viewed from a side-view camera angle where the screen follows the player as they move left or right. The jump from single-screen or flip-screen graphics to scrolling graphics during the golden age of arcade games was a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.

3D computer graphics

3D computer graphics

3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

Super Metroid

Super Metroid

Super Metroid is an action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System in 1994. It is the third installment in the Metroid series, following the events of the Game Boy game Metroid II: Return of Samus (1991). Players control bounty hunter Samus Aran, who travels to planet Zebes to retrieve an infant Metroid creature stolen by the Space Pirate leader Ridley.

History

While not the first game of its kind (see, for example, Brain Breaker, which was released in 1985), Metroid (1986, Nintendo Entertainment System) is generally considered the most influential game for the Metroidvania genre.[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] 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 speedrunners.[4] However, in retrospect, Super Metroid was still considered an example of a highly-polished non-linear platformer.[4]

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

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)[5][6] and Castlevania II: Simon's Quest (1987, NES) which experimented with non-linear adventure gameplay,[7][8] 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.[9] 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).[10][11] 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.[9][4] 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.[4][9][12][13] The changes for Symphony of the Night proved popular with players, and most subsequent games in the series would follow this formula.[2] 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.[2] 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.[14][13] As this neologism started to be adopted, Igarashi reacted that the genre should really be called a "Zeldavania", as Symphony of the Night was inspired by Zelda, not Metroid.[10] Other figures in the game industry have since used Zeldatroid or Zeldavania interchangeably,[15][16][17][18][19] with the Zelda series recognized as following the same formula.[20][21]

The concept of Metroidvanias started to gain more traction when other parties began to develop games in the same style.[2][22] Cave Story (2004, Microsoft Windows) was 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][23] Shadow Complex (2009, Xbox 360) by Chair Entertainment 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.[2] Due to games like these, the Metroidvania genre began to take off in both publisher-driven and independent games development.[2] Drinkbox Studios' Guacamelee! (2013), Moon Studios' Ori and the Blind Forest (2015), and Team Cherry's Hollow Knight (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 campaign video for Castlevania-influenced Bloodstained: Ritual of the Night (2019), where he ridiculed big studios' dismissal of the genre while imitating Symphony of the Night's Dracula.[24]

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.[25] 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.[26][27] A similar portmanteau "Castleroid" is sometimes used as well for describing this genre.[26] Video game journalist Jeremy Parish, who manages the Metroidvania.com site that has attempted to catalog all known Metroidvania games,[22] 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.[28]

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Brain Breaker

Brain Breaker

Brain Breaker is a side-scrolling action-adventure platform game released for the Sharp X1 in 1985. It is an early example of the Metroidvania genre.

Metroid (video game)

Metroid (video game)

Metroid is an action-adventure game developed and published by Nintendo. The first installment in the Metroid series, it was originally released in Japan for the Family Computer Disk System in August 1986. North America received a release in August 1987 on the Nintendo Entertainment System in the Game Pak ROM cartridge format, with the European release following in January 1988. Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them.

Nintendo Entertainment System

Nintendo Entertainment System

The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the Family Computer (FC), commonly known as the Famicom. The NES, a redesigned version, was released in American test markets on October 18, 1985, before becoming widely available in North America and other countries.

Nintendo

Nintendo

Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops and releases both video games and video game consoles.

Power-up

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 mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in Bubble Bobble. Well known examples of power-ups that have entered popular culture include the power pellets from Pac-Man and the Super Mushroom from Super Mario Bros., which ranked first in UGO Networks' Top 11 Video Game Powerups.

Koji Igarashi

Koji Igarashi

Koji Igarashi is a Japanese video game producer, programmer, writer, and creative director. Often credited as IGA, he began his career by joining Konami in 1990 as a programmer. Over the next ten years, he moved into a senior role within the company, working on Castlevania: Symphony of the Night as a programmer, writer, and assistant director. He later served as the lead producer on the Castlevania series, starting with Castlevania Chronicles in 1999 and ending with Castlevania: Harmony of Despair in 2011. During his time with Konami, he was also involved in other titles, such as Nano Breaker and Tokimeki Memorial. In 2014, Igarashi left Konami to later become the co-founder of Artplay who in June 2019 released Bloodstained: Ritual of the Night, a spiritual successor to the Castlevania Series.

Castlevania (1986 video game)

Castlevania (1986 video game)

Castlevania, known in Japan as Akumajō Dracula, is a platform game developed and published by Konami for the Family Computer Disk System video game console in Japan in September 1986. It was ported to cartridge format and released in North America for the Nintendo Entertainment System (NES) in May 1987 and in Europe in 1988. It was also re-issued for the Family Computer in cartridge format in 1993. It is the first game in Konami's Castlevania video game series.

