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11
12A subtype of the ActionAdventure genre, usually with {{platformer}} elements, Metroidvania refers to any game containing the major gameplay concepts shared by the ''Franchise/{{Metroid}}'' series and later ''Franchise/{{Castlevania}}'' games.
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14Your typical Metroidvania game is portrayed as a single large area or a set of large areas, broken up into many different rooms, corridors, and open spaces. Most early examples have RespawningEnemies in most areas; however in TheNewTens ''VideoGame/DarkSouls'' (often viewed as an adjacent game in [[SoulsLikeRPG genre]]) would set the trend for only having them respawn after resting at a save point, [[FollowTheLeader among other influences]]; but this is still not ''always'' the case. Progress in the game is driven by the discovery of VideoGameTools (items with some sort of functionality) that allow the player to navigate obstacles and "unlock" new areas, while also serving as more than just a "key"; for example, a weapon powerful enough to destroy certain walls will often deal more damage to enemies, and the ability to climb walls could be used to avoid enemies as well as reach high places.
15
16The player will often pass many insurmountable obstacles as they explore the game, which they must {{backtrack|ing}} to after finding the appropriate item/ability, often made easier by opening [[DoorToBefore Doors To Before]]. There are usually many secrets hidden around the game, some far more difficult to obtain than any item required to proceed.
17
18It often contains mild RPGElements as well, like stat-boosting equipment or a [[CharacterLevel level system]]; some of these games will have multiple playable characters with different abilities and require the player to switch between them. But if not, expect to find hidden {{Heart Container}}s in every nook and cranny.
19
20Despite the openness of the game, progression is usually linear, with the more difficult areas separated by natural barriers such as high shelves, sealed or locked doors, or other obstacles that can only be bypassed by finding specific items or weapons. Among gamers, SequenceBreaking is a common stunt used to access these areas before the player is "supposed" to.
21
22The definition of this SubGenre varies somewhat depending on whom you ask. People seem to variably demand some or all of the following traits:
23* Exploring nonlinear interconnected areas, often resulting in {{backtracking}}, especially for new players. [[note]] A notable caveat involves level-based games qualifying so long as you can consistently return to levels for further exploration/player growth. One of the most notable cases of this is the ''VideoGame/GargoylesQuest'' series; particularly the third game ''VideGame/DemonsCrest'' for which the niche has been dubbed "Crest-Likes". [[/note]]
24* [[AbilityRequiredToProceed Items, keys, tools, weapons, or powerups used to get around obstacles]] and [[EquipmentBasedProgression becoming more powerful through better equipment]] which also [[UtilityWeapon aids in overcoming obstacles]].
25* Some people say it has to contain platforming; some even go as far as saying the game has to be 2-D.
26* SequenceBreaking capabilities, even if not official. (Some players go so far as to insist it must be unintentional to count as [[NoTrueScotsman true]] sequence breaking.)
27
28It's worth noting that not all [=MV's=] have all of these elements and not all games with some of these elements are [=MV's=]. Unsure examples can be placed in the Adjacent/Psuedo category beneath the main list.
29
30This sub-genre gets its name from the ''Franchise/{{Metroid}}'' and ''Franchise/{{Castlevania}}'' series. The TropeMaker was ''VideoGame/{{Metroid|1}}'', published in 1986, and subsequent ''Metroid'' games have consistently used it in all of its installments (except ''Prime Pinball'' of course), with ''VideoGame/SuperMetroid'' being one of the {{Trope Codifier}}s. ''Franchise/{{Castlevania}}'' first used the style in 1987's ''VideoGame/CastlevaniaIISimonsQuest'' (building on the less-linear nature of 1986's ''Vampire Killer'' compared to the first NES game), before abandoning it and then returning to it after the success of ''VideoGame/CastlevaniaSymphonyOfTheNight'', the Co-Codifier.
31
32The term itself was originally used for the ''Castlevania'' games of the same style as ''Symphony of the Night'', but Jeremy Parish of [[http://www.retronauts.com Retronauts,]] expanded the definition so that it referred to an entire genre; his use of the term popularized it, and along with it his definition. Ironically, the designer of ''Symphony of the Night'' actually modeled that game on the ''Franchise/TheLegendOfZelda'' series, which also shares a number of traits with this genre though is often overlooked in discussions due to not being 2D side-scrolling. (The other branch of the Castlevania series (level by level straight platforming action) is sometimes called the "Classicvania" style, for reference.)
33
34While ''Metroid'' and ''Castlevania'' were the Trope Maker and Trope Codifier, respectively, the {{Ur|Example}}-Examples were ''VideoGame/BrainBreaker'' (1984/1985) and ''VideoGame/DragonSlayerIIXanadu'' (1985). Several early Metroidvania titles were inspired by these titles, particularly ''Xanadu''. Metroidvania elements could be traced further back to non-platformer games ''VideoGame/{{Tutankham}}'' (1982) and ''VisualNovel/ThePortopiaSerialMurderCase'' (1983). Modern reviewers also noticed ''VideoGame/SystemShock'' (1994)-- released a few months before ''Super Metroid'' -- also shares a lot with the genre, albeit in {{First Person|Shooter}}, and would generate its own sub-genre of ImmersiveSim, which would include a lot of elements from Metroidvanias.
35
36A somewhat lesser version of this was fairly popular towards the end of the Platform/NintendoEntertainmentSystem's life cycle. The game would be separated into stages, but each stage was a wide-open, explorable area instead of a linear progression. Many of these games allowed you to revisit a stage after you already beat it.
37
38Games in this genre tend to be a four (or three) on the SlidingScaleOfLinearityVsOpenness. Finally, it should also be noted that "Metroidvania" is the term used in English-speaking markets; in Japanese markets, the genre is known as "exploration action".[[note]]探索アクション (tansaku action)[[/note]] Other terms that have seen common use to describe such games include "Castletroid", "Castleroid", "Metrovania", "[=IGAvania=]", "Metroid-Like", "Metroid-Lite", "Lite-Metroidvania", "search action", "Soulsvania", "Soultroid"/"Metroidborne"/"Hollowlike"[[note]] Mostly interchangable as ''Hollow Knight'' is largely considered a mix specifically of ''Metroid'' and Soulsborne styles though games with a fantasy setting usually are called the latter. [[/note]] , "Zeltroidvania", "Zeltroidvanisoulslike", "Roguevania", "Metroguelike", "Crest-Like" and "non-linear action-adventure platformer" (with or without capitalizations).
39
40If you're interested in making your own, check out our how-to SoYouWantTo/MakeAMetroidvania.
41
42----
43!!Examples:
44
45[[foldercontrol]]
46[[index]]
47%%Examples have been alphabetized within folders.
48
49[[folder:Trope Namers]]
50* Most of the ''Franchise/{{Metroid}}'' games of course, with the mainline 2D/TwoAndAHalfD games being undisputed examples of this genre, which Nintendo themselves refers to as "exploration action." ''VideoGame/SuperMetroid'' solidified its place as trope co-codifier not only thanks to the exploration and progression angle, but also for providing plenty of opportunities for sequence breaking, some intentional ({{Wall Jump}}ing, Shinespark, infinite [[RocketJump bomb jumping]]) and some not (like the "mockball" glitch, which would go on to be an AscendedGlitch in later entries). The line is blurred with the 3D games (the ''VideoGame/MetroidPrimeTrilogy'' sub-series and ''VideoGame/MetroidOtherM''), though these games still otherwise follow the same template, albeit in three dimensions rather than two. The clear exceptions are the handful of SpinOff games: ''VideoGame/MetroidPrimeHunters'' (more of a first-person shooter with a few exploration elements), ''VideoGame/MetroidPrimePinball'' (a pinball game), and ''VideoGame/MetroidPrimeFederationForce'' (a co-op FPS).
51* For a period, almost all of the 2D ''Franchise/{{Castlevania}}'' games fit this build. From 1997's ''VideoGame/CastlevaniaSymphonyOfTheNight'' ([=PS1=]) up until 2008 ''VideoGame/CastlevaniaOrderOfEcclesia'' (DS) the series was a TropeCodifier. ''Symphony of the Night'' isn't the first time that the ''Franchise/{{Castlevania}}'' series experimented with the genre, either; ''Vampire Killer'' and ''VideoGame/CastlevaniaIISimonsQuest'' shared many of the same gameplay elements, though the latter didn't have the closed complex setting typical of the genre, and the former had no RPGElements nor permanent upgrades[[note]]It also had a level to level setup, with no backtracking once you finished a level, and thus can be counted as a only Metroidvania precursor, not a full example.[[/note]]. The series has since seemingly moved away from the 2D Metroidvania style for 3D ActionAdventure HackAndSlash format. An interesting note is that, since Metroidvania is Western terminology for the genre, the man behind most of these Metroidvania titles had actually never heard of the term until around 2012 (though he quite liked it). He said his inspiration in creating ''Symphony of the Night'' actually came from ''VideoGame/ZeldaIITheAdventureOfLink'' (which in turn borrowed elements from ''VideoGame/DragonSlayerIIXanadu'' and the original ''Metroid'').
52[[/folder]]
53
54[[folder:#-A]]
55* ''[[VideoGame/EightDoorsArumsAfterlifeAdventure 8 Doors : Arum's Afterlife Adventure]]'': Visit the 8 Doors of Purgatory, in any order you want, to find your father's missing soul.
56* ''[[VideoGame/NineYearsOfShadows 9 Years of Shadows]]'', a {{retraux}} whose graphics resembles old-school ''Castlevania'', with a linear level structure akin to ''Metroid 2'' with micro-backtracking within biomes but none mandatory between them.
57* ''[[VideoGame/ThreeThousandthDuel 3000th Duel]]''
58* ''VideoGame/AbyssXZero'' A 3D CreatorDrivenSuccessor to ''VideoGame/{{Unsighted}}''
59* ''Franchise/ActionMan: Search for Base X'' on Platform/GameBoyColor is something of a cross between this and a ''Franchise/MegaMan'' clone, with individual stages that have more than one way to get through depending what outfit and equipment you bring in.
60* The SNES game of ''VideoGame/TheAddamsFamily'' is this, as well as having a quasi-HubLevel in the form of the entrance hall.
