It’s rare to see a Metroidvania sequel double down on short-form design, especially when most studios are fixated on “bigger is better.” That’s why Nocturnal 2 caught my eye during its reveal at AG French Direct 2025. Sunnyside Games is openly defying genre bloat in favor of five tight hours of fiery action, open-ended exploration, and bold art direction. As someone who’s grown tired of endless fetch quests and filler, this approach feels like a breath of fresh air. But does a compact Metroidvania really hold up, or is this just a way to mask a limited budget? Let’s dig in.
Key Takeaways
Feature | Specification |
---|---|
Publisher | Sunnyside Games (self-published) |
Release Date | TBA 2025 |
Genres | Metroidvania, Action, Platformer |
Platforms | PC (consoles possible post-launch) |
Let’s be honest: the Metroidvania genre has exploded in recent years, and with that, so has a certain sameness. Indie darlings like Hollow Knight and Ori set the bar high, but they also set expectations for sprawling worlds and 20+ hour campaigns. Sunnyside’s decision to keep Nocturnal 2 short and focused is both gutsy and smart-if, and only if, every minute delivers. The devs admit their inspiration came from streamlined titles like Gato Roboto and Animal Well: games that never overstay their welcome, but pack in enough secrets and personality to stick with you.
What stands out most is Sunnyside’s obsession with polish. They’re not interested in padding out playtime; instead, every system-combat, level design, upgrades-is designed for maximum impact. The result should be a game without the grind or “filler” that so often drags down the genre’s lesser entries. It’s a philosophy I genuinely appreciate as someone who juggles work, life, and a backlog that’s threatening to crush me. I don’t want 40 hours of “content” if only 10 are actually fun.
But let’s not kid ourselves: a short game needs more than brevity to matter. Sunnyside claims Nocturnal 2’s fire mechanics are more than just visual flair. Fire is woven into everything—lighting up the world, marking progress, even solving puzzles and giving you new ways to traverse or tackle enemies. That kind of systemic integration could make the world genuinely memorable, not just pretty. Of course, it’s easy to hype up “central mechanics” in interviews; until we get hands-on, the real test will be whether these ideas actually enrich gameplay or just burn out after the first hour.
From a design perspective, the studio’s transparency is refreshing. They openly admit challenges with readability and contrast, issues that often kill the mood in dark, atmospheric platformers. Their solution? Fire not only lights the way for players, but also illuminates enemies and objectives, making backtracking and exploration smoother. It’s a clever workaround, and the emphasis on non-linear progression (wake up the city, unlock its secrets in whatever order feels right) leans into the genre’s strengths rather than its pitfalls.
Combat is shaping up to be fast, aerial, and player-driven. Unlike combo-heavy games like Devil May Cry, you’re free to juggle or keep things grounded, without a forced “score chase.” That flexibility sounds inviting, as does the promise of a small roster of creative abilities with big impact—think returning boomerang daggers that trigger environmental effects and let you experiment with long combos. The goal? To let players get creative, not just grind bigger numbers.
One thing I respect: Sunnyside isn’t pretending to be bigger than they are. Their history—starting with mobile titles like The Firm and Towaga, then branching into PC/console with the first Nocturnal—shows a studio that learns as they go, but isn’t afraid to take risks. Self-publishing this time means they’re fully in control (and responsible) for their vision. It’s a double-edged sword: creative freedom is great, but it also means limited resources for porting, patching, or community support if the game blows up. Still, for a focused, short-form project, this just might be the ideal scenario.
If you’re fatigued by endless, bloated Metroidvanias that mistake length for quality, Nocturnal 2 could be a rare treat. Sunnyside’s approach—polish over padding, creative risks over safe bets—feels both honest and player-focused. There’s no attempt to pad out the game’s length just to justify a higher price or marketing hype. If they can deliver on their promise of meaningful content, tight design, and visual flair, this could become a cult favorite for players who value experience over grind.
Of course, there are open questions. Will a 5-hour Metroidvania be “enough” to satisfy fans of deep exploration? Will the fire mechanics stay fresh, or fizzle out after the initial wow-factor? And will self-publishing limit the game’s reach to just PC players, or will we see it hit consoles if sales are strong? Sunnyside seems open to expanding if the demand is there, which is encouraging, but as always, the proof will be in the play.
Nocturnal 2 looks like a confident next step for Sunnyside Games: a visually striking, compact Metroidvania that values creative risks and polish over endless padding. For gamers who crave focused, replayable experiences—and who are a little burned out on genre sprawl—this one’s absolutely worth watching. The fire theme isn’t just for show, and the devs’ willingness to self-publish suggests they’re betting on quality, not quantity. Here’s hoping they pull it off—because the genre could use a few more short, sweet, and seriously fiery adventures.
Source: Sunnyside Games via GamesPress
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