Metroid Fusion

sci-fi, pixel art, challenging

Metroid Fusion (2002) for the Game Boy Advance was a significant departure from the traditionally open-ended exploration of previous Metroid games. Developed by Nintendo R&D1 and produced by Yoshio Sakamoto, the game introduced a more linear and story-driven approach to the series. The narrative follows Samus Aran, who is infected by an X Parasite during a mission and must undergo surgery to save her life. This process also infuses her with Metroid DNA, altering her Power Suit's appearance and abilities. The story unfolds on the Biosphere Research Station, where Samus must navigate the claustrophobic environments while being guided by a computer AI named Adam, who was once her commanding officer. The game featured a more streamlined progression system, with abilities and upgrades often handed to the player through plot events rather than being hidden throughout the environment. Navigation was also more straightforward, with Adam providing explicit instructions on where to go next, removing much of the exploration and backtracking that defined earlier Metroid games. Fusion features the Scanner Visor, which allows Samus to scan objects and enemies for lore and data entries, further emphasizing the game's narrative focus. The gameplay also features a heightened sense of tension and horror elements, with the X Parasites serving as deadly and relentless enemies that can assume various forms. Despite its departure from the series' conventions, Metroid Fusion was praised for its polished gameplay, challenging boss battles, and atmospheric environments. The game's linear structure and narrative focus were divisive among fans, but it remains a significant entry in the Metroid canon, offering a unique and more narrative-driven experience within the franchise.

Metroid: Zero Mission

sci-fi, pixel art, challenging

Metroid: Zero Mission is a remake and reimagining of the original 1986 Metroid game for the Nintendo Entertainment System. Developed by Nintendo R&D1 and released for the Game Boy Advance in 2004, Zero Mission serves as a comprehensive update to the classic title, featuring enhanced graphics, improved gameplay mechanics, and a significant expansion of the original game's narrative and level design. One of the standout features of Zero Mission is its attention to detail in preserving the essence of the original Metroid while introducing modern sensibilities. The game maintains the iconic exploration-based gameplay and power-up acquisition that defined the series, but refines it with more fluid controls, updated physics, and a more intuitive user interface. Zero Mission's level design is a highlight, seamlessly blending the classic areas from the NES game with entirely new sections that expand the scope and depth of the adventure. These additions include new boss battles, hidden areas, and intricate sequences that test the player's platforming and combat skills. The game also features a dedicated stealth segment, where players must navigate past the deadlySpace Pirate forces without the aid of Samus Aran's powerful armaments. The game's narrative is significantly expanded, introducing a prologue that delves into Samus's backstory and her initial confrontation with the Space Pirates on Planet Zebes. This segment serves as a tutorial area, gradually reintroducing players to Samus's abilities and the game's mechanics. Additionally, Zero Mission features an extended epilogue that ties into the events of the subsequent Metroid games, providing a more cohesive narrative continuity within the series. Zero Mission's presentation is a notable improvement over the original, with vibrant graphics that capture the essence of the Metroid aesthetic while taking advantage of the Game Boy Advance's hardware capabilities. The game features a remixed and enhanced soundtrack that pays homage to the iconic tunes of the NES game while adding new compositions to match the expanded content. Overall, Metroid: Zero Mission is widely regarded as one of the best remakes in gaming history, striking a perfect balance between honoring the source material and introducing modern enhancements that elevate the experience for both newcomers and seasoned fans of the Metroid series.