61* ''VideoGame/AeternaNoctis'' has a focus on intense {{Nintendo hard}} platforming; leading to some dubbing it a "VideoGame/{{Celeste}}-Vania".
62* ''VideoGame/AeternoBlade''
63* ''VideoGame/AfterDeath''
64* ''VideoGame/{{Ainevoltas}} 1'' and ''2'', freeware games. ''Ainevoltas 2'' is the remake of the first one.
65* ''VideoGame/AlberoAndTheGreatBlueEmblem''
66* ''VideoGame/AliensInfestation''. Quite fitting, considering the influence ''Film/{{Alien}}'' had on the original ''Metroid''.
67* ''VideoGame/AmnesiaTheBunker'' has you explore the titular area in non-linear fashion finding different tools that aid both in navigation and survival. A combo of this, Survival Horror, and Immersive Sim.
68* ''VideoGame/AnimalWell''
69* ''VideoGame/{{Afterimage}}'' combines modern and old-school metroidvania in a single package.
70* ''VideoGame/{{Aggelos}}'', a modern take inspired by non-linear Japanese retro adventures like ''Wonder Boy In Monster World''
71* ''VideoGame/AlwasAwakening'' is a Metroidvania in the classic screen-by-screen style.
72* ''VideoGame/AmazingPrincessSarah''
73* ''VideoGame/{{Amea}}'' is an online Metroidvania by Creator/{{Godlimations}}.
74* ''VideoGame/AngelsGear'': A {{retraux}} from the creator of ''Vomitoreum''
75* ''VideoGame/{{Antichamber}}'' is non-linear, allows sequence breaking, features interconnected areas, requires upgrades to advance, and focuses on exploration.
76* ''VideoGame/AnubisAndTheBuriedBone'' currently has just 1 big giant map with no clear objective on what to do.
77* The indie game ''VideoGame/{{Aquaria}}'' embraces this trope fully, although there is much less of a platform element since it takes place almost entirely underwater.
78* ''VideoGame/{{Arzea}}''
79* ''VideoGame/TheAquaticAdventureOfTheLastHuman''
80* ''VideoGame/{{ASCIIvania}}''--as the title suggests, it's a Metroidvania-style game with ASCII graphics. The AbilityRequiredToProceed element is mainly provided by finding different letters, which you use to complete words that are blocking your way; among more traditional upgrades.
81* ''VideoGame/AstalonTearsOfTheEarth'' an MSX-inspired one with character-switching and a rogue-ish character growth system.
82* ''VideoGame/{{Astronite}}'' gives the genre a game with a unique 1-Bit art style.
83* ''VideoGame/{{Ato}}'' is a 2D Metroidvania set in a version of Feudal Japan [[WorldOfFunnyAnimals populated by animal people]].
84* ''VideoGame/AxiomVerge'' is a love letter to the genre, ''VideoGame/Metroid1'' and other classics of the 8-bit era, allowing players to utilize and create glitches to access new areas, bypass obstacles and change enemy behavior.
85* ''VideoGame/AxiomVerge2'' is the non-linear sequel to ''Axiom Verge'' with a more open-world Zelda inspired structure.
86[[/folder]]
87
88[[folder:B-C]]
89* ''VideoGame/BanjoTooie'' adds more interconnectivity between areas and even ability gating. Though the later part of the game opts more for plot coupon gating, this encourages visiting older levels with said new abilities to find them.
90* ''VideoGame/BatmanArkhamAsylum'' [[note]] Not a pure example, sort of fitting somewhere between ''Metroid'' and ''Zelda''; as the wings of the asylum seldom connect to eachother, rather all connecting to the central courtyard. However there is plenty of reason to go back and forth between them unlike Zelda dungeons. The sequels would deviate even further from the traditional MV style; with ''Arkham City'' leaning even more into the Zelda formula; with an open city with isolated dungeon areas; and having an even more linear main quest, but still rewarding ability backtracking. ''Arkham Knight'' would abandon all of this with a full-on {{wide open sandbox}}. [[/note]]
91* ''VideoGame/BattleKid'' combines this with a less [[FakeDifficulty unfair]] version of ''VideoGame/IWannaBeTheGuy''.
92* ''VideoGame/BattlePrincessMadelyn''
93* ''VideoGame/TheBattleOfOlympus''
94* ''VideoGame/BeaconOfHope'' stars [[AnimateInanimateObject a lamp]] but otherwise is a normal Metroidvania, though as it's only in development we don't know what abilities Beacon will unlock.
95* ''VideoGame/{{Beholgar}}'': a retraux barbarian fantasy
96* ''VideoGame/BionicCommando'' (NES) and its remake.
97* ''VideoGame/{{Blasphemous}}'': a gruesome Souls inspired series with a grim world and story influenced by Spanish Catholicism. The original is an unconventional example [[note]] as the "abilities" are passive "relics" that alter the world itself rather than the player; and they technically aren't even required to complete the game (unless you want the {{golden ending}}). However they are more than keys in how the player still needs to actively engage with the anomalies to progress; such as activating the red platforms in a certain order, drawing out extending branches at the right time to make gaps, or planning pitfalls when using the cherub linen. Also given the difficulty you will want to make the most of the "optional" content'. The flow of exploration is also much more inline with an MV than your usual Soulslike. [[/note]]
98** ''VideoGame/BlasphemousII'' however is a pure example with conventional ability gating. Though with it's unique RPG spin with having you choose a starting weapon with a unique traversal perk that will greatly change how the first half of your playthrough goes.
99* ''VideoGame/BlasterMaster'': An early example that took a Zelda inspired structure and fused it with side-scrolling shooter gameplay.
100* ''VideoGame/BloodstainedRitualOfTheNight'', a Website/{{Kickstarter}} SpiritualSuccessor of the ''Franchise/{{Castlevania}}'' series by Koji Igarashi, producer of many of the trope-naming Castlevania games. He coined the term "Igavania" to refer to games in his gothic style.
101* ''VideoGame/BloodyHell''
102* ''VideoGame/BlueFire'': A 3-D platformer with an equal mix of ability gates, Zelda style keys and {{plot coupon}}s, and Souls style doors that are locked from one side; all in an interconnected world.
103* ''VideoGame/BrainBreaker'', developed in 1984 and released for the Platform/SharpX1 computer in 1985, is one of the [[UrExample first true]] Metroidvania-style games, along with ''VideoGame/DragonSlayerIIXanadu'', released the same year.
104* ''VideoGame/TheBreach''
105* ''VideoGame/BunnyMustDie''
106* ''VideoGame/CallysCaves'' series
107* ''VideoGame/CaptainComic'' and its sequel
108* ''VideoGame/CarpathianNight'', an indie effort inspired by old-school gothic-style games.
109* ''VideoGame/{{Carrion}}'', a reverse-horror where the player is an EldritchAbomination.
110* ''VideoGame/CastleInTheDarkness''
111* ''VideoGame/{{Cathedral|2019}}'', a {{Retraux}} like side-scrolling Zelda mixed with Ghosts 'N' Goblins and other inspirations.
112* ''VideoGame/{{Catmaze}}'', a {{retraux}} inspired by the ''Zelda'' games and Slavic folklore.
113* ''VideoGame/CaveStory'' is clearly influenced by both ''Franchise/{{Castlevania}}'' and ''Franchise/{{Metroid}}''. There are various items and abilities needed to proceed through the game, and backtracking yields many hidden areas and items that were completely unobtainable when first encountered.
114* ''VideoGame/{{Chasm}}'' is a Metroidvania game with procedurally generated levels.
115* ''VideoGame/{{Citadale}} - The Legends Trilogy'', a trilogy of mediocre, low-budget ''Symphony of the Night'' knockoffs. Consisting of ''Gate of Souls'', ''Curse of Darkness'' and ''Legacy of Fate''
116* ''[[VideoGame/FindingTeddy Chronicles of Teddy: Harmony of Exidus]]'', a complete GenreShift from the original ''Finding Teddy'', which was an AdventureGame.
117* ''VideoGame/ClarencesBigChance'': Sort of. Though the game itself is very linear, each level is very open and full of secrets.
118* ''VideoGame/ClashAtDemonhead'' was widely considered an early example of the genre.
119* ''VideoGame/ClunkyHero''
120* ''VideoGame/CodenameDroid'', a Platform/BBCMicro game, is another early example.
121* ''VideoGame/{{Control}}'' is a ThirdPersonShooter that follows this format. There is a linear story to be followed in uncovering the mysteries of [[EldritchLocation The Oldest House]], but the ever-increasing upgrades and PsychicPowers encourages exploring every weird and transcendental corner of the place for sidequests and extra goodies.
122* ''VideoGame/CookieCutter''
123* ''VideoGame/CurseOfTheSeaRats'' a ''[[{{Pun}} Rat]]''[[{{Pun}} troidvania]] where every character is a rodent.
124* ''VideoGame/{{Crazd}}''
125** ''VideoGame/{{Two}}''
126* ''VideoGame/{{Crowsworn}}'' a homage to ''VideoGame/HollowKnight'' but DarkerAndEdgier and with MoreDakka; from the dev of ''VideoGame/{{Unworthy}}''.
127[[/folder]]
128
129[[folder:D-E]]
130* ''VideoGame/{{Dandara}}'' [[note]] One where you cannot run or jump, and instead zip from one flat surface to another. The original game plays similarly to Zelda; with the forest overworld leading to isolated dungeon-like areas that can be completed on a first visit. However the "Trials Of Fear" update/expansion adds a dark world that adds far more interconnectivity between areas and requires more clever use of old and new abilities to get around in a non linear fashion. [[/note]]
131* ''[[VideoGame/DanielXTheUltimatePower Daniel X: The Ultimate Power]]'' (DS)
132* ''VideoGame/{{Darksiders}}''
133** ''VideoGame/{{Darksiders}}'' is a 3D, third-person game with the Metroidvania elements of using new equipment/abilities to unlock different areas, and freely backtracking to previous areas to collect previously unreachable items or treasure.
134** ''VideoGame/DarksidersII'' is much the same with the addition of more RPGElements via a variety of weapons and armor with various stats and a skill progression tree. Both games also takes inspiration from ''Franchise/TheLegendOfZelda'' with distinct dungeons that have puzzles to be solved and doors to be unlocked using the items and keys found inside.
