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.

  • isyasad@lemmy.world
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    3 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?

    • rbits@lemm.ee
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      2 days ago

      Yeah a lot of people seem to draw a line between Metroidvanias and classic Zelda games/Zelda-likes. I don’t really know what the distinction is.

      • Armok_the_bunny@lemmy.world
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        2 days ago

        The line I personally draw between Metroidvania and Zelda like is the ability to sequence break without glitches and a focus on platforming as the core of movement.

    • Slaxis@discuss.tchncs.de
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      3 days ago

      It’s a good point, they all have item or ability gated progression with backtracking and alternate routes. The more I think about the question, the less of an answer I have…

      • ampersandrew@lemmy.worldOP
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        2 days ago

        Then you’d be excluding the Metroid Prime games from the genre, which doesn’t make a lot of sense.