Kid Icarus: Of Myths and Monsters

fantasy, shooter, environmental puzzles

Kid Icarus: Of Myths and Monsters, released for the Game Boy in 1991, was a side-scrolling action platformer and a follow-up to the cult classic NES game Kid Icarus. Unlike its predecessor, which had a linear level progression, Of Myths and Monsters featured a non-linear overworld map reminiscent of the Metroidvania genre, allowing players to choose their path and revisit previous areas. The game introduced several new gameplay mechanics, including a health meter that replenished over time, allowing for more forgiving gameplay compared to the one-hit-death system of the original. Players could also collect and equip various weapons and armor pieces, adding depth to the combat and character progression. One of the game's standout features was its robust bestiary, featuring an impressive array of enemies drawn from Greek mythology, such as Cerberus, Medusa, and the Minotaur. These mythological creatures added a unique flavor to the game's world and presented players with diverse and challenging encounters. While retaining the charming 8-bit aesthetic of its predecessor, Of Myths and Monsters boasted more detailed sprite work and backgrounds, showcasing the Game Boy's capabilities. The game also featured an expanded world with multiple distinct environments, each with its own visual theme and obstacles to overcome. Despite its innovations and the addition of new gameplay mechanics, Of Myths and Monsters maintained the challenging difficulty and precise platforming that characterized the Kid Icarus series, ensuring a rewarding experience for fans of the original game and action platformer enthusiasts alike.

Metroid Dread

sci-fi, platformer, interconnected world

Metroid Dread is a 2D side-scrolling action-adventure game developed by MercurySteam and Nintendo EPD, released exclusively for the Nintendo Switch in 2021. It is the first original 2D Metroid game in 19 years, serving as a direct sequel to Metroid Fusion (2002). As a veteran of the genre, you'll appreciate that Metroid Dread maintains the core exploration-based gameplay and ability progression that defines the Metroidvania subgenre. The game introduces several new mechanics to the series: 1. E.M.M.I. zones: Areas patrolled by nearly indestructible robots, creating tense stealth sequences. 2. Free aim and melee counter: Refined from Metroid: Samus Returns (2017), allowing for more precise combat. 3. Slide and Spider Magnet: New movement options that expand traversal possibilities. 4. Phantom Cloak: A temporary invisibility ability used primarily for stealth. 5. Flash Shift: A short-range teleport useful in both exploration and combat. The game takes place on the planet ZDR and continues the narrative thread involving the X Parasites and Chozo lore. It's noted for its challenging boss encounters and the tension created by the E.M.M.I. pursuit sequences. Metroid Dread received critical acclaim for its gameplay refinements, atmosphere, and how it concludes the mainline 2D Metroid storyline while introducing new elements to the series formula.

Batman Arkham Origins: Blackgate

dark, gritty, environmental storytelling

Batman: Arkham Origins Blackgate (2013) is a spin-off title from the critically acclaimed Arkham series, developed by Armature Studio. Unlike the main Arkham games, which were open-world action-adventures, Blackgate adopts a 2.5D side-scrolling perspective, reminiscent of classic Metroidvania-style games. The game's story is set three months after the events of Arkham Origins and follows Batman's attempts to reclaim control of Blackgate Prison from the numerous villains who have taken it over. The narrative is relatively self-contained, but it features appearances from various iconic Batman villains, including Penguin, Black Mask, and Catwoman. While the gameplay mechanics are streamlined to accommodate the side-scrolling perspective, Blackgate retains many of the series' signature elements, such as Batman's combat abilities, gadgets, and stealth tactics. The game features a multi-tiered map design, encouraging exploration and backtracking as players unlock new gadgets and abilities that grant access to previously inaccessible areas. One of Blackgate's notable features is its emphasis on boss battles against various Batman villains, each with unique combat patterns and environmental hazards to navigate. The game also introduces a "Batarang Traverse" mechanic, allowing Batman to latch onto specific surfaces and swing across gaps, adding a layer of platforming challenges. Despite its handheld origins (initially released for the PlayStation Vita and Nintendo 3DS), Blackgate received praise for its faithful adaptation of the Arkham gameplay formula and its ability to capture the dark, gritty atmosphere of the Batman universe within its 2.5D constraints.

