“ Metroid was lost in space for eight long years... but suddenly, Samus was back. Metroid Prime turned the side-scrolling adventure series into a first-person shooter. But how does it stack up as a Metroidvania? Let's find out. “

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“ Metroid was lost in space for eight long years... but suddenly, Samus was back. Metroid Prime turned the side-scrolling adventure series into a first-person shooter. But how does it stack up as a Metroidvania? Let's find out. “
" There’s a reason why we call these games “Metroidvanias”. After a bunch of largely linear games, Castlevania opened its doors for exploration in 1997’s PlayStation classic, Symphony of the Night. In this video, we look at how it’s world design works, as we learn what it means to make a good Metroidvania. ”
"Making a Metroidvania is an enormous design challenge. How do you let a player loose in an interconnected world, without them becoming lost or frustrated?"
“ Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, it's the turn of GameCube game The Wind Waker. “