Top 10 Metroidvania games.

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visceron

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Edited By visceron
Member since 2005 • 2160 Posts

I just finished the latest Castlevania game: Mirror of Fate HD and I thought I would reflect back on my favorite Metroidvania games.

  1. Super Metroid (SNES)
  2. Castlevania: Dawn of Sorrow (NDS)
  3. Guacamelee! (PC)
  4. Dust: An Elysian Tail (PC)
  5. Castlevania: Symphony of the Night (PS)
  6. Metroid: Zero Mission (GBA)
  7. Cave Story (PC)
  8. Aquaria (PC)
  9. Castlevania: Order of Ecclesia (NDS)
  10. Shadow Complex (360)

It's clear that Castlevania is my favorite series and Super Metroid my favorite game of all time. If you have played Super Metroid you know why it's at the top of every list. If you have not played Super Metroid, then you should.

Now why did I choose Dawn of Sorrow as the best Castlevania game? Besides having the most epic castle ever, without having to invert the castle, this game offered the widest variety of weapons and armor, plentiful throughout the entire game. Players also had the ability to collect souls from monsters and equip three at a time. This game also offered some of the most memorable environments that were reminiscent of Super Metroid. The only thing that his game lacked was the secret moves available from the start of Symphony of the Night, but every other Castlevania game also lacked these.

Guacamelee and Dust were both amazing games. Most players would argue that Dust is the better game and had a better story. I would agree with the story part and thought both games had an equal sense of humor. However, Dust's combat was very exploitable and I was able to mindlessly tear through enemies without blinking an eye. I will admit this was pretty fun, but I found the combat, especially the boss battles more enjoyable and rewarding in Guacamelee.

Now why did I choose Order of Ecclesia, one of the less popular Castlevania games to make the list? Well I would have liked to have put every Castlevania game on the list, even the newest one which I found to have many flaws. Order of Ecclesia managed to be one of the hardest Castlevania games without being cheap. This was a pretty steep accomplishment, everything was avoidable in the game, if you got hit, it was your fault. I know that Order of Ecclesia lacked the epic castle and exploration that most Castlevania have, but the combat and boss battles were so satisfying in this game that I had to put it on this list.

Some honorable mentions to some other franchises: Muramasa, Kirby & The Amazing Mirror, Shantae: Risky's Revenge, Mega Man ZX, and La-Mulana.

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Lulu_Lulu

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#1 Lulu_Lulu
Member since 2013 • 19564 Posts

I nominate Darksiders and Batman

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visceron

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#2 visceron
Member since 2005 • 2160 Posts

@Lulu_Lulu: Ah yes, good choices, especially Arkham Asylum, but I restricted my list to purely 2D titles.

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Lulu_Lulu

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#3 Lulu_Lulu
Member since 2013 • 19564 Posts

@ visceron

No Fair ! :(

2D Titles have no depth ! Haha get it ? :D

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alim298

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#4  Edited By alim298
Member since 2012 • 2747 Posts

R U a fan of SOTN? Becuase in that case this list really lacks Castlevania lords of shadow mirror of fate...

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#5  Edited By alim298
Member since 2012 • 2747 Posts

R U a fan of SOTN? Becuase in that case this list really lacks Castlevania lords of shadow mirror of fate...

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visceron

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#6  Edited By visceron
Member since 2005 • 2160 Posts

@alim298: Like I said, I just finished playing Mirror of Fate and wanted to reflect back on my favorite Metroidvania games. Mirror of Fate arguably has the most in-depth combat system of any 2D Castlevania game. I thought it was a solid game. There were a few annoyances that kept it off my list, however.

First the change to a 3D engine made the game slightly sluggish. It was barely noticeable, but still noticeable. I had the biggest issue trying to time grapple points. The game would highlight the grapple point, I would hit the trigger, but nothing would happen.

Second, if you set the brightness level as desired by the developers, you cannot see where you are going in any of the underwater sections and any of the shadowy areas. This is easily remedied by turning the brightness setting back up.

