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Metroidvania (trope)

A subtype of the Action-Adventure genre, usually with platformer elements, Metroidvania refers to any game containing the major gameplay concepts shared by the Metroid series and later Castlevania games.

Your typical Metroidvania game is 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.note  Progress in the game is driven by the discovery of Video Game Tools (items with some functionality) that allow the player to navigate obstacles and "unlock" new areas, while also serving as more than just a "key"; for example, a weapon powerful enough to destroy certain walls will often deal more damage to enemies, and the ability to climb walls could be used to avoid enemies as well as reach high places.

The player will often pass many insurmountable obstacles as they explore the game, which they must backtrack to after finding the appropriate item/ability, often made easier by opening Doors To Before. There are usually many secrets hidden around the game, some far more difficult to obtain than any item required to proceed.

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. But if not, expect to find hidden Heart Containers in every nook and cranny.

Despite the game's openness, 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. Among gamers, Sequence Breaking is a common stunt used to access these areas before the player is "supposed" to.

The definition of this Sub-Genre varies somewhat depending on whom you ask. People seem to demand some or all of the following traits variably:

  • Exploring nonlinear interconnected areas, often resulting in backtracking, especially for new players.note 
  • Critical progress is driven by items, tools, weapons, or powerups used to get around obstacles and become more powerful in at least some capacity (at least for a blind playthrough). Single-use keys may or may not be present, but are not included in "utility-based progress".
  • Platforming elements are almost always present, as mobility is an important part of the sense of player growth and world recontextualization.
  • Sequence Breaking capabilities, even if not official, are always welcome as they encourage making the most of the gameplay sandbox.

It's worth noting that not all Metroidvanias have all of these elements and not all games with some of these elements are Metroidvanias. Unsure examples can be placed in the Adjacent/Pseudo category beneath the main list.

This sub-genre gets its name from the Metroid and Castlevania series. The Trope Maker was Metroid, published in 1986, and subsequent Metroid games have consistently used it in all of their installments (except Prime Pinball, of course), with Super Metroid being one of the Trope Codifiers. Castlevania first used the style in 1987's Castlevania II: Simon's Quest (building on the less-linear nature of 1986's Vampire Killer compared to the first NES game), before abandoning it and then returning to it after the success of Castlevania: Symphony of the Night, the Co-Codifier.

The term itself was originally used for the Castlevania games of the same style as Symphony of the Night, but Jeremy Parish of Retronauts expanded the definition so that it referred to an entire genre; his use of the term popularized it, and along with it his definition. Ironically, the designer of Symphony of the Night modeled that game on the The Legend of Zelda series, which also shares some traits with this genre though is often overlooked in discussions due to it not being a 2D side-scrolling. (The other branch of the Castlevania series (level-by-level straight platforming action) is sometimes called the "Classicvania" style, for reference.)

While Metroid and Castlevania were the Trope Maker and Trope Codifier, respectively, Ur-Examples were Brain Breaker (1984/1985) and Dragon Slayer II: Xanadu (1985). Several early Metroidvania titles were inspired by these titles, particularly Xanadu. Metroidvania elements could be traced further back to non-platformer games Tutankham (1982) and The Portopia Serial Murder Case (1983). Modern reviewers also noticed System Shock (1994) — released a few months before Super Metroid — also shares a lot with the genre, albeit in First Person, and would generate its own sub-genre of Immersive Sim, which would include a lot of elements from Metroidvanias.

A somewhat lesser version of this was fairly popular towards the end of the Nintendo Entertainment System's life cycle. The game would be separated into stages, but each stage was a wide-open, explorable area instead of a linear progression. Many of these games allowed revisiting a stage after you already beat it.

Games in this genre tend to be a four (or three) on the Sliding Scale of Linearity vs. Openness. Finally, it should also be noted that "Metroidvania" is the term used in English-speaking markets; in Japanese markets, the genre is known as "exploration action"note  or "search action" for brevity (though this is as a catch-all for adventure platformers, even ones that don't qualify as "Metroidvanias"). Other terms that have seen common use to describe such games include "IGAvania", named after Koji Igarashi, a lead producer for the Castlevania series whose games used this style; "Metroid-Like" for entries that lack the RPG elements of the former (or at least lack notable Castlevania inspiration), and "Soulsvania" for Souls-like RPG inspired entries (it's worth noting that not all Soulslikes 2D or otherwise are Metroidvanias and such entries are addressed plainly as "Soulslikes"). More niche but relatively frequent terms are "Crest-Likes" for examples with separated stages as opposed to a fully interconnected world (named after Demon's Crest which defined that design approach), "Puzzlevania" for games that significantly downplay action and other mechanics for puzzles while still adhering to all core genre tenets (e.g. Animal Well, Knytt Underground, and La-Mulana if you want both puzzles and action). Not to be confused with "Metroidbrainias" which are largely not considered MVs at all, but rather puzzle adventures where the players' expanding knowledge of what they can already do (of course being driven by exploration, experimentation, and backtracking) takes precedence over actual abilities gained (e.g. Trope Codifier The Witness, Toki Tori 2, Rain World, and Outer Wilds); leading to a similar but ultimately different progress loop. The former can borrow features from the latter and vice versa (as seen in Tunic or Animal Well).

If you're interested in making your own, check out our how-to Make a Metroidvania.


