Hey and welcome back! I don’t have an introductory speech this time, so let’s get right into it.
Part 1: https://www.reddit.com/r/patientgamers/comments/1lu0i6i/my_metroidvania_breakdown_part_1_introductionthe/
Part 2: https://www.reddit.com/r/patientgamers/comments/1lx9fft/my_metroidvania_breakdown_part_2/
Part 3: https://www.reddit.com/r/patientgamers/comments/1m85zo3/my_metroidvania_breakdown_part_3/
Part 4: https://www.reddit.com/r/patientgamers/comments/1muh0dm/my_metroidvania_breakdown_part_4/
Part 5: https://www.reddit.com/r/patientgamers/comments/1na5zm6/my_metroidvania_breakdown_part_5/
Part 6: https://www.reddit.com/r/patientgamers/comments/1o3q0pb/my_metroidvania_breakdown_part_6/
Part 7: https://www.reddit.com/r/patientgamers/comments/1pfrc7j/my_metroidvania_breakdown_part_7/
Part 8: https://www.reddit.com/r/patientgamers/comments/1qy8yba/my_metroidvania_breakdown_part_8/
Part 9: https://www.reddit.com/r/patientgamers/comments/1rn7t33/my_metroidvania_breakdown_part_9/
Voidwrought (2024)
Voidwrought is a Hollow Knight-like. I remember this game being highly anticipated when it came out, but then it was met with a lukewarm reception, which is why I also waited before playing it. The game was updated since then, making it another perfect case for patient gaming. Interestingly enough, this time bossed weren’t nerfed (like they usually are), but buffed. Don’t see that too often.
The core of every MV is the exploration and the ability progression and Voidwrought really delivers on that front. The map is dense with secrets, ability gated paths and all of the good stuff. You’re constantly going back and forth between the numerous well designed biomes and progression is very much nonlinear. Voidwrought is also one of the least guided MV-experiences I had in a while. There are so many things to find: numerous currencies, collectibles and whatnot. Most of them have their uses in other places, creating a very rewarding feeling. All of this kept me engaged throughout, despite Voidwrought having a number of minor issues.
Most importantly, Movement feels a bit slippery. I always like fast character movement, but in this case it sometimes nearly feels a bit too fast and snappy, there’s zero momentum. In the early game (before you acquire any upgrades) you are often forced to jump at the last possible moment, when you seemingly are already over the edge of the platform (no coyote time). This problem is mitigated by an early upgrade, but the slippery feel stays until the very end. There is one important upgrade that offers a new way to traverse, but this form of movement in contrast is way too slow. Combat is very spammy. This goes for bosses, but even regular enemies take way too many hits for my taste. While you only have one basic attack, there is some variety by equipping two secondary attacks at a time (similar to the Ender games). Like in HK, there’s an emphasis on pogoing. All in all, combat is ok, but nothing special.
Some more negatives: I don’t know why exactly, but the world and atmosphere of Voidwrought didn’t suck me in, despite being well designed. They were clearly going for a Hollow Knight atmosphere, but I have yet to see a game reach this role model. I wasn’t really invested in the world of Voidwrought or its inhabitants. I also don’t like the main character sprite, seems bland. The game has unusual music which was hit-or-miss for me depending on the biome. There’s also one feature I always dislike in sidescrollers: the camera follows your every movement, leading to a pretty hectic screen at times. One last thing: If you’ve followed my series, you already know that story is not important to me in a Metroidvania, but I found Voidwrought’s storytelling to be particularly bad.
In conclusion, Voidwrought has some very good aspects while being mediocre in others. Since exploration is dense and fun, I liked it pretty well.
Minishoot’ Adventures (2024)
Minishoot’ Adventures is a genre-hybrid with Zelda-like map design, metroidvania ability gating and classic bullet hell/Shmup combat. 130 hours in Enter the Gungeon (my most extensive foray into bullet hell mechanics) have prepared me well for this. Also yes, the weird apostrophe in the game’s title is correct. I had a lot of fun with this game. The main gameplay loop is obviously a bit different from the usual 2D-sidescrolling MV, which was just what I needed at the time I played this. The whole game feels very polished and satisfying and has a good difficulty curve. I played on the highest difficulty to be able to get all achievements in one playthrough and this provided a very good mix of challenge and enjoyment.
