Metroidvania: a genre that is never really saturated

Metroidvania: a genre that is never really saturated

Considered a sub-genre of action-adventure titles, the Metroidvania is a type of video game among the most exploited in the modern independent panorama. A genre as used as it is difficult to deal with, especially at a time when it is even more complicated to emerge and diversify from the crowd. In fact, although there are many developers who are committed to the creation of metroidvania, few are those who have had a great impact on the market and on the opinion of players and critics. One of these, although it was made with a larger budget than other productions, is certainly the recent one Ori and the Will of the Wisps, as well as its predecessor. These works that, with merit, have had enormous success thanks to an impressive quality and freshness in the mechanics. The demonstration that an apparently so saturated genre can and will still have its say. Leaving aside the creativity of specific development teams, what are the characteristics that make this category of products effective and long-lasting?



Metroidvania: a genre that is never really saturated

Adaptability

The metroidvania itself is usually already one mixture of genres. In fact, we often see a very present platforming, as well as some sort of action mechanics. What are the main features, such as an intricate and in-depth map and backtracking, however, also go well with various other game dynamics.

The perfect example, in this sense, is Dead Cells, an excellent work by Motion Twin which has succeeded in the enterprise of divinely hybridizing metroidvania and roguelike. Great map design, blocked routes until you get upgrades, but permanent death. Design choices that on paper don't seem to work together, but which in Dead Cells are so in harmony with each other that they almost seem made for each other. We then think of Hollow Knight with his inspiration to soulslike. To a very high quality as regards the level design, it combines enemies and bosses that are often difficult to face, which require understanding of attack patterns and combat skills.



A further demonstration can be indivisible. The latest work from Lab Zero Games, in addition to being very focused on platforming and adventure, even has an RPG component with turn-based battles and character management. One of the most particular and unusual exponents of the genre, however, is undoubtedly The Messenger. A title so courageous and original that perhaps just "relegating it" to the essence of metroidvania could be a spoiler. Sabotage Studio has managed to transform, or rather, evolve the linear level design of a platform action into something deeper and more intricate, within the same adventure.

It seems clear by now that what we are talking about is an extremely genre versatile, adaptable according to the creativity and genius of the creators. And it is precisely those who have tried to propose peculiar and different experiences that have obtained greater relevance in the industry.

Metroidvania: a genre that is never really saturated

Objects, movement and exploration

Other important variants in the genre are represented by some of its most characteristic elements. What distinguishes one metroidvania from another is definitely the way you explore the game world, or objects present, tools or skills that give the exploration of the map a unique and different sense.

It is the case of Axiom Verge, a great production by Thomas Happ that is very inspired by the old Metroids. Among its strengths, however, it has a great variety of weapons, types of bullets and main tools that make it unique. All this, and especially a drill, gives a completely different breath to both the exploration of the map and the interaction with enemies.


The movement of the protagonist is another fundamental factor in this sense. In Dandara, for example, we are not allowed to move normally and walk, but only to jump from one wall to another. Although all the metroidvania component remains, this has consequences on the whole level design, the structure of the game and the mentality with which it must be faced.


Also Kunaifinally, it boasts something similar, albeit in a way contrary to Dandara. While the latter limits, for its game design purposes, the autonomy of the player, the TurtleBlaze video game leaves full freedom in the movements, thanks to the useful kunai with which the movement becomes really free and fun.

Metroidvania: a genre that is never really saturated

Between peculiar mechanics, unique movement systems, different exploration methods and strange but effective mixes of genres, we therefore see that metroidvania seem to have infinite possibilities of approach that have only creativity as a limit. Even just a small, clever change It can change the whole philosophy behind the discovery of the map and what it contains. That of metroidvania is therefore a genre that now seems redundant due to the huge amount of independent developers who work on it, but it remains something that, with a pinch of originality, can take forms that we never expected.


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