Mega Man ZX Advent

sci-fi, pixel art, challenging

Mega Man ZX Advent is a side-scrolling action-platformer game released for the Nintendo DS in 2007. It serves as a sequel to the 2006 game Mega Man ZX and continues the story set in the distant future of the Mega Man universe. One of the game's standout features is its expansive and interconnected world map, which allows for non-linear exploration and backtracking. Players can choose between two playable characters, Grey and Ashe, each with unique abilities and storylines that intersect at various points. The game introduces a new gameplay mechanic called the "A-Trans" system, which allows players to temporarily transform into powerful biometal forms, granting them access to different abilities and weapons. This system adds depth to combat and puzzle-solving, encouraging players to strategically switch between forms. Mega Man ZX Advent features a diverse array of challenging bosses, each with unique attack patterns and weaknesses. Defeating bosses and retrieving their biometal allows players to permanently acquire their abilities, further expanding their arsenal of skills. The game's level design is praised for its complexity and attention to detail, with intricate platforming challenges and hidden areas that reward exploration. Additionally, the game features a robust New Game+ mode, which carries over player progress and unlocks additional content, providing incentive for multiple playthroughs. Mega Man ZX Advent received critical acclaim for its impressive graphics, which pushed the technical capabilities of the Nintendo DS, and its engaging gameplay that blended traditional Mega Man elements with fresh mechanics and a compelling narrative set in the post-apocalyptic world of the ZX series.

Castlevania: Dawn of Sorrow

igavania, challenging, hidden areas

Castlevania: Dawn of Sorrow is a metroidvania-style action-platformer game that was released for the Nintendo DS in 2005. Developed by Konami, it serves as the direct sequel to Castlevania: Aria of Sorrow and continues the story of Soma Cruz, the protagonist from the previous game. One of the key features of Dawn of Sorrow is its innovative "Tactical Soul" system, which allows Soma to absorb the souls of defeated enemies and utilize their abilities. This mechanic adds a significant depth to the gameplay, encouraging players to experiment with different soul combinations to unlock new powers, spells, and movement abilities. The game takes place in a mysterious realm called the Dark World, which has emerged within a European city. Soma must explore this labyrinthine environment, uncovering its secrets and facing formidable bosses, including powerful reincarnations of past Castlevania villains. Dawn of Sorrow introduces a new feature called the "Magic Seal," which allows Soma to use specific souls to reveal hidden paths and unlock new areas, adding an extra layer of exploration and backtracking to the game's intricate level design. The game's visuals are impressive for the Nintendo DS, featuring detailed sprite work and atmospheric lighting effects. The soundtrack, composed by Michiru Yamane, is a standout, blending haunting melodies with intense battle themes that capture the game's gothic atmosphere. Additionally, Dawn of Sorrow includes a variety of gameplay modes, such as a Boss Rush mode and a Julius Mode, which allows players to experience the game from the perspective of Julius Belmont, a renowned vampire hunter from previous Castlevania titles.

Blaster Master

sci-fi, pixel art, challenging

Blaster Master, released for the Nintendo Entertainment System in 1988, is a groundbreaking game that seamlessly blends elements of side-scrolling action and top-down exploration. Developed by Sunsoft, the game stands out for its unique gameplay mechanics and intricate level design. One of the most distinctive features of Blaster Master is the ability to transition between two distinct gameplay modes. In the side-scrolling sections, players control a humanoid character armed with a powerful blaster, navigating through treacherous environments filled with enemies and obstacles. However, the real innovation lies in the ability to enter a vehicle known as the SOPHIA III, a tank-like machine that allows for top-down exploration of vast, labyrinthine areas. The game's level design is nothing short of brilliant, with intricate interconnected areas that encourage backtracking and exploration. Players must navigate through these areas, solving puzzles, collecting power-ups, and unlocking new paths to progress. The environments are diverse, ranging from underground caverns and ruins to futuristic installations, each with its own set of challenges and secrets. Blaster Master's difficulty is noteworthy, presenting players with a significant challenge right from the start. Enemies are relentless, and the game's boss encounters are particularly grueling, requiring precise timing and strategic use of the character's abilities and weapons. However, the sense of accomplishment upon overcoming these challenges is deeply satisfying. The game's soundtrack, composed by Naoki Kodaka and Akira Koizumi, is a standout feature, with its catchy melodies and atmospheric tunes that perfectly complement the game's environments and intense gameplay. Blaster Master's innovative gameplay, challenging yet rewarding level design, and memorable soundtrack have cemented its place as a beloved classic in the NES library, inspiring numerous sequels and spiritual successors over the years.