Third some of the platforming was inconsistent. If you would run to the edge of some platforms you drop and hang from the edge automatically. Other ledges you would fall right off. Now I had no idea what ledges would do what, no graphical indicators existed to warn the player what would happen. Instead trial and error had to be used to what would happen. I will get back to this point later with some of the level design.

Fourth, I would have liked to have turned off the checkpoints in boss battles. Typically Castlevania bosses require the player to pick up patterns in order to beat the boss. Now if the player does not pick up patterns on the first attempt, the player has to reattempt until all of the patterns have been fully learned. I love the satisfaction of beating the boss from start to finish, knowing that I overcame all the tricks without any aide. Now I have not started the game on hard mode yet, so I am hoping the checkpoints are removed on hard move. Also, one boss battle, would restart the player at the beginning of the battle with only half life. I am assuming this was a bug or design flaw. I am not sure why if the player had trouble figuring out how to beat this boss, they would be restarted at the beginning with half a life bar. This was remedied by just pausing and restarting last checkpoint.

Last, but worst of all was the level design. This is my true issue with this game. I realize this is MercurySteam's first 2D Castlevania game, so they have plenty of room to improve. Early on in the game, one of the scrolls teases that the fallen character did not come properly prepared for this area. Right by that fallen character, the game shows the first grapple point. Now later going through the mines the player reaches what appears to be a dead end with a grapple point teasing a path. Now I assumed that I had missed the grappling item having read that scroll since I could not see where to go. Not having the item, I attempted the jump and fell to my death. I thought to my self, OK, I just need to find the grapple item. I searched high and low for this grapple item. It turns out you don't get it until later in the game. So, I go back to the seemingly dead end. After committing suicide a few times, I notice a ledge to the left, but I cannot make the jump because of the positioning of platforms. Well by chance, I accidentally ran too far once and Simon automatically started hanging from the edge. I decided to hold down to see what was below me and sure enough there was a ledge. By dropping down to that ledge I was able to make the jump to the ledge to the left It turns out that the grapple point was just to get a "hidden" item and the true path was actually hidden.

Now this was just the first instance of bad level design. Now back to point three where I didn't know what to expect when approaching the edge of a platform. Later levels will send you falling to instant death on spikes or even worse back to the beginning of the level if you accidentally fall. Now some platforms you need to hang from edge to further yourself in the game. However, I would run to the edge of the platform and expect my character to automatically hang, as he did most of the game. Did my character auto hang? No, he runs right off the edge. Was it because I couldn't hang from the platform? No, I could and was required to hang, they just decided to change how the platforming worked for random platforms.

A few levels allow for the player to fall back to the beginning of the level if a jump was missed or say the player hit an obstacle and it knocked them back. Later in the game one of these flaws sets the player very far back. The player was required to go up and around through other areas only to come back to the top level of the same area. Now some grappling jumps were required to complete this section and if one was missed, the player would be set all the way back. Luckily players hit checkpoints every time they enter a new area and since the player had to re-enter this area from the top, the game could be paused and checkpoint restarted.

A few levels do not introduce the player how to properly use a provided tool. For the most part the game does a good job with this, but there are 2 items in particular that do not. The magnetic rail is the better example, because at this point in the game you have to jump from one magnetic rail to another. However, for the first time this was required, an intermittent electricity bolt was blocking the path with an electric floor below. I try to make the jump with the jump button, but that just drops me off and I insta-death on the electric floor below. Now the checkpoint for this part is a ways back and I have to repeat this section multiple times. Finally, I figure out that to make the jump I have to hit the same button that made me cling to the rail to jump over to the next rail. A good design without annoying tutorials would have required the player to learn this technique in a simple situation first; where the player could have reattempted it a few times, until the player understood what they were doing.

