Contextual, Focal, or Fear: How Metroidvania Games Fit into Bernard Perron’s Terminology
Resumo
Introduction: The Metroidvania subgenre is widely recognized for its exploration and nonlinear progression, while the horror genre seeks to evoke fear through specific design strategies. However, the intersection between these two domains remains underexplored in academic literature. Objective: This article aims to analyze how games from the Metroidvania subgenre can be classified within the pyramid of scary games proposed by Bernard Perron, which categorizes horror experiences into contextual, focal, and fear levels. Methodology or Steps: The study is based on theoretical references about Metroidvania and Perron’s terminology, including his Scare tactics. The games Blasphemous and Hollow Knight were selected and analyzed through gameplay observation, secondary sources, and identification of fear related mechanics. Results: The analyzed games feature elements associated with horror but do not aim primarily to provoke fear in the player. These findings suggest a lack of Metroidvania games that explore fear as the central objective of the experience.
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