MSX

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 Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. The first MSX computer sold to the public was a Mitsubishi ML-8000, released on October 21, 1983, thus marking its official release date.

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest is a platform-adventure game developed and published by Konami. It was originally released in Japan in 1987 for the Famicom Disk System, and in North America in 1988 for the Nintendo Entertainment System, respectively. It is the second Castlevania game released for the NES, following the original Castlevania in 1986. Set sometime after the events of the first installment, the player once again assumes the role of vampire hunter Simon Belmont, who is on a journey to undo a curse placed on him by Dracula at the end of their previous encounter. Dracula's body was split into five parts, which Simon must find and bring to the ruins of Castle Dracula in order to defeat him. The game notably deviates from the traditional platforming of its predecessor, incorporating role-playing and open world elements.

PlayStation (console)

PlayStation (console)

The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. It was released in Japan on 3 December 1994, in North America on 9 September 1995, in Europe on 29 September 1995, and in Australia on 15 November 1995. As a fifth-generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn.

Experience point

Experience point

An experience point 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. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing.

Neologism

Neologism

A neologism is a relatively recent or isolated term, word, or phrase that may be in the process of entering common use, but that has not been fully accepted into mainstream language. Neologisms are often driven by changes in culture and technology. In the process of language formation, neologisms are more mature than protologisms. A word whose development stage is between that of the protologism and neologism is a prelogism.

Gameplay concepts

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

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 points.[29]

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.[30]

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.[13] The exploration and character development concepts of Metroidvanias can be used in other genres, though these games typically are not categorized as Metroidvanias.[22] 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 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] The third-person action/brawler Batman: Arkham series also uses similar concepts as a Metroidvania, with Batman collecting new gadgets to access new areas.[22] The 2017 Prey 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.[31]

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.[9] Russ Frushtick from 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.[32]

In a 1UP.com video discussion between Parish, Sharkey, and Chris Kohler of Wired 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), Adventure Island IV (1994). They argue 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.[33]

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Guacamelee!

Guacamelee!

Guacamelee! is a Metroidvania action platforming video game developed and published by DrinkBox Studios, initially launched in April 2013 for platforms PlayStation 3 and PlayStation Vita and was later ported to Microsoft Windows in August and to OS X and Linux in February 2014. An enhanced edition entitled Super Turbo Championship Edition was released for Wii U, Windows, PlayStation 4, Xbox One and Xbox 360 in July 2014 and later on the Nintendo Switch in October 2018. The game draws its inspiration from traditional Mexican culture and folklore.

Experience point

Experience point

An experience point 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. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing.

2.5D

2.5D

2.5D perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

Metroid Dread

Metroid Dread

Metroid Dread is an action-adventure game developed by Nintendo and MercurySteam and published by Nintendo for the Nintendo Switch. It was released on October 8, 2021. Set after the events of Metroid Fusion (2002), players control bounty hunter Samus Aran as she investigates the source of a mysterious transmission on the planet ZDR. It retains the side-scrolling gameplay of previous 2D Metroid games and incorporates stealth elements.

Metroid Prime

Metroid Prime

Metroid Prime is an action-adventure game developed by Retro Studios and published by Nintendo for the GameCube. Metroid Prime is the fifth main Metroid game and the first to use 3D computer graphics and a first-person perspective. It was released in North America in November 2002, and in Japan and Europe the following year. Along with the Game Boy Advance game Metroid Fusion, released a day before, Prime marked the return of the Metroid series after an eight-year hiatus following Super Metroid (1994).

Dark Souls (video game)

Dark Souls (video game)

Dark Souls is a 2011 action role-playing game developed by FromSoftware and published by Namco Bandai Games. A spiritual successor to FromSoftware's Demon's Souls, the game is the first in the Dark Souls series. The game takes place in the kingdom of Lordran, where players assume the role of a cursed undead character who begins a pilgrimage to discover the fate of their kind. A port for Windows featuring additional content, known as the Prepare to Die Edition, was released in August 2012. It was also released for consoles under the subtitle Artorias of the Abyss in October 2012.

Action role-playing game

Action role-playing game

An action role-playing game is a subgenre of video games that combines core elements from both the action game and role-playing genre.

Batman: Arkham

Batman: Arkham

Batman: Arkham is a series of action-adventure video games based on the DC Comics character Batman, developed by Rocksteady Studios and WB Games Montréal, and published originally by Eidos Interactive and Warner Bros. Interactive Entertainment. The franchise consists of four main installments and an upcoming spin-off, along with four smaller titles for mobile devices, a virtual reality game, tie-in comic books, and an animated film. The continuity established by the games is often referred to as the Arkhamverse.