135** ''VideoGame/DarksidersIII'' is by far the most direct example with its much more constricting world design that stresses ability gating more than any other title in the series.
136* ''VideoGame/TheDarkDwellers''
137* ''VideoGame/DeathsDoor'': A top-down Zelda-like but with consistent ability gating and multiple reasons to backtrack to completed dungeons and some soulsy elements as well.
138* ''[[VideoGame/DeathsGambit Deaths Gambit: Afterlife]]'' [[note]] an "expansion" that is really full remake of the original game that fundamentally changes the structure, flow, and mechanics of the game; including actual consistent ability gating and more than doubling it's original size. The vanilla release was a much more linear SoulsLikeRPG with minimal ability gating. [[/note]]
139* ''VideoGame/DemonsOfAsteborg'', a new original title for the SEGA [=MegaDrive=] / Genesis with a Gothic setting similar to the old Castlevania games.
140* ''VideoGame/DemonHunterTheReturnOfTheWings'', a 2D side-view RPG with unlockable areas and abiltiies.
141* ''VideoGame/DemoniacaEverlastingNight'' combines Castlevania with fighting game style combat
142* ''VideoGame/{{Dex}}'' [[note]] A cyberpunk RPG inspired by a [[VideoGame/DeusEx similarly titled game]] primarily set in an interconnected City that opens up the more you upgrade your character's mobility, endurance (immunity to toxic gas, electricity, etc), and other skills like lockpicking; some by exploration, others by leveling up. There are a few non-backtrackable levels towards the final act though. [[/note]]
143* ''VideoGame/DisneyIllusionIsland'' is a rare combat-free example, but still takes place in one giant 2D map filled with platforming.
144* ''VideoGame/TheDivideEnemiesWithin'' for the PSX and PC is a rather excellent 3-D example of this.
145* ''VideoGame/{{DNA}}'' is a short example of the genre made in 48 hours for a game making competition with the theme of evolution.
146* ''VideoGame/DragonSlayerIIXanadu'', released in 1985, was the UrExample of Metroidvania gameplay, along with ''Brain Breaker''. The later ''VideoGame/DragonSlayer'' games ''VideoGame/{{Faxanadu}}'', ''VideoGame/LegacyOfTheWizard'' and ''VideoGame/{{Sorcerian}}'' continued the Metroidvania format established by ''Xanadu''.
147* ''VideoGame/DustAnElysianTail'' is a furry Stylish Action take
148* ''VideoGame/EbenezerAndTheInvisibleWorld'': A sequel to the Creator/CharlesDickens [[Literature/AChristmasCarol classic]] where the titular character recruits ghosts to fight a [[CorruptCorporateExecutive cruel industrialist]].
149* ''VideoGame/EiyudenChronicleRising'': An oppressively linear take on the genre, but still ticks just enough boxes.
150* ''VideoGame/{{Elderand}}'': A lovecraftian barbarian fantasy.
151* ''VideoGame/{{Elypse}}''
152* ''VideoGame/ElephantQuest'' is a free flash game in which a [[RidiculouslyCuteCritter cute elephant]] sets out on a quest to reclaim his hat made in this format. With lasers.
153* The final levels of the two main games in the ''VideoGame/{{Emogame}}'' series (especially the second one) play out like this. The third would've been entirely like this [[{{Vaporware}} had it been finished]].
154* ''VideoGame/{{Endeavor}}'' requires players to find different items/collect special upgrading fruit to be able to reach new areas.
155* ''VideoGame/EnderLiliesQuietusOfTheKnights'', which also ticks most of the boxes of a SoulsLikeRPG.
156* ''VideoGame/EnderMagnoliaBloomInTheMist''
157* ''VideoGame/EnvironmentalStationAlpha'', which heavily borrows from ''VideoGame/Metroid1'' aesthetically and ''VideoGame/SuperMetroid'' gameplay wise.
158* ''VideoGame/TheEmpireStrikesBack'' could be seen as a proto example, with platforming, non-linear exploration and a sort of leveling. What keeps it from being a true Metroidvania is the fact that it’s separated by levels.
159* ''VideoGame/EscapeFromPuppyDeathFactory'' a browser MV by Creator/AdultSwimGames.
160* ''VideoGame/EternalDarkness'' is somewhat unique in that you never actually leave the hub world; the plot involves main character Alex reading the histories of previous owners of the game's TomeOfEldritchLore, and by experiencing their stories, she is given access to the magick spells that they learned in their time, going on to cast the spell herself and uncover a new means of going deeper into the mansion to find more pages of the Tome.
161* ''VideoGame/EternalDaughter'' starts with the protagonist able to do the typical platforming routine, but certain areas in each level can only be reached once she gets the ability to jump higher, slide off walls, etc.
162* The console version of ''[[VideoGame/PowerSlave Exhumed/ Power Slave]]'' is possibly one of the earliest examples of a Metroidvania FPS, predating ''VideoGame/MetroidPrime'' by almost a decade.
163* ''VideoGame/EvilGenome'', a post-apocalyptic Hack and Slash/shooter hybrid. Kind of like a non-anime companion to ''Dead Or School''.
164* ''VideoGame/ExorcistFairy'', a ''Hollow Knight'' homage from China where you're an adorable ''hulijing'' exploring six different and interconnected worlds of the supernatural.
165* The ROM hack ''VideoGame/ExtraMarioBros'' is a Metroidvania game built on ''Franchise/SuperMarioBros'', and is probably the only example of the genre with [[RatchetScrolling one-way scrolling]].
166[[/folder]]
167
168[[folder:F-G]]
169* ''VideoGame/FantasticDizzy''
170* ''VideoGame/{{Fearmonium}}'', a horror-themed modern take.
171* ''VideoGame/FerazelsWand'' for Mac OS.
172* ''VideoGame/{{Fe}}''
173* ''VideoGame/{{Fez}}'': While additional powers are gained, the real key to progress is figuring out how to read the clues in the game in order to solve the puzzles and gain trinkets, which are used to unlock various doors.
174* ''VideoGame/FISTForgedInShadowTorch'': A Deisel-Punk, Stylish-Action fusion with furries (or "Furtizens" if you will).
175* ''VideoGame/FlipWitchForbiddenSexHex'' a surprisingly great HGame example inspired by ''VideoGame/{{Momodora}}'' and Creator/WayForward games.
176* ''VideoGame/FlynnSonOfCrimson'' has the title character collecting spirits for his companion Dex that allows him the use of new abilities to expand the ability to explore the world.
177* ''VideoGame/{{Foregone}}'' is basically ''Dead Cells'' if it was actually a Metroidvania.
178* ''VideoGame/FrontierHunterErzasWheelOfFortune'' is like ''Bloodstained'' with an ecchi and sci-fi tinge
179* ''VideoGame/FullQuiet''
180* The ''VideoGame/GargoylesQuest'' trilogy.
181* ''VideoGame/GatoRoboto'', a monochrome {{Retraux}} outing with a cat protagonist.
182* ''VideoGame/Ghost10'' is a 2-D platformer with nonlinear exploration. The player collects new abilities and upgrades (some permanent, some temporary) as they explore, and must gather key card fragments in order to progress to new areas.
183* ''VideoGame/GhostlyMatter'': a Metroidvania that is {{Retraux}} not only in its graphics and soundtrack, but also gameplay and difficulty. Prepare to whip out pen and paper to take notes on where to go and where to use/take the various items. Also contains elements of graphic adventure, with multiple documents to read and examine, especially in the beginning.
184* ''VideoGame/GhostSong'', another game from Website/{{Kickstarter}}, is probably the most Metroid-ish take on the [[SoulsLikeRPG Soulslike]] genre.
185* ''VideoGame/GhoulSchool''
186* ''VideoGame/TheGooniesII''
187* ''Film/GreenLantern2011: Rise of the Manhunters'' (DS/3DS/Wii)
188* ''VideoGame/{{Graven}}'' A ''VideoGame/{{Hexen}}'' homage but in an interconnected world with ability gates.
189* ''VideoGame/GreakMemoriesOfAzur'': A character-switching puzzle platform adventure with light soulsy elements.
190* ''VideoGame/{{Grime}}'' a brutal Stone-Punk Soulslike with body horror abound even without flesh.
191* ''VideoGame/{{Grokion}}'' ([[UsefulNotes/IOSGames iOS]])
192* ''VideoGame/{{Guacamelee}}'': A Metroidvania where wrestling moves double as traversal tools.
193** ''VideoGame/Guacamelee2''
194* ''VideoGame/TheGuise''
195* ''VideoGame/GunGirl2'' has a linear main plot but a Metroidvania-type world with plenty of hidden upgrades.
196[[/folder]]
197
198[[folder:H-I]]
199* ''VideoGame/{{HAAK}}''
200* ''VideoGame/HaikuTheRobot''
201* ''VideoGame/{{Hasslevania}}: The Quest For Shuteye'', a parody of the ''Franchise/{{Castlevania}}'' series.
202* ''VideoGame/{{Haydee}}'': A moddable 3D Metroidvania with third-person shooter and platforming elements, staring a scantily-clad and buxom cyborg lady.
203* ''VideoGame/{{Headlander}}'': Made by ''Creator/DoubleFine'', a rather unique take on the genre as progress isn't as much locked behind skills or abilities that you unlock, but rather the robot bodies you take control of, with higher level robots giving you access to more areas.
204* ''[[VideoGame/HeartForthAlicia Heart Forth, Alicia]]''
205* ''VideoGame/{{Hebereke}}'' for the Famicom (and the Euro Release ''VideoGame/{{Ufouria}}''). Something about a drunk duck (''hebereke'' translates into ''stumbling drunk'') falling into an alternate dimension with his animal-ish friends who have to find a way back home (or so it appears). Plays like ''Metroid'' meets ''Mario''. All the sequels (on the SNES) completely abandoned this genre and are party games.
206* ''VideoGame/HellYeahWrathOfTheDeadRabbit'' with heavy ''VideoGame/WarioWare''/''VideoGame/WarioLand'' inspiration.
207* ''VideoGame/HeroCore'', by the creator of ''VideoGame/{{Iji}}'', can basically be described as the combination of a Metroidvania and a ShootEmUp.
208* ''VideoGame/HeroineAnthemZero'', a side-scrolling JRPG-style take on the genre.
