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Any good metroidvania recommendations?

Modron

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Oh I do agree the nu Jedi series were designed from the ground up to be 3D Vanias with Dark Souls combat. My contention was that calling them Vanias would lead to a category with far less cut and dry boundaries because there are more mario inspired 3D platformers which also have stuff gated by new abilities.
 

Valestein

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Oh I do agree the nu Jedi series were designed from the ground up to be 3D Vanias with Dark Souls combat. My contention was that calling them Vanias would lead to a category with far less cut and dry boundaries because there are more mario inspired 3D platformers which also have stuff gated by new abilities.
At the very least 3D 'vanias are a sister genre to the classic 2D ones. It'd be hard to argue the Metroid Prime games in particular aren't like the 2D originals in what they're going for(oh how i wish they'd get ported to PC and to play them with KB/M)
 

Machocruz

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I don't think 2D is absolute, but it shouldn't be casually disregarded either. I've seen this elsewhere and then the next step is that the world doesn't have to be labyrinthine, and then no backtracking, and then now powers, and then....

Nowadays people groups things according to general, fuzzy criteria (e.g. saying any old game is like a RPG if it has "upgrades" when the kind of upgrades RPGs traditionally have are quite specific). Metroid was doing specific things that made it what it is, and then SotN added some things to that that were specific which lead to "metroidvania". So the more of those same specific things that a game does, the more it qualifies to be considered one of those, imo.
 

Retardo

Learned
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Bought Nine Sols on a whim and played for about 110 minutes.

Artstyle is p good, mudic is kinda unique cool if u like weird vaguely asian sound - the closest I can come up with is ruiner ost, but way more asian.
Combat and platforming are way more forgiving than expected - I'm bad at parrying mechanics, and had to resort to cheats when playing sekiro, but here its actually ok: movements are generally readable, parry window is ok, and havent seen evil moveset shit like in lies of pp so far.

Translation is better than average.

Only two negatives so far:
- dialogues are mostly not fully voiced, and they just make weird sounds/say 1-2 words in Chinese
- while in general the whole cat-people thing is much less degenerate than expected, there's something inherently cringey in hippy cat-dude in a bathrobe chilling on a levitating rock, or statues of a ripped cat wearing track pants.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,585
Still nothing about Silksong.
Calling it now: It will be shit.
Yeah people keeping defending them saying to trust them, but these overly long dev cycles tend to be the result of mismanaged shitshows with scope creep or endless revisions that end up being an unfinished mess no matter how long they took. At some point you know the development took some sort of autistic turn and they started adding individual leaf physics and genetics to the trees or something.
 
Self-Ejected

gabel

fork's latest account
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Or they're going the sweet baby way and rewrite everything.
Whatever the case may be, it will be shit.
 

Grauken

Gourd vibes only
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Upcoming metroidvania with NES-style graphics about WW2, now that's something I can say I've never seen

 

spekkio

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Sep 16, 2009
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BROs, completed Blade Chimera's Demo and loved it. If you prefer movement-focused 'vanias over combat-focused ones, give it a go.
 

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Augur
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Aug 11, 2015
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Reviews are useless so far. Constant references to a dunkey and Halo 2. Average person is an NPC these days. Sad.

At first glance, it looks like Rain World Light. Is it at least somewhat challenging?

Anyone played this yet? It has rave reviews, 10/10s, but I don't trust 90% of gamers. I don't trust 90% of codexers either, but maybe the 10% will chime in.

I'm only a few hours in, but: It's 60% puzzles and 40% exploration. There doesn't seem to be any proper combat, the enemies are obstacles to be avoided or overcome by using your items(which so far have been unusual by genre standards, and have multiple applications). It feels like almost every screen has at least one hidden item or passageway. The difficulty curve has been reasonable so far, with simple secrets and puzzles gradually leading to tougher ones, and I imagine the truly bullshit challenges are reserved for the postgame. The game also appears to be almost entirely bug-free. My main criticisms are that the graphical style and sound are just okay, and I don't like that you play as a cute featureless blob; tired of that shit. If you enjoyed La Mulana, you'll probably appreciate Animal Well. Hell, I despised La Mulana and I'm having fun with Animal Well.

Bought this on the back of the La Mulana shoutout but the lack of key remapping is driving me up a wall. The beginning looks very promising tho
 

Jrpgfan

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So, what's Kodex Konsensus on Animal Well? Is it good or just another pretentious 2deep4u pixelart trash?
 

Sukhāvatī

a.k.a. Mañjuśṛī
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Castlevania: Curse of Darkness on the PS2 usually gets lumped with the "3D Castlevanias are bad" crowd, but it's a pleasant surprise. The different weapon systems, thieving mechanic, and familiar evolution trees, alongside that they're pretty obviously were going for a SotN 2 in 3D also helps, worth checking out if you like Devil May Cry etc. The previous game Castlevania: Lament of Innocence is a lot more basic, but probably has the most impressive Castlevania subweapon system going for it which I wasn't expecting too.
 

