It’s simple, really

February 24, 2010

What makes a video game fun? It’s a subjective and impossible question. But one tried and true tactic – from classics such as Contra to the modern Call of Duty – is allowing your avatar to become more powerful. Weapon upgrades, more hit points, double jumps, whatever it may be, as long as the carrot is tasty enough, we’ll chase the string.

One genre in particular has made a cottage industry (as much as a niche sub-genre can) out of this simple premise: Metroidvanias, named after progenitors Metroid and Castlevania series. Summed up in a sentence the genre places the player in a seemingly enormous map, the corners of which can only be uncovered by obtaining certain items. They are sort of the original sandbox games.

Shadow Complex, which was released August of 2009, is an example of what can be done with a dated genre in the modern era. It’s a game that unabashedly wears its influences on its sleeve, while adding enough new elements to still be compelling.

The set-up is simple. You’re plopped into a huge map (the Complex) and you’re just there to explore. There may be some plot about rescuing someone or something, but really: there’s a huge map. Explore it.

At first, your character cannot do much aside from running and jumping. But as you progress, the glory of movement unfolds. You’ll double-jump, jetpack, run with blinding speed, wall jump, use a grappling hook – basically every video game motion (I’m talking movement, not waggling) gimmick is thrown in and spread across a huge map filled with challenging enemies and platforming sections, all of which require you to use your new toys to their fullest extent.

The genius of Shadow Complex is how tantalizingly close the carrot dangles to your face. Every new power-up makes you feel like you just won the lottery, without being game-breaking. Also, there’s copious hidden upgrades that really test your skill in order to find them – which you’ll want to, because they make your guy better.

I’m far from a completionist, but I found myself seeking out these items because of how they tested my skill and rewarded it with something tangible. Sure, it may have taken me ten minutes to nail that jump perfectly to expand my missile cache by five, but it was fun trying to do so.

The game also removed the one aspect of the genre that is annoying – getting lost. A blue line will on your map will always guide you to the main objective. Better yet, the line can be turned off for exploration sessions. Throw in a 2D-but-not-2D shooting mechanic, and you’ve got yourself a tough genre ushered into the new era. It’s rare in 2010 to say this, but I actually want a sequel to this game, as it’s nearly perfect in every way. If you’ve never played a Metroidvania (and there’s a pretty good chance you may not have), give this modern one a try. It’ll be only a matter of time before you pick up Super Metroid and Castlevania: Symphony of the Night.

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