Examples:

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  • Most of the Metroid games, of course, with the mainline 2D/2½D games being undisputed examples of this genre, which Nintendo themselves refers to as "exploration action." Super Metroid solidified its place as trope co-codifier not only thanks to the exploration and progression angle, but also for providing plenty of opportunities for sequence breaking, some intentional (Wall Jumping, Shinespark, infinite bomb jumping) and some not (like the "mockball" glitch, which would go on to be an Ascended Glitch in later entries). The line is blurred with the 3D games (the Metroid Prime Trilogy sub-series and Metroid: Other M), though these games still otherwise follow the same template, albeit in three dimensions rather than two. The clear exceptions are the handful of Spin-Off games: Metroid Prime Hunters (more of a first-person shooter with a few exploration elements), Metroid Prime Pinball (a pinball game), and Metroid Prime: Federation Force (a co-op FPS).
  • For a period before and during Koji Igarashi's tenure as lead producer, almost all of the 2D Castlevania games fit this build. From 1997's Castlevania: Symphony of the Night (PS1) up until 2008 Castlevania: Order of Ecclesia (DS) the series was a Trope Codifier. Symphony of the Night isn't the first time that the Castlevania series experimented with the genre, either; Vampire Killer and Castlevania II: Simon's Quest shared many of the same gameplay elements, though the latter didn't have the closed complex setting typical of the genre, and the former had no RPG Elements nor permanent upgradesnote . The series has since seemingly moved away from the 2D Metroidvania style to 3D Action-Adventure Hack and Slash format. An interesting note is that, since Metroidvania is Western terminology for the genre, Igarashi had never heard of the term until around 2012 (though he quite liked it). He said his inspiration in creating Symphony of the Night actually came from Zelda II: The Adventure of Link (which in turn borrowed elements from Dragon Slayer II: Xanadu and the original Metroid).

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  • Dandara: One where you cannot run or jump, and instead zip from one flat surface to another. The original game plays similarly to Zelda; with the forest overworld leading to isolated dungeon-like areas that can be completed on a first visit. However, the "Trials Of Fear" update/expansion added a dark world that is far more interconnected between areas and requires more clever use of old and new abilities to get around it in a non-linear fashion.
  • Daniel X: The Ultimate Power (DS)
  • Darksiders
    • Darksiders is a 3D, third-person game with Metroidvania elements, using new equipment/abilities to unlock different areas and freely backtracking to previous areas to collect previously unreachable items or treasure.
    • Darksiders II is much the same, with the addition of more RPG Elements via a variety of weapons and armor with varied stats and a skill progression tree. Both games also take inspiration from The Legend of Zelda, with distinct dungeons containing puzzles and doors to be unlocked using the items and keys found inside.
    • Darksiders III is by far the most direct example with its much more constricting world design that stresses ability gating more than any other title in the series.
  • The Dark Dwellers
  • Death's Door: A top-down Zelda-like but with consistent ability gating and multiple reasons to backtrack to completed dungeons and some soulsy elements as well.
  • Deaths Gambit: Afterlife, an "expansion" that is really a full remake of the original game that fundamentally changes the structure, flow, and mechanics of the game; including actual consistent ability gating and more than doubling its original size. The vanilla release was a much more linear Souls-like RPG with minimal ability gating.
  • Demons Of Asteborg, a new original title for the SEGA MegaDrive / Genesis with a Gothic setting similar to the old Castlevania games.
  • Demon Hunter: The Return of the Wings, a 2D side-view RPG with unlockable areas and abiltiies.
  • Demoniaca: Everlasting Night combines Castlevania with fighting game-style combat
  • Depths Of Sanity A submarine-centric underwater example with Lovecraftian elements.
  • Deviator
  • The Devil Within Satgat
  • Dex: A cyberpunk RPG inspired by a similarly titled game primarily set in an interconnected City that opens up the more you upgrade your character's mobility, endurance (immunity to toxic gas, electricity, etc), and other skills like lockpicking; some by exploration, others by leveling up. There are a few non-backtrackable levels towards the final act though.
  • Disney Illusion Island is a rare combat-free example, but still takes place in one giant 2D map filled with platforming.
  • The Divide: Enemies Within for the PSX and PC is a rather excellent 3-D example of this.
  • DNA is a short example of the genre made in 48 hours for a game-making competition with the theme of evolution.
  • DOOMBLADE A PC exclusive with mouse-centric hack-and-slash combat.
  • Dragon Loop is an adorable time-loop adventure in Chinese mythology.
  • Dragon Slayer II: Xanadu, released in 1985, was the Ur-Example of Metroidvania gameplay, along with Brain Breaker. It would later inspire the gameplay of various other games under the Dragon Slayer label.
  • Dreaming Sarah and its sequel Awakening Sarah imagine an MV take on Yume Nikki.
  • Dust: An Elysian Tail is a furry Stylish Action take
  • Ebenezer and the Invisible World: A sequel to the Charles Dickens classic where the titular character recruits ghosts to fight a cruel industrialist.
  • Eiyuden Chronicle: Rising: An oppressively linear take on the genre, but still ticks just enough boxes.
  • Elderand: A lovecraftian barbarian fantasy.
  • Eldritchvania
  • Elephantasy
  • Elephant Quest is a free flash game in which a cute elephant sets out on a quest to reclaim his hat made in this format, with lasers.
  • Elypse
  • Emberbane: You play as the daughter of a fallen God-Emperor seeking to kill the traitors who overthrew him.
  • The Empire Strikes Back could be seen as a proto example, with platforming, non-linear exploration, and a sort of leveling. What keeps it from being a true Metroidvania is that it's separated by levels.
  • The final levels of the two main games in the Emogame series (especially the second one) play out like this. The third would've been entirely like this had it been finished.
  • EMUUROM
  • Endeavor requires players to find different items/collect special upgrading fruit to be able to reach new areas.
  • ENDER LILIES: Quietus of the Knights, which also ticks most of the boxes of a Souls-like RPG.
  • ENDER MAGNOLIA: Bloom in the Mist
  • Enigma of Fear: Side-view 2D game with a simple combat system and heavy puzzle elements. It involves exploring a map with 5 main areas, four of which have a nonlinear sequence and require backtracking to complete. Finding new items unlocks new abilities, and certain areas require Paradiegetic Gameplay to access.
  • Environmental Station Alpha, which heavily borrows from Metroid 1 aesthetically and Super Metroid gameplay wise.
  • Escape from Puppy Death Factory is a browser "metroidbrainia" published by Adult Swim Games.
  • Eternal Darkness is somewhat unique in that you never actually leave the hub world; the plot involves main character Alex reading the histories of previous owners of the game's Tome of Eldritch Lore, and by experiencing their stories, she is given access to the magick spells that they learned in their time, going on to cast the spell herself and uncover a new means of going deeper into the mansion to find more pages of the Tome.
  • Eternal Daughter starts with the protagonist able to do the typical platforming routine. Certain areas in each level can only be reached once she gets the ability to jump higher, slide off walls, etc.
  • The console version of Exhumed/ Power Slave is possibly one of the earliest examples of a Metroidvania FPS, predating Metroid Prime by almost a decade.
  • Evil Genome, a post-apocalyptic Hack and Slash/shooter hybrid. Kind of like a non-anime companion to Dead Or School.
  • Exographer
  • Exophobia: A retraux boomer-shooter example.
  • Exorcist Fairy, a Hollow Knight homage from China where you're an adorable hulijing exploring six different and interconnected worlds of the supernatural.
  • The ROM hack Extra Mario Bros is a Metroidvania game built on Super Mario Bros., and is probably the only example of the genre with one-way scrolling.

