Valky
Arcane
More of a sidescroller than a metroidvania but Trine 2 is a beautifully made game, very fun.
More of a sidescroller than a metroidvania but Trine 2 is a beautifully made game, very fun.
More of a sidescroller than a metroidvania but Trine 2 is a beautifully made game, very fun.
Why would you dilute a specific request for metroidvania recommendations with standard platformer recommendations? Do you just like to watch yourself type?
Effectively yes.That's the one that replaces boss fights with "run away sequences", isn't it?I still recommend Ori And The Blind Forest (DE), whether it counts as a full metroidvania, metroidvania lite or just an open structured platformer with skill-based exploration and backtracking.
My only gripes with this game are that it is too short (at 10+-2h), combat is about as barebones as it gets and there is one moment in the story that feels a bit like an asspull.
Everything else is an unusual combination of brilliance with insane amounts of polish:
- Visuals are insanely gorgeous (you might as well measure framerate in wallpapers per second and it looks even better in motion)
- Animations are ultra-smooth and detailed (there are transition animations between pretty much all animations)
- Each location has its own distinct audiovisual flavour and apart from the most interconnected hub-like ones unique mechanical gimmick
- Soundtrack is awesome
- The game does an admirable job engaging the player story-wise (even though the story is simple)
- Story is well constructed and logically consistent
- Platforming is both hard and very satisfying mechanically, especially after you get what amounts to Ori's signature move - bash, that effectively transforms enemies from obstacles into potentially very valuable assets
- Novel save point mechanics ensures that you can save almost whenever you please and minimizes pointless backtracking on failure, while at the same time preventing cheesing through save-spam
- The controls are incredibly smooth and responsive
As a general addition they would be fine.Effectively yes.That's the one that replaces boss fights with "run away sequences", isn't it?I still recommend Ori And The Blind Forest (DE), whether it counts as a full metroidvania, metroidvania lite or just an open structured platformer with skill-based exploration and backtracking.
My only gripes with this game are that it is too short (at 10+-2h), combat is about as barebones as it gets and there is one moment in the story that feels a bit like an asspull.
Everything else is an unusual combination of brilliance with insane amounts of polish:
- Visuals are insanely gorgeous (you might as well measure framerate in wallpapers per second and it looks even better in motion)
- Animations are ultra-smooth and detailed (there are transition animations between pretty much all animations)
- Each location has its own distinct audiovisual flavour and apart from the most interconnected hub-like ones unique mechanical gimmick
- Soundtrack is awesome
- The game does an admirable job engaging the player story-wise (even though the story is simple)
- Story is well constructed and logically consistent
- Platforming is both hard and very satisfying mechanically, especially after you get what amounts to Ori's signature move - bash, that effectively transforms enemies from obstacles into potentially very valuable assets
- Novel save point mechanics ensures that you can save almost whenever you please and minimizes pointless backtracking on failure, while at the same time preventing cheesing through save-spam
- The controls are incredibly smooth and responsive
They are pretty fun (or FFFFUUUUn, depending on your skill) too.
I thought soul reaver's gameplay was garbage.One older recommendation for certain values of metroidvania - the original Soul Reaver.
In terms of overall structure (exploration and skill use) it's actually quite similar to Ori, although obviously it differs in tone and amount of combat focus. Raziel is rather more talkative as well.
As befits a game centered around movement rather than combat, you get escape sequences rather than boss battles in Ori.I think the last few years have been pretty good for metroidvania fans (I actually have some I haven't even played yet), and while Hollow Knight is the high point, in my opinion, it doesn't detract from all the other good ones we got, and Ori is up right there. The only thing I was missing was boss fights, but otherwise its a lovely game
Works for me and it's not like platformers are my go-to genre when it comes to killing stuff (hell, up until Ori I was completely disinterested in platformers for the better part of the last three decades - Ori took me by surprise and frankly stunned me senseless).
As for the Hollow Knight, I'm strongly considering getting it.
My main worries are the checkpoint system (I don't like games wasting my time) and the fact that the animations seem choppy and I'm not really a fan of visual style (not concepts themselves, those are fine, but linearty stuff).
Plus I'm not sure if I'm going to like your typical combat heavy 2d metroidvania.
On the upside, I would definitely prefer a longer game and while I don't mind handholding (or in Ori's case funneling), I could definitely do without.
There are several (repeating) miniboss types if you really crave boss battles.As a general addition they would be fine.
As a direct swap for proper bosses they were a miss.
Why? It's not a platformy kind of 'vania but once you get your bearings with the unusual controls it's quite nice with decent combat putting emphasis on dodging and agility (both Raziel and his vampiric opponents are fast and once you get SR you need to stay at full health to be able to use it), making a nice contrast between humans and vampires (human cultist and vampire hunters can be very deadly, but they are fragile - one TK slam into a wall and they die, vampires OTOH can't be killed without using environmental hazards, impalement + soul suck or SR), allowing instakill snipe/sneak attacks; and some nice puzzles often relying on plane shifting and differences between plane properties. You also get some nice exploration and backtracking, where gaining the ability to survive water immersion marks a major change in how water affects gameplay.I thought soul reaver's gameplay was garbage.
