Interesting that in the title, stated in absolute terms in the text, and from the designers they interviewed, they cite getting lost as crucial for the genre. Personally, I disagree. Getting lost has tended to be why I didn’t care for certain games in this genre, like Axiom Verge, and it soured my otherwise higher opinion of games like Hollow Knight and Symphony of the Night. Still, I think this is a good exploration of the genre and what makes it tick.

  • GooberEar@lemmy.wtf
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    5 days ago

    I’m bookmarking this link so I can read it when I have the time. Having said that, it should be clear that I haven’t read the article, yet.

    For me personally, 80’s and 90’s 2D Metroid and Castlevania games were fun, but for me, something transcendental happened with the release of Castlevania: Symphony of the Night. I’m 100% certain that I am incapable of truly putting it into words, but I’m sure a myriad of people have done it, and done it far better than I ever could. I bought the game on a whim because I enjoyed Castlevania 3 on the NES so much. Other than fighting games, 2D games were basically blasé for 90’s 32-bit systems like the original PlayStation. Truthfully, I’m having a hard time recalling at the moment why I decided to buy the game. But I’m absolutely 10010% sure it was a good idea and I’m honestly thankful to my teenage self for that decision.

    Modern Metroidvanias are fun, too. Truth be told, I gave up on Hollow Knight. I’m a patient, older gamer, so maybe that comes into play. But it eventually got to a point where it simply wasn’t fun anymore. I was confused about what I needed to do next and I wasn’t making any progress in the game. And then I had to set it aside for almost a year. When I tried to return, my memory had faded to the point where I really struggled to play it and make progress. That made me immensely sad. Once I realized that, I simply set it aside.

    On the other hand, I played all the Nintendo DS Castlevania Metroidvania games back in the day and even still own the original cartridges. Via Steam, I also played the Gameboy Advanced Castlevanias. They are so much fun for me. So much fun that I purchased the Dominus collection on Steam, which is essentially all the DS games that I already own.

    I also played Bloodstained: ROTN. I know there’s a lot of criticism about the game, but I’ll be honest, I loved every freakin’ minute of it. I wasn’t a huge fan of the graphics, but the game play was exactly what I needed at the time and I don’t regret that purchase one bit.

    And to finalize things, nice to meet other Metroidvania lovers. We might not all agree on the nitty-gritty details, but it’s still neat to hear from others. Back in the 90s when I was absolutely in love with SOTN despite the fact that everybody else was hating on it entirely because it’s a “2D platformer”, it was hard to imagine that ~30 years later there would be entire communities of people who love these types of games.

    • NOPper@lemmy.dbzer0.com
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      5 days ago

      Man…I had the same experiences as you with Castlevania games and loved the hell outta Bloodstained. Wish I had more to add but wanted to at least high five lol

  • Gradually_Adjusting@lemmy.world
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    5 days ago

    I’ve seen video essays about metroidvanias that talk about “getting lost”. The real point is to follow clues, feel immersed in a world, learn to find your way, and make interesting decisions.

    In Hollow Knight, it’s no problem to use the compass if you find that aspect too burdensome. I really enjoyed my time with Axiom Verge, and I seem to recall it came with a compass as standard? Perhaps that’s wrong, it’s been a few years since I picked that one up.

    More to the point, which metroidvanias did you like and what did they do differently?

    • ampersandrew@lemmy.worldOP
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      5 days ago

      Axiom Verge had a lot of hidden passages through walls and otherwise same-y environments that just made getting back to where I wanted to go a chore. I don’t remember a compass, but if it had one, it didn’t help.

      With Hollow Knight and Symphony of the Night, the maps are so large and contiguous, and they give you so little information as to why you didn’t fully explore a corner of the map, that you end up either easily missing a thing that you needed in order to progress or you get there and say to yourself, “oh, that’s right, that’s why I was stuck”, wasting a lot of time traveling there to come to that realization. In most Metroid games, the map is broken up into chunks with lots of entrances and exits connecting to the other chunks, which can keep the map screen small and easier to read. Plus, if there’s an ability that the game wants to make sure you get before you leave, they make sure you’re trapped in there with no option except to find it and make sure you know how it works first.

      EDIT: Some of my favorites in the genre would be Batman: Arkham Asylum, most of the Metroid series, Ori and the Blind Forest, and the roguelike A Robot Named Fight.