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  • Pampas And Selene The Maze Of Demons is a Spiritual Successor of Knightmare II: The Maze of Galious made by Franfistro, the creator of Ghost 1.0 and Un Epic, already heavily inspired by Konami's seminal title. It was made for MSX2, cartridge and all, and later converted for Steam. "Pampas & Selene" stars the eponymous offspring of Popolon and Aphrodite, who play mostly like their parents, traveling into a huge monster-infested castle housing 10 smaller dungeons, each with a demon at the end.
  • Paper Mario: Sticker Star has heavy elements of this, but with Adventure Game puzzles and RPG battles littering the levels.
  • Paradox Soul has elements of it.
  • Patch Quest is a Mon hybrid of a Roguelike and Metroidvania where you're exploring a deserted island, capturing and riding monsters.
  • The Perfect Pencil puts psychological themes in the forefront in a world entirely made of surreal symbolism.
  • The Phantom 2040 videogame for the SNES and Genesis. (Different areas are connected through a world map rather than being continuous, but it's still a good, classic example of this genre.)
  • Pharaoh Rebirth (the sequel of the freeware title Return of Egypt) is another example of a game with self-contained stages, but otherwise fits the definition.
  • PhoenixSpirit (iOS)
  • Phoenotopia: Awakening A colorful Zelda II homage
  • The Plumber Thing is an experimental BodyHorror-themed entry from Hempuli (the creator of Environmental Station Alpha and Baba Is You) where you play as a shapeshifting Mario-shaped blob that warps their body to surpass obstacles, unlocking new appendages that expand your body-warping capabilities.
  • Poacher, a freeware release made in Game Maker by Yahtzee Croshaw of Zero Punctuation fame. A bit unusual in that most of the overworld opens up after a certain point early in the story and you're free to tackle the different areas in any order. Each major area uses the basic jump-and-shoot controls for a different gimmick, such as sneaking around a dark tomb or vertical platforming through gigantic trees. The big upgrade in each area is only required to clear that area and generally makes things easier or allows you to access secrets in the others. The progression gets more linear again after clearing all the areas and reaching the last act.
  • There are many areas in the Pokémon series that are not inaccesible not because of Broken Bridges, but because you need the right HMs, usually Cut, Strength or Rock Smash. An important HM is Surf, which unlocks traveling to islands where some gyms and Legendaries are. Where does the ability to use HMs outside of battle come from? Badges from Gyms.
  • Possessor(s) A dying girl makes a Deal with the Devil, who's also dying, to get revenge on the demon who killed her friend while having to fight through a demon-infested city.
  • Prey (2017), another rare 3D example much like it's spiritual predecessor System Shock. With areas, paths, and secrets becoming accessible with new powers and tools. Being an Immersive Sim, the player has greater choice in what they unlock next and how they surpass obstacles, though resources for leveling still need exploration.
  • Primal Planet, set in prehistoric times where you explore an endless land of dinosaurs.
  • Prince of Persia:
    • Prince of Persia: Warrior Within The rest of the "Sands Of Time" trilogy are not, though.
    • Prince of Persia (2008) is an interesting example of the 3D kind. While the abilities the Prince and Elika gain help them explore new areas, they don't find the abilities; they buy them... but they use light seeds to buy the abilities, and the only way to find enough light seeds to buy a new power is to use your latest power to explore a new area.
    • Prince of Persia: The Lost Crown A 2.5D return to sidescrolling that brings MV design to the mix.
  • Project Black Sun, an extremely difficult one where you must escape a mine with aggressive wildlife.
  • Pronty, one set entirely underwater where players are the eponymous fish-boy
  • Pseudoregalia is a 3-D example that takes the expressive movement of N64-era collectathons and puts it in a fully interconnected world ripe for sequence breaking and has you play as a voluptuous cat/rabbit/goat-thing.
  • Quarion

