During my junior year, I took a course called Applied Ludology which required a semester-long research project into an aspect of game design that I wanted to dive deep into. What I ended up looking into over the course of four months was how unique movement options and a focus on traversal fit extremely well into the Metroidvania formula. I’m planning on eventually transcribing my three presentations to this blog in some form down the line, but I bring it up because there was a single game that was the perfect example that I’d always tie back to. Ori and the Blind Forest is one of my top Metroidvania games because its movement is satisfying and engaging in every moment of playing. The game isn’t just a showcase of animation, composing, and art direction; it gets to the core of Metroidvania design. With Ori and the Will of the Wisps, it’s clear that Moon Studios understood what made the original so enticing and capitalized upon it to yet again keep the entire Metroidvania experience cohesive.