Ys is a Metroidvania

As Ys has slowly devoured my life and my Steam Deck’s battery, I’ve begun to ask myself why. Why did this franchise get such a hook in me in a way that excellent ARPGs like Secret of Mana, NieR: Automata, and many others didn’t?

I think it’s because Ys is (not so) secretly a Metroidvania.

Along with my abiding love of JRPGs, Metroidvanias have a firmly rooted place in my heart. I got the true ending on Hollow Knight, 100%ed both games in the Ori series, and even did speedruns of Gato Roboto for a time.

A screenshot of my Steam profile, showing True Ending, 100% completion, and even deathless achievements for games like Hollow Knight, Gato Roboto, and Momodora 4. Plus a cheeky Ys IX platinum for good measure.
A screenshot of my Steam profile, showing True Ending, 100% completion, and even deathless achievements for games like Hollow Knight, Gato Roboto, and Momodora 4. Plus a cheeky Ys IX platinum for good measure.

Now obviously Ys is marketed as a series of Action RPGs, and I believe that that is a broadly accurate descriptor. But the same aspects that make Ys stand out within the ARPG genre also make it structurally identical to the best that the Metroidvania genre has to offer.

To wit, let’s look at some common characteristics of Metroidvania games and how they’re seen in the Ys franchise.

  1. Ability-Gated Progress

Seen perhaps most obviously in Ys IX: Monstrum Nox (the most Metroidvania of all the Ys games, in my opinion), this basically just means that parts of the map are visible to you but not accessible until you’ve unlocked certain abilities.

A screenshot of exploring Ys IX

For Ys IX, the way you interact with the early game’s map looks completely different to the end game. You’re grounded and slow to start. But by the later chapters you’re flying over rooftops, dashing up walls, and slipping under low gates. 

Even in games like Ys VIII, however, you find map progress occasionally gated behind the number of people you’ve added to your campsite. Slightly different, yes, but thematically the same.

I don’t see how this is functionally any different than unlocking a new missile in Metroid, and I think the fact that many Ys games let you unlock double jump speaks for itself.

  1. Emphasis on Exploration

One of the most rewarding parts of the Ori series is its unbelievably beautiful scenery. Exploration in that game is its own reward.

Luxuriously beautiful screenshot of Dana and the Great Tree in Ys VIII
Taken from Steam user “sht”: https://steamcommunity.com/sharedfiles/filedetails/?id=3450009282

Similarly, I argue that Ys VIII: Lacrimosa of Dana places a great emphasis on exploring the Isle of Seiren to unlock landmarks, discover hidden treasure chests, and ultimately aim for a 100% completion rate.

However, I would say this is one potential sore point: in the Ys games, exploration is generally not required to progress. Especially in the more recent games, the actual game progress is linear. The earlier bump combat games, though, and to some extent the Napishtim engine games, do implicitly encourage exploration as a core mechanic.

  1. Interconnected Map Sections

Starting with the very first game, a tight, interconnected map has been a staple of the Ys franchise – just like with Metroidvanias.

Screenshot from Oath in Felghana showing the map.

While Ys X: Nordics compromised this tenet somewhat to give more depth to the ship combat and exploration, in essentially every other Ys game the player can freely navigate from one end of the map to the other and is sometimes even required to for story purposes.  

This also ties in with the general Metroidvania trend of back-tracking. While few Ys games necessitate back-tracking, almost all of them encourage it. You backtrack with new abilities to get more treasure or unlock secrets. Doesn’t that sound familiar?

  1. Trash Mobs and Tough Bosses

Finally, and in my opinion behind only ability gating in importance, each Ys game has a structured model of running through respawning trash mobs in order to reach a boss fight which often relies on recently learned mechanics or abilities.

While the final part of that – the addition of mechanics – is not universally true across Ys games, it is an extremely common feature.

Screenshot of Ys III: Wanderers from Ys
Taken from NintendoComplete: https://www.youtube.com/watch?v=I8Tcdm2foE0

All you have to do is look at Ys III: Wanderers from Ys to see how this mechanics looks in 2D. This screenshot on its own gives me intense Castlevania vibes, and even in the 2.5D or 3D games, that feeling of combat progression persists.


So, there you have it. Indisputably, Ys is a Metroidvania as much as it is an Action RPG.

(Author’s note: I just started playing a translated version of Ys V. I can say firmly that Ys V is not a Metroidvania. The other points still stand!)

Disagree? Agree? Let me know in the comments!

Comments

One response to “Ys is a Metroidvania”

  1. ELiSSA Avatar
    ELiSSA

    I do think this glosses over what I feel is an absolutely key part of Metroidvania design: the main challenge of the game is for the player to encounter obstacles on their path, later find the ability to overcome those obstacles, then recognize where that ability can be used elsewhere in the world in order to progress through the game.

    This is what separates a Metroid ability from, say, a Zelda item. While you use an item to complete the dungeon it’s found in, and there may indeed be an obstacle in place to make sure you beat the previous dungeon, the main thrust of progress is the narrative leading you to the new objective. Start Super Metroid with every item and progression is totally broken, you can beeline to the required bosses then to Tourian; do the same in Wind Waker, or in say Ys IX, and you still have to complete the story beats to set triggers that allow the game to continue.

    But these formulas are very close, exemplified by item randomizer hacks. Patch out the story triggers and shuffle the items around and suddenly the Zelda games become the most insane and sprawling Metroidvanias, and the same happens with Ys VIII! Lacrimosa is absolutely the closest Ys gets to a Metroidvania which is why it randomizes so well. But even it has enough narrative triggers in your way that if they were removed the only progress items you would need to reach the end are the grip gloves and 8 castaways (I think).

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