Metroidvania is a subgenre, originally belonging to platform and action video games. However, as this style has evolved, we can find metroidvania based on exploration, such as Hollow Knight, on combat (Blasphemous, Bloodstained) or even on puzzles, such as Animal Well or Exographer. So, what must a title have to be considered a metroidvania?
The origin of the name comes from two classic games, Metroid (Nintendo, 1986) and Castlevania (Konami, 1986). However, in the case of Castlevania, the elements taken into account to define the genre did not appear until 1997 with Castlevania Symphony of the Night (or to a lesser extent in 1993 with Castlevania Rondo of Blood). These elements we are talking about, and that define the genre are the exploration of a map that is unknown to the player at the beginning, the need to do backtracking, i.e. retrace our steps to access places that were previously inaccessible, and the progressive improvement of the character, with new weapons or powers, which are the ones that provide access to previously blocked places.
To allow the player to retrace his steps, the game map must be interconnected, sometimes directly and sometimes through shortcuts or teleportation portals.
The powers in a metroidvania game.
In the case of Metroid, these powers are the characteristic morphball or missiles, Castlevania is about obtaining new weapons and vampiric powers for Alucard, the main character in Symphony of the Night, while in Exographer it is the science-based powers. The use of and combination of Gluon Boots, Zediacal Boxes, Photon Sphere and Wedic Waves allows us to overcome a series of obstacles: absurd materials that have invaded the planet where the game takes place. Progression is not limited to these powers, but our tablet, which has a camera and an analysis tool, also unlocks functions as we progress. Of course, one of these functions is the map, which covers more than 20 levels in 6 different atmospheres.
The mechanics that make it possible to obtain powers are unique to each of the games in the genre. In some cases it will be enough for the player to reach a point, defeat a final enemy or activate a mechanism, after solving a puzzle. However, there are also games of the genre that take a system of experience and unlocking skills typical of RPGs.
How the story is told in a metroidvania game.
Again, there is no fixed narrative system for metroidvania-style games. Each development studio has a unique way of telling their story. However, it is worth noting the importance of contextual narrative within the genre. That is, the way in which scenarios, obstacles and objects contribute to tell the story. Each of the locations we visit contributes to the game’s lore. The characters we meet and the different pieces that the protagonist equips can complete this narrative, without the need to resort to video sequences or long texts.
One element that metroidvania’s also have in common is that they require the player to piece together all these parts of the storyline to complete 100% of the story on their own. This resource forces special care to be put into exploration and analysis. Perhaps it adds a point of difficulty to the gameplay, but at the same time, it is much more satisfying for the player, who carries out his discovery simultaneously as the main character does.
In short, what is considered a metroidvania game is an action, platform or puzzle title, with a strong exploration component. It must have a backtracking system, usually based on the discovery of new powers or unlocking abilities, and has an important contextual narrative load, hidden in the objects and scenarios.