Batman

Batman

Batman is a superhero appearing in American comic books published by DC Comics. The character was created by artist Bob Kane and writer Bill Finger, and debuted in the 27th issue of the comic book Detective Comics on March 30, 1939. In the DC Universe continuity, Batman is the alias of Bruce Wayne, a wealthy American playboy, philanthropist, and industrialist who resides in Gotham City. Batman's origin story features him swearing vengeance against criminals after witnessing the murder of his parents Thomas and Martha as a child, a vendetta tempered with the ideal of justice. He trains himself physically and intellectually, crafts a bat-inspired persona, and monitors the Gotham streets at night. Kane, Finger, and other creators accompanied Batman with supporting characters, including his sidekicks Robin and Batgirl; allies Alfred Pennyworth, James Gordon, and Catwoman; and foes such as the Penguin, the Riddler, Two-Face, and his archenemy, the Joker.

Immersive sim

Immersive sim

An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by the developer. This definition is not to be confused with game systems which allow player choice in a confined sense or systems which allow players to easily escape consequences of their choices.

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest

Castlevania II: Simon's Quest is a platform-adventure game developed and published by Konami. It was originally released in Japan in 1987 for the Famicom Disk System, and in North America in 1988 for the Nintendo Entertainment System, respectively. It is the second Castlevania game released for the NES, following the original Castlevania in 1986. Set sometime after the events of the first installment, the player once again assumes the role of vampire hunter Simon Belmont, who is on a journey to undo a curse placed on him by Dracula at the end of their previous encounter. Dracula's body was split into five parts, which Simon must find and bring to the ruins of Castle Dracula in order to defeat him. The game notably deviates from the traditional platforming of its predecessor, incorporating role-playing and open world elements.

Legacy of the Wizard

Legacy of the Wizard

Legacy of the Wizard, originally released in Japan as Dragon Slayer IV: Drasle Family , is a fantasy-themed action role-playing platform game released for the MSX, MSX2 and Famicom in Japan and for the Nintendo Entertainment System in the United States. Legacy of the Wizard is an installment in Falcom's Dragon Slayer series, and one of only five Dragon Slayer games that were localized outside Japan. The game was an early example of an open-world, non-linear action RPG, combining action-RPG gameplay with what would later be called "Metroidvania"-style action-adventure elements.

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.[2] 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.[2] Donald Mustard of Chair Entertainment, the creators of Shadow Complex, stated 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.[34]

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.[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] 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".[22] 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."[35]

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Epiphany (feeling)

Epiphany (feeling)

An epiphany is an experience of a sudden and striking realization. Generally the term is used to describe a scientific breakthrough or a religious or philosophical discovery, but it can apply in any situation in which an enlightening realization allows a problem or situation to be understood from a new and deeper perspective. Epiphanies are studied by psychologists and other scholars, particularly those attempting to study the process of innovation.

Moon Studios

Moon Studios

Moon Studios GmbH is an Austrian independent video game developer founded in 2010. They are best known for their 2015 title Ori and the Blind Forest, for which the studio was awarded the Best Debut award at the 2016 Game Developers Choice Awards. The studio then released a sequel, Ori and the Will of the Wisps, in 2020.

Ori and the Blind Forest

Ori and the Blind Forest

Ori and the Blind Forest is a platform-adventure Metroidvania video game developed by Moon Studios and published by Microsoft Studios. The game was released for Windows and Xbox One in March 2015, and for Nintendo Switch in September 2019. Players assume control of Ori, a small white spirit, and Sein, the "light and eyes" of the Forest's Spirit Tree. Players are tasked to move between platforms and solve puzzles. The game features a save system called "Soul Links", which allows players to save their progress at will with limited resources, and an upgrade system that allows players to strengthen Ori's skills and abilities.

Ori and the Will of the Wisps

Ori and the Will of the Wisps

Ori and the Will of the Wisps is a platform-adventure Metroidvania video game developed by Moon Studios and published by Xbox Game Studios. Announced during E3 2017, the title is a direct sequel to 2015's Ori and the Blind Forest, and was released in March 2020 for Windows and Xbox One. A Nintendo Switch version was released in September 2020 by Iam8bit, and a version optimized for Xbox Series X/S was released as its launch title in November 2020. The game maintains narrative continuity with Blind Forest, and follows the journey of series' main character Ori in a new region called Niwen.

Source: "Metroidvania", Wikipedia, Wikimedia Foundation, (2023, March 15th), https://en.wikipedia.org/wiki/Metroidvania.

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Notes
  1. ^ In Japan, this genre is often referred to as "Search Action" (探索型アクション, Tansaku-Gata Akushon).[1]
External links
  • Platform Adventure - A extensive survey, history and comparison of Metroidvania and Platform-Adventure games.
References
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