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Any good metroidvania recommendations?

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,278
^
Edit to my post above.

I've played some old early access version last year, stuff released recently looks like a "whole" game. Maybe.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,352
Location
UK
Even though it takes place in some teenager's head, main character doesn't have bouncy boobies but most others do?
 

Taim

Educated
Joined
Dec 30, 2020
Messages
72
Astalon is pretty good.

I've never been particularly nostalgic for SNES 8-bit chiptune shit - my first metroidvania was SoTN so thats where my rose colored glasses are, but even despite the aesthetic it's a pretty decent metroidvania.

Pros:
Decent exploration.
The characters start off very simplistic but it works and each of the three characters have their uses (although the wizard is clearly the best fighter).
Somewhat nonlinear.

Cons:
The music gets very fucking repetitive.
Enemies are pretty basic and don't react to your attacks at all. Main strategy is to get behind everything and wail on their backs before they decide to turn around.
A fair amount of backtracking.
There's a ton of ambiguity to the upgrades - often you have no idea what the fuck you just spent your currency on.

I've put about 5 hours into it and I'm still engaged.
 

Grauken

Gourd vibes only
Patron
Joined
Mar 22, 2013
Messages
12,787
Recently finished Astalon and the Record of Lodoss War metroidvania. Astalon is probably my metroidvania GOTY while the Lodoss metroidvania is utter drek, I'm happy to uninstall it

Another more obscure one is Space Cortex (https://brainos.itch.io/spacecortex) technically not a metroidvania but it feels like one (no mandatory upgrades but you want to get them anyway).

Think Hero Core (shmup crossed with a metroidvania) and it has local co-op with I haven't seen in this type of game before.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,352
Location
UK
Anyone got any thoughts on that ender lilies quietus of the knights metroidvania?
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,169
I don't know if it was already mentioned, but If you are looking for something truly masochistic, you should try Rain World.

Suggestion: if possible do not use a gamepad to play it. Apparently the game has been developed and beta-tested using a keyboard as a controller.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,169
There are no analog movements. What you need are precise keystrokes/inputs and with an analog controller they tend to be mixed up (https://rainworld.fandom.com/wiki/Controls). You can use the d-pad but I find it worse than using a keyboard.
If you are used to a gamepad more than a keyboard (or if you have a very good gamepad) maybe your experience could be different.
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,334
Location
Britain
Anyone got any thoughts on that ender lilies quietus of the knights metroidvania?
Yes, I am playing it and I think I'm near the end. It looks good and has nice music, there's plenty of backtracking and using new abilities to find secrets (though progression is fairly linear), and bosses are challenging. I find the spirit system to be very enjoyable and possibly superior to the souls/glyphs/shards of Igavanias. There are two very major failings, however. The first I suppose is more a matter of taste: the automap. It's not at all representative of the environment; instead each room is represented by a featureless oblong with vague lines showing connexions to other rooms. Some of these rooms can be rather large and parts of them may be inaccessible from a particular entrance. To compensate for the fact that the map doesn't show the rooms' layout, it instead directly tells the player whether or not there are unexplored exits/entrances and even whether or not the room is 'complete' (i.e. the player has found all items and secrets). I personally prefer a more representative map that leaves whether or not a room is done with up to the player's own judgment. Though I suppose it does encourage a lot of note taking.

The game's worst failing by far is the combat, which is bad because this is a combat focused game. There is no meaningful platforming whatsoever. The only good thing that can be said about traversing the map is that there's a sense of attrition because healing is so limited. The bad news is that this is done in the worst possible way: every room is absolutely littered with high HP enemies, one after another, without rhyme or reason. There's no sense whatsoever of pacing, tension, or intelligent design. Every room is an exhausting slog filled with enemies that are not necessarily challenging for a player who chooses his spirits wisely, but are tedious because they demand constant attention to deal with - rushing past them is often unwise because of the large volume of projectiles and high amount of contact damage. For a game that's supposed to be about atmosphere, this constant tedium and complete lack of craft and artistry completely destroys it. I don't recommend playing it.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
8,850
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An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
Deedlit in Wonder Labyrinth is getting its final update July 17.. I love bestiaries and glad they are including one:

● In-game achievements
- A total of 25 achievements to challenge the player

● A boss rush to test your skills
- A boss rush featuring all 13 bosses from the game.
Aim to defeat all bosses as quickly as you can to achieve the highest possible rank.