The combat was ok, but I don't particularly like lock-on based combat, because usually if you have lock-on combat, then the controls are shit.There are several (repeating) miniboss types if you really crave boss battles.As a general addition they would be fine.
As a direct swap for proper bosses they were a miss.
Personally I'm not sure I would want them given combat being so bare-bones.
Maximum airtime platforming is when Ori truly shines (pun intended).
Why? It's not a platformy kind of 'vania but once you get your bearings with the unusual controls it's quite nice with decent combat putting emphasis on dodging and agility (both Raziel and his vampiric opponents are fast and once you get SR you need to stay at full health to be able to use it), making a nice contrast between humans and vampires (human cultist and vampire hunters can be very deadly, but they are fragile - one TK slam into a wall and they die, vampires OTOH can't be killed without using environmental hazards, impalement + soul suck or SR), allowing instakill snipe/sneak attacks; and some nice puzzles often relying on plane shifting and differences between plane properties. You also get some nice exploration and backtracking, where gaining the ability to survive water immersion marks a major change in how water affects gameplay.I thought soul reaver's gameplay was garbage.
It's a gud game.
System shock 1 vs 2, what's your opinion? Which one is better and why?I maintain that System Shock 1's level design shares many salient features with that of a Metroidvania, with sprawling nonlinear levels gated not just with keycards (where the comparisons between Dark Souls and Metroidvania end) but also with character upgrades which grant the player new ways to interact with their environment through movement physics and hazard protection. As you explore the densely branching levels of Citadel Station, which are connected by multiple individual elevators just like in Super Metroid, you'll find areas which are inaccessible because you lack a keycard or access code, there's an obstacle in your path which requires an ability you lack, or you've approached them from the wrong side. This inspires the same gameplay loop as a Metroidvania, where you take note of the places you can't yet reach and return or loop around to them when you've obtained the correct tools, items, and info, eventually mastering the layout of the entire game world as you zip and blast your way through now familiar interconnected spaces. There's even a highly granular automap that fills in as you explore, which has always been one of the most joyful aspects of these games for me. I'd also argue that it fits the bill in terms of atmosphere and a coherent sense of place with its world design (something it has in common with the other games in the Looking Glass lineage), which is impressive considering it was contemporaneous with Super Metroid and did it in 1st-person with 3D environments eight years before Metroid Prime.
Obviously it's not totally the same, with less focus on platforming, a smaller suite of puzzle-solving abilities, very few bosses, and a much greater emphasis on emergent open-ended gameplay and explicit goals delivered by audio logs and emails. But if you're looking for an innovative and complex 3D hybrid game with Metroidvania-like level design which leaves it up to you to explore and figure things out for yourself, System Shock 1 is a must-play. Plus the source port is out now, so you no longer have any excuse
System shock 1 vs 2, what's your opinion? Which one is better and why?I maintain that System Shock 1's level design shares many salient features with that of a Metroidvania, with sprawling nonlinear levels gated not just with keycards (where the comparisons between Dark Souls and Metroidvania end) but also with character upgrades which grant the player new ways to interact with their environment through movement physics and hazard protection. As you explore the densely branching levels of Citadel Station, which are connected by multiple individual elevators just like in Super Metroid, you'll find areas which are inaccessible because you lack a keycard or access code, there's an obstacle in your path which requires an ability you lack, or you've approached them from the wrong side. This inspires the same gameplay loop as a Metroidvania, where you take note of the places you can't yet reach and return or loop around to them when you've obtained the correct tools, items, and info, eventually mastering the layout of the entire game world as you zip and blast your way through now familiar interconnected spaces. There's even a highly granular automap that fills in as you explore, which has always been one of the most joyful aspects of these games for me. I'd also argue that it fits the bill in terms of atmosphere and a coherent sense of place with its world design (something it has in common with the other games in the Looking Glass lineage), which is impressive considering it was contemporaneous with Super Metroid and did it in 1st-person with 3D environments eight years before Metroid Prime.
Obviously it's not totally the same, with less focus on platforming, a smaller suite of puzzle-solving abilities, very few bosses, and a much greater emphasis on emergent open-ended gameplay and explicit goals delivered by audio logs and emails. But if you're looking for an innovative and complex 3D hybrid game with Metroidvania-like level design which leaves it up to you to explore and figure things out for yourself, System Shock 1 is a must-play. Plus the source port is out now, so you no longer have any excuse
I'm not a fan of lock-on combat, but SR1 did it right with rapid engagement and disengagement and fast forward/backward/circling movement. The controls were weird but serviceable.The combat was ok, but I don't particularly like lock-on based combat, because usually if you have lock-on combat, then the controls are shit.
