Skip Navigation

Why We Love to Get Lost in Games: The Enduring Appeal of Metroidvanias

www.nytimes.com Metroidvanias: The Video Games You Can Get Lost In

The cryptically named genre famed for its labyrinthine 2-D settings is nearly 40 years old and still going strong.

Metroidvanias: The Video Games You Can Get Lost In

Interesting that in the title, stated in absolute terms in the text, and from the designers they interviewed, they cite getting lost as crucial for the genre. Personally, I disagree. Getting lost has tended to be why I didn't care for certain games in this genre, like Axiom Verge, and it soured my otherwise higher opinion of games like Hollow Knight and Symphony of the Night. Still, I think this is a good exploration of the genre and what makes it tick.

39

You're viewing a single thread.

39 comments
  • I've seen video essays about metroidvanias that talk about "getting lost". The real point is to follow clues, feel immersed in a world, learn to find your way, and make interesting decisions.

    In Hollow Knight, it's no problem to use the compass if you find that aspect too burdensome. I really enjoyed my time with Axiom Verge, and I seem to recall it came with a compass as standard? Perhaps that's wrong, it's been a few years since I picked that one up.

    More to the point, which metroidvanias did you like and what did they do differently?

39 comments