● A bestiary and image guides to help you learn more about the Lodoss world
- Addition of a bestiary, weapons list and magic list

● A New Game+ mode for those looking for a bigger challenge
- Includes 5 new modes such as "1 HP", "Spirit Level 1", and "Level 1"
You get to take on the challenge of trying to finish the game with 1 HP or staying at Level 1 for the entire playthrough
 

Lautreamont

Augur
Joined
Apr 22, 2012
Messages
300
Foregone

An obscure Metroidvania released in early 2020 that I found surprisingly enjoyable. Dilettantes of the genre won’t be impressed by the bosses or difficulty, so this is recommended if you want something on the easy side and after you’ve played through the standard repertoire of Metroidvanias. I wouldn’t call Foregone casual, but it’s not a Death’s Gambit or Hollow Knight in terms of challenging bosses and platforming. It’s touted as a blend of Dead Cells, Diablo, and 2D Souls, which is a fair approximation. Valfaris also comes to mind owing to the fast-paced shooting. The pixel art style is nearly identical to Dead Cells and the maps have a similar configuration. The loot system is derived from Diablo with its randomized color-coded drops that scale with the difficulty of the area. Like Souls, there’s bonfire checkpoints and the currency or "souls" for buying/upgrading equipment and increasing skill ranks is acquired and lost in a similar fashion.

No doubt some will be turned off by the box art. You play a stronk wahmen with a questionable hair style, but character and story are pretty much negligible here; just an artificial means of propelling you from one area to the next. Combat and exploration are where this game shines. Your character mixes melee, ranged attacks, and special abilities such as healing, AOE damage, and defensive buffs. All the abilities are useful in various situations. Healing is the most OP because apart from checkpoints and utilizing leech effects on some weapons, there’s no other way to regain health. Ranged ammo and the energy meter for using abilities are replenished through melee attacks. It’s like Valfaris in that regard. If you’ve played Valfaris, this can have a similar run-and-gun (and slash) experience without being brutally hard.

Bosses are a breeze to anyone who has played Dead Cells, Salt and Sanctuary, and Blasphemous. They have two phases and memorable attack patterns, all telegraphed generously. Foregone's bosses are quite bland and on NG+ they respawn and can be steamrolled as a method of grinding exp. It’s the levels that kept me going. I really enjoyed the platforming and enemy encounters. Combat is dynamic with a variety of weapon choices (spears, swords, daggers, pistols, shotguns, and gunchucks--yes, guns attached to nunchucks). Gameplay can waver between intense enemy congestion with a lot happening on screen to slower moments requiring methodical flanking of single enemies. Overall a decent game to get on sale - about 15 hours to beat.

 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,158
I suppose I should take the opportunity to talk about Ori 2 since it's mentioned here.

  1. It's more of a "proper" Metroidvania level-wise: At one point the game opens and lets you take certain sections however you like. There are some obviously meant to be done first, but if you're set to do something, the game will let you drown on your own.
  2. It has better combat, including bosses, combined with escape sections. While this may look jarring after seeing Ori established as a child in the first game, it's actually done for a purpose: If the first game was Ori in an unorthodox coming-of-age story, this one is his growth to adulthood and becoming a hero.
  3. The game is overall easier, but you can still try to sequence-break and get stuff you weren't intended to do.
  4. More shit to do in general, like speed races and combat challenges.
  5. Plot-wise is simultaneously stronger and weaker than the first one: While the fact there are more NPCs to talk, sidequests to do and so on, the story once it picks up is quite good. Although I don't like how the Ancestral Trees are now mere power-ups. In the first game, you were always given characterization of who used to be the poor sod you absorbed, no longer the case here. The endgame feels incomplete, the temple level is almost empty (plus there are many cut levels) and the ending is what used to be the original idea for the first game repurposed. Whether it works or not it's up to you. Beware those with sensitive hearts.
  6. Production-wise it's pure porn. Disable motion blur, then listen to the music and how cool Ori's movements and the scenarios are.
Overall, good on its own, but hopefully it will get a "definitive" edition that enhances it like the first one.

