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Hi everyone, sorry for taking so long to get this episode up. We've been having a weird security issue where Patreon's standard account verification emails haven't been coming through correctly, so we were locked out of this page. That's kinda bad. Fortunately, everything seems to be working properly now. So that's good.

Here's the latest advance episode, a couple of days late — the latest in our ongoing Metroidvania saga. This episode went a bit off the rails from what I had intended, though not in a bad way; it's just that Chris has finally played Super Metroid for the first time and wanted to gush about it for half an hour. Understandably enough. We'll put together another one of these in a few months to explore more 16- and 32-bit specimens of the genre. 

In the meantime, please enjoy. Also, Bob's latest Micro should be up shortly. Double podcast delights for you on this fine first day of November. Thanks again for your patience!

Comments

Anonymous

I shouted amen when Jeremy juxtaposed Aria of Sorrow and Dawn of Sorrow. Aria is my favorite "Igavania" because of its tight gameplay and map design. Yes, the music is coming out of a GBA and yes the graphics are GBA graphics... but in my mind the story, the gameplay, and the level design surpass even Symphony's. I highly recommend revisiting the game on WiiU virtual console or watching an expert like VB speed run the game.

Anonymous

Long time Retronauts listener and have thoroughly enjoy listening to the show each week for the past 10 or so years. I also really appreciate the more recent shifts in direction to help keep the podcast fresh (deep dives, Retronauts radio, etc). However, I think the discussion in this series of Metroidvania podcasts hasn’t been as good as other recent podcasts. For a long-form conversation there’s no clear anchor to help keep the conversation grounded and on topic. Although Jeremy does not like the idea of giving a clear definition for Metroidvania, I think that drawing a line for the sake of clear communication would go a long way. For example, saying something like: “Metroidvania games tend to consist of the following elements (inventory, levelling system, interconnected environments, permanent abilities); when we look at each game, we will refer to these elements to understand the game’s contribution to the subgenre. Oh, and if there are some fringe cases, we’ll discuss those too”. Instead the conversation is muddied by generalisations and tends to meander too often. The podcasts are usually quite well structured (e.g. historical context, game design elements, music, wider points of interest, conclusion) and thus easy to follow. I guess with a larger scope, the conversation naturally becomes harder to manage. Anyways, I still look forward to the next podcast.

VanDiagram

Can't get enough of Retronauts! You've single-handedly brought me back to gaming and all these amazing memories from my youth.

Scott Rothman

The Shovel Knight games are also pretty similar to Wonder Boy 3