      • stringere@sh.itjust.works
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        4 days ago

        Ori and the Will o’ the Wisps is an amazing sequel, just as beautiful and just as smooth to play.

        Moon Studios also has a new project, No Rest for the Wicked. It is very different from the Ori games but just as well crafted.

        • ampersandrew@lemmy.worldOP
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          4 days ago

          Will of the Wisps fell through the cracks for me. It came out at a time after I had switched to Linux and before Proton was a thing. I ought to make time to get around to it someday.

          • stringere@sh.itjust.works
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            2 days ago

            How timely a comment.

            I just got pop_os up and running to replace windows 11 on my alienware aurora. Still working on a sound issue in Helldivers 2 but overall has been a smooth transition.

      • Gradually_Adjusting@lemmy.world
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        5 days ago

        I’ve never heard of B: AA described as a metroidvania… How do you figure that one?

        I still haven’t gotten to Ori yet (a glaring omission I know). Never heard of the other one but I’ve wish listed it.

        • ampersandrew@lemmy.worldOP
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          5 days ago

          I’ve never heard of B: AA described as a metroidvania… How do you figure that one?

          It is a metroidvania. It fits the definition exactly. You backtrack over a space as you get more and more upgrades to unlock parts of it that were gated. The sequels weren’t really that so much, because they were open world games that gave you access to the entire map, give or take a few interior areas.

          A Robot Named Fight is a fairly obscure indie game, but if you wish you could get that experience of playing Super Metroid for the first time over and over again, this is as close as you’ll get.

  • chonglibloodsport@lemmy.world
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    5 days ago

    Getting lost is definitely a love it or hate it kind of thing. I love getting lost in games. I wish more games had it as a feature. It’s extremely rare these days. Most games hold your hand like a toddler at Disneyland.

    It’s okay to hate getting lost. There are loads and loads of games out there for you. I just cross my fingers for a few more games for me!

  • isyasad@lemmy.world
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    5 days ago

    I’m never sure where to draw the line with metroidvanias. Does Dark Souls count as metroidvania? or Link’s Awakening? Cave Story?

    • VerilyFemme@lemmy.blahaj.zone
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      5 days ago

      I count Dark Souls as a Metroidvania in my head, honestly.

      But I think the actual defining feature is unlocking new abilities to reach new locations.

      DS1 has you unlocking new areas that are interconnected with ones previously explored, but you don’t really unlock new moves to get to a new place, it usually just happens after you beat a boss or buy an item.

  • RightHandOfIkaros@lemmy.world
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    5 days ago

    I fundamentally dissagree with the term “metroidvania” because Metroid and Castlevania are different. Both are what I call a “side-scrolling action platformer,” but Metroid gives the player powerups to encourage them to explore their environment, while Castlevanias powerups focus almost entirely on combat. Therefore Metroid includes “adventure” in its genre, but Castlevania does not.

    I never got lost in a Metroid game, but I also have a pretty good ability to remember how I got somewhere. Metroid does a generally pretty good job making nearly every room memorable and unique to help players not get lost, and Metroid has mostly included a map to help players as well. If players are still getting lost, IMO that’s just a skill issue.

    But I understand what the author is trying to say, and they are right. Actually getting lost is not what they mean, they mean level and game design that lends itself to encouraging exploration by trial and error. Level design and game design that shows the player some impassable wall early and then when they get the ability to pass it later on, leaving it entirely up to the player to remember. Backtracking is a mandatory staple, if a Metroid game has no backtracking, especially for item expansions, then it is not a real Metroid game. Making the player be the one to do the exploring and not holding their hand is crucial to a good Metroid experience. This is why I consider Metroid Fusion, Other M, and Dread to be among the weaker Metroid titles. All three have an obvious, forced always on hand-holding mechanic that you don’t find in other Metroid games. Like the developers don’t trust the player to actually be smart enough to figure the game out.

    • ampersandrew@lemmy.worldOP
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      5 days ago

      The “metroids” and the “vanias” do definitely feel different, but the cross section in that Venn diagram is pretty obvious, and that’s what the genre is named for. I prefer the “metroids” to the “vanias”, but even the “vanias” have tons of non-combat upgrades.