Very often, platformer/metroidvania games in general have a few archetypal settings. A lava area, a snowy area, a forest area, a desert area, and so on. Using archetypes like these in a game should never really be considered bad by themselves; after all, they are archetypes for a reason. Players expect and know what the dangers and gimmicks will be in a lava area. (Rising lava, fireballs, deadly heat, fire enemies that are weak to ice, etc) Using the archetypal areas ensure that your game will have a variety of areas that take advantage of familiar gimmicks that do not need to be explained. The Mario games in particular play well with these archetypes, drawing and playing off of player expectations in their designs.
Players enjoy a degree of familiarity, as long as it is not so familiar that it feels canned. The Castlevania games are a good example. In each game of the series, the player traverses through Dracula's castle. In each of the games, there is a significantly different rendition of the same familiar locations (such as Dracula's throne room, and the Clocktower area), but the developers are consistently adding completely new areas in each game as well. A mix of old and new, a blend of familiar and unexpected is ideal.
The Dead City area, in Dead Gear |
Icy Forest area, in Dead Gear |
-Kirb