HansDampf

Arcane
Joined
Dec 15, 2015
Messages
1,525
I played Animal Well (but I'm not the Kodex Konsensus, so this is just like my opinion man). Got the first ending. Used a guide to get the second ending. Then I lost interest. Well, technically, I lost interest even before I got the second ending, but I wanted to see what happens. There is still a lot more content.

First of all, hating this game because of dunkey is retarded. Dunkey didn't make the game. Billy Basso did. Any hate should be directed at Billy Basso. :M

Here is a spoiler-free-ish overview of everything up to the first ending: The goal is to collect 4 flames which are marked on the map. This took me 5-6 hours. The game is mostly a puzzle-platformer at this stage. You don't have to deal with any of the cryptic riddles. There is no real combat other than occasionally scaring animals away with a firecracker. You'll find items that you can use as tools for platforming, hitting switches, solving puzzles, etc. They are all children's toys (e.g. a bubble wand), and each of them has multiple functions that you have to discover for yourself. Some of them are unique (or rare) for Metroidvanias. Not sure if this is considered a spoiler, but here are some abilities you won't get in Animal Well: Double jump. Wall jump. Dash. Hookshot.
If this sounds interesting to you, you can have a good time with the first part and be satisfied. Maybe continue and find out how much farther you can get without a guide. But the price is a bit high if you're only going to see a fraction of the game.

The goal for the second ending is
to find all 64 eggs, and then ... do something.
Unlike the flames, the eggs are not marked on the map. There aren't even any hints that point you in the right direction (unless there is a trick I'm not aware of, which I wouldn't rule out in this game). When you are looking for the last few remaining eggs, they could be anywhere. It's like finding a needle in a haystack. And before someone mentions it: Yes, I know with the UV lamp you can see an egg symbol in rooms that have a hidden egg. But you still don't know which rooms to check, so it doesn't improve the situation much. The UV lamp is also probably the last item you will find and is not strictly required to get the eggs. So for the last 4 eggs, I decided to use a guide to show me in which rooms they were hidden to speed things up.
My total time: 13 hours.


New items later also have a tendency to practically force you to revisit every room because they may have potential uses everywhere. It's a pattern that repeats again and again.
There is a fast travel system, except I wouldn't call it fast. There are a few portals at the corners of the world that lead to a fast travel hub. But the path to the nearest portal and then from the exit portal to your destination is still a long way. You end up staring at the map for long times trying to find the shortest path. There is a trick that helps with fast travel, but it's also a riddle you have to solve, and you may not even realize that there is a riddle. I found it very late, so your experience may differ.
Then you may have to repeat puzzle sections again that you've already solved, which is boring. And since all your abilities come from the items (but you can only equip one at a time), you have to constantly switch between them. You can scroll through them with LB and RB, which isn't a problem at the beginning when you can still count the number of items on one hand. But that number keeps growing more than you'd expect. You often need item A for platforming, then item B for a different kind of platforming, but you also want to check every room with items C and D, and so on. Constantly scrolling left and right, trying to find the right item. It's so awkward to play. They should have copied Zelda and let you put multiple items on 3 or 4 different buttons for quick access.

Overall, this is an interesting game with some cool ideas. The first part is good. But I didn't find the later puzzles engaging enough to put up with all of these issues and continue. The later stages only work with a big community where there are always a few people that are autistic dedicated enough to spend over 100 hours with the game to search every pixel and share their findings. And there is at least one puzzle that is impossible to solve alone.
 

Spukrian

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May 28, 2016
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Lost Continent of Mu
I played throguh the Supraland trilogy, they're First Person Metroidvania Puzzle games. Very good games, but probably not for me.






Supraland is described as a mix of Zelda, Metroid and Portal. Sort of an accurate description.

The Puzzles: many were great, some frustrated me. And it took me a long while to figure out why. Basically it's that I expected a certain degree of freedom in this game, but there isn't any really. You always have to solve the puzzle the way the developer intended.

The Exploration: Well... it's good. The problem I had was that most of the good traversal powers are found late game and exploration untill then is tedious.

The Combat: I absolutely hate the combat in Supraland. I don't want to go into details.

I played the DLC, Supraland Crash:
*More linear experience, for good and bad
*Less combat and enemies don't respawn, nice!

I played the stand alone expansion, Supraland Six Inches Under:
*Combat is actually better and no respawning, great!
*Half of the game is after you win the game. What's up with that?

With all that said, I'm the type of person who would like to 100% a game like this but for some reason I don't want to do that. I guess I have to get good at these kind of games...
 

Valestein

Arcane
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Strap Yourselves In
Bought the Rebel Transmute/Bio Gun bundle. I'll wait until the latter is complete before i start it.
 

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