209* The ''VideoGame/AdventureTime'' video game ''Hey Ice King! Why'd You Steal Our Garbage?!'' has elements of this. Finn and Jake run around the Land of Ooo, fighting monsters and learning new powers in order to progress at certain points.
210* ''VideoGame/HighOnLife'': Yet another 3-D FirstPersonShooter example.
211* ''VideoGame/{{Hob}}'', where you're a robot exploring an open world that literally reveals itself [[PatchworkWorld piece-by-piece]] when you activate machinery. It's also a top down view, but world exploration is very ability gated and interconnected throughout, even with underground dungeons seemlessly woven in and out the world.
212* The free and moderately NSFW ''VideoGame/{{Holdover}}''
213* ''VideoGame/HollowKnight'' is another "love letter" to the genre, with a ''very'' ''Franchise/{{Metroid}}'' feel and a plethora of {{Shout Out}}s. Also a trope codifier for the "Soulsvania" niche despite being much more a "Bloodtroid" or "Metroidborne".
214** ''VideoGame/HollowKnightSilksong'': Sequel starring TheRival from the first game, Hornet, with even more shout outs to the ''Metroid'' and ''Castlevania'' series.
215* ''VideoGame/{{Horace}}'' [[note]] is this from Chapter 3 onward, as the levels are mostly connected, with a few exceptions such as the prison levels. The Estate, the mainland, and the cities are connected and can be visited as they are unlocked. The Estate in particular is the level most resembling a Metroidvania, as unlike all other levels, it has a map, contains several bosses spread out throughout the map, and gives abilities for beating each boss that are needed to access deeper areas of the Estate (as well as secret areas outside it).[[/note]]
216* ''VideoGame/HouchouShoujoGensoukyoku'' is ''VideoGame/YumeNikki'' reimagined as an action metroidvania.
217* ''VideoGame/{{Iconoclasts}}'' by Joachim "Creator/{{konjak}}" Sandberg, albeit one that is a bit more linear than usual.
218* ''VideoGame/ImpOfTheSun'' is an [[WideOpenSandBox open world]] Metroidvania-style 2D [[ActionGame action]]-[[PlatformGame platformer]] where you play as the titular Imp who must save the Sun from those who stole power from it.
219* ''VideoGame/In60Seconds'' is a freeware "micro-vania". As the title suggests, you get just one minute to gather all the abilities required to reach the boss and defeat it.
220* ''VideoGame/{{Infernax}}'' is a {{Retraux}} game in a similar vein to ''VideoGame/CastlevaniaIISimonsQuest'', but filled with [[{{Gorn}} loads of 8-bit blood and gore]].
221* ''VideoGame/{{Indivisible}}'', a game by Creator/LabZero that mixes the genre with a combat system inspired by ''VideoGame/ValkyrieProfile''.
222* ''VideoGame/InexistenceRebirth''
223* ''VideoGame/InsanelyTwistedShadowPlanet'', albeit lacking the platformer elements typical for the genre due to playing in a spacecraft the whole game, but you will still enhance it's flight capabilities.
224* ''VideoGame/{{Islets}}'' from the devs of ''Sheepo''
225* ''VideoGame/{{Itorah}}''
226[[/folder]]
227
228[[folder:J-K]]
229* ''VideoGame/JablessAdventure''
230* ''VideoGame/JewelMaster''
231* ''VideoGame/JigglyZone''
232* ''VideoGame/JourneyToTheSavagePlanet'' is a Sci-Fi First-Person Metroidvania with a comedic tone.
233* ''VideoGame/KingdomShell''
234* ''VideoGame/KirbyAndTheAmazingMirror'' is unique in that unlike other Metroidvanias, instead of finding abilities to progress to other abilities, you have to [[PowerCopying eat enemies for their abilities]] which are near the parts you have to use those abilities in, and you can discard the abilities soon after. You can also get help from the 3 other Kirbies, and do things in [[SequenceBreaking any order, even reverse.]] The Great Cave Offensive in ''VideoGame/KirbySuperStar'' had similar gameplay, but was more linear. (Note that other games in the series, including the other components of ''Super Star'', are {{Platform Game}}s.)
235* ''VideoGame/KnightmareIITheMazeOfGalious'', the game that inspired ''La-Mulana''.
236* ''VideoGame/TheKnightWitch'', a fantasy with flight-based shoot-em-up elements. It's worth noting that the backgrounds are ''hand-drawn''.
237* The free flash game ''VideoGame/{{KOLM}}'' from Armor Games, in which the main character is a robot that needs to rebuild itself (thereby gaining [[AbilityRequiredToProceed the required powerups]]). If you [[HundredPercentCompletion collect all the letter panels]], [[CosmeticAward the final scene reveals]] that the acronym stands for [[spoiler: [[LampshadeHanging Kind Of Like Metroid]]]].
238* ''VideoGame/{{Kunai}}''
239[[/folder]]
240
241[[folder:L-M]]
242* ''VideoGame/LaikaAgedThroughBlood'' is a two-dimensional "Motorvania" in which all exploration and combat is done upon a motorcycle that can block and parry bullets.
243* ''VideoGame/LaMulana'': Notorious for their [[InsaneTrollLogic incredibly]] [[GuideDangIt obtuse puzzles]] inspired by ''Knightmare II''; alongside traditional gameplay difficulty.[[/index]]
244** The first game, in two levels of quality, MSX original and SNES remake. The game follows Lemeza, a Japanese-American AdventureArchaeologist who explores an ancient, trap filled ruin.[[index]]
245** ''VideoGame/LaMulana2'', a kickstarted sequel to the first game, starring Lemeza's daughter Lumisa. Known for being more forgiving and accessible than the original but that's not saying much.
246* ''VideoGame/TheLastCaseOfBenedictFox'': A comic-horror themed take with Adventure Game style puzzles.
247* ''VideoGame/TheLastFaith'', described by reviews as ''SoulslikeRPG''-meets-''Franchise/{{Castlevania}}'' in the visual-style and ultra-violent presentation of ''Blasphemous''
248* ''VideoGame/LegacyOfKainSoulReaver'', although its sequels were much more linear in nature.
249* ''VideoGame/LegendOfKalevala'' is an online [[UsefulNotes/AdobeFlash Flash]] Metroidvania by Dit Dah Games.
250* ''VideoGame/TheLegendOfSpyroTheEternalNight'' (GBA)
251* ''VideoGame/TheLegendOfTianding'', a Taiwanese entry where you're a JustLikeRobinHood master thief opposing the Japanese in the early 20th Century
252* ''Franchise/TheLegendOfZelda'' [[note]] series can be considered a cousin or even mother genre considering where both trope namers got their inspiration from; as the games also focus on collecting VideoGameTools to bypass obstacles in the wide-open [[TheOverworld Overworld]] (sometimes allowing sequence breaking). While most games lack proper platforming, some break that rule. However, one major difference persists: the {{dungeon|Crawling}}s are fully self-contained areas separate from the Overworld that require only a single trip to complete. ''Zelda'' dungeons mainly require completing puzzles/tasks and collecting keys to progress, with the exception of one important item to be found and utilized to reach (or even to fight) the dungeon boss. After completing the dungeon, the item discovered there can be used in the Overworld to progress toward the next dungeon.[[/note]] Entries that fill the genre criteria the most include:
253** ''VideoGame/ZeldaIITheAdventureOfLink'' has all the action take place in 2D side-scrolling sections, including towns and dungeons, although these are all still contained within a top-down overworld.
254** Some of the handheld titles in the series, starting with ''VideoGame/TheLegendOfZeldaLinksAwakening'', also have a small amount of 2D side-scrolling sections, and even add a jump button to the top-down controls, making the entire game a platformer. The overworld itself also tends to be gated in a way closer to this genre than other entries.
255** ''VideoGame/TheLegendOfZeldaSkywardSword'' narrows the gap between ''Zelda'' and most Metroidvanias by adding hallmarks of the latter that had been largely absent in the former, with some of the main additions being [[DungeonTown less distinction between the overworld and dungeons]], as well as {{Save Point}}s
256* ''VideoGame/{{Lemegeton}}'' is a cross between this and BossGame, as you are challenged to defeat the 72 demons of the Literature/ArsGoetia, and they typically show up every three-or-four rooms.
257* ''VideoGame/LevelUp''
258* ''VideoGame/LilasSkyArk''
259* ''VideoGame/{{Loopmancer}}'', though the levels plays out like a BeatEmUp
260* ''VideoGame/LordsOfExile''
261* ''VideoGame/LordOfTheSword'' for the Platform/SegaMasterSystem.
262* ''VideoGame/{{Lunacid}}'': Another Immersive Sim example with many unlockable abilities that change how you traverse and interact with the interconnected world.
263* ''VideoGame/LyleInCubeSector'' combines this with the gameplay of ''VideoGame/SuperMarioBros2'' and a fair bit of surrealism.
264* ''VideoGame/MagentaHorizon'', inspired by ''Hollow Knight''
265* ''VideoGame/{{Maptroid}}'' is an AffectionateParody. You collect items which make you backtrack to reach new areas on the alien planet, but there's no combat or platforming, because you're travelling a map tile by tile.
266* ''VideoGame/{{Marrow}}'' combines standard metroidvania framework (backtracking, key abilities, exploration) with survival horror aspect (oppressive environment, difficult and unforgiving gameplay, lack of map and other comforting features etc.).
267* ''Franchise/MegaMan'':
268** The first ''VideoGame/MegaManZero game''.
