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Metroidvania

Explore, acquire, return

Metroidvania describes games combining exploration with ability-gated progression, named after Metroid and Castlevania: Symphony of the Night.

cross-platform genredesignexploration 1986–present

Overview

Metroidvania isn’t quite a genre—it’s a design pattern. Players explore interconnected worlds, encounter obstacles they cannot pass, acquire new abilities, then return to previously blocked areas. Metroid (1986) established the template; Castlevania: Symphony of the Night (1997) added RPG elements. The term emerged from fans combining the namesakes, and indie developers have made it a thriving modern genre.

Fast facts

  • Origin: fan-created portmanteau.
  • Core loop: explore, find ability, backtrack with new access.
  • Key titles: Metroid, Symphony of the Night, Hollow Knight.
  • Design elements: interconnected map, ability gates, exploration.
  • Modern popularity: indie development staple.

The formula

What defines Metroidvania:

  • Interconnected world: single large map.
  • Ability gating: obstacles requiring specific powers.
  • Backtracking: revisiting areas with new capabilities.
  • Non-linear progression: player chooses exploration order.

Genre revival

Modern Metroidvania boom:

  • Hollow Knight: sprawling, challenging, beautiful.
  • Axiom Verge: sci-fi retro homage.
  • Ori series: emotional platforming.
  • Dozens more: indie developers embraced the form.

See also