This article explores how Blade Chimera, a metroidvania game, deviates from the genre's typical formula by empowering players with a comprehensive skillset from the outset. Unlike many metroidvanias that restrict player progression until acquiring specific abilities, Blade Chimera allows players to solve challenges creatively and organically using their existing tools and skills. The article praises this approach for encouraging player agency and exploration, making the experience more engaging and rewarding.
There's a certain degree of predictability to the metroidvania genre. The opening area is the part where the story takes a moment to emphasise how alone I am, and then makes me do a bit of vanilla jumping and attacking while I pass by all the interesting places I can't go yet but will inevitably have to revisit in a few hours time.
Thanks to this built-in flexibility I truly feel like I'm exploring these areas organically, rather than constantly butting up against level design that exists only to show me all the paths I'm not allowed to take until the game says otherwise. Blade Chimera doesn't expect me to scurry about trying to find the Magical Armlet of Remembering How To Push Boxes Across A Flat Surface when I come across a puzzle. I can just do it.
Other pieces of equipment follow a similar thought process; they're extras, not essentials. At one point I came across a flooded area I needed to get through. An aquatic exosuit found nearby made swimming around a little easier , but I could already swim and fight underwater and hold my breath for much longer than I needed to anyway. The only thing I needed to do was dive straight in and keep going.
METROIDVANIA PLAYER AGENCY SKILLSET EXPLORATION CREATIVE PROBLEM-SOLVING
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