269** The first ''VideoGame/MegaManZX''
270** ''VideoGame/MegaManZX Advent'' [[note]] is a step back from ZX; with many missions taking place in self-contained areas. It wins back points by being more reliant on AbilityRequiredToProceed than its predecessors (and offering shapes to morph into with overlapping functions, thus offering multiple solutions to certain mazes and traps), introducing a ''Metroid''-inspired minimap and encouraging re-exploration of completed areas to apply your new abilities to find hidden stuff just as much as ZX did before it. [[/note]]
271** ''VideoGame/MegaManNetworkTransmission'' [[note]] is a GaidenGame in the ''VideoGame/MegaManBattleNetwork'' series (largely an homage to the classic verse, with platforming gameplay in classic 'verse level designs), whose main internet area qualifies for this. The main Internet alone branches to Lan's, Mayl's, and Dex's homepage, an outpost of Higsby's chip shop, the Zero Area and its guardian areas, the legendary WWW area, and the Undernet. There are alternate, disconnected areas, but most of the game occurs in the main Internet. [[/note]]
272** The ROMHack ''VideoGame/Rockman4MinusInfinity'' [[note]] uses this for [[TheMaze Wily St]][[MarathonLevel age 3]]. The previous stage's boss, Snatchman, is an EvilKnockoff of Mega Man that steals the first four weapons he uses. In Wily Stage 3, you must defeat the eight robot masters again, but for half of them you get their weapon back, and the other half doesn't give you anything. The maze-like structure of the level, which [[AllTheWorldsAreAStage uses the tiles and enemies of every previous stage]], also fits this trope well. [[/note]]
273** The first ''VideoGame/MegaManLegends'' [[note]] is a partial case; while the game progresses in a linear fashion overall and you visit distinct areas of the underground ruins in separate parts of the game, the ruins themselves are all interconnected and, once you have the right weapons and equipment, can be navigated as one big system to reach hidden areas and get across the island more quickly. The sequel averts this, with each ruin being its own distinct dungeon separate from the others. [[/note]]
274* ''VideoGame/{{Meifumado}}''
275* ''VideoGame/MeikyuujouHydra''
276* ''VideoGame/{{Mendacium}}'' looks like ''Hollow Knight'' with a reptilian theme and prehistoric setting.
277* ''VideoGame/TheMessenger2018'' starts as a linear PlatformGame before switching to yours truly in the latter half.
278* The earlier ''VideoGame/MetalGear'' games have this format due to having a pretty loose plot structure.
279* ''VideoGame/MetalWalker'', while an ActionRPG, has elements of this. Returning to previous areas with more Core Units can get you items, gold, and in some cases, new Recipes and special Cores.
280* ''VideoGame/MichaelJordanChaosInTheWindyCity''
281* ''VideoGame/MindSeize''
282* ''VideoGame/{{Minoria}}'', from the creators of ''Momodora.''
283* ''VideoGame/MiracleMia''
284* ''VideoGame/TheMobiusMachine''
285* ''VideoGame/{{Momodora}} 4 and 5''
286* ''VideoGame/{{Moonscars}}'', one with a very deep, dark gothic atmosphere
287* ''VideoGame/MonsterSanctuary'' is notable in that it combines the genre with {{mon}} RPG-style battling and collection.
288* ''VideoGame/MonsterTale'' is this, with a side order of RPG elements. Your main character gains new powers in Metroidvania fashion, by finding them. Your sidekick gains new powers from EXP and leveling up.
289* ''VideoGame/MortalKombatShaolinMonks''
290* ''VideoGame/TheMummyDemastered'' is a LicensedGame much better received than the [[Film/TheMummy2017 film it was promoting]]; and plays like ''VideoGame/{{Contra}}'' with Igavania level design, Metroid's character progression, with a tiny dash of {{Souls Like RPG}}.
291* ''VideoGame/MystikBelle'', with traits of a [[PointAndClickGame Point-And-Click Adventure Game.]]
292[[/folder]]
293
294[[folder:N-O]]
295%%* ''VideoGame/NaritaBoy''
296* Nicklas "Creator/{{Nifflas}}" Nygren's games ''VideoGame/WithinADeepForest'', ''VideoGame/{{Knytt}}'', ''VideoGame/KnyttStories'' and ''VideoGame/{{Knytt Underground}}''. His games are unique in that they have minimal power-ups and focus on exploration.
297* ''VideoGame/TheNightmareBeforeChristmasThePumpkinKing'' for Platform/GameBoyAdvance was a transparent wholesale ripoff of the GBA ''Castlevania'' games. It was considerably better than ''VideoGame/SamuraiJackTheAmuletOfTime''.
298* ''VideoGame/{{Nocturnal}}'' sees you exploring an abandoned island.
299* ''VideoGame/OdallusTheDarkCall'' has stages with multiple paths that lead into further areas or dead ends with boss fights. Any discovered stages can be accessed from the World Map.
300* ''VideoGame/OhSoHero'' ({{NSFW}}; the creators themselves even coined this game as a ''Sex''troidvania to help drive home what type of game this is supposed to be.)
301* ''VideoGame/{{Okami}}'', being strongly inspired by ''Zelda'' per WordOfGod, mostly fits this genre with an long, intense and elaborate plot, power-ups and {{Plot Coupon}}s that allow you to unlock the (very) wide map, a barely restricted freedom of exploration and a ''huge'' number of sidequests, optional power-ups and {{Heart Container}}s. There are a few areas [[CollapsingLair where you cannot return afterwards]] but these only contain items necessary to the plot or ShopFodder.
302* ''VideoGame/OneDogStory'' is about an anthropomorhic dog exploring an ElaborateUndergroundBase to regain his lost memories.
303* ''VideoGame/OperationSmash'': A heavily ''VideoGame/SuperMetroid''–inspired indie game involving time travel and hammers. Currently available from Desura, and also up for voting on Steam Greenlight.
304* ''VideoGame/OriAndTheBlindForest'', focusing much more on platforming and exploration rather than combat.
305* ''VideoGame/OriAndTheWillOfTheWisps''
306* ''VideoGame/Orphan2018'' is what ''VideoGame/{{Limbo}}'' would look like if it's plot was about an AlienInvasion.
307* ''VideoGame/{{Outbuddies}}'' is a very faithful, very {{Retraux}} recreation of Metroid's mechanics and aesthetics, although it has an underwater rather than deep space setting, and has a few other differences.
308* ''VideoGame/{{Outland}}'' is one that takes inspiration from ''VideoGame/{{Ikaruga}}'' and has a similar color-switching mechanic.
309[[/folder]]
310
311[[folder:P-Q]]
312* ''VideoGame/PaperMarioStickerStar'' has heavy elements of this, but with AdventureGame puzzles and RPG battles littering the levels.
313* ''VideoGame/PatchQuest'' is a a {{Mon}} hybrid of a {{Roguelike}} and {{Metroidvania}} where you're exploring a disserted island, capturing and riding monsters.
314* The ''WesternAnimation/Phantom2040'' videogame for the SNES and Genesis. (Different areas are connected through a world map rather than being continuous, but it's still a good, classic example of this genre.)
315* ''VideoGame/PharaohRebirth'' (the sequel of the freeware title ''Return of Egypt'') is another example of game with self-contained stages, but otherwise fits the definition.
316* ''VideoGame/{{PhoenixSpirit}}'' ([[UsefulNotes/IOSGames iOS]])
317* ''VideoGame/PhoenotopiaAwakening'' A colorful Zelda II homage
318* ''VideoGame/{{Pitfall}} II: Lost Caverns'' was a precursor to the genre, as well as sequels ''VideoGame/SuperPitfall'' and ''[[VideoGame/PitfallTheLostExpedition Pitfall: The Lost Expedition/The Big Adventure]]''. Another precursor was ''VideoGame/MontezumasRevenge'', where the game world is a bit small, but with familiar gameplay elements.
319* ''VideoGame/{{Poacher}}'', a freeware release made in Game Maker by [[Creator/BenCroshaw Yahtzee Croshaw]] of ''WebAnimation/ZeroPunctuation'' fame. A bit unusual in that most of the overworld opens up after a certain point early in the story and you're free to tackle the different areas [[SequenceBreaking in any order]]. Each major area uses the basic jump-and-shoot controls for a different gimmick, such as a [[StealthBasedGame sneaking around a dark tomb]] or vertical platforming up through [[TheLostWoods gigantic trees]]. The big upgrade in each area is also only required to clear that particular area and generally just makes things easier or allows you to access secrets in the others. The progression gets more linear again after clearing all the areas and making it to the last act of the story.
320* There are many areas in the ''{{Franchise/Pokemon}}'' series that are not inaccesible because of {{Broken Bridge}}s, but because you need the right [=HMs=], usually Cut, Strength or Rock Smash. An important HM is Surf, which allows you to travel to islands, where some gyms and [[OlympusMons Legendaries]] are. Where does the ability to use [=HMs=] outside of battle come from? Badges from [[BossBattle Gyms]].
321* ''VisualNovel/ThePortopiaSerialMurderCase'', released in 1983, could be considered an early first-person Metroidvania. It had key Metroidvania elements, such as an open world with interconnecting areas, backtracking to previous locations, and finding new items to unlock previous areas.
322* ''VideoGame/Prey2017'': Another rare 3D example much like it's spiritual predecessor ''VideoGame/SystemShock''. With areas, paths, and secrets becoming accessible with new powers and tools. Being an ImmersiveSim, the player has greater choice in what they unlock next. Though resources for leveling still need exploration to find.
323* ''Franchise/PrinceOfPersia'':
324** ''VideoGame/PrinceOfPersiaWarriorWithin'' The rest of the "Sands Of Time" trilogy are not though.
325** ''VideoGame/PrinceOfPersia2008'' is an interesting example of the 3D kind. While the abilities the Prince and Elika gain help them explore new areas, they don't ''find'' the abilities, they ''buy'' them... but they use light seeds to buy the abilities, and the only way to find enough light seeds to buy a new power is to use your latest power to explore a new area.
326** ''VideoGame/PrinceOfPersiaTheLostCrown'' A 2.5D return to sidescrolling that brings MV design to the mix.
327* ''VideoGame/ProjectBlackSun'', an extremely difficult one where you must escape a mine with aggressive wildlife.
328* ''VideoGame/{{Pronty}}'', one set entirely underwater where players are the eponymous fish-boy
329* ''VideoGame/{{Pseudoregalia}}'' is a 3-D example that takes the expressive movement of N64-era collectathons and puts it in a fully interconnected world ripe for sequence breaking and has you play as a voluptuous cat/rabbit/goat-thing.
330[[/folder]]
331
332[[folder:R-S]]
333* ''VideoGame/RabiRibi'' combines its Metroidvania gameplay with brutal BulletHell bosses wrapped in a CuteEmUp package. Notably, it encourages non-linearity to a point where SequenceBreaking is outright facilitated.