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  • Sonic the Hedgehog:
    • The Game Gear spin-off Tails Adventure is divided into levels for cartridge space's sake. But everything else plays out like a Metroidvania, and you can revisit levels to look for new stuff.
    • Sonic Adventure has shades of this (all the levels are connected through a hubworld, you can backtrack and gain various items). Sonic Adventure 2 drops most of this.
    • Sonic Advance 3 seemed to be another stab at this: All worlds are connected through a hub, and different character combinations beyond the initial Tails and Sonic are needed to explore the levels fully and achieve 100% Completion.
    • The fan-made Sonic Chrono Adventure contains two ring-shaped maps and abilities that transform Sonic. The developer used the term "Metronic" when talking about it, not feeling it had much influence from Castlevania.
  • Souldiers A 16-Bit Retraux entry with absurdly lengthy and elaborate dungeons, 3 radically different player classes, and unforgiving difficulty with some Souls-like inspirations contrasted by a very cutesy art style.
  • Spellcaster
  • Space Adventure Cobra The Awakening, adapted from Space Adventure Cobra, now retold in video-game form
  • Spider-Man: Shattered Dimensions (DS)
  • Spider-Man: Web of Shadows (DS)
  • Spyro: Attack of the Rhynocs is isometric but contains all of the other traits.
  • Star Wars Jedi: Fallen Order is a rare 3D example, with plenty of backtracking, secret areas, and shortcuts that gradually open up the game's areas as the protagonist and his droid companion unlock new powers.
  • Star Wars Jedi: Survivor.
  • SteamWorld Dig: As you proceed deeper into the mines, obstacles appear that require a specific upgrade to pass. The first game has a single linear downward mineshaft with dungeons every so often. SteamWorld Dig 2 has much wider scope, with a greatly expanded surface world that leads to more mines which themselves are far more elaborate.
  • Strider
    • The NES Game often requires returning to levels several times after obtaining keys or ability upgrades.
    • The 2014 reboot was developed as a much faster-paced style than a typical Metroidvania, and the staff didn't adhere to its formula strictly, wanting to strike a balance between the exploration and the series' fast-paced action and combat.
  • Subbania, a Metroidvania where you pilot a submarine through underwater caves, collect upgrades to explore new areas, and survive against the creatures within. Everything figuratively and literally goes to hell as you go deeper.
  • Subnautica, although billed as a survival game, heavily follows the classic Metroidvania cycle of exploration and upgrades, especially if you turn off the survival elements. The twist is that it's set (mostly) underwater, so you have full 3-D movement rather than platforming, and the obstacles are primarily your oxygen capacity and crush depth. Complete with Doors to Before once you power up the warp gates, most of which connect to a hub area in the final alien facility.
  • The Sun at Night
  • Sundered Manages to be a proper MV while having roguelike elements; with a map skeleton that stays consistent with item, lore, boss, shortcut, and challenge rooms that are static; with the caverns between being procedurally generated.
  • SuperEpic: The Entertainment War is a Metroidvania with beat-em-up elements, and is a satire on monetizations of video games, involving a raccoon and his llama steed to combat even an evil corporation.
  • Super Gear Quest has two playable protagonists, Starter and Avatar Duo, each in their own worlds that require unlocking new abilities to access different areas. They also affect each other: Avatar Duo completing their areas gives Starter new abilities, but Starter has to reach terminals to switch control to them.
  • Super Panda Adventures: A Metroidvania about a Badass Adorable panda who needs to save his world, and the princess, from invading alien robots.
  • Super Skelemania
  • Super Smash Bros. Brawl The final stage of the game's Adventure mode, The Great Maze, where you have to explore a huge labyrinth based on previous levels to defeat all shadow clones and bosses to access the Final Boss. The rest of the mode is straight platforming.
  • Supraland, containing elements lifted from Legend of Zelda, Portal and Metroid.
  • Swordigo
  • Sydney Hunter and the Curse of the Mayan is laid out like this, likely as part of it being a tribute to Montezuma's Revenge.
  • System Shock is likely the Ur-Example or at least the Trope Codifier of the FPS variant (and technically predates codification of the genre in general, predating both Super Metroid and Symphony of the Night); it's not that surprising considering where Metroid Prime was pulling its inspiration. The original game features a honeycomb map, wherein the player has some leeway in the order they tackle things, is often forced to backtrack after acquiring an item for traversal or world interaction that lets them proceed, can break sequence, and gets stronger as they proceed. One of the very first ImmersiveSims, but it leans a bit closer to a metroidvania than later iterations of the genre.