Metroid Prime

shooter, sci-fi, environmental puzzles

Metroid Prime (2002) is a groundbreaking entry in the Metroid series, developed by Retro Studios for the Nintendo GameCube. It successfully translated the traditionally 2D side-scrolling series into a first-person 3D adventure while maintaining the core elements of exploration, isolation, and gradual power progression. Key aspects of Metroid Prime include: 1. Visor system: Players can switch between different visors, including the Scan Visor, which provides lore and tactical information about the environment and enemies. 2. Beam weapons: The game features multiple beam types that are not only used in combat but also for solving puzzles and accessing new areas. 3. Interconnected world: Tallon IV is designed as a seamless, interconnected environment with backtracking and shortcuts that unlock as you gain new abilities. 4. Environmental storytelling: Much of the plot and backstory is conveyed through scan logs and visual cues in the environment, rather than traditional cutscenes. 5. Unique boss designs: Bosses often require specific strategies and use of different visors or weapons to defeat. 6. Atmospheric soundtrack: The game features an ambient, electronic score that adapts to different areas and situations. 7. Morph Ball mechanics: The series' signature Morph Ball is seamlessly integrated into the first-person perspective, with unique puzzle elements. 8. Sequence breaking: The game allows for skilled players to obtain items out of the intended order, enabling speedrunning and alternative playthroughs. 9. Metroid Prime Fusion Suit: Connecting the game to the Game Boy Advance's Metroid Fusion unlocks a special suit based on Samus' appearance in that game. 10. Log book completion: The game encourages thorough exploration by tracking scanned items in a completion percentage, separate from item collection. Metroid Prime is often praised for its immersive gameplay, attention to detail, and how it successfully reimagined the Metroid formula in 3D without losing the essence of the series.

Super Metroid

platformer, environmental puzzles, sci-fi

Super Metroid, released in 1994 for the Super Nintendo Entertainment System, is widely regarded as one of the greatest and most influential games in the Metroidvania genre. Here's a detailed description, assuming you're familiar with the genre conventions: 1. Nonlinear Exploration: Super Metroid's world, the planet Zebes, is a vast, interconnected labyrinth that encourages backtracking and sequence-breaking. As you acquire new abilities and upgrades, previously inaccessible areas become available, creating a sense of exploration and discovery. 2. Atmosphere and Environmental Storytelling: The game excels in creating an immersive and eerie atmosphere through its visual design, sound effects, and minimal dialogue. The environments themselves tell a story, with the remnants of civilizations and encounters with various lifeforms adding depth to the world. 3. Power-up Progression: Samus Aran's progression is tightly linked to the acquisition of new abilities, such as the Grappling Beam, Space Jump, and Plasma Beam. These upgrades not only enhance combat capabilities but also open up new traversal possibilities, encouraging revisiting previous areas. 4. Boss Battles and Sequence Breaking: Super Metroid features memorable boss encounters, each with unique strategies and patterns to master. Additionally, the game allows for sequence breaking, where skilled players can access areas and acquire upgrades out of the intended order, adding replayability and challenge. 5. Speed Running and Sequence Breaking: The game's design lends itself well to speed running and sequence breaking, with dedicated communities exploring intricate glitches and techniques to complete the game in record times or with self-imposed challenges. 6. Minimalist HUD and Storytelling: Super Metroid's HUD is minimal, allowing the game's visuals to take center stage. The story is conveyed through environmental cues and cutscenes, leaving much to the player's interpretation and fostering a sense of mystery. 7. Fluid and Responsive Controls: Samus Aran's movement and combat mechanics are praised for their fluidity and responsiveness, contributing to a satisfying gameplay experience that rewards skilled execution. Super Metroid is widely celebrated for its masterful level design, atmospheric world-building, and the sense of isolation and exploration it evokes, setting a benchmark for the Metroidvania genre that many games still strive to emulate.

Filters
Get Your Game Noticed

Advertise your game with MetroidvaniaDB and reach a community of people who know exactly what they're looking for:


Your game.

Native & Banner Ad Spots

Multi-week Discounts

Game Launch Packages

Discounts for Indie Developers