334** ''VideoGame/{{TEVI}}'' is a SpiritualSuccessor of ''Rabi-Ribi'' by the same developers, with a (slightly) DarkerAndEdgier atmosphere and more emphasis on StylishAction.
335* Surprisingly, the NES videogame of ''VideoGame/{{Rambo}}'', which featured one of the most confusing, maze-like game worlds ever.
336* The older ''Franchise/RatchetAndClank'' games (The first 3 at least)[[note]] are more linear than most examples; with a planet hopping level structure; but you will consistently unkock new weapon and movement upgrades that allow you to access new paths across the planets and are frequently required to backtrack for mainline progress. There are one off set pieces like Dogfights, Arena Battles, and Kaiju fights seperate from the main world but you can almost always return and replay these at any time. [[/note]]
337* ''VideoGame/RebelTransmute''
338* ''VideoGame/{{Recompile}}'': 3D example where you play as an antivirus inside an infected CPU.
339* ''VideoGame/RecordOfLodossWarDeedlitInWonderLabyrinth'', based on [[Roleplay/RecordOfLodossWar Ryo Mizuno's D&D-based novel and anime series]], and created with the same engine used for ''Pharaoh Rebirth''.
340* ''VideoGame/{{REDO}}''
341* ''VideoGame/RemnantsOfSkystone''
342* ''VideoGame/RepugnantBounty'' A retraux ''Metroid II'' homage but with exploration more in line with ''Super Metroid''
343%%* Freeware title ''VideoGame/ReturnOfEgypt''.
344%%* ''VideoGame/ReVeN'' is heavily influenced by ''VideoGame/SuperMetroid'' but adds the wrinkle of [[ItemCrafting mining materials to make your upgrades]].
345* ''VideoGame/RexRocket'' is inspired by classics like ''Franchise/{{Metroid}}'', and is set on a BlobMonster and rogue robot-infested spaceship.
346* ''VideoGame/ARobotNamedFight'' A full on roguelike with a distinct ''Super Metroid'' flavor with near identical controls and fully structured ability-gated worlds.
347* The ''VideoGame/RobotWants'' series. All the games take place in a single level that is split into parts and has many bosses in each. The IOS game also has several more levels.
348* ''VideoGame/RogueLegacy2'' - adds full ability gating into the mix.
349* ''VideoGame/RuneFencerIllyia''
350* ''VideoGame/RushNAttack: Ex-Patriot.'' Yes, Creator/{{Konami}} simultaneously revived one of their mustiest [=IPs=] and [[FollowTheLeader shamelessly ripped off]] ''VideoGame/ShadowComplex'' all in one.
351* ''VideoGame/{{Rygar}}'', the NES version, which has a whole series of items to collect in order to improve your climbing skills more and more, and then makes you try to remember which previous stage had that unreachable ledge. ''Rygar'' further stands out by being released a month before ''Metroid'', making it an UrExample.
352* ''VideoGame/SagaOfSins'', a game with graphics resembling stained church-glass set in a sprawling medieval world with up to 31 side-quests.
353* ''VideoGame/SaltAndSanctuary'': Essentially the product of ''VideoGame/DarkSouls''' aesthetic (with the art style of ''VideoGame/TheDishwasher'') , combat, and RPG elements; and Metroid's ability based exploration, platforming and general feedback loop.
354** ''VideoGame/SaltAndSacrifice'' builds on the mechanics of ''Salt and Sanctuary'', while adding ''VideoGame/MonsterHunter'' boss fights in the form of "mage hunts".
355* ''VideoGame/TheSacredArmourOfAntiriad'' is retroactively considered one of these. As a fun fact, it was released in the same year as ''Metroid'', only a few months apart, and the games have by pure coincidence thematic overlap.
356* ''VideoGame/SamuraiJackTheAmuletOfTime'' for Platform/GameBoyAdvance is a transparent wholesale ripoff of both the GBA ''Castlevania'' and ''Metroid'' games.
357* ''VideoGame/ScurgeHive'' is an early isometric perspective example.
358* ''VideoGame/SecretScoutInTheTempleOfDemise'' is a not-too-good one of these by Color Dreams..
359* ''VideoGame/ShadowComplex'' on Platform/XboxLiveArcade has been described by pretty much ''every single reviewer'' as an (awesome) callback to ''Metroid'' and ''Castlevania''. This was intentional: the developers have openly admitted to basing it on said games, and spent the entire ''first month of development'' [[http://www.gamasutra.com/view/feature/4119/making_shadow_complex_donald_.php?page=3 playing them.]] Even the minimap in the top right corner looks [[Franchise/{{Metroid}} eerily familiar]]. On top of that, the debut article about the game in Play Magazine mentions ''VideoGame/SuperMetroid'' 17 times. On the first page.
360* ''Manga/ShamanKing: Master of Spirits 1'' and ''2'' on the Platform/GameBoyAdvance.
361* ''VideoGame/{{Shantae}}'': Some of the games, including ''VideoGame/Shantae2002'', which have similarities to ''VideoGame/MonsterWorldIV''.
362* ''[[VideoGame/ShapikTheMoonQuest Shapik: The Moon Quest]]'': [[ABoyAndHisX A boy and his robot]] exploring an underground world AfterTheEnd.
363* ''VideoGame/{{Sheepo}}'': A [[PacifistRun combat-free]] example unique for gaining the ability to shapeshift into different critters that populate the world in certain areas.
364* ''VideoGame/ShinsekaiIntoTheDepths'' is a game set entirely underwater with the added task of keeping track of oxygen and pressure levels.
365* ''VideoGame/SingularStone'' is a Music/{{Vocaloid}} fan-game that let you play as 6 characters to prevent an ecological disaster on a planet.
366* ''VIdeoGame/{{Smelter}}'', combined with Tower Defense and town builder elements.
367* ''VideoGame/{{Snailiad}}''
368* ''VideoGame/SongbirdSymphony'': a self described "Musical Metroidvania", has to unlock new music notes that allow the player to play melodies that allow progress through an interconnected world.
369* ''VideoGame/SongOfTheDeep'' is another underwater example as the main character starts off in a mini-submarine that grows in power as she obtains weapons and movement upgrades.
370* ''Franchise/SonicTheHedgehog'':
371** The Game Gear spin-off ''VideoGame/TailsAdventure'' is divided into levels for cartridge space's sake. But everything else plays out like a Metroidvania, and you can revisit levels to look for new stuff.
372** ''VideoGame/SonicAdventure'' has shades of this (all the levels are connected through a hubworld, you can backtrack and gain various items). ''VideoGame/SonicAdventure2'' drops most of this.
373** ''VideoGame/SonicAdvance3'' seemed to be another stab at this: All worlds are connected through a hub, and different character combinations beyond the initial Tails and Sonic are needed to explore the levels fully and achieve HundredPercentCompletion.
374** The fan-made ''VideoGame/SonicChronoAdventure'' has two ring-shaped maps to be explored and abilities that transform Sonic. The developer used the term "Metronic" when talking about it, not feeling it had much influence from ''Castlevania''.
375* ''VideoGame/{{Souldiers}}'' is a Metroidvania and Soulslike in a fantasy setting.
376* ''VideoGame/SpiderManShatteredDimensions'' (DS)
377* ''VideoGame/SpiderManWebOfShadows'' (DS)
378* ''VideoGame/SpyroAttackOfTheRhynocs'' is isometric but contains all of the other traits.
379* ''VideoGame/StarWarsJediFallenOrder'' is a rare 3D example, with plenty of backtracking, secret areas, and shortcuts that gradually open up the game's areas as the protagonist and his droid companion unlock new powers.
380* ''VideoGame/StarWarsJediSurvivor''.
381* ''VideoGame/SteamworldDig'': As you proceed deeper into the mines, obstacles appear that require a specific upgrade to pass.
382* ''VideoGame/{{Strider}}''
383** The [[Manga/{{Strider}} NES Game]] often requires returning to levels several times after obtaining keys or [[AbilityRequiredToProceed ability upgrades]].
384** The [[VideoGame/Strider2014 2014 reboot]] was developed as a much faster-pased style of game than the common Metroidvania, and the staff didn't adhere to its formula strictly, wanting to strike a balance between the exploration and the series' fast-paced action and combat.
385* ''VideoGame/{{Subbania}}'': A Metroidvania where you pilot a submarine through underwater caves, collect upgrades to explore new areas, and survive against the creatures within. Everything figuratively and literally goes to hell as you go deeper.
386* ''VideoGame/{{Subnautica}}'', although billed as a survival game, heavily follows the classic Metroidvania cycle of exploration and upgrades, especially if you turn off the survival elements. The twist is that it's set (mostly) underwater, so you have full 3-D movement rather than platforming, and the obstacles are primarily your oxygen capacity and crush depth. [[spoiler: Complete with Doors to Before once you power up the warp gates, most of which connect to a hub area in the final alien facility.]]
387* ''VideoGame/TheSunAtNight''
388* ''VideoGame/{{Sundered}}'' manages to be a proper MV while having roguelike elements; with a map skeleton that stays consistent with item, lore, boss, shortcut, and challenge rooms that are static; with the caverns between being procedurally generated.
389* ''VideoGame/SuperDarylDeluxe'' have you playing as a nerdy high-school student in an [=RPGvania=] setting.
390* ''VideoGame/SuperEpicTheEntertainmentWar'' is a Metroidvania with Beat em up elements, and is a satire on monitaztions on video games, involving a raccoon and his llama steed to combat even evil corporation.
391* ''VideoGame/SuperGearQuest'' has two playable protagonists, Starter and Avatar Duo, each in their own worlds that require unlocking new abilities to access different areas. They also affect each other: Avatar Duo completing their areas is what gives Starter new abilities, but Starter has to get to terminals to be able to switch the player's control to them.
392* ''VideoGame/SuperPandaAdventures'': A Metroidvania about a BadassAdorable panda who needs to save his world, and the princess, from [[AlienInvasion invading alien robots]].
393* ''VideoGame/SuperSmashBrosBrawl'': The final stage of the game's Adventure mode, The Great Maze, where you have to explore a huge labyrinth based on previous levels to defeat all shadow clones and bosses to access the FinalBoss. The rest of the mode is straight platforming.
394* ''VideoGame/{{Supraland}}'', containing elements lifted from ''Legend of Zelda'', ''Portal'' and ''Metroid''.