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  • Tails Adventure has some shades of this. Though the game is level-based, there are branching paths in several levels, and backtracking is allowed, and Tails can carry up to four items into a level, some of which are useful for uncovering other items.
  • Tales of Kenzera: Zau features a Shaman who expands his platforming capabilities by acquiring the tools and abilities of predecessor Shamans.
  • Tearscape combines Bloodborne with ''Link's Awakening''.
  • Teenage Mutant Ninja Turtles:
  • Terraria is somewhat of an example, since although the game is based around freely building and mining in a randomly generated map, certain areas are very difficult before finding or crafting the right tools or equipment.
    • The Story of Red Cloud, a Dark Souls–based mod of Terraria, includes a massive pre-built map with strategically placed items and removes the player's ability to freely build or destroy, turning the game into a full-fledged Metroidvania.
  • Teslagrad starts as a mostly linear Puzzle-Platformer that has you return to a central shaft. Yet after you reach the top and fight a boss, you eventually find yourself back at the bottom, backtracking to find macguffins that let you activate a portal to the final area.
    • Teslagrad 2 is more of a Metroidvania from the beginning.
  • Thread takes place in a mysterious world of puppets with a focus on platforming and ''Souls'' inspired theming while being a casual experience with no boss battles.
  • Timespinner is inspired by the likes of the Nintendo DS era of Castlevania titles, particularly drawing inspiration from Order of Ecclesia, as well as Harmony of Dissonance with an emphasis on using time travel to travel between the past, present, and future in the kingdom of Lachiem. Also features plentiful LGBTQ+ representation.
  • Tiny Dangerous Dungeons is a Game Boy throwback with a Game Boy Advance style remake.
  • Tomba! and its sequel are all about this. There are all sorts of weapons, clothing, and other items that can be used to find and complete the 100+ quests scattered around the game world.
  • Tomb Raider (2013) as well as it's sequel Rise. Have connected and revisitable levels as well as several hub sections with secrets and areas that can only be obtained after certain gear is acquired/crafted/upgraded during the storyline.
  • Tomomi is a brief and blitzy action romp where you play as a flamingly lesbian ninja-girl in a cyberpunk setting.
  • Toshi Tenso Keikaku Eternal City from 1991 for the PC-Engine.
  • Touhou Project fangames:
  • Toziuha Night: Order of the Alchemists, a sequels to Toziuha Night: Dracula's Revenge (which is itself a linear Castlevania homage).
  • Transiruby, an 8-bit modern metroidvania where you're a Robot Girl exploring a sci-fi world, with collect-a-thon and Cute 'em Up elements.
  • Trash Quest: A compact game about a raccoon aboard a space station.
  • Treasure Adventure Game, a freeware pirate-themed game based around collecting treasures.
  • Tres-Bashers is set in a haunted school and immediate surroundings where the protagonist has to save his friend who has been kidnapped by Sasquatch. Movement abilities (wall climb, double jump, backflips) are needed to explore the world, and some gates can be surpassed by bashing (hence the title) the correct number of cryptids and monsters, but these can still be bypassed since the world is very open and highly interconnected.
  • Tribal Hunter, a game based around eating foes and growing bigger. A low-key inflation/vore fetish game while not being overtly NSFW.
  • Tunic is a rare action-oriented "Metroidbrainia", with progression based on both finding new abilities and learning how to use ones you've had all along by finding manual pages. There's also consistent necessary backtracking through its Zelda-esque world.
  • Turbo Kid, a sequel to the 2015 film of the same name.
  • Twilight Monk, a hand-drawn metroidvania based on a children's book series with a top-down overworld and side-scrolling dungeons similar to Zelda II.
  • UFO 50: Several games have item-based progression with strong metroidvania elements. These include Barbuta, Golfaria, Porgy, Vainger and Mini & Max.
  • Ultros, a psychedelic timeloop with farming elements.
  • Umbral Cloud, a freeware game made using the Zelda Classic engine.
  • Unbound Worlds Apart is mostly a puzzle platformer, but also has Metroidvania elements where you get to backtrack and revisit areas repeatedly.
  • Undivine plays like an 8-bit Soulslike and is heavy on mysterious puzzles.
  • Unsighted: One from a top-down perspective. What prevents it from being a Zelda clone is the level of interconnectivity dungeons have with the rest of the world, often having multiple entrances and exits and being very sequence breakable; in no small part due to the flexible platforming and crafting system that allows you to get abilities early if you know how to make them.
  • An Untitled Story by Maddy Thorson is a platform game focusing on nonlinear exploration explicitly inspired by Super Metroid, featuring tricky platforming segments similar to Maddy's previously-made Jumper series and an art-style and fantasy setting inspired by Seiklus.
  • Unworthy is an odd example with no jumping, but several weapons enhance your traversal abilities, such as teleport arrows.
  • Usurper
  • Uurnog and its Updated Re-release Uurnog Uurnlimited emphasize learning how the game's animals interact and using them to solve puzzles to unlock more of the world.

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  • Vagante
  • Valdis Story: Abyssal City is an indie title for PC focusing on melee combat and magic spells, with a fairly robust skill tree that allows the player to create a good number of fairly varied playstyles; and a deep combat system with freeform melee chain combos, a skill cancel ability that doubles as a dodge, and a pretty high skill ceiling. There are also 4 characters, two of whom are unlocked for a second playthrough.
  • A Valley Without Wind has large elements of this, with the bonus of being procedurally-generated at random.
  • Venture to the Vile
  • Vernal Edge combines Wind Waker style island hopping with combat inspired by Devil May Cry plus a few "soulsy" touches.
  • The fourth part of the mod Vigilant consists in one made with The Elder Scrolls V: Skyrim engine. In terms of game design and visual inspiration, it's mostly based on Dark Souls I.
  • Vigil: The Longest Night, a gornfest entry set in medieval times. Was temporarily delisted from all marketplaces due to interference from the CCP over references to Taiwanese mythology. After moving publishers, it was reinstated, but only to PC.
  • Vision Soft Reset is a Metroidvania where you can time-travel, allowing you to take powerups found in later areas back to the beginning of the game.
  • Vohenn is a Metroidvania designed for mobile platforms (iOS, Android) involving the titular hero coming to an island to stop a madman sorcerer.
  • Voidwrought is a Hollow Knight-like with a Middle-Eastern inspired take on Cosmic Horror.
  • Vomitoreum is a First-Person Shooter Metroidvania with a H. R. Giger inspired art style. The game is a heavily modified total conversion of Doom running on the GZDoom engine.
  • Wario Land 3 is separated by levels rather than being interconnected, but meets all other criteria, as one unlocks new abilities in a non-linear order and frequently has to backtrack. Uniquely among Metroidvanias, it's impossible to actually die, with the exception of the final boss.
  • Weebish Mines, a retraux from 2014 with pixellated graphics. A family of four tries finding their missing pet in an underground maze.
  • The Weird Dream has you traverse trippy levels as a Bunny-girl wielding a chainsaw-guitar.
  • Well Dweller is the 4th game by Kyle Thompson (Islets, Crypt Custodian) that carries his wholesome lo-fi style to a much spookier tone and art design.
  • Wilt Last Blossom is a post-apocalyptic entry.
  • Windmills sports methodical parry-centric combat with an ever-changing story from an unreliable narrator.
  • Wizards & Warriors III. Not so much the first two.
  • Wonder Boy The series is known for combining platform games with RPG elements, and some entries have MV style worlds and gating.
  • Wolfhound is inspired by the original MSX Computer Metal Gear titles but side-scrolling and with a Cosmic Horror twist.
  • Worldless is a visually abstract example with a battle system that feels like Valkyrie Profile meets a Soulslike.