My last gripe about the level design was how easy it was to find all the hidden items. Only one item was well hidden in the game, and I was pretty satisfied when I figured out how to get to it. I achieved 100% on the first play through with little effort to finding all the secrets. I had more trouble trying to find the path I was supposed to be taking, than finding the secret paths. For the most part it seemed as though all the "secrets" were directly in front of the player, but the player would not have the required item yet to get the secret. On a plus note, most backtracking was only required to get 100%. For those trying to get 100% there are a few nuances where doors or magnetic rails will not have been activated, unless you had first went the "other" direction first, requiring even more backtracking.

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foxhound_fox

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#7 foxhound_fox
Member since 2005 • 98532 Posts

You should try Curse of Darkness. It's less open than SOTN and DOS, but it has incredibly deep combat and familiar training.

And you put Super Metroid at the top, I have no qualms with this list.

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#8  Edited By visceron
Member since 2005 • 2160 Posts

@foxhound_fox: I actually have Curse of Darkness. I purchased it way back, shortly after it was released. I was quite a ways through it and enjoying it, when I PS2 memory card decided to corrupt itself. I was so frustrated at the time that I stopped playing all my PS2 games. I have been meaning to restart the game and complete it. I guess I have forgotten about it over the years. I will make sure that I go back and complete now that you have reminded me, thanks.

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#9  Edited By iHarlequin
Member since 2011 • 1928 Posts

You should check out a PC-exclusive called Valdis Story: Abyssal City. It's probably my favorite metroidvania this generation. It has plenty of customization (armor and weapons; skill points; spells and spell upgrades; leveling up and attribute distribution; four different characters (2 released, 2 to come as free DLC), replay value (score attack, hardcore mode, varying difficulties and, as I said, multiple build-paths and characters) and plenty of boss fights. It's a metroidvania that focuses on combat, so even after you figure out the game's layout there's still much to do and improve. Hell, I think I must have 60 hours in it already, and I still have much to do.

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#10 visceron
Member since 2005 • 2160 Posts

@iHarlequin: This game looks awesome (I went and watched a bunch of videos). I like the addition of the skill tree. Is the skill tree something you complete if you level high enough, or do you have to specialize? Also, 60hrs? Wow. I want to play this, but I will have to wait until I have some time off around Christmas to play this.

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#11 iHarlequin
Member since 2011 • 1928 Posts

@visceron said:

@iHarlequin: This game looks awesome (I went and watched a bunch of videos). I like the addition of the skill tree. Is the skill tree something you complete if you level high enough, or do you have to specialize? Also, 60hrs? Wow. I want to play this, but I will have to wait until I have some time off around Christmas to play this.

Yeah. It'll take you around 13h to beat it the first time around, but as I said there are plenty of reasons to come back to the game. As to the skill tree, you have to specialize - you can pick skills from any branch, and have skills in multiple branches, but you have a limited amount of skill points to spend (25 in total). Usually you'll pick what you want to play as (Melee, Magic, Defensive, etc.) and specialize both your attributes (you also gain attribute points on leveling, to distribute among Strength, Agility, Intelligence and Luck) and skill trees. I love Metroidvanias, and the fact that they did one where I can play again and again without getting bored has earned them nothing but praise from me. I believe they have a demo on the Steam page that allows you to explore around 25%~ of the game, so you should definitely check that out to see if it's your cup of tea.

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#12  Edited By WTA2k5
Member since 2005 • 3999 Posts

I'd put Dark Souls up there with the Metroidvania-esque greats. Also, La-Mulana is a great Metroidvania style game. Be warned though, it's brutally difficult.

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#13 Lulu_Lulu
Member since 2013 • 19564 Posts

@ WTA2k5

Uhm..... I'm no expert but Dark Souls does not seem like a Metroidvania game, unless you mean its world design.