395* ''VideoGame/TheSwapper'' has a protagonist, setting, and map layout very similar to Metroid, only that it's a puzzle platformer instead of an action adventure.
396* ''VideoGame/SydneyHunterAndTheCurseOfTheMayan'' is laid out like this, likely as part of it being a tribute to ''VideoGame/MontezumasRevenge''.
397* ''VideoGame/SystemShock'' of all things, although it's not that surprising considering where ''Metroid Prime'' was pulling its inspiration. The original game features a honeycomb map wherein the player is often forced to backtrack after acquiring an item that lets them proceed.
398[[/folder]]
399
400[[folder:T-U]]
401* ''VideoGame/TailsAdventure'' has some shades of this. Though the game is level-based, there are branching paths in several levels and backtracking is allowed, and Tails can carry up to four items into a level, some of which are useful for uncovering other items.
402* [[/index]]''Franchise/TeenageMutantNinjaTurtles'':[[index]]
403** ''VideoGame/TeenageMutantNinjaTurtlesIIIRadicalRescue'' for the Platform/GameBoy. You start off as Michaelangelo and must rescue the rest of the gang, whose abilities open new areas to explore. Members of this game's development team went on to work on ''Symphony of the Night''.
404** ''VideoGame/TeenageMutantNinjaTurtlesDangerOfTheOoze'' is another Metroidvania-style game. Based on the [[WesternAnimation/TeenageMutantNinjaTurtles2012 third cartoon]] and released for the [=3DS=], [=PS3=], and Xbox 360, this one sees all four turtles playable from the start and lets them upgrade their abilities as the game goes on.
405* ''VideoGame/{{Terraria}}'' is somewhat of an example, since although the game is based around freely building and mining in a randomly generated map, certain areas are very difficult before finding or crafting the right tools or equipment.
406** ''VideoGame/TheStoryOfRedCloud'', a ''VideoGame/DarkSouls''–based [[GameMod mod]] of ''Terraria'', includes a massive pre-built map with strategically placed items and removes the player's ability to freely build or destroy, turning the game into a full-fledged Metroidvania.
407* ''VideoGame/{{Teslagrad}}'' starts as a mostly linear PuzzlePlatformer that has you return to a central shaft. Yet after you reach the top and fight a boss you eventually find yourself back at the bottom assigned to backtrack to find {{macguffin}}s that let you activate a portal to the final area.
408* ''VideoGame/Teslagrad2'' is more of a Metroidvania from the beginning.
409* ''VideoGame/{{Timespinner}}'' is a Metroidvania inspired by the likes of the Nintendo DS era of ''Castlevania'' titles, particularly drawing inspiration from ''Order of Ecclesia'', with an emphasis of using time travel to travel between the past, present, and future in the kingdom of Lachiem.
410* ''VideoGame/{{Tomba}}'' and its sequel are all about this. There's all sorts of weapons, clothing, and other items that can be used to find and complete the 100+ quests scattered around the game world.
411* ''VideoGame/TombRaider2013'' as well as it's sequel ''[[VideoGame/RiseOfTheTombRaider Rise]]''. Have connected and revistitable levels as well as several hub sections with secrets and areas that can only be obtained after certain gear is acquired/crafted/upgraded during the storyline.
412* ''VideoGame/ToshiTensoKeikakuEternalCity'' for the PC-Engine.
413* ''VideoGame/TouhouLunaNights'', inspired by [[Franchise/TouhouProject the series of doujin scrolling shooter games]], and created with the same engine used for ''Pharaoh Rebirth''.
414* ''[[VideoGame/ToziuhaNightDraculasRevenge Toziuha Night : Dracula's Revenge]]'', a game that wants to be ''Castlevania'' so much that it hurts.
415* ''VideoGame/{{Transiruby}}'', an 8-bit modern metroidvania where you're a RobotGirl exploring a sci-fi world.
416* ''VideoGame/TrashQuest'': A compact game about a raccoon aboard a space station.
417* ''VideoGame/TreasureAdventureGame'', a freeware pirate-themed game based around collecting treasures.
418* ''VideoGame/TribalHunter'', An Early Access game based around eating foes and growing bigger. A low key inflation/vore fetish game whist not being overtly NSFW.
419* ''VideoGame/{{Tunic}}'' [[note]] is an illusive action-oriented "Metroidbrainia" with active and sometimes hard ability gates. Some are found, but others are innate with you not knowing how to use them before you find the in-game [[AllThereInTheManual manual pages]] that teach you how. Theres also consistant necessary backtracking through it's Zelda-esque world. [[/note]]
420* ''VideoGame/{{Tutankham}}'', released in 1982, could be considered a proto-Metroidvania, as it had some Metroidvania elements.
421* ''VideoGame/{{Ultros}}'' An psychidelic trip with roguelite elements.
422* ''VideoGame/UmbralCloud'', a freeware game made using the ''VideoGame/ZeldaClassic'' engine.
423* ''VideoGame/UnboundWorldsApart'' is mostly a puzzle platformer, but also have Metroidvania elements where you get to repeatedly backtrack and revisit areas.
424* ''VideoGame/{{Unsighted}}'', albeit from a top-down perspective. What prevents it from being a Zelda clone is the level of interconnectivity dungeons have with the rest of the world often having mutiple entrances and exits and being very sequence breakable; in no small part due to the flexible platforming and crafting system that allows you to get abilities early if you know how to make them.
425* ''VideoGame/AnUntitledStory''
426* ''VideoGame/{{Unworthy}}'' an odd example with no jumping, but several weapons enhance your traversal abilites such as teleport arrows.
427* ''VideoGame/{{Usurper}}''
428[[/folder]]
429
430[[folder:V-W]]
431* ''VideoGame/{{Vagante}}''
432* ''VideoGame/ValdisStoryAbyssalCity'' [[note]] is an indie title for PC focusing on melee combat and magic spells, with a fairly robust skill tree that allows the player to create a good number of fairly varied playstyles; and a deep combat system with freeform melee chain combos, a skill cancel ability that doubles as a dodge, and a pretty high skill ceiling. There are also 4 characters, two of whom are unlocked for a second playthrough. [[/note]]
433* ''VideoGame/AValleyWithoutWind'' has large elements of this, with the added bonus of being procedurally-generated at random.
434* ''VideoGame/VernalEdge'' combines ''Wind Waker'' style island hopping with combat inspired by ''VideoGame/DevilMayCry'' plus a few "soulsy" touches.
435* The fourth part of the mod ''VideoGame/{{Vigilant}}'' consists in one made with ''VideoGame/TheElderScrollsVSkyrim'' engine. In terms of game design and visual inspiration, it's mostly based on ''VideoGame/DarkSoulsI''.
436* ''[[VideoGame/VigilTheLongestNight Vigil: The Longest Night]]'', a {{gorn}}fest entry set in medieval times. Sadly delisted from all marketplaces due to interference from the CCP over references to Taiwanese mythology.
437* ''VideoGame/VisionSoftReset'' is a Metroidvania where you can time-travel, allowing you to take powerups found in later areas back to the beginning of the game.
438* ''VideoGame/{{Voidwrought}}''
439* ''VideoGame/{{Vomitoreum}}'' is a FirstPersonShooter Metroidvania with a Creator/HRGiger inspired art style. The game is a heavily modified total conversion of ''VideoGame/{{Doom}}'' running on the [=GZDoom=] engine.
440* ''[[VideoGame/WarioLand Wario Land 3]]'' is separated by levels rather than being interconnected, but meets all other criteria, as one unlocks new abilities in a non-linear order and frequently has to backtrack. Uniquely among Metroidvanias, it's impossible to [[ForegoneVictory actually die]] with the exception of the final boss.
441* ''VideoGame/WeebishMines'', a {{retraux}} from 2014 with pixellated graphics. A family of four tries finding their missing pet in an underground maze.
442* ''VideoGame/WiltLastBlossom''
443* ''VideoGame/WizardsAndWarriors III''. Not so much the first two.
444* ''VideoGame/WonderBoy'' The series is known for combining platform games with RPG elements, and some entries have MV style worlds and gating.
445** ''VideoGame/WonderBoyIIITheDragonsTrap'' One of the earliest true examples with all core tenants intact before even Castlevania went all the way.
446** ''VideoGame/WonderBoyInMonsterWorld''
447** ''VideoGame/MonsterBoyAndTheCursedKingdom''
448* ''VideoGame/{{Wuppo}}'' teeters between this and a {{point and click adventure}}, with some traditional ability gates as well as unique items used in quirky puzzles.
449[[/folder]]
450
451[[folder:X-Z]]
452* ''VideoGame/{{Xeodrifter}}'' is a retro-style Metroidvania that clearly draws its thematic inspiration from ''Metroid'' also.
453* ''VideoGame/YokusIslandExpress'' is a pinball Metroidvania where there is no PinballScoring or lives, and it is impossible to receive a GameOver of any kind.
454* ''VideoGame/YouHaveToWinTheGame'' has this with four abilities to aid your exploration.
455* ''VideoGame/{{Ys}} III: Wanderers from Ys'' (not so much in the [[VideoGame/YsTheOathInFelghana remake]], which was an overhead ActionRPG)
456* ''VideoGame/{{Zeliard}}'', published in 1987.
457* ''VideoGame/{{Zillion}}'' for Platform/SegaMasterSystem -- based on ''Anime/RedPhotonZillion'' -- in addition to similarities with ''VideoGame/ElevatorAction'' and ''VideoGame/ImpossibleMission''
458[[/folder]]
459
460[[folder:Adjacent games]]
461Games that feature prominent elements and/or similarities to the genre, but lack others required for full qualification
462* ''VideoGame/{{Apotheon}}'' a mostly open-world side-scrolling action-rpg in the style of Greek pottery art with minimal backtracking and only key and plot gating.
463* [[FirstPersonShooter "Boomer Shooters"]] often have levels with mazelike design akin to Zelda dungeons. However some go the extra mile for more interconnectivity.
464** ''VideoGame/{{Hedon}}'' has absolutely massive interconnected levels with some ability gating and surprising amount of puzzles. Though once completed you're pretty much locked out of them upon completion.
465** ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' being the primary inspiration for the above, have very similar design. Appropriate with themselves being inspired by MSX-era proto-metroidvanias like ''VideoGame/KnightmareIITheMazeOfGalious''.