    X-Z 

    Adjacent games 
Games that feature prominent elements and/or similarities to the genre, but lack others required for full qualification.

  • Apotheon: A mostly open-world side-scrolling action-RPG in the style of Greek pottery art with minimal backtracking and only key and plot gating.
  • "Boomer Shooters" often have levels with mazelike design akin to Zelda dungeons. However, some go the extra mile for higher interconnectivity.
    • Hedon has absolutely massive interconnected levels with some ability gating and a surprising amount of puzzles. Once completed, you're pretty much locked out of them.
    • Heretic and Hexen, the primary inspiration for the above, have a very similar design. Appropriate with themselves being inspired by MSX-era proto-metroidvanias like Knightmare II: The Maze of Galious.
    • Quake I: As a big departure from past campaigns, the 2026 Expansion Pack Dawn of the Machine adds several Metroidvania elements. Through the mostly linear first half of the campain, you'll run into several locked doors that require a rune to enter. After beating the first section you unlock the second Hub Level, which lets you replay previous levels and access doors you weren't allowed to before; unlocking secret levels that net you even more runes, and hence more doorways to open. The campaign also features permeant upgrades to your health and item pools, which are hidden behind secrets and locked doorways you'll need runes to open.
    • Individual units (levels) of Quake II consist of a group of revisitable interconnected areas. Though there isn't a fully interconnected world, nor ability gating.
    • Strife: One of the first of these types of games to have hub-based levels, permanent upgrade pickups, and minor RPG elements in an interconnected world. Some stages even change upon revisiting after certain story events.
  • Clair Obscur: Expedition 33 has shades of this in its overworld with Esquie gaining several new abilities to access new areas, but it's not part of the proper core gameplay.
  • Dead or School: A stage-based but explorative side-scrolling action-RPG with no ability gating, but survivors act as keys and stat boosts.
  • Derelict Star is a nonlinear platformer, but without upgrades.
  • The first and third Devil May Cry games create the illusion of this despite the linear story-based progression and level-based structure. The majority of the games take place in a sprawling location that, towards the end, becomes almost completely explorable. Even before that, you are often allowed some extent of backtracking with many secret rewards. Some of which can be loosely described as ability gates, such as using Devil Trigger's Air Raid in the former or the Trickster style in the latter to overcome obstacles.
  • The Dishwasher games, whilst ultimately linear action games, have some lite MV DNA in their level design. You also unlock abilities that linearly open paths. You can also revisit levels and pick up any upgrades you may have missed. It wouldn't be until later when Ska Studios would truly tackle the genre.
  • Fez is an early indie Metroidbrainia with separate levels where additional powers are gained. The real key to progress is figuring out how to read the game's clues to solve puzzles and gain trinkets, which unlock various doors.
  • The Floor is Jelly has some elements of this. Each of the game's levels is interconnected to a single hub, and you can freely revisit and backtrack through each level as well. The night level, the second swamp level, and the Disc-One Final Dungeon play this more straight, in which the levels are more non-linear and have you searching them to find several keys that will open a portal leading to the level's exit.
  • The Forgotten City: A Timeloop Metroidbrainia based on a Skyrim mod.
  • God of War (PS4) is set in an interconnected hub-and-spoke world with many combat ability-gated secrets, though there are no mobility upgrades nor platforming and mainline progress is made through linear story beats.
  • God of War Ragnarök is initially even more linear and has hubs closer to an actual open world, but still heavily rewards backtracking with new abilities. However, later on it leans closer to this with less hand-holding and more active traversal use of these gates (particularly with the spear) to find your own path forward.
  • Gunbrella: A largely linear game with no ability gates but rewards for backtracking after certain events and plenty of secrets that reward exploration in a world connected by a hub town.
  • Hyper Light Drifter: Only a few optional ability gates for non-essential secrets.
  • Iji has levels traversed sequentially with no revisiting prior levels. The levels themselves feature multiple hidden secrets that can only be discovered through using certain weapons, and some require backtracking to earlier areas after gaining the jump upgrades.
  • Immersive Sims have character growth sometimes compared to the genre, and some even feature worlds that incrementally reveal themselves depending on what abilities your character gains.note 
    • Babbdi is a surreal and experimental Platform Game with no combat or player progression where your only objective is to find a train ticket to escape a brutalist dystopia without guidance. You will find numerous tools along the way, which help you explore different parts of the interconnected complex, with rewards being quirky interactions, lore, or other sights.
    • BioShock has a mostly linear, level based structure. But via the Bathosphere, you can backtrack to previous levels with new plasmids to find extra upgrades.
    • Cruelty Squad lets you revisit any previous levels with significant, game-shaking secrets when you have the right augmentations. Many of which are found through exploration.
    • DEATHLOOP has an interconnected world that is mostly open from the start. Several critical areas are gated off by certain powers, which, unlike most Imm-Sims, are found and upgraded mostly through exploration. However, most gates are built around the time of day or other keys.
    • The Deus Ex games have levels and hub-areas with many paths and secrets that can be found incrementally depending on which augments and abilities you build on top of your character. Several of these can be found/upgraded through exploration and through experience points gained by playing naturally. The biggest kicker, however, is that many one-off levels can never be revisited.
