Some people don't consider the 3-D Metroid titles to count, but even those games play out as if they were Metroidvania games with a first-person perspective.
Metroid, published in 1986, was the Trope Codifier, (though the style had previously been utilized in the Atari 2600 game Pitfall II: Lost Caverns), and subsequent Metroid games have consistently used it in all of its installments (except Prime Pinball and possibly Prime Hunters), while Castlevania largely switched to it after the success of Castlevania: Symphony of the Night. This sub-genre gets its name from the Metroid and Castlevania series. A focus on exploring one's environment.Sequence Breaking capabilities, even if not official.Non-linearity of (official) game sequence, often resulting in Back Tracking, especially for new players.Some people say it has to be a 2-D environment some even go as far as saying it has to be platforming.People seem to variably demand some or all of the following traits: The definition of this subgenre varies somewhat depending on who you ask. (Some games deliberately design sequence-breaking paths as well.) Among gamers, Sequence Breaking is a common stunt used to access these areas before the player is "supposed" to. But if not, expect to find hidden Heart Containers in every cranny and nook.ĭespite the openness of the game, progression is usually linear, with the more difficult areas separated by natural barriers such as high shelves, sealed or locked doors, or other obstacles that can only be bypassed by finding specific items or weapons. It often contains mild RPG Elements as well, like stat-boosting equipment or a level system some of these games will have multiple playable characters with different abilities and require the player to switch between them.
There are usually many secrets hidden around the game, some far more difficult to obtain than any item required to proceed. This makes Back Tracking occasionally necessary, often made easier by opening Doors To Before. As the player progresses through these areas and finds Video Game Tools (actions, abilities, inventory items), the ability of the player to navigate more obstacles in the play environment increases, allowing the player to explore a greater amount of the game, and in doing so progress through the game. Your typical Metroidvania game is typically portrayed as a single large area or a set of large areas, broken up into many different rooms, corridors, and open spaces, with Respawning Enemies in most areas. A subtype of the Action Adventure genre, usually with Platform Game elements.