It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
ResidentLeever: These are "zelda-likes" meaning they have an overworld and dungeons structure with linear main progression.
I define "Zelda-like" in an entirely different way; I use it to refer to games with overhead view gameplay, separated into rooms, and with action combat that takes place on the main screen. Typically, each area would be split into one-screen rooms. Examples of this would include The Guardian Legend (excluding the shmup sequences), The Magic of Scheherezade (excluding the random RPG-style battles), Final Fantasy Adventure, and The Binding of Issac.

Also, note that Zelda 1 is not linear, yet it's clearly a Zelda-like under my definition.

Worth noting that the 3D Zeldas do not fit this Zelda-like definition; all the 2D ones except Zelda 2 do, however. (Zelda 2 is a sidescroller, albeit with an overhead-view overworld that isn't partitioned into rooms.)

By the way, and going back to the main topicI would consider Rogue Legacy to be a metroidvania.
avatar
ResidentLeever: These are "zelda-likes" meaning they have an overworld and dungeons structure with linear main progression.
avatar
dtgreene: I define "Zelda-like" in an entirely different way; I use it to refer to games with overhead view gameplay, separated into rooms, and with action combat that takes place on the main screen. Typically, each area would be split into one-screen rooms. Examples of this would include The Guardian Legend (excluding the shmup sequences), The Magic of Scheherezade (excluding the random RPG-style battles), Final Fantasy Adventure, and The Binding of Issac.

Also, note that Zelda 1 is not linear, yet it's clearly a Zelda-like under my definition.

Worth noting that the 3D Zeldas do not fit this Zelda-like definition; all the 2D ones except Zelda 2 do, however. (Zelda 2 is a sidescroller, albeit with an overhead-view overworld that isn't partitioned into rooms.)

By the way, and going back to the main topicI would consider Rogue Legacy to be a metroidvania.
I'm not surprised lol. The mv community (on reddit) define it like this however. Well, they don't have to be completely linear but there's no backtracking into previous dungeons to progress.
Post edited May 18, 2021 by ResidentLeever
avatar
dtgreene: I define "Zelda-like" in an entirely different way; I use it to refer to games with overhead view gameplay, separated into rooms, and with action combat that takes place on the main screen. Typically, each area would be split into one-screen rooms. Examples of this would include The Guardian Legend (excluding the shmup sequences), The Magic of Scheherezade (excluding the random RPG-style battles), Final Fantasy Adventure, and The Binding of Issac.

Also, note that Zelda 1 is not linear, yet it's clearly a Zelda-like under my definition.

Worth noting that the 3D Zeldas do not fit this Zelda-like definition; all the 2D ones except Zelda 2 do, however. (Zelda 2 is a sidescroller, albeit with an overhead-view overworld that isn't partitioned into rooms.)

By the way, and going back to the main topicI would consider Rogue Legacy to be a metroidvania.
avatar
ResidentLeever: I'm not surprised lol. The mv community (on reddit) define it like this however. Well, they don't have to be completely linear but there's no backtracking into previous dungeons to progress.
Until you get into randomizers, where you may need an item in dungeon A to reach dungeon B, and dungeon B contains an item needed to complete dungeon A.

To me, the main thing that distinguishes a game like Zelda from one like Metroid is the perspective; overhead for Zelda and side-acrolling for Metroid.

Edit: Or speedruns, particularly glitch categories. Sometimes the route involves getting the item from a dungeon, then leaving to do other things, then coming back later. (For example, in Link's Awakening, there is a ghost that starts following you after you clear a certain dungeon, and while it's following you you can't enter any other dungeons. If you delay clearing that dungeon until the end, you can avoid the ghost and the corresponding quest entirely.
Post edited May 18, 2021 by dtgreene
avatar
Starmaker: Thank you for the compilation! (but you really should add The Messenger, it's an amazing game and more of a metroidvania than at least 7 games on the list).
Done! Starmaker recommended it too, but for some reason I forgot to add it before.

avatar
dtgreene: By the way, and going back to the main topicI would consider Rogue Legacy to be a metroidvania.
Done. We're just adding all 2D-Sidescrolling games to the recommendations list at this point. lol

avatar
Orkhepaj: batman arkham has everything , jumpy , weapons ,skills , new weapons and skill opening areas in previous areas
enemies , bosses , story
perfect metroid
...and Batman. xD
Post edited May 18, 2021 by .Keys
Sombody already said Gato Roboto?
avatar
Zezione: Sombody already said Gato Roboto?
Seconded, very fun although super short.

