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A screenshot of the Knight from the Metroidvania Hollow Knight
Action Games The 25 best Metroidvania games you can explore today
Possessor(s) screenshots showing Luca in conversation and combat
Action Games "Most of the games that are Metroidvanias are just Metroid games": The director of this Smash Bros-infused Metroidvania hates the word because "it's a silly term and Japan did it better"
Europa
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Possessor(s) screenshots of Rehm in conversation and Luca in combat
Action Games "We're not just making Dark Souls over and over again": For this indie team, making a Smash Bros-infused Metroidvania alongside an open-world roguelike just makes sense
Out of Words
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Aran holds a huge sword aloft, mouth open in a battle cry in the promotional key art for Blades of Fire used as the header on storefronts
Action RPGs After 3 hours, I'm impressed by how Blades of Fire smelts Dark Souls and Monster Hunter together to forge high-impact action into twisted new shapes
Inayah appearing in the Future Games Show Spring Showcase 2025
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  1. Games

How Ori and the Blind Forest reinvented the Metroidvania

Features
By OXM Staff published 17 April 2015

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

I can see clearly now...

I can see clearly now...

Ori and the Blind Forest reworks Metroids branching world template to dazzling effect. Official Xbox Magazine spoke to Microsoft Studios Executive Producer Mark Coates to see how Moon Studios did it.

Click here for more excellent Official Xbox Magazine articles. Or maybe you want to take advantage of some great offers on magazine subscriptions? You can find them here.

Page 1 of 11
Page 1 of 11
1. Put mechanics first

1. Put mechanics first

"We were really taken by the deep critical thinking around the base mechanics. Weve worked on similar titles Shadow Complex, Insanely Twisted Shadow Planet, Limbo so we knew that to be successful, a lot of care would need to be taken to ensure these mechanics were interesting and intuitive."

Page 2 of 11
Page 2 of 11
2. Respect the teams vision

2. Respect the teams vision

"Moon had a very clear vision for certain things, then with other elements we were able to help them. That spirit of collaboration evolved over time weve been working with them for about four years now. Certainly theyre the original creators, but input is welcomed by all parties."

Page 3 of 11
Page 3 of 11
3. Dazzle eyes, touch hearts

3. Dazzle eyes, touch hearts

"To me its this combination of fantastic graphical treatment, the artwork is just stunning its been executed at a very high level. And then the narrative I think it really helps the game stand out. Ori is a very heart-warming, touching story, and that stands in stark contrast to a lot of other games these days."

Page 4 of 11
Page 4 of 11
4. Learn from peers

4. Learn from peers

"This genre in particular has a rich heritage. If there are things you can add to the mix to make it innovative or fresh, thats how you can best make changes, as opposed to trying to completely reinvent everything from the ground up."

Page 5 of 11
Page 5 of 11
5. Make it more convenient

5. Make it more convenient

"Most games in this category typically have very fixed checkpoints within the world, which can be great, but you can sometimes find its very difficult to advance. With Ori being able to save everywhere using Soul Link, it allows a faster process of trial and error against puzzles."

Page 6 of 11
Page 6 of 11
6. Learn from other genres

6. Learn from other genres

"In addition to the core capabilities that you must unlock in order to progress, theres also the ability to improve your character along these specific skill trees. So you can embellish things to change how Ori plays according to your likes and tastes. Thats something that were proud of, that we feel moves this genre forward."

Page 7 of 11
Page 7 of 11
7. Focus on the core idea

7. Focus on the core idea

"Xbox Live has a very vibrant ecosystem of novel, shorter and focused games. The scope of a project like this enables you to take an idea and really think it through and expand on it, as opposed to a huge, multi-year-budget title where you have to explore the project along so many different vectors."

Page 8 of 11
Page 8 of 11
8. Dont worry about sales

8. Dont worry about sales

"Customers are armed with tools that let them make smart decisions around games, so I dont view it as a particular pressure. The best games will always have a place, regardless of their scale. As long as their entertainment value is high, theyll always find a following."

Page 9 of 11
Page 9 of 11
9. Surprise with side characters

9. Surprise with side characters

"During the adventure you run into a colourful cast of characters. Its an allegorical tale of self-discovery and sacrifice. You learn that maybe you cant judge everybody at first sight, that not everything is what it seems. But I dont want to give too much away!"

Page 10 of 11
Page 10 of 11
10. Nail the music early

10. Nail the music early

"Like with every other element, Moon Studios has held itself to a very high standard with the music. We brought the composer into the development process very early on, well before we were ready to finish or finalise anything. So he was already very familiar with the world of the game and characters."

Page 11 of 11
Page 11 of 11
OXM Staff
OXM Staff
Social Links Navigation

The official source for everything Xbox One, Xbox 360, and Xbox Series X. We're also a magazine, covering all things Xbox in the UK and the US. Originally established in 2001, the magazine was discontinued in April 2020. 

See more Games Features
Read more
A screenshot of the Knight from the Metroidvania Hollow Knight
The 25 best Metroidvania games you can explore today
Possessor(s) screenshots showing Luca in conversation and combat
"Most of the games that are Metroidvanias are just Metroid games": The director of this Smash Bros-infused Metroidvania hates the word because "it's a silly term and Japan did it better"
Europa
This indie mashup of Zelda and Studio Ghibli is gorgeous, though its creator didn't want to "mimic" the iconic animation studio, but to "find out what makes it special, and recreate those watercolor movies in a game"
Possessor(s) screenshots of Rehm in conversation and Luca in combat
"We're not just making Dark Souls over and over again": For this indie team, making a Smash Bros-infused Metroidvania alongside an open-world roguelike just makes sense
Out of Words
This co-op platformer was a "boyhood dream" for the self-taught stop-motion animator now directing it, and it might just rival It Takes Two with a more earnest story and action less likely to destroy your relationships
Aran holds a huge sword aloft, mouth open in a battle cry in the promotional key art for Blades of Fire used as the header on storefronts
After 3 hours, I'm impressed by how Blades of Fire smelts Dark Souls and Monster Hunter together to forge high-impact action into twisted new shapes
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