Whence metroidvania
Tuesday, April 15, 2025
Comments: 9 (latest 1 day later)
Tagged: metroidbrainia, genre, craft, design, puzzles, if, interactive fiction, infocom, adventures, outer wilds, zork, myst, the prisoner, hadean lands, graham nelson
A few days ago, Kate Willaert wrote:
As much as I love the word "Metroidvania," I dislike people calling these games Metroidbrainias because it makes it sound like their root is in Metroid games when they're just standard Adventure games in real-time. But Adventure is now obscure compared to Metroid, so we have to say it's that? [...] Although I completely admit I might be misunderstanding some essential component of what classifies a thing as a MetroidBrainia. Perhaps the first one would be MYST, which you can beat in 5 minutes if you already have all the knowledge? -- @katewillaert.bsky.social, April 7
Kicking at fuzzy genre boundaries is one of my favorite things in the world, and indeed I had some thoughts there! Let me expand them into a blog post.
First up: genre boundaries aren't defined. I mean, they're not created by definitions. It's a "what I mean when I say X" game. No, worse: it's a "what this community means when they say X" game, and who's the community, anyhow? But I'll lay my own tracks; you can decide whether to follow.
I did not play Metroid or Castlevania because I didn't have Nintendo. My first console was a Playstation. Okay, PS1 had Symphony of the Night, but I didn't play that. I played Soul Reaver, which is where I encountered the gameplay model that people would later start calling "metroidvania".