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Metroidvania is a subgenre of the action-adventure video game genre which borrows heavily from the general gameplay concepts of the ''Metroid'' series and the ''Castlevania'' series (specifically from ''Castlevania: Symphony of the Night'' and onward). The genre name is a portmanteau of the two series' names. Other names include "Castletroid", a similar portmanteau, and "Igavania", in reference to Koji Igarashi, a major developer of ''Symphony of the Night'' and many other ''Castlevania'' games and whose contributions have shaped the design of the subgenre. Metroidvania games feature a large interconnected world map the player can explore, but access to parts of the world is limited by doors or other portals that can only be opened after the player has acquired special tools, weapons or abilities within the game. Acquiring such improvements also aids the player in defeating more difficult enemies and locating shortcuts and secret areas, and often includes retracing one's steps across the map. Through this, Metroidvania games include tighter integration of story and level design, careful design of levels and character controls to encourage exploration and experimentation, and a means for the player to become more invested in their player-character. Metroidvania games typically are two-dimensional platformers, but can also include other genre types. Though popularized during the early console generations, the genre has seen a resurgence since the 2000s due to critically praised, independently developed games. ==History== Although elements of Metroidvania gameplay appeared in earlier titles, such as ''Adventure'' (1979, Atari 2600), ''Donkey Kong'' (1981, Arcade), and particularly ''Xanadu'' (1985, NEC PC-8801)〔Jeremy Parish, (Metroidvania )〕 and ''Brain Breaker'' (1985, Sharp X1),〔http://www.hardcoregaming101.net/brainbreaker/bbreaker.htm〕 ''Metroid'' (1986, Nintendo Entertainment System) is generally considered the game that largely pioneered the Metroidvania genre. Nintendo's goal for the title was to create a non-linear adventure game to set it apart from other games at the time, requiring the player to retrace their steps while providing permanent power-ups in contrast to how other adventure games only offered power-ups with temporary effects. The series was popular, and future titles refined the exploration approach while adding more story elements to the title such as with ''Super Metroid'' (1994, Super Nintendo Entertainment System).〔 During this time, the gothic/horror-themed platformer series ''Castlevania'' was gaining popularity. The original ''Castlevania'' (1986, NES) featured discrete levels that the player completed in a sequential manner. It was followed by ''Vampire Killer'' (1986, MSX)〔Jeremy Parish, (Famicom 25th, Part 17: Live from The Nippon edition ), 1UP.com, August 1, 2008〕〔Kurt Kalata and William Cain, (Castlevania 2: Simon's Quest (1988) ), Castlevania Dungeon, accessed 2011-02-27〕 and ''Castlevania II: Simon's Quest'' (1987, NES) which experimented with non-linear adventure gameplay,〔Jeremy Parish, (Metroidvania Chronicles II: Simon's Quest ), 1UP.com, June 28, 2006〕 before the series returned to the more linear style of the original ''Castlevania''. Series lead Koji Igarashi found that as they continued to produce sequels to cater to fans of the series, experienced players would race through the levels, while new players to the series would struggle with some stages. To try to make a title that would be more widely appreciated across play levels and extend the gameplay time of the title, Igarashi and others on his team looked toward the ideas used by ''The Legend of Zelda'' series into the development of ''Castlevania: Symphony of the Night'' (1997, PlayStation); such ideas included a large open world to explore, the need to acquire key items to enter certain areas, and the ability to improve the player-character as one would in console role-playing games.〔 The change proved popular with players, and subsequent games in the series would follow this formula.〔 With the close releases of ''Super Metroid'' and ''Castlevania: Symphony of the Night'', the formula these games presented would form the foundations of what are considered Metroidvanias today.〔 While both series continued to develop titles in this format, the concept of Metroidvanias started to gain more traction when other parties began to develop games in the same style.〔 ''Cave Story'' (2004, Microsoft Windows) was independently developed by Daisuke Amaya as a homage to ''Metroid'' and other classic games; the game was critically praised showing the scope of what one person could do, and highlighted another take on the ''Castlevania'' and ''Metroid'' games, as well as vitalizing the 2D platformer genre as a viable indie game format.〔 ''Shadow Complex'' (2009, Xbox 360) by Chair Entertainment was developed with acknowledging that ''Super Metroid'' was "the pinnacle of 2D game design". The game received highly positive reviews, and remains one of the best-selling downloadable titles on the Xbox 360 service.〔 Due to games like these, the Metroidvania genre began to take off in both publisher-driven and independent games development.〔 While the word "Metroidvania" is commonly used presently to describe games in this genre, or games that have elements of this genre, the origins of the term are unclear; Igarashi notes that he did not coin the phrase, though grateful to be acknowledged as the one that established the basis of the genre. Igarashi noted that with ''Symphony of the Night'' the goal was to have exploration closer to the top-down ''Zelda'' approach, but with the side-scrolling nature, it was compared more to ''Metroid'', and believes this is how the portmanteau came about.〔 Igarashi himself and his fans uses the word "igavania" to describe games in this style; Igarashi prefers the term as to avoid the connotation that Nintendo has direct involvement when using the term "Metroidvania". A similar portmanteau "Castletroid" is sometimes used as well for describing this genre.〔 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Metroidvania」の詳細全文を読む スポンサード リンク
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