But if people are expecting, I don't know, Symphony of the Night with ninjas and robots, I think they should probably be managing their expectations a bit.
In a nutshell, the difference is that a Metroidvania places all of its emphasis on offering an interesting world to explore, with combat being a secondary consideration. In Strider, it's exactly the opposite.


The difference is apparent even in the way that the world is rendered. The worlds of Super Metroid and Symphony of the Night are richly realized, with areas like Norfair positively brimming with atmosphere. By comparison, Strider's Research Lab area primarily consists of a series of conveyor belts and laser barriers. It's an approach designed to put Strider, as well as foes like a giant mecha gorilla called Mechapon, at the forefront of the action, because they are the real stars, not the world around them.


It reminds me of the discussion about the "RPG elements" that have infused seemingly every game from Grand Theft Auto V to BioShock Infinite. You could say that Strider will likely have "Metroidvania elements," despite being more of an action platformer than anything else. It will have five areas to play through and plenty of powers to unlock, with some backtracking definitely being required, but the main focus is absolutely on the combat.