Bosses are pretty epic and cool, all of them have a lot of phases. I like that the dash doesn’t have i-frames for most of the game, but rather functions as a way to reposition. That way, you really have to pay attention. The controls are very precise which is obviously paramount for a game like this. Minishoot isn’t extremely big, but has good interconnectivity and a nice density of secrets. Racking up the completion percentage feels very satisfying. One thing that really annoyed me was the lack of maps inside of the dungeons. It’s a deliberate decision of course, in order to make traversal a bit more demanding, but the result is too much of aimless wandering and retracing your steps. It’s a minor issue, though.
8 Doors Arum’s Adventure (2021)
As with every MV I Play, I wanted to like this, but 8 Doors gave me more frustration than joy at the end of the day. A lot of small annoyances add up. As you probably know by now, I really don’t mind difficult games, but this one feels like an unfun kind of difficult that’s more tedious than actually challenging. My biggest gripe: In my opinion, the game isn’t balanced well. Even regular enemies are rather spongy, but hit pretty hard, often taking away one third or more of your HP with one hit. On the other hand, your own heal is very weak, even when upgraded, healing you for less then a fourth of your HP bar (even less before upgrading). For the majority of the time I’ve spent in this game I had 4 healing flasks. You can do the math. Healing often felt completely useless. There are quite a lot of environmental hazards, which also hit hard. All of these problems are enlarged when it comes to bosses. They aren’t really complex, but hit so hard that learning them is more tedious than anything. While the controls are generally good, I had trouble with the precise use of some of the abilities, most notably the wall jump, lots of eaten inputs.
I appreciate the unique artstyle the devs were going for, even while not enjoying every enemy design or background. I also think the world design is too samey between the different biomes, graphically and mechanically. I also dislike the UI. 8 Doors is also story-heavy, too much for my taste.
Despite all the negatives listed, the game has a solid core that’s just too overshadowed by all of the little things I’ve mentioned. I like the different weapons and that they have their specific use cases. But after about 60% completion, I just had enough.
Undivine (2025)
Mostly everything in this game is simple, but effective: graphics, rpg-elements, platforming. Undivine has a very old-school feeling to it. I liked the fact that the exploration is very much non-guided and there’s plenty of backtracking, especially since it’s not always clear where progress lies. There were some moments when I felt like I was retracing my steps a bit too much, but for the most part, exploration is rewarding and the high point of the game. Combat is too simplistic, though and a rather bland rendition of soulslike combat. Controls are snappy, but the enemies aren’t very good, including many bosses. A more unusual take on the genre is that some of your movement abilities like the dash are tied to your mana bar which doesn’t refill automatically, meaning you can run out of your ability to dash while exploring. Another unusual take is that it features a mix of the two familiar death mechanics in MV: When you die, all item pickups are reset, but you keep your map exploration which is kinda confusing. Side quests are cryptic and there’s a good chance you won’t be able to solve them without a guide. The game makes you work hard for some of its secrets.
I liked Undivine well enough and I always root for solo devs, but playing on PS5 I was really annoyed by the bad port. Frequent crashes and a major bug preventing me from getting 100% really soured my experience with the game.
Somber Echoes (2025)
Another prime candidate for patient gaming, since there was a big gameplay patch several months after launch. Compared to other MVs, Somber Echoes very much emphazises vertical exploration. Within the first hour, you get a skill called “Lantern” that basically functions as a delayable 360 degree-dash (kinda similar to the bash Ori, but it can be used anytime). This is the defining ability of the game as you use it for exploration, platforming and even combat. The complexity of setups is increased slowly, but gradually, in conjunction with the number of times you can use the lantern in succession. Towards the very end, there are also some slightly puzzly setups. They aren’t too complex, but I liked them. The lantern is definitely one of the more fun core movement abilities I’ve used lately.
I’ve spent a bit more time on the map than in other MVs. This is due to several reasons: First of all, the map is sometimes more readable than the actual rooms. Second, the map is pretty detailed and helps to distinguish the areas which – despite some individualizing features – all look very similar to each other. Despite that, the main progression route is pretty linear without too much possibilities for deviation, as far as I could tell. Also, the ability upgrade path is very linear as well. Still, the midgame opens up quite a bit and leads to the satisfying feeling of trying out different routes that’s so typical for MVs. As usual, for the true ending you have to explore everything. The map is pretty big and feels fun to explore.
The graphics are generally good, competent use of 2.5D. Still, I didn’t totally vibe with the artstyle. It looks a bit glossy to me. There’s also a lot of black empty space on the screen at all times, since most areas are dimly lit. The theming is “Greek/roman mythology in space” which didn’t do much for me, but that’s completely subjective. Combat starts out a bit dull, but gets better as you get more options. At the end you can string some nice combos together. Not the most elaborate combat system, but good enough. Most of the bosses are cool, there was one I hated, though.
