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What Is a Metroidvania (and What Isn’t)

The genre is not defined by side-scrolling, backtracking or a map full of rooms. It is defined by one thing: a door you cannot open yet, and an ability you will find much later. Three games that look the part fail that test, including a roguelite, a linear action game and a first-person runner with a very good map screen.

September 26, 2026 4 min read PermainanLawan Updated September 26, 2026
What Is a Metroidvania (and What Isn’t)

Picture a house where every door is locked, and every key is behind a different door. You never see the whole floor plan at once. You find a key by accident, remember a lock you passed twenty minutes ago, and walk back with a purpose. That is the feeling the genre is named after, and it has almost nothing to do with how the game looks.

The door you cannot open yet

A metroidvania gives you a space you cannot fully traverse, then gives you an ability that changes what the space means. A double jump does not just reach higher platforms; it converts every ledge you walked past into a route. That retroactive transformation is the entire trick, and it only works if the world is persistent enough to remember. A game that resets its rooms every run can still be excellent, but it cannot make you feel clever about a door you saw forty minutes ago.

Ability gating is the test, not backtracking

Backtracking is what you do because of gating, not the definition of it. Plenty of games make you walk back through the same corridor without teaching you anything new; that is filler, not design. The question is whether the return trip is only possible because of something you learned or found elsewhere.

  • Is there a place you can see but not reach in the first hour?
  • Does an ability you gain later reopen an area you already visited?
  • Does the map stay fixed, so the old room is the same room?
  • Does the game expect you to remember a locked door and come back?

Four yeses and you are in the genre. Silksong passes without argument: it is built on vertical spaces that only make sense once your movement kit expands, and the map is a fixed set of rooms you learn rather than a set you generate.

Three games that look the part and fail

Dead Cells has the silhouette: side-scrolling, gothic, a map with rooms. But the rooms are generated per run, so there is no door to remember and no lock to return to. It is a roguelite wearing the costume, and it is excellent at being that.

Katana ZERO is the closest visual match on this list: neon, rain, a katana, a map screen. Every level is authored and linear, cleared once and never revisited. Nothing you gain changes an earlier room, because earlier rooms do not exist any more.

Ghostrunner fails on the same axis from a different angle. It has movement upgrades and a dying city, but the levels are discrete challenges with a start and an end. Progression is skill, not access. You get better at the game; you do not get keys to the game.

None of that makes them worse games. It makes the label a bad fit, and the label matters because it sets an expectation the game never promised to meet. Someone who buys Dead Cells expecting locked doors will spend the first hour waiting for a key that never arrives, and then a second hour wondering why the map keeps changing.

Why the name stuck anyway

The word is a portmanteau of Metroid and Castlevania, coined when the two series were doing the same thing with different aesthetics. It survived because "exploration platformer with ability gates" is a mouthful, and because the portmanteau tells you what to expect in one breath: a map, a mood, and a locked door.

The downside is that the name now sells games that match only the mood, and the buyer finds out in hour two. Blasphemous is usually filed under the label and mostly earns it, with a fixed map and abilities that reopen old ground, but its combat is closer to a precision action game than to either parent. That mix is why arguments about the genre never end: people are using the word to mean a structure, a feeling, or a camera angle.

What this means when you are shopping

If you want the structure, look for a map you can fill in and a first hour that shows you three places you cannot go. If you want the feeling without the structure, a roguelite will give you the mood and the difficulty curve, and it will never ask you to remember a corridor.

One practical test before buying: watch ten minutes of footage and count how many times the player walks past something they cannot reach. Two or more and the game is probably a metroidvania. Zero, and it is an action game with a nice background and a map you will barely use.

The genre also sets up a specific kind of frustration worth knowing about. When a gate is hidden badly, you do not feel clever, you feel lost, and the difference between those two states is usually a map that shows the shape of the room you have not entered. Other reference entries cover the vocabulary that goes with this one.

Frequently asked questions

Is Hollow Knight a metroidvania?

Yes. It gates large sections of the map behind movement and combat abilities, keeps one fixed world rather than generating rooms, and expects you to remember the places you could not enter earlier. That combination is the whole definition, and {{G:hollow-knight-silksong|Silksong}} continues it.

Is Dead Cells a metroidvania?

No, it is a roguelite. Its rooms are generated per run, so there are no persistent locks to remember and no old area to reopen. It shares the camera angle, the mood and the difficulty curve, but none of the structure that defines the genre.

Why is the genre called metroidvania?

It is a blend of Metroid and Castlevania, two series that arrived at exploration gated by abilities at roughly the same time. The name is shorthand for that structure rather than a description of either game, and it has long outlived the specific titles that inspired it.

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