I haven't played Rainworld yet, but it looks quite cool. I'm not sure if it can be considered a "real" Metroidvania, but the game style is similar to one. It is hard and unforgiving and doesn't explain itself too well, for good and bad. On the plus side, there are three character types you can play as that double as difficulty levels, which change your gameplay style, as well as getting access to exclusive lore bits the other choices lack, with the most exaggerated example being the Hunter, a gamemode where your character is a better fighter than the previous two, but has limited diet options and a built-in timer of sorts before you die permanently.
The final level is also technically skippable since you can get to the final section of the game by exploring certain locations which are usually well hidden.
I'm still not sure whether it's better to play this with a keyboard or a pad. Oh, and there are tons of mods of all kinds for this game.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,930
Can't recommend as I haven't played it yet, but it's one of the most interesting looking metroidvania I've seen in awhile and I've been keeping an eye on it for several months. Just came out today.



Don't know when I'll be able to get it myself, but I thought it might pique the interest of a number of people around here too.
 

Lautreamont

Augur
Joined
Apr 22, 2012
Messages
300
3000th Duel (with the Wise Ones DLC)

This Metroidvania/2D Souls-like platformer has enough in it to recommend to fans of the genre, if you can look past the cutesy generic art style. I did not finish it, though, and stopped playing at the 15-hour mark or about 3/4 of the way through. I quit because the areas and bosses in the final stretch were too tedious and no longer fun. The last quarter of this game is the hardest Metroidvania experience I’ve had since Hollow Knight or Momodora. I'm guessing I needed to grind or find better weapons because the late areas seemed unfairly hard. At one point you fight four bosses in a row that you already beat earlier in the game.

Yet most of the time this game is just moderately difficult. For the first 5-10 hours the platforming and enemies are standard fare and bosses can be brute forced with traded blows. Once you unlock the NPC to buy weapons, you can purchase an OP lance and high crit sword that enables easy steamrolling for several hours. Beyond the halfway point, the difficulty spikes dramatically; bosses get HP bloat, employ tricky attack patterns, and deal massive damage or dangerous status effects. Some of the platforming in this game is also strenuous and allows no room for error; platforms are often hard to see off screen or blend in with the backgrounds. The DLC expansion—now integrated into the main game download—adds substantial content to the original, including new areas, bosses, equipment, and a NG+ mode.

+Combat is simple and satisfying, on par with Salt & Sanctuary.
+Controls are responsive with a variety of movesets requiring stamina management.
+Derives a lot of its mechanics from Dark Souls.
+Different builds possible through weapon choice, spells, skill tree, and stats.
+Exploration is rewarding with a ton of secret areas, hard-to-reach chests/upgrades, and unlockable interconnected areas.

-Shallow generic fantasy setting.
-Only 3 weapon types (sword, polearm, heavy two-hander).
-The map is confusing, backtracking is excessive, and figuring out where to go can be elusive.
-Late game difficulty spikes are jarring.
-When you die, your dropped "souls" turn into an enemy orb that you have to kill, which always requires three hits. Recovering your souls during boss fights or intense platforming gauntlets is annoying.

 

Lautreamont

Augur
Joined
Apr 22, 2012
Messages
300
Vigil: The Longest Night (with Bounty of the Night update)

Strong recommendation if you like Bloodborne and Salt & Sanctuary. The art direction, mechanics, and gameplay take direct inspiration from these games. On normal the game is fairly challenging, but it has some balance problems that trivialize the difficulty if exploited. For example, axes are OP. By unlocking the whirlwind ability in the axe skill tree, enemies get demolished just like Bloodborne’s spin-to-win with the axe. If you find the Double-headed Axe (in Flooded Area), which recovers health upon hit, you’ll cruise through the game and handle bosses a lot easier. Bows are also incredibly powerful and the mid-game Mechanical Bow—fully upgraded—shreds through everything.