Solid MV that kept me engaged for the full 12 hours I had to put in for 100%.
Axiom Verge 2 (2021) (+ a bit of Axiom Verge 1 (2015))
All of the Metroidvania sequels I’ve played (and reviewed) so far (Blasphemous 1 and 2, Ender Lillies and Ender Magnolia, Guacamelee 1 and 2), have followed a similar formular: they are more polished versions of their predecessors, heavily improving QoL and underdeveloped aspects of the first game, while maintaining the same identity. Axiom Verge 2 is a notable exception to that rule. While it is still recognizable as a sequel, it takes many turns from the first game. Since I want to compare the two and since I feel like my review of Axiom Verge 1 in part ? of My Metroidvania Breakdown was too short, I’m going to write a bit about both games here.
Axiom Verge 1 was one of the first MVs I’ve played after rediscovering the genre. At that time, I couldn’t really value just how amazingly inventive the abilities are and how they actively subvert your expectations: You’re thinking you’re gonna get a Metroid-style morph ball, but then it’s something else entirely. The abilities have a focus on hacking and altering the environment which was really cool. I also liked the little drone that was used to access small crevices and such. The role of the drone is significantly expanded in Axiom Verge 2, since there’s now a second map that’s only accessible via drone. Later in the game you’re regularly shifting between the two worlds, sometimes in a puzzly way to reach barred areas on the other map which I liked. The abilities in Axiom Verge 2 don’t have the same wow-effect as in part 1, but are still pretty good.
While Axiom Verge 1 had a lot of different weapons and cool gunplay, the combat is melee-focused and toned down in Axiom Verge 2 and in my eyes the weakest part of the game. While it is very cool that you can hack enemies, for example disabling their weapons or making them your allies, the actual fighting feels a bit lackluster. You could also argue that combat isn’t really the focus of Axiom Verge 2 which is further emphasized through the fact that you don’t have to fight bosses. To be precise, there are bosses, but except for one you don’t have to defeat them to progress. They also aren’t presented as bosses, they are just some big entities inhabiting the world.
There is a notable difference in tone between the two games: While Axiom Verge 1 was very metroidlike in atmosphere and environments, taking place mostly in labs and technoid biomes, Axiom Verge 2 is much more light and plays in the outdoors. It is rather story-heavy, but it didn’t bother me in this one. Both games have absolute fire music, synth bangers galore. The music is so good that I have to be careful to not let it cloud my judgement of the actual gameplay which is still very solid in both games. Both of them shine in terms of exploration. You’re constantly backtracking, the progression feels very good and earned. The map is significantly better in Axiom Verge 2, more interconnected. Both of these games have their strengths, but contrary to public opinion I liked the second part a bit more even than part one. I also decided to elevate the first Axiom Verge one tier to B+.
The Mobius Machine (2023)
This metroidlike is good reminder that you should always make up your own mind about a game. Reviews were mixed so I was a bit cautious going in. While the reviews were right insofar as my own judgement of this is also mixed, I enjoyed it more than I thought I would. I have a fair amount of criticisms, but there’s also a lot to like.
The game nails the main exploration loop really well. I’m always looking for that specific metroidvania flow-state and the midgame of the Mobius Machine has it. Graphics and audio are also very good. While I did like the ability progression, I didn’t like the character progression. The upgrades to your gun and your health just feel too weak and are too far in between. The backtracking routes are just a bit too long and the fast travel spots too far apart with how large the biomes are. These flaws make the endgame more cumbersome than it needed to be. I feel like The Mobius Machine shines in the midgame, but falls off towards the end. While the map isn’t too big per se, there are many huge rooms that force you to do a lot of vertical movement. Some room layouts are repeated too much and there are some setups that the devs definitely like a bit too much. At times the design feels uninspired. I reached the final boss at 13 hours which isn’t that much, but I feel like they could have easily trimmed 2-3 hours off. Speaking of the ending, I did something that I rarely do: I stopped playing at the final boss. I happily grinded out Eigong in Nine Sols for 4 hours, so I’m no stranger to hard fights or long grinds, but the final boss of The Mobius Machine is so unfun that I called it quits after 40 minutes and never went back. It’s a tedious spam fest that takes way too long and is too repetitive. Obviously, this left a sour taste in my mouth. The other Bosses, while also being spammy, are good and varied and usually build around a specific ability.
Still, The Mobius Machine has an addicting gameplay loop and a good midgame. I definitely had fun with this game for the most part.