466** Individual units (levels) of ''VideoGame/QuakeII'' consist of a group of revisitable interconnected areas. Though there isn't a fully interconnected world, nor ability gating.
467** ''VideoGame/{{Strife}}'' One of the first of these types of games to have hub based levels, permanent upgrade pickups, and minor RPG elements in an interconnected world. Some stages even change upon revisiting after certain story events.
468* ''VideoGame/DeadOrSchool'' A stage-based but explorative side-scrolling action-RPG with no ability gating, but survivors act as keys and stat boosts.
469* ''VideoGame/TheFloorIsJelly'' [[note]] has some elements of this. Each of the game's levels are interconnected to a single hub, and you can freely revisit and backtrack through each level as well. The night level, the second swamp level and the DiscOneFinalDungeon plays this more straight in which these levels are more non-linear and has you searching these levels to find several keys that will open a portal leading to the level's exit. [[/note]]
470* ''VideoGame/TheForgottenCity'' A Timeloop "Metroidbrainia" based on a ''Skyrim'' mod.
471* ''VideoGame/GodOfWar2018'' is set in an interconnected hub-and-spoke world with many combat ability gated secrets. Though there are no mobility upgrades, nor platforming, and mainline progress is made through linear story beats.
472* ''VideoGame/GodOfWarRagnarok'' is initially even more linear and has hubs closer to an actual open world, but still heavily rewards backtracking with new abilities. However later on it leans closer to this with less hand holding and more active traversal use of such gates (particularly with the spear) to find your own path forward.
473* ''VideoGame/{{Gunbrella}}'' A largely linear game with no ability gates but rewards for backtracking after certain events and plenty of secrets that reward exploration in a world connected by a hub town.
474* ''VideoGame/HyperLightDrifter'' Only a few optional ability gates for non-essential secrets.
475* {{Immersive Sim}}s have character growth sometimes compared to the genre, and some even feature worlds that incrementally reveal themselves depending on what abilities your character gains. [[note]] Some fully qualify such as ''VideoGame/Prey2017'' and ''VideoGame/SystemShock 1''. [[/note]]
476** ''VideoGame/{{Bioshock}}'' Has a mostly linear, level based structure. But via the Bathosphere you can backtrack to previous levels with new plasmids to find extra upgrades.
477** ''VideoGame/CrueltySquad'' lets you revisit any previous levels with lots of significant, game-shaking secrets to find when you have the right augmentations. Many of which are found through exploration.
478** ''VideoGame/{{Deathloop}}'' has an interconnected world that is mostly open from the start; but several critical areas are gated off by certain powers which unlike most Imm-Sims are found and upgraded mostly through exploration. However most gates are built around the time of day or other keys.
479** The ''VideoGame/DeusEx'' games have levels and hub-areas with many paths and secrets that can be found incrementally depending on which augments and abilities you decide to build onto your character. Several of these can both be found/upgraded through exploration but also through experience points gained by playing naturally. The biggest kicker however is that there are many one-off levels that can never be revisited.
480* ''VideoGame/{{Inmost}}'' [[note]] Has three parallel stories told in different styles of gameplay. Two are completely linear "Cinematic Platformers"; one based on puzzles, and the other combat. However the larger of the three; which acts as a framing device; almost qualifies. Though the items you collect act mostly as standard keys; albiet used semi-actively at times. [[/note]]
481* ''VideoGame/LostRuins'' has linear area progression, but explorative level design with no ability gating and standard keys and locks.
482* ''VideoGame/MuramasaTheDemonBlade'' Interconnected world with no real ability gating; as in in new weapons unlock doors; but arbitrarily, and not with using them proper.
483* ''VideoGame/TheOuterWilds'' Timeloop Metroidbrainia [[RecycledInSpace in space]] with an open galaxy.
484* The first ''VideoGame/RedFaction'' allows, and sometimes requires you to backtrack to previous levels; but that's about it.
485* Many ''VideoGame/RiverCityRansom'' games have level design like this but often lack ability gating.
486* {{Roguelike}}s and -"Lites" sometimes give new traversal abilities that change up your path run to run; yet are often excluded due to ever-changing worlds and lack of conventional backtracking due to often super linear level structure.
487** ''VideoGame/DeadCells''' has some ability gating, though very sparse throughout the massive runtime. However there is never any backtracking to previous zones outside of dying and restarting a run.
488** In ''VideoGame/{{Hades}}'' the world largely stays the same run-to-run with randomized combat encounters; allowing the player to explore different paths for greater rewards, making the exploration feel closer to this genre than most. Quests also encourage heavy backtracking, and the story hinges on returning to and interacting with hub and it's denizens with new finds. Though the exploration isn't driven by upgrades.
489** ''VideoGame/{{Returnal}}'' has ability gating but linear progression. On new runs you can unlock new paths to progress the story. It's worth noting the rooms all stay the same, the order is just switched.
490** ''VideoGame/RogueLegacy'' has explorative level structure similar to this but has no ability gating.
491** ''VideoGame/TrinityFusion'' A very close fusion (no pun intended) of this with Metroid-style gameplay and flow of traversal abilities; but the world is completely linear and everchanging.
492* ''VideoGame/{{Seiklus}}'' [[note]] a highly minimalistic freeware Game Maker game where the whole overworld bar the final area is available to explore immediately in any sequence you want. There is absolutely no combat or ways to die whatsoever; nor any upgrades to find in order to progress: your impetus for exploring is finding a bunch of [[PlotCoupon artifacts]] to unlock the door to the final area and climb back up to the [[FluffyCloudHeaven cloud land]] you fell from. [[/note]]
493* ''VideoGame/ShantaeHalfGenieHero'' abandons the interconnected world of the rest of the series for completely linear stages; but you can return to past stages with new abilities to find bonuses, though these are never needed for progress.
494* [[SoulsLikeRPG Soulslike]] games often have semi-open interconnected worlds but often dont have ability gating or platforming.
495** ''VideoGame/{{Bloodborne}}'' Interconnected world with no ability gating.
496** ''VideoGame/DarkSoulsI'' Ditto above. The sequels however opted for an almost completely linear structure; although you technically can still backtrack.
497** ''VideoGame/KingsField''
498** ''VideoGame/SteelRising'' has ability gates throughout, but is completely linear and backtracking isn't necessary.
499** ''VideoGame/StrayBlade'' attempts this but "abilities" are glorified keys that fail at any other utility.
500** ''VideoGame/TheSurge2'' unlike it's predecessor has an interconected hub-and-spoke world with some ability gating that allows secret finding and backtracking; though skillgating is still the primary form of progress.
501** ''VideoGame/TailsOfIron''
502* ''VideoGame/{{Spiritfarer}}'' is primarily a [[ConstructionAndManagementGames management game]], but it does employs light Metroidvania elements during it's island exploration sections. Even if abilities are bought rather than found
503* JBA HQ in ''VideoGame/SplinterCellDoubleAgent'' is an interesting example. Routinely returning to it with new gadgets that help you access new areas in order to accomplish objectives
504* SurvivalHorror games often have maze-like locations that require certain items to make progress, often involving backtracking and exploration.
505** ''VideoGame/AlienIsolation'' has an interconnected space station with numerous tools that open different doors, though these are just simply keys.
506** ''VideoGame/DeadRising'' is set in an open world with certain areas locked off unless you have a certain survivor with appropriate skills to pass. Some survivors also require finding certain items before they can join you.
507** ''VideoGame/DeadSpaceRemake'' [[note]] The [[VideoGame/DeadSpace original game]] did not have any such elements. This time around, the ''U.S.S. Ishimura'' is a fully-navigable space, where decks visited over the course of the story can be revisited at any point, via the Tram system, which is reworked to carry the player to various points throughout the ship. This is bolstered by the newly-introduced "security clearance" mechanic, where certain doors and containers will be permanently locked throughout the game until Isaac gets the requisite clearances later on. This occurs in tandem with new side missions, which incentivize revisiting previous levels to get access to new areas and find hidden story beats, which also unlock weapon upgrades and additional Power Nodes. However new abilities gained are not intergrated into said backtracking. [[/note]]
508** ''VideoGame/RainWorld'' [[note]] boasts over a thousand rooms to explore, but breaks away from the formula by having no upgrades at all; rather the fragile protagonist learns to how to survive and navigate the brutal ecosystem through trial and error; as well as experimentation with the game's deceptively deep mechanics in order to complete the time based cycles. Doing so awards the player "Karma"; of which certain amounts open gates to new areas. Leading to purely skill based level gating. [[/note]]
509** A good majority of entries in the ''Franchise/ResidentEvil'' franchise qualify, though unlike most examples, these games instead opt for a more traditional lock-and-key/plot-coupon system regarding critical progress. Upgrading is purely for survivability. Exploration and backtracking are still prevalent. Some later installments, such as both ''VideoGame/ResidentEvil4'' [[VideoGame/ResidentEvil4Remake games]], downplay this in favor of more linear gameplay, however.
510** ''VideoGame/ZombiU''
511* ''VideoGame/TheVagrant'' [[note]] Interconnected world with mostly linear progression (with side paths for bonus loot of course) and minimal ability gating; such as buying a double jump early on which is more or less needed for later, more vertical levels. Large scale backtracking is more for Raids and their loot rather than necessary progress; although you will be looping around some paths with a key for another. [[/note]]
512* ''VideoGame/{{VVVVVV}}'' A nonlinear world with no upgrades. Akin to proto-metroidvanias like ''VideGame/{{Pitfall}} II''.
513* ''VideoGame/TheWitness'' [[note]] A unique example in that you progress though the island not by acquiring upgrades but by acquiring the knowledge in how the puzzle symbols work together. This has led it to be dubbed by fans as a "Metroid''Brain''ia". [[/note]]
514* ''VideoGame/WolfensteinIITheNewColossus'' lets you go back to previous levels after aquiring mechanised augments following [[spoiler: BJ's [[NotQuiteDead failed]] execution]] to collect resources, enigma codes, and collectables.
515* ''VideoGame/WolfensteinYoungblood'' is set in an open-ended city that further expands the more you upgrade the protagonists' combat suits, among other gates.
516[[/folder]]
517
518[[/index]]

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