A decent range of playstyles and builds are possible: there’s a sword, axe, dual blade, and bow skill tree. Combat consists of light and heavy attacks, charged attacks, downward attacks, and also special moves unique to some weapons. There are caltrops that can be lain like traps, a variety of consumable projectiles, and also unlimited-use magic items empowered by the arcane stat if you want a magic build. Grinding for money and exp isn’t necessary but generously accommodated since leveling up is fast. One checkpoint in Sewer on Estuary has a rolling spiked enemy that nets enough exp to level up every 5 minutes until level 70 if you want, or acquire 100k gold in short order using Golden Armor sold by the blacksmith; these armor pieces boost the amount of money enemies drop to ridiculous amounts.

+Nonlinear Metroidvania goodness with huge levels and different branching areas.
+Solid combat system similar to but more advanced than Salt & Sanctuary's.
+Fair difficulty and reasonable challenge on Normal; easier than Blasphemous and about the same as Salt & Sanctuary.
+Above-average story and lore told in a Soulsesque cryptic fashion through environment, readable notes, and NPC encounters.
+Light C&C via multiple endings and conditions in some of the side quests.
+Substantial length, taking about 30 hours to complete all side quests and explore everywhere.

-Mapping system could be better. The map fleshes out topography, but little else; hard to see which areas are unexplored.
-Needs more polishing and bug fixes. By the late game, weapons became invisible on my character so it looked like I was swinging empty fists.
-The input for dashing is annoying: a double tap on keyboard or double press forward on the analog stick sends you flying ahead. This often triggers unintentionally when trying to inch carefully to the edge of a platform or adjust my position between traps.

 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,278
Yup, played this one. It's more like a really short demo (just one location with a couple types of enemies) than a game. Great art, tho.
^
Edit to my post above.

I've played some old early access version last year, stuff released recently looks like a "whole" game. Maybe.
Finished the "final" version (1.1.1.8). Or, to be specific - gave it a try.

Pros:
- Great graphics and animation.
- Heart-pumping soundtrack.
- Interesting gameplay (some elements borrowed from shmups - Ikaruga's light/dark mechanic for example)
- Well-designed enemies (various weaknesses, patterns of attacks, etc).
- Very nice puzzle elements (you can manipulate doors, lifts, etc by firing arrow at cogs controlling them).
- Decent itemization (swords with different patterns of attack, same for bows).

Cons:
- Story doesn't make any sense for a person not familiar with Lodoss lore.
- Initial part of the game (~50%) is too easy, while the final part (~10%) is way too hard, with huge mobs of enemies, each of them requiring different approach - which is hard when there are 4 of them on screen at the same time.
- Most enemies can be killed efficienty only by getting close to them ASAP. If you let them "charge" their attacks, you're in trouble. Sadly, there's no way to "dodge forward" (close the distance to the enemy).
- Some special attacks are OP (magical orbs, dryad), some are totally useless (djinns).
- Didn't like boss battles right from the start (too shmupy). They require either close to perfect dodging skills, or spamming special attack. You get stunned way too often too. Generally I've noticed that trying to hit bosses with your sword is a bad idea, much better / easier is to keep your distance, manage your MP effectively (by draining enemy projectiles) and use only special attacks (MP-dependant)
- Just before the final battle there's a forced "defeat all previous bosses again" part, shortly followed by vertical area full of disappearing platforms (you have to start from the bottom if you screw up on the way). At this point I just went: "Fuck you, retarded autistic devs" and ragequit. There's difference between challenge and being intellectually challenged.

I don't remember the last time I've gave up on a game so close to the end:

APmujOl.png


But I hate being fucking trolled by retards.

:rage:

Verdict: :4/5: until the final part (and much better than Bloodstained for example), unfortunately goes full retardo after that.

*Edit:

Went back to the game, finished and deleted.

GdunT2U.jpg
 
Last edited:

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