  • Inmost: Has three parallel stories told in different styles of gameplay. Two are completely linear "Cinematic Platformers"; one based on puzzles, and the other combat. The largest of the three, which acts as a framing device, almost qualifies. The items you collect act mostly as standard keys, used semi-actively at times.
  • Leap Year is a Metroidbrainia platformer where your abilities are discovered through various leaps of faith.
  • LEGO Adaptation Games are generally wholly linear level-to-level affairs but have tons of side-content in "free-play" with areas only accessible by abilities held by characters not unlocked until later.
  • Little Kitty, Big City is a Semi-Open World collectathon that feels like this. Instead of gaining new abilities, you upgrade a single one (climbing) by collecting fish, allowing greater exploration potential.
  • Lost Ruins has linear area progression, but explorative level design with no ability gating and standard keys and locks.
  • Mario & Luigi: Bowser's Inside Story: While the overworld follows typical JRPG level design, the sections inside of Bowser follow Metroidvania design philosophies, having sprawling, intricate map designs and containing multiple unreachable paths that require backtracking after gaining a new Bros. Move.
  • Montezuma's Revenge is a precursor where the game world is a bit small, but with familiar gameplay elements
  • Muramasa: The Demon Blade: Interconnected world with no real ability gating; as in new weapons unlock doors, but arbitrarily, and not with using them properly.
  • Outer Wilds: Timeloop Metroidbrainia in space with an open galaxy.
  • Out There Somewhere is a Cave Story-inspired Puzzle-Platformer that is mostly linear but has some peculiar collectable placement that tricks you into thinking there will be conventional MV progression and backtracking, only to have various points of no return. Once you discover that skipping save points allows you to head back upon death, as it has no loss penalties, it allows you to get them using tricks taught after said points of no return (and a new-fangled gun), revealing itself as something of a Metroidbrainia.
  • Pitfall! II: Lost Caverns and Super Pitfall were precursors to the genre.
  • The Portopia Serial Murder Case, released in 1983, could be considered an early appearance of Metroidvania elements, such as an open world with interconnecting areas, backtracking to previous locations, and finding new items to unlock previous areas. It isn't considered an action game nor platformer, but rather Adventure Game. However, use of items is fairly flexible ala a proto-Immersive Sim, defying the single-use nature of tools in most adventure games.
  • The first Red Faction allows, and sometimes requires you to backtrack to previous levels; but that's about it.
  • Reventure has an interconnected map, but no permanent upgrades, instead revolving around finding 100 "endings", with your inventory being reset after each one.
  • Many River City Ransom games have level design like this but often lack ability gating.
  • Roguelikes and roguelites sometimes give new traversal abilities that change up your path run to run; yet are often excluded due to ever-changing worlds and lack of conventional backtracking due to often super linear level structure.
    • Dead Cells has some ability gating, though very sparse throughout the massive runtime. However, there is never any backtracking to previous zones outside of dying and restarting a run.
    • In Hades, the world largely stays the same run-to-run with randomized combat encounters, allowing the player to explore different paths for greater rewards, making exploration feel closer to this genre than most. Quests also encourage heavy backtracking, and the story hinges on returning to and interacting with the hub and its denizens with new finds, though exploration isn't driven by upgrades.
    • Returnal has ability gating but linear progression. On new runs, you can unlock new paths to progress the story. It's worth noting the rooms all stay the same; the order is just switched.
    • Rogue Legacy has an explorative level structure similar to this but has no ability gating.
    • Trinity Fusion: Like Dead Cells but with a more Metroid/Cyberpunk flavor.
  • Sanctuarium Online is a very short 3D narrative horror adventure with this kind of progression presenting as a faux dead MMO for the DS. The game is free on itch.io and self-states to take about 15 minutes to beat.
  • Seiklus: A highly minimalistic freeware Game Maker game where the whole overworld bar the final area is available to explore immediately in any sequence you want. There is absolutely no combat or ways to die whatsoever; nor any upgrades to find to progress: your impetus for exploring is finding a bunch of artifacts to unlock the door to the final area and climb back up to the cloud land you fell from.
  • Shantae: Half-Genie Hero abandons the interconnected world of the rest of the series for completely linear stages. You can return to past stages with new abilities to find bonuses, though these are never needed for progress.
  • Souls-like games often have semi-open interconnected worlds but often don't have ability gating or platforming.
    • Blasphemous 1 has passive relics that alter the world itself but serve no purpose other than to cross gaps, forgoing the gameplay recontextualization of traditional Metroidvanias.
    • Bloodborne: Interconnected world with no ability gating.
    • Dark Souls I: Ditto above. The sequels, however, opted for an almost completely linear structure; you technically can still backtrack.
    • Foregone: Basically Dead Cells sans Roguelike elements, which seems like prime real estate for a true metroidvania, but progress is completely linear at all times with purely sequential zones and backtracking with new abilities is only for superficial secrets.
    • King's Field: Could be considered a quasi-predecessor to both the Soulslike genre and first person MVs. It was also released the same year as System Shock and Super Metroid.
    • Steel Rising has ability gates throughout but is completely linear, and backtracking isn't necessary.
    • Stellar Blade has some traversal upgrades that aid exploration in its open world.
    • Stray Blade attempts this but "abilities" are glorified keys that fail at any other utility.
