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PC Gamer
PC Gamer
Wes Fenlon

How to design a great Metroidvania map

Cornifer in Hollow Knight.
Ari Gibson's sketches of Hollow Knight characters on the edge of an early map design.

There's something uniquely satisfying about exploring the intricate 2D spaces of games modeled after Metroid and Castlevania. It's a feeling I don't get from any other games: an acute awareness of how the world fits together, a knack for sensing where there might be a hidden chamber, a fulfillment from gaining new powers that carry me to previously inaccessible heights. A great Metroidvania map makes you want to master every square centimeter, and remains fun to traverse the second and 10th and 20th time you follow the same path.

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