The term “Metroidvania” has become a part of the video game vernacular over the years. Long since evolved from the days of Castlevania Symphony of the Night, it has become a catch-all for many action-adventure-based games. For today, we’re going to drill down and talk about the three essential elements that make up a Metroidvania game.
In honor of an upcoming podcast with Fred Ford and Paul Reiche, this week’s Dissecting Design is on one of my all-time favorite games: Star Control 2. Despite being 25 years old, the game’s design and grand adventure are still amazing.
This week on the cast, I spoke with returning guest Traevon Taylor on the work that’s going into Buluk Mayan Warfare and a talk about managing a game project.
With more AAA games being released with loot boxes in them, the discussion has been shifting towards legislation around their use and implementation. The ESRB came forth stating that they don’t feel that loot boxes are a form of a gambling. I personally disagree with that, and to discuss it, we need to look at the foundation of their design.