NYT: ”Metroidvanias: The Video Games You Can Get Lost In”
Lewis Gordon writing for this gorgeous article on The New York Times (Note: This article is walled off. I’m not sure if I was able to access it because we subscribe to the NYT Cooking app, or if it was because I simply signed in with an existing account):
The two Metroidvania progenitors — 1986’s Metroid and 1987’s Castlevania II: Simon’s Quest — cultivated a sense of geographical bewilderment by letting players unfurl the secrets of their arcane worlds in any direction along the X and Y axes. Part of the charm is that the entirety of these expansive play spaces is not immediately accessible: Sections lie gated behind power-ups, like the so-called Morph Ball and High Jump Boots in Metroid, and players are forced to rely on a labyrinthine map.
Decades later, the genre continues to yield rich rewards. Ultros, Animal Well and Prince of Persia: The Lost Crown were included on many best of 2024 lists, and other notable releases within the past year include Nine Sols, Tales of Kenzera: Zau and Ender Magnolia: Bloom in the Mist.
The genre has come to be known for its friction, with a propensity for baffling mazelike settings, acute sense of isolation and often punishing combat. Yet Jeremy Parish, a journalist who helped popularize the term Metroidvania and wrote an upcoming book on the genre, said that in some ways they are more accessible role-playing games that do not get bogged down in stats and menus. Characters grow while exploring a vast world, allowing Metroidvanias to deliver immersion, exploration and a sense of discovery.
Metroidvanias (referred to as “search-action games” in Japan, as listeners of The Besties will recognize) are some of my favorite games. A few years ago, in anticipation for Metroid Dread, I played through the five core 2D Metroid games:
- Metroid: Zero Mission (GBA)
- Metroid: Samus Returns (3DS)
- Super Metroid (SNES (via 3DS))
- Metroid Fusion (GBA)
- Metroid Dread (Switch)
Before that, I’d played through and loved Ori and the Blind Forest and Ori and the Will of the Wisps.
To Parish’s point, immersion and discovery are my favorite parts of Metroidvanias. But I’ve learned that locomotion is critical to making them feel great. Ori and Zero Mission: Bingo. Super Metroid: Not so much.
It’s a wonderful genre that continues to innovate, seemingly at all odds with its narrow corridors and repetitive core-loop. How cool that The New York Times gave the genre this beautiful treatment.
(I prefer Into the Aether’s term “Gate-Punk” for this genre.)