    • The Surge 2, unlike its predecessor, has an interconnected hub-and-spoke world with some ability gating that allows finding secrets and backtracking, though skill gating is the primary form of progress.
    • Tails of Iron
    • The Tarnishing Of Juxtia
    • Void Memory
  • Spiritfarer is primarily a management game, but it does employ light Metroidvania elements during its island exploration sections. Even if abilities are bought rather than found
  • JBA HQ in Splinter Cell: Double Agent is an interesting example. Routinely returning to it with new gadgets that help you access new areas to accomplish objectives
  • Survival Horror games often have maze-like locations that require certain items to make progress, often involving backtracking and exploration.
    • Alien: Isolation has an interconnected space station with numerous tools that open different doors, though these are just simply keys.
    • Amnesia: The Bunker has you explore the titular area in non-linear fashion, finding tools that aid both navigation and survival, such as flammables, explosives, or other ordnance. Also part Immersive Sim as no gate has a single key. There's no emphasis on traversal, though.
    • Dead Rising is set in an open world with certain areas locked off unless you have a survivor with appropriate skills to pass. Some survivors also require certain items before they can join you.
    • Dead Space (Remake): The original game did not have any such elements. This time around, the U.S.S. Ishimura is a fully navigable space, where decks visited over the course of the story can be revisited at any point, via the Tram system, which reworks to carry the player to various points throughout the ship. This is bolstered by the newly introduced "security clearance" mechanic, where certain doors and containers will be permanently locked throughout the game until Isaac gets the requisite clearances later on. This occurs in tandem with new side missions, which incentivize revisiting previous levels to get access to new areas and find hidden story beats, which unlock weapon upgrades and additional Power Nodes. However, the abilities obtained are not integrated into said backtracking.
    • Rain World boasts over a thousand rooms to explore, but breaks away from the formula by having no upgrades at all; rather, the fragile protagonist learns how to survive and navigate the brutal ecosystem through trial and error, as well as experimentation with the game's deceptively deep mechanics to complete the time-based cycles. Doing so awards the player "Karma," of which certain amounts open gates to new areas. Leading to purely skill-based level gating.
    • A good majority of entries in the Resident Evil franchise qualify, though unlike most examples, these games instead opt for a more traditional lock-and-key/plot-coupon system regarding critical progress. Upgrading is purely for survivability. Exploration and backtracking are still prevalent. Some later installments, such as both Resident Evil 4 games, downplay this in favor of more linear gameplay, however.
    • ZombiU
  • Super Daryl Deluxe is just a straightforward interconnected side-scrolling RPG/Brawler, but some quest items are in chests that arbitrarily require use of certain combat moves to open. There isn't any utility-driven recontextualisation of the world.
  • The Swapper has a protagonist, setting, and map layout very similar to Metroid, only that it's a puzzle platformer instead of an action adventure and lacks new abilities after the intro.
  • Sword of the Vagrant: Interconnected world with mostly linear progression (with side paths for bonus loot, of course) and minimal ability gating; such as buying a double jump early on which is more or less needed for later, more vertical levels. Large-scale backtracking is more for Raids and their loot, rather than necessary progress, although you will be looping around some paths with a key for another.
  • The Turrican series, particularly in its earlier incarnations, has non-linear level design that rewards exploration with powerups, special ability ammo, and extra lives. The lead programmer noted that Metroid was a major inspiration for the series.
  • Tutankham, released in 1982, could be considered a proto-Metroidvania, as it had some Metroidvania elements.
  • Void Stranger presents as a wholly linear level-to-level Sokaban puzzle game. But taking this path leads to a fake ending. After solving a coy puzzle early on, it's revealed there is a whole set of hidden abilities and other features that crack the game wide open, turning it into a full-fledged Metroidbrainia.
  • VVVVVV: A nonlinear world with no upgrades. Akin to proto-metroidvanias like Pitfall II.
  • The Witness popularized the aforementioned "Metroidbrainia" variant, in that you progress through the island not by acquiring upgrades but by acquiring the knowledge of how the puzzle symbols work together.
  • Wolfenstein II: The New Colossus lets you go back to previous levels after acquiring mechanised augments following BJ's failed execution to collect resources, enigma codes, and collectables.
  • Wolfenstein: Youngblood is set in an open-ended city that further expands the more you upgrade the protagonists' combat suits, among other gates.
  • Wuppo is a satirical interconnected adventure where every gate has a unique and quirky solution akin to a traditional Adventure Game but with platformer gameplay. Sometimes this involves special tools, but it doesn't have the consistent uses of a normal MV.

 
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Alternative Title(s): Castleroid, Castletroid, Explorable Platformer, Platform Adventure

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Super Metroid is a 1994 action-adventure game created by Nintendo for the SNES. A direct sequel to Metroid II, Super Metroid once again follows bounty hunter Samus Aran, who returns to her homeworld, Planet Zebes, to rescue a Metroid hatchling from the clutches her archenemy, Ridley, and his army of Space Pirates. Widely considered to be the true start of the Metroidvania genre, Super Metroid takes place in a vast, interconnected world full of secrets, shortcuts, and new abilities that can be used to backtrack and find even more secrets, shortcuts, and abilities. Combining exploration with platforming and fast-paced action, Super Metroid is a masterpiece of game design.

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