Metroidvania
E492962
Metroidvania is a subgenre of action-adventure video games characterized by large interconnected maps, exploration-based progression, and the gradual acquisition of abilities that unlock new areas.
Statements (50)
| Predicate | Object |
|---|---|
| instanceOf |
subgenre of action-adventure games
ⓘ
video game genre ⓘ |
| canAlsoBe | 3D game structure ⓘ |
| emergedFrom | design patterns of 2D action-adventure games of the late 1980s and 1990s ⓘ |
| emphasizes |
gradual empowerment of the player character
ⓘ
player-driven exploration ⓘ spatial memory and navigation skills ⓘ |
| hasCoreFeature |
ability-gated progression
ⓘ
backtracking ⓘ boss encounters that gate access to new regions ⓘ combat-focused gameplay ⓘ emphasis on exploration over linear storytelling ⓘ environmental storytelling ⓘ exploration-based progression ⓘ hidden secrets and optional areas ⓘ in-game map that reveals as the player explores ⓘ large interconnected maps ⓘ map-based navigation ⓘ nonlinear exploration within an overall directed path ⓘ nonlinear level design ⓘ permanent character upgrades ⓘ platforming challenges ⓘ progression tied to items or powers ⓘ revisiting earlier areas with new abilities ⓘ unlockable combat abilities ⓘ unlockable movement abilities ⓘ |
| hasDesignInfluenceFrom |
Castlevania series
NERFINISHED
ⓘ
Metroid series NERFINISHED ⓘ |
| isCharacterizedBy | gradual acquisition of abilities that unlock new areas ⓘ |
| isDiscussedIn | video game design theory ⓘ |
| isNamedAfter |
Castlevania
NERFINISHED
ⓘ
Metroid NERFINISHED ⓘ |
| isPopularIn | indie game development ⓘ |
| namePortmanteauOf |
Castlevania
NERFINISHED
ⓘ
Metroid NERFINISHED ⓘ |
| oftenIncludes |
RPG elements such as experience or leveling
ⓘ
equipment or weapon upgrades ⓘ map completion percentage as a progress indicator ⓘ multiple traversal abilities such as double jump or dash ⓘ non-player characters that provide hints or side quests ⓘ secret rooms and hidden passages ⓘ |
| typicallyFeatures |
2D side-scrolling perspective in many classic examples
ⓘ
areas that are inaccessible at the start of the game ⓘ collectible items that expand health or resources ⓘ enemy respawns when re-entering rooms or areas ⓘ limited fast travel points ⓘ locked doors or barriers opened by specific abilities or keys ⓘ optional upgrades that make exploration easier ⓘ save points or checkpoints scattered through the map ⓘ single large contiguous world rather than discrete levels ⓘ |
Referenced by (1)
Full triples — surface form annotated when it differs from this entity's canonical label.