What makes a metroidvania not just a type of dungeon-crawler?

What makes a metroidvania not just a type of dungeon-crawler?

Permanent upgrades that allow for further traversal and game play on top of its dungeony type of exploration.

The upgrades/items are integrated in a way that they become almost imperative vs just being options.

I like your answer

Medtroidvanias are:
>Japanese
>Shit

>metroidvaina thread
>pic is Diablo
Subtle.

I don't get it

Because it's a type of platformer

Metroidvanias don't have to be platformers. That's like saying rogue-likes have to be top-down.

Dungeon Crawlers, are usually seperated by the overworld and underworld, like traditional RPGs. Now that I think about it what makes Dungeon Crawlers all that different from a regular RPG?

Scope.
RPG can potentially include a much wider range of content.
In Dungeon Crawls, you get what's on the label.

Are there any Metroidvanias that aren't platformers?

Don't say Dark Souls or i'll kick your cunt in

They are action RPGs with minimal story that has a heavy emphasis on combat and looting, literally dungeon crawling, and lack the important dialogue and role-playing elements along with story driven narrative so they aren't your traditional RPGs like Fallout or Baldur's Gate.
Ironically first waves of computer role playing games were essentially dungeon crawlers because of the lack of technology at that time and stayed that way for quite a while so the concept of RPG was a dungeon crawler.

Level design. The lack of it is the reason of all modern metroidvanias being shit

Any of the 3D Metroid games.

I don't see metroidvanias being other than 2D sidescrollers.

I mean, take the metroidvania formula, make it top down, bam you pretty much have Zelda.

The 3D Metroids still have huge emphasis on platforming.

It's whether or not the game is based around action or rpg mechanics. Crawlers in particular are so diverse that I don't think you can break it down more than that.

What? Zelda most definitely has an overworld. More so than Diablo 1, where the "overworld" is just a hub. Zelda clones are pretty much all open-world

you dont kill hordes of enemies

diablo on HC is a roguelite

prove me wrong

japs dont explore with isometric games and western devs dont care about metroidvanias

It is. The original Diablo 1 team was heavily inspired by rogue. They've even said so themselves.

It's not turn-based.

>western devs dont care about metroidvanias

Tell that to the indie devs

>japs don't explore with isometric games

???

Source? Somehow I found some Yotsuba doujin searching for it

bad camera
bad controls
bad gameplay

a dungeon crawler is resource manager and seeing how far you can get before returning to get more resources, a metroidvania is about collecting abilities to unlock previously unaccessible areas, and feature very little resource management, if any.

arkham.

Arkham has tons of platforming