I think it was great mechanics because it encouraged striving for perfection without forcing you to be perfect.Having to have full hp to use SR I didn't like and thought it was a shitty gimmick, soul reaver 2's implementation I liked much better.
Block pushing were ok, if bog-standard, but it's really the other puzzles that take the cake. They could be quite creative relying on your different abilities and differences in how material and spectral realms worked.The puzzles I guess are ok? But a lot of them are block pushing shit, and they can get tedius at points, especially if you want/need to take a break, then you'd need to find a save point, etc...
WTF? How the fuck can you be so wrong?Also, I hate how the plane shifting is done in the legacy of kain games, I think it's really annoying how they limited it to certain places, I absolutely hate it! Why couldn't they just give you free rein over it? It would have been much cooler and much less gimmicky ffs! Then they could have more interesting puzzle designs too!
Even a metroidvania needs ways to gate player. Continuous obstacles are a good way to curb in an ability to go through discontinuous barriers.Also, coming from a metroidvania perspective, I thought the upgrades were garbage too. Being able to shift through cages? Ok, NO WAIT! Being able to shift through cages ONLY in the green plane! Ok...
NO WAIT! Being able to shift through cages ONLY in the green plane, BUT we'll mostly use giant metal slabs instead! Ok, gg, best devs ever.
If anything 3D allows for more complex design for obvious reasons.The only downside of 3D is probably less overall complexity in level design, I doubt a 3D Metroidvania will ever top Super Metroid in this regard.
WTF? How the fuck can you be so wrong?
First, you could always go to the spectral at any place or moment, only the return trip to the material required fairly generously placed portals.
Second, unlimited warping back and forth would break pretty much everything - combat (where it would become an extremely tedious variant of timefreeze plus teleportation, plus healing), puzzles, everyfuckingthing.
Yes, there need to be ways to gate players, but I didn't like it how they done it, it seemed too obvious to me that "cages" were placed there for a reason for the player, rather than built by soldiers to keep something away.Even a metroidvania needs ways to gate player. Continuous obstacles are a good way to curb in an ability to go through discontinuous barriers.Also, coming from a metroidvania perspective, I thought the upgrades were garbage too. Being able to shift through cages? Ok, NO WAIT! Being able to shift through cages ONLY in the green plane! Ok...
NO WAIT! Being able to shift through cages ONLY in the green plane, BUT we'll mostly use giant metal slabs instead! Ok, gg, best devs ever.
Climbing was indeed meh.
Since the portals were so generous - why whine about them?Since these portals were so generous, should have just fucking removed that shit and given you the ability to shift at any point.
You fight a vampire thing, you shift into spectral (time stop in material because that's how it works and puzzles rely on that) shift into material in a different spot - like behind vampire's back, kick it in the ass once, rinse, repeat.Yes, obviously it would fucking break the game if you gave player full freedom with shifting, that's why you have to re-design it somewhat. Also, how would it break combat? You fight a vampire thing, if you lose against it you auto shift to spectral place and then you fill up on hp and shift back... wait a second, that's how they done it!!!!
Bars are common way to not let people in and were used quite naturally in SR. Solid doors are another common method of not letting people in - likewise.Yes, there need to be ways to gate players, but I didn't like it how they done it, it seemed too obvious to me that "cages" were placed there for a reason for the player, rather than built by soldiers to keep something away.
Quite frankly, once you've played Hollow Knight, Super Metroid, and perhaps the best 2-3 Castlevanias (whichever those are; I've played so many over the decades that I have trouble distinguishing one from the other), you can hang up your hat. You've seen the best the genre has to offer.
Quite frankly, once you've played Hollow Knight, Super Metroid, and perhaps the best 2-3 Castlevanias (whichever those are; I've played so many over the decades that I have trouble distinguishing one from the other), you can hang up your hat. You've seen the best the genre has to offer.
That's like saying you can stop playing RPGs, we already had Wiz7, the Goldbox games and Fallout, nothing else will ever come close. I rather try out new games and see what they have to offer. Axiom Verge, Environmental Station Alpha, the one with the Mexican theme, lots of other metroidvania that have great gameplay and interesting ideas
Since the portals were so generous - why whine about them?Since these portals were so generous, should have just fucking removed that shit and given you the ability to shift at any point.
I don't understand, how is that scene different between the normal SR way or the SR with no shifting restrictions?You fight a vampire thing, you shift into spectral (time stop in material because that's how it works and puzzles rely on that) shift into material in a different spot - like behind vampire's back, kick it in the ass once, rinse, repeat.Yes, obviously it would fucking break the game if you gave player full freedom with shifting, that's why you have to re-design it somewhat. Also, how would it break combat? You fight a vampire thing, if you lose against it you auto shift to spectral place and then you fill up on hp and shift back... wait a second, that's how they done it!!!!