Just when I was beginning to understand what Metroidvania is, you throw a wrench in between the cogs....... Why would you do that to me ? :(

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visceron

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#14 visceron
Member since 2005 • 2160 Posts

It seems as though the line between genres keeps getting more and more blurry. (Not that Metroidvania is an actual genre, I consider it more of a formula) I guess if we define Metroidvania as pseudo non-linear games, focused on exploration, where the player must unlock abilities to access areas (or hidden items) of the game, then a lot of games would fit this definition. I tried to stick to the traditional 2D, action platformers. Although, nothing requires the game to be 2D, I would say that Arkham Asylum is a perfectly good example of a 3D Metroidvania game. I do think that action platformer is distinguishing factor in the Metroidvania formula. Otherwise, I would have to put the Zelda franchise in the Metroidvania category as well. Zelda games also offer access to new areas/items by unlocking abilities.

I have not played Dark Souls to know how well it fits the Metroidvania formula. I have been basing my opinions around a few lists: vgmuseum and giantbomb

As you can see the GiantBomb wiki has defined Metroidvania as 2D action games, but then include some 3D titles such as Vagrant Story.

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Black_Knight_00

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#15 Black_Knight_00
Member since 2007 • 78 Posts

Fantasy World Dizzy

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Lulu_Lulu

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#16 Lulu_Lulu
Member since 2013 • 19564 Posts

What about Trine ? I know it abit of a stretch but could you find it in your heart to welcome Trine in to the Metroidvania Family ? :D

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#17 King9999
Member since 2002 • 11837 Posts

Dark Souls is absolutely "Metroidvania" in its design.

Speaking of that term, I think we should drop it. It feels like people are forgetting how Castlevania used to be. Like how Phantasy Star is best known as an MMO these days.

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#18 Some-Mist
Member since 2009 • 5631 Posts

my favorite CV title is Circle of the Moon... but not a bad list overall.

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Lulu_Lulu

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#19 Lulu_Lulu
Member since 2013 • 19564 Posts

@ King9999

Care to explain yourself, Mr. King9999 ?

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visceron

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#20  Edited By visceron
Member since 2005 • 2160 Posts

@Some-Mist: Circle of the Moon was next on my list.

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#21 Planeforger
Member since 2004 • 20075 Posts

@King9999 said:

Dark Souls is absolutely "Metroidvania" in its design.

Speaking of that term, I think we should drop it. It feels like people are forgetting how Castlevania used to be. Like how Phantasy Star is best known as an MMO these days.

Dark Souls certainly had labyrinthine levels that intertwined with one another every so often...but I don't know if that's all it takes to be a Metroidvania game.

Surely it needs some kind of movement upgrades as well - you know, progressively finding new tools or abilities for traversing the environment?

Also, I don't see the problem with the term Metroidvania. Sure, the earlier Castlevania games aren't like Metroid...but the term isn't referring to those games. Lots of entries in the series since then have been similar to Metroid.

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#22 branketra
Member since 2006 • 51726 Posts

@visceron: Have you played Metroid Fusion? It is one of the best Metroid games in my opinion.

@Lulu_Lulu: Trine is linear. That is not how Metroidvania games are at all.

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visceron

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#23 visceron
Member since 2005 • 2160 Posts

@BranKetra: I have played Metroid Fusion. I even bought the GBA link cable to connect to Metroid Prime. I thought it was a good game. But I really, really loved Super Metroid and Zero Mission. It was hard to create a top 10 list of Metroidvania games, I have loved every one that I have finished. I created a stack of all the games that I consider Metroidvania and have completed, but I can't figure out how to post it to the forums, even though there is an option for it. (I select the stack and it says oops that's not a list)

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Lulu_Lulu

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#24 Lulu_Lulu
Member since 2013 • 19564 Posts

@ BranKetra

You're breaking my heart :(

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#25  Edited By branketra
Member since 2006 • 51726 Posts

@visceron: I think Metroid Fusion is better than Super Metroid in a way. Its length and design is short and sweet which has all the fun of Super Metroid in a condensed form. Super Metroid is a stupendous game and is great for portable gaming when transformed into a shorter game.