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Metroidvania

A Metroidvania, also known as Search Action in Japan, is a sub-genre of action-adventure games focused on nonlinear exploration and guided progression with a need to acquire key items to enter certain areas. The term is a portmanteau of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II: Simon's Quest (1987), Super Metroid (1994), and Castlevania: Symphony of the Night (1997), among others in their respective series.

Terminology
"Metroidvania" is a portmanteau of the two video game series that such games often borrow from, Metroid and Castlevania. 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; Koji Igarashi, credited with establishing fundamental elements of this genre with Castlevania: Symphony of the Night, notes that he did not coin the phrase, though is grateful for the invention of the term. Igarashi noted that with Symphony of the Night the goal was to have exploration closer to the top-down The Legend of Zelda approach, but with the side-scrolling nature, it was compared more to Metroid, and believes this is how the portmanteau came about. A similar portmanteau "Castleroid" is sometimes used as well for describing this genre. There is some opposition to the use of the term Metroidvania, as it is derived from specific games rather than being a more direct description of gameplay. Comic Book Resources compared the use of Metroidvania to "Doom clone" in the 1990s, a term which was eventually replaced by "first person shooter" as the medium developed. Game Developer has also suggested that the term is too broad, as it encompasses a wide range of 2D and 3D games, and instead proposed "unlocking world", in a vein similar to "open world". CBR has also proposed "platform-adventure". An equivalent Japanese term is 探索型アクション or "search-action", which is used alongside the romanised メトロイドヴァニア (Metroidvania). Japanese gaming publication Famitsu wrote in 2020 that the term for the exploration-based action game genre "Metroidvania" had only recently become a commonly used term in Japan. ==History==
History
While not the first game of its kind (for example, Below the Root was released in 1984, or Brain Breaker in 1985), Metroid (1986, Nintendo Entertainment System) is generally considered the most influential game for the Metroidvania genre. 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. 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). 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) and ''Castlevania II: Simon's Quest (1987, NES) which experimented with non-linear adventure gameplay, 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. 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). 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. As this neologism started to be adopted, Igarashi stated that Symphony of the Night was more inspired by Zelda, not Metroid'', although he stated that Metroidvania "fits very well". The concept of Metroidvanias started to gain more attraction when other parties began to develop games in the same style. Cave Story (2004, Microsoft Windows) was developed by Daisuke Amaya as an 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. 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. By early 2025, there were over 2,200 games tagged as Metroidvanias on the game storefront Steam. ==Gameplay concepts==
Gameplay concepts
'', 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. 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. 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. An even earlier attempt at bringing metroidvania gameplay to a first-person shooter was the console versions of the game PowerSlave in 1996 and 1997, as opposed to the more traditionally linear PC version. 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. 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), and Adventure Island IV (1994). They argued 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. "Metroidbrainia" sub-genre In September 2015, the term "Metroidbrainia" was coined to describe a sub-genre of games characterized by progression systems which are gated entirely (or at least significantly) by player knowledge. Metroidbrainias are closely related to puzzle exploration games and adventure games such as Myst (1993) and The Witness (2016). ==Analysis==
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. 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. ==See also==
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