Imma save this thread for others later.
avatar
Zezione: Sombody already said Gato Roboto?
Really nice artstyle!!! Added. :)
low rated
avatar
Starmaker: Thank you for the compilation! (but you really should add The Messenger, it's an amazing game and more of a metroidvania than at least 7 games on the list).
avatar
.Keys: Done! Starmaker recommended it too, but for some reason I forgot to add it before.

avatar
dtgreene: By the way, and going back to the main topicI would consider Rogue Legacy to be a metroidvania.
avatar
.Keys: Done. We're just adding all 2D-Sidescrolling games to the recommendations list at this point. lol

avatar
Orkhepaj: batman arkham has everything , jumpy , weapons ,skills , new weapons and skill opening areas in previous areas
enemies , bosses , story
perfect metroid
avatar
.Keys: ...and Batman. xD
yep good games :P
avatar
Zezione: Sombody already said Gato Roboto?
avatar
.Keys: Really nice artstyle!!! Added. :)
not for me , for me it is ugly and lame
Post edited May 18, 2021 by Orkhepaj
I don't think rogue-lites should be in the same list as the others, since the world keeps changing unless you're very lucky/super skilled and can do them in one go. This removes getting to know a persistent world, a major part of MVs.

avatar
ResidentLeever: I'm not surprised lol. The mv community (on reddit) define it like this however. Well, they don't have to be completely linear but there's no backtracking into previous dungeons to progress.
avatar
dtgreene: Until you get into randomizers, where you may need an item in dungeon A to reach dungeon B, and dungeon B contains an item needed to complete dungeon A.

To me, the main thing that distinguishes a game like Zelda from one like Metroid is the perspective; overhead for Zelda and side-acrolling for Metroid.

Edit: Or speedruns, particularly glitch categories. Sometimes the route involves getting the item from a dungeon, then leaving to do other things, then coming back later. (For example, in Link's Awakening, there is a ghost that starts following you after you clear a certain dungeon, and while it's following you you can't enter any other dungeons. If you delay clearing that dungeon until the end, you can avoid the ghost and the corresponding quest entirely.
Randomizers are unofficial and it's not the same when it's not part of the design and leads to backtracking in an artificial way like that. In a MV you tend to have a repeated loopback structure where you backtrack with a new movement ability or a newfound shortcut as part of the progression, changing the gameplay and/or layout during the backtracking.

Again the MV reddit community as a whole considers the structural differences more important, but not everyone agrees of course.

Perspective can make a big difference but it doesn't necessarily change the main genre like structural differences I think. Link's Awakening and some others also have platforming so they get even closer to mv/platform adventure games, however there's just a few cases of even optional backtracking into dungeons for chests in the series. In that latter sense, I guess Monster Boy is closer to a MV in having some of that as well as backtracking through one or two dungeon areas to get to other ones.

I'm interested in playing some more recent top down AA games to see if there are proper MVs in that perspective.
Post edited May 18, 2021 by ResidentLeever
avatar
ResidentLeever: Randomizers are unofficial and it's not the same when it's not part of the design and leads to backtracking in an artificial way like that. In a MV you tend to have a repeated loopback structure where you backtrack with a new movement ability or a newfound shortcut as part of the progression, changing the gameplay and/or layout during the backtracking.
Bloodstained's randomizer *is* official, however. In the vanilla game, no mods applied, you can go into the menu that's called something like "extra modes", and one of the options, along with the Speedrun and Classic modes, is the Randomizer.

Also, I've seen the shortcut mechanic in games of other genres. Etrian Odyssey and Stranger of Sword City do this, for example.
avatar
ResidentLeever: Perspective can make a big difference but it doesn't necessarily change the main genre like structural differences I think. Link's Awakening and some others also have platforming so they get even closer to mv/platform adventure games
I'd argue that, for action games, overhead and side scrolling are different genres, and the platforming sections of Link's Awakening represent a genre change. In a way, it's not that different from the genre changes in The Guardian Legend and The Magic of Scheherezade (though the importance of the other genre varies, and tMoS's genre change is perhaps more drastic, particularly since your moveset changes drastically between the genres in that game).

