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STRIDER (2014)

   One of the greatest level structures that we didn't actually cover so far this week is the Metroidvania structure. I kind of dislike that word, because it was Metroid that is the originator of the interconnected map system that is in the game. Castlevania: Symphony of the Night took it, was successful with it and then Castlevania ran with it for the rest of the 2D games. I actually do like those Castlevania games though. I do like that level structure and I think it was used well in SOTN.

The structure consists of a world that is interconnected, pretty much like an open world structure. There are save points, items to grab, upgrades to discover, and backtracking to be had. Now I have seen that many complain about backtracking, but the charm of the Metroid style games is that you get upgrades to dive deeper into hidden areas. You'll go to one point then realize that you can't go any further, so you are forced to search another area where you find an upgrade to allow you to go further in the first area. This is a way to make a game very linear, but not feel linear.

   These Metroidvania games are mainly 2D sidescrollers. I guess that's how they have been classified to fit that level structure. I have not seen anything that follows this level structure in a 3D game, except for the Metroid Prime games. There have been other indie games made that have been called Metroidvania games. One of these titles is one that I love dearly and that is Strider 2014. I give the year, because this version was a remake developed by Double Helix. The original Strider was an arcade game in 1989 where the player controlled Hiryu, a ninja who was going up against a corrupt ruler. The game was set in the distant future. The player would climb walls and slash through guards and robots. This game was a linear platforming action game. There was a version made for the NES which allowed more exploration though.

What Double Helix did though was combine the two. Had the same intense fast paced action from the arcade game, but had some exploration from the NES version. They obviously used the Metroidvania level structure for their game, otherwise why would I mention it. I would like to mention that I think that this was a smart move, as there are more gamers today gravitate more to an exploratory open world.

   It is really hard to break this game into multiple levels because the game is so interconnected. It all takes place in one city, however the city is broken up into different sections with their little maps. There are a few different entrances from opposite ends that the player can cross from one area to the next. Some of these entrances aren't accessible until more abilities are found. The game feels rather linear at first giving off the feeling that they are playing a linear level structure. The player starts from one end of the map and enters the world as if they are going into the first level. After the first boss, the player eventually learns that there is a lot more discovering and freedom to explore.

   While there are not a whole lot of paths to choose from they sometimes converge and sometimes they don't. I wouldn't say that there is much bottlenecking going on. Maybe closer to the beginning of the game. It could feel like that because of the limited abilities that Hiryu has at the beginning only allows him to go along one or two paths. I think Double Helix didn't make too many paths so that the player didn't get too distracted from the action, because it is so intense.

   There is one thing this game does not have which is a true HUB. You would think that an interconnected level structure like this would have a HUB. Super Metroid had save points, energy refills, and missile resupplies. All that Strider has is save stations. When I played these, I found myself just dashing through them, pressing the save button as I ran over the save plate. I was eager to get back into the action. These would be the only places to truly rest. There is not a place for resupplying as Hiryu only has his health and his special energy gauge. The special gauge fills up over time. The health is replenished by defeating enemies, getting some energy containers, and when the player saves. I believe that by not having a real HUB, the player is able to move quickly through the game.

   The game focuses only on the main quest. The next objective is always set on the map for the player. Again, probably a way to get the player to move quickly through the game and concentrate on the action. Can't really sit and think about the next move in this game. There's no time for that. The only thing that comes as a sidequest is finding some of the smaller upgrades like energy expansions. There are also collectibles to find as well. Some of these findings require the player to go back a far distance if he remembers that a recently required skill allows for access to a new place. But these aren't true sidequests. They are just finding treasures. The game allows some of these things to appear on the map.

   Now the story in this game is rather simple. Hiryu infiltrates Kazak city in search for Lord Meio, an oppressive overlord. Systematically, Hiryu defeats each of Meio's generals. The story is very linear and is told when the player reaches certain parts. Nothing can be changed in the story and things can't be put in a different order. Remember where I said that the next location is set on the map? Well the player needs to go in that direction to carry on the story. Sometimes the player can't go there unless they get the ability to proceed, but the game also reroutes the player. So the story includes those little searches for abilities to proceed.

   The game is really fun. If you have an interest in super fast ninja games, this is for you. But since we are talking about level structures and you like the Metroidvania level structure, this is a fun game to try out with the given level structure.

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