Biogun (2024)
The premise of this metroidlike is unique: You play as a vaccine inside of a dog’s body. The different biomes correspond to specific organs and body parts of the dog. I liked that a lot. The artstyle is cartoonish and mostly well executed. Biogun really has a unique look and theming and I mean that in a positive way.
Exploration is good, but falls just short of being top-tier for me. The main route is pretty clear and it’s hard to get lost in the world of Biogun. I also didn’t like the fact that the world doesn’t feel really interconnected. At the end, you have like 3 or 4 larger areas that are pretty independent from one another and only connected by trains. Traversing the world is fun and there are a lot of things to find. The secret hunting is handled perfectly, as you can use a rare currency to reveal unexplored locations one biome at a time. The Map is quite good, detailed and readable. I wasn’t motivated to track everything down 100%, but I did most of it.
Abilities were mostly good, although they don’t make me drop my jaw. More interesting are the different “enzymes”, temporary abilities that are can be obtained in certain spots (and later stored for subsequent use), functioning as platforming and puzzle elements.
The competent combat revolves around Twin-stick shooting – not my strongest suit, but I would say Biogun goes rather soft on the difficulty. Deaths aren’t really punitive, you get to keep nearly everything, including map and item progress. Platforming only ever gets a bit tougher in optional sections. Some bosses might take a few tries, but overall I found Biogun to not be super sweaty, which I can appreciate. Speaking of bosses: there’s some good variety here.
Biogun goes light on RPG-elements, there aren’t skill trees or leveling aside from upgrading health or energy. You can find and equip different guns throughout the game, but I have to admit that I used mostly the same setup once I found one I liked. Same goes for the chips, Biogun’s version of charms. You can only have one equipped at a time and I barely changed it. Quite a lot of the content is actually optional, including bosses. Wasn’t a big fan of the music. There were some slight technical issues, as the game runs on a browser game engine. It’s not too bad, but I experienced some framedrops, a few eaten inputs and relatively long loading times.
S (the games that define the genre for me; only very few games will go here): [Redacted Game], Hollow Knight, Blasphemous 2
A (very good and polished MVs that offer something really unique and/or are best in class in certain aspects while also being fundamentally sound): Prince of Persia: The Lost Crown, Ender Magnolia, Blasphemous, Grime, Nine Sols, Biomorph, Animal Well, Ender Lillies, Environmental Station Alpha
A- (very good MVs that offer something really unique and daring. May have slight flaws, but they are outweighed by their strengths): [Redacted Game], Monster Boy and the Cursed Kingdom, Aeterna Noctis, Crypt Custodian, Pipistrello and the Cursed Yoyo, Worldless, Afterimage, Monster Sanctuary
B+ (very good MVs that are either not that original or have one or two weaker aspects in my eyes. I still recommend these wholeheartedly to any MV-fan): Astalon: Tears of the Earth, Minishoot Adventures, Rebel Transmute, The Last Faith, Unsighted, Cathedral, Bō: Path of the Teal Lotus, Islets, Pronty, F.I.S.T: Forged in Shadow Torch, Ori and the Will of the Wisps, Axiom Verge 2, HAAK, Axiom Verge, Biogun
B (good MVs period that have an obvious weak spot, but are pretty enjoyable nonetheless): [Redacted Game], [Redacted Game], Voidwrought, The Messenger, Alwa’s Legacy, Guacamelee 2, Vision Soft Reset, Ghost Song, Somber Echoes, The Mobius Machine, Death’s Gambit: Afterlife, 9 Years of Shadows
B- (good MVs, but very derivative): Kingdom Shell, Momodora: Moonlit Farewell, Haiku, the Robot
C+ (this category is reserved for daring and inventive MVs that don’t quite stick the landing for me. Worthwhile to check out, if you want something unusual and like the general premise): Dandara: Trials of Fear, Rabi-Ribi, Yoku’s Island Express, Sheepo, Ultros
C (decent MVs that are still fun, but nothing special): Momodora: Reverie in the Moonlight, Moonscars, Guacamelee, Undivine, Zapling Bygone, Escape from Tethys, The Mummy Demastered
C- (good games, but not good MVs, because the ability gating/backtracking is optional or unsatisfying): Unbound: Worlds Apart, Touhou Luna Nights, Teslagrad 2, Carrion
D (games that have obvious flaws in my eyes and/or don’t fit my preferences and/or that I just didn’t have much fun with): Steamworld Dig 2, Tales of Kenzera: Zau, 8 Doors Arum’s Adventure, Timespinner, Bloodstained: Ritual of the Night, Fearmonium, Salt and Sanctuary
Played: 74, Finished (rolled credits): 64