(Note that I would argue that Mario 64 and Zelda: Ocarina of Time are not in the same genre as their predecessors; with that said, I note that the change was more drastic for Mario than it was for Zelda.)

On the other hand, for turn-based menu-based RPGs, perspective doesn't really matter, because you're not concerned with movement during battle. (If you are concerned with movement, it's an SRPG, which is its own thing, but even then Fire Emblem (overhead) and Final Fantasy Tactics (isometric with rotatable camera) are in the same genre.)
Post edited May 18, 2021 by dtgreene
avatar
ResidentLeever: I don't think rogue-lites should be in the same list as the others, since the world keeps changing unless you're very lucky/super skilled and can do them in one go. This removes getting to know a persistent world, a major part of MVs.

avatar
dtgreene: Until you get into randomizers, where you may need an item in dungeon A to reach dungeon B, and dungeon B contains an item needed to complete dungeon A.

To me, the main thing that distinguishes a game like Zelda from one like Metroid is the perspective; overhead for Zelda and side-acrolling for Metroid.

Edit: Or speedruns, particularly glitch categories. Sometimes the route involves getting the item from a dungeon, then leaving to do other things, then coming back later. (For example, in Link's Awakening, there is a ghost that starts following you after you clear a certain dungeon, and while it's following you you can't enter any other dungeons. If you delay clearing that dungeon until the end, you can avoid the ghost and the corresponding quest entirely.
avatar
ResidentLeever: Randomizers are unofficial and it's not the same when it's not part of the design and leads to backtracking in an artificial way like that. In a MV you tend to have a repeated loopback structure where you backtrack with a new movement ability or a newfound shortcut as part of the progression, changing the gameplay and/or layout during the backtracking.

Again the MV reddit community as a whole considers the structural differences more important, but not everyone agrees of course.

Perspective can make a big difference but it doesn't necessarily change the main genre like structural differences I think. Link's Awakening and some others also have platforming so they get even closer to mv/platform adventure games, however there's just a few cases of even optional backtracking into dungeons for chests in the series. In that latter sense, I guess Monster Boy is closer to a MV in having some of that as well as backtracking through one or two dungeon areas to get to other ones.

I'm interested in playing some more recent top down AA games to see if there are proper MVs in that perspective.
I agree. Maybe I may edit the list to separate it in sub categories, so people can opine which game fit which category listed in the first line. (ClassicVania, MetroidVania, 2D Action Plataformer, etc)

Defining a genre so wide can be difficult and generate good discussions, still there are technical/structural similarities as you pointed out.

For example, a Rogue-Like may have Metroidvania mechanics, but this doesn't make it a Metroidvania and vice-versa.
Does Unworthy fit in this list?
avatar
Exhodos: Does Unworthy fit in this list?
I guess yes.
But I gotta admit I'm curious to understand how a Metroidvania exploration would work without jumping. :o

"A Hardcore Metroidvania...
UNWORTHY is a hardcore combat-focused metroidvania without jumping. You play a warrior... (...)"
avatar
.Keys: Defining a genre so wide can be difficult and generate good discussions, still there are technical/structural similarities as you pointed out.
Genre defining is *hard*. If it were easy, there wouldn't be hard to classify things, and there wouldn't be any debate about the genre of certain games.

(Biologists have run into similar difficulties with the classification of organisms; originally, every organism was a plant or animal, but that categorization doesn't work when considering bacteria and organisms like the euglena.)
avatar
.Keys: Defining a genre so wide can be difficult and generate good discussions, still there are technical/structural similarities as you pointed out.
avatar
dtgreene: Genre defining is *hard*. If it were easy, there wouldn't be hard to classify things, and there wouldn't be any debate about the genre of certain games.
Yeah agreed. Some just abandoned the search for defining genres and just treat each game as it's own world.
But since it's a "genre titled" thread we may define some common structural rules based on the game that started it all. Metroid. (Free form exploration, side scrolling 2D plataformer, item-based progression, etc.)

But² then I understand your discussion about Zelda-like 2D games, as they too have one major caracteristic of Metroidvanias: Item-Based Progression and exploration, even if limited. It's hard indeed. :)
Post edited May 25, 2021 by .Keys