I'd argue the best. Its lore, atmosphere, aesthetic, style and then boss fights and combat challenges -- I don't think I've ever found any Metroidvania or Metroid do it as good as or quite like Hollow Knight.
I'd argue the best. Its lore, atmosphere, aesthetic, style and then boss fights and combat challenges -- I don't think I've ever found any Metroidvania or Metroid do it as good as or quite like Hollow Knight.
Metroidvanias aren't for you, lesson learned.I absolutely hate all the backtraveling and finding routes, such a waste of time
It's definitely not that high up on my list, but top ten, certainly. I love my Metroids and Igavanias too much.I'd argue the best. Its lore, atmosphere, aesthetic, style and then boss fights and combat challenges -- I don't think I've ever found any Metroidvania or Metroid do it as good as or quite like Hollow Knight.
I've bounced off the game a couple times already and irritations like the map system, fast travel system and lack of any real sense of growth are the main reasons. After three hours of exploring I felt like was working too hard for upgrades that are considered basics in other games: maps, fast-travel points, a basic dash move.
Add to this this simplistic and uninspired combat and it's hard to stay invested.
Yeah, I don't mind this. I think it makes the game a bit less formulaic and "gamey" and more dynamic, as you (like, yourself, as the player) have to remember where to go and try not to get lost. I mean, the concept of really getting lost in games got... lost over the years, so it's a nice change of pace to me.I usually hate not having a map in games, and I don't remember having any issues.
So i've been getting into Hollow Knight (thanks Game Pass), as a sucker for a good Metroidvania i was keen to see how it compares to the greats (which IMO are Super Metroid and Ori). So far it seems decent enough but holy shit there are some deeply annoying game mechanics in there for reasons i can't understand. Primarily the map thing. So the game restricts proper map tracking and progress until you pick up a few items, which seems dumb but they are early enough in the game that it wasn't a huge deal. But the kicker is you need to find the map maker and buy his map for each new area you encounter before you can see yourself and the areas you've covered. And it's getting right on my tits. For me the joys of Metroidvania's is exploring the world, but that exploration is only enjoyable when you have a reference point for where you've been and don't need to worry about taking the "wrong" route. On multiple occasions now I have happened to go deep into an area and not come across the map guy. Meaning exploration is essentially constantly hamstrung by the lack of awareness about where i am or how far i've gone. It's super fun when you die as well and have to try and remember how the hell you get back to that area without a map to retrieve your Geo and sort out your magic capacity.
It's actively hampering my enjoyment of the game. I don't want to explore too far in a new area because it's just a nightmare without the map. So i end up backtracking on myself if i go too far without finding the map instead of naturally exploring and i'm second guessing myself constantly. There's one area that i've been through where i couldn't find the map and moved into a second unmapped area. I am dreading having to potentially go back there. I think the last time i was this aggravated by a game mechanic was BotW's weapon breaking thing.
Also the game map doesn't update until you sit at a bench. Just... why? There's few times i've ever wanted to be a PC gamer to mod a game but if i was playing this on PC i would immediately find a mod to get rid of this.
There's other things that are rubbing me the wrong way as well. The knockback thing when you attack enemies has fucked me over on more than one occasion. Healing being shared with abilities means i never want to use them in case i run into trouble and aren't able to heal. One of the joys of Ori's combat system was that you ended up unlocking fancy moves to use that didn't require resources to mix things up. So far i have a fireball type move and a ground slam but im using neither of them because i need the limited amount of magic you get for healing and opening up new parts of the map with the 2nd ability. The game seems extremely tight with health upgrades, i've been taking my time exploring as much as i can (map permitting!) and i've gotten one extra "life". It makes backtracking a pain because whereas say in Super Metroid if you needed to cross old areas you can blast through them with ease (also nicely demonstrating how powerful you're becoming) in HK you have to be as careful as before, or avoid combat as best you can which just makes it dull. The whole Dark Souls copying thing of dying and having to retrieve your corpse/currency is becoming a tired trope as well and it's made even more pointless by the fact that you can store Geo at a bank. Why even bother putting that in then?
I guess after hearing all the hype about HK being a top class Metroidvania i'm surprised at how much of a slog it is. Is this a common complaint or do i just need to git gud? It's especially rough having just finished Guacamelee 2 which was not at all interested in dicking the player around with arbitrary restrictions and just let you have fun. That game's exploration is the other extreme mind, it's patronisingly easy how the giant coloured coded blocks spell out what upgrade you need but that's a whole other topic.
But you didn't have to. Early on in the have you couldHaving to backtrack to your spirit after dying is one of the worst mechanics I've encountered in a game recently. The thing will even attack you once you make it back to it, which is sometimes like minutes apart from a save bench.
I've bounced off the game a couple times already and irritations like the map system, fast travel system and lack of any real sense of growth are the main reasons. After three hours of exploring I felt like was working too hard for upgrades that are considered basics in other games: maps, fast-travel points, a basic dash move.
Add to this this simplistic and uninspired combat and it's hard to stay invested.
Considering you have a Bloodborne avatar, I think you would love this game if you gave it a bit more time. The feeling of exploration without hand-holding (game isn't linear at all, you can decide where to go next from very early on, playthroughs can be quite different) and the quality of the bosses made me love this game as much as From titles since I've found them quite similar in some aspects. I see some people saying the Souls combat is nothing more than dodging and using R1, and while that's true at some degree (when some bosses only give you a very small openings making you use your fastest attack and dodge right after) I always felt that's selling the game incredibly short since the intensity of the boss fights is their strongest aspect for me, learning the patterns and when to go in and out without getting greedy. In HK the combat in general and boss fights are exatcly the same, it's not about a crazy moveset and combos. Though it's true that it takes a while to get all your moves and spells.
It's worth it though. These videos are end game content, showcasing two different builds (melee and spells) and also two boss fights from the last DLC.
Melee: https://www.youtube.com/watch?v=LJnpYTq8KWE
Spells: https://www.youtube.com/watch?v=WV8YjPF-w9w
Boss 1: https://www.youtube.com/watch?v=q9U0AJP1L-E
Boss 2: https://www.youtube.com/watch?v=1GkBmbOsynU
I don't agree with the uninspired combat at all, though I understand it can feel that way early on. Two things set it apart for me, your abilities reset when you do a "pogo" on the enemies head which give you a lot of mobility, and you generate soul to use your spells by hitting the enemies (3 hits -> 1 use of magic/healing) so there's no playing passively. These past few years I've been playing a ton of 2d games, especially metroidvanias, and HK is still the game with the tightest combat and best bosses (without gimmicks, thank god). A lot of games don't even let you attack upwards/downwards which is kinda infuriating after coming from HK lol
I liked the map mechanic. It made you feel lost and insignificant in a vast creepy world. If I could check my map every 2 minutes, I would feel much safer but I guess the developer wants to make you feel vulnerable and lost.
Yeah I love that it is not a extradiagetic thing running in the background of the game, but rather a gameplay mechanic that has a place in that world. It felt more natural and realistic than a map das does everything for you. It made the humming of the mapmaker a great moment whenever you encountered it, following his sheets of paper like breadcrumbs to his hideout.It seems to be the most divise aspect of the game, I usually see people either loving it or hating it.
I certainly loved that aspect of the game, I think it adds a lot to the exploration, the feeling of being somewhere unknown the deeper you go.
Team Cherry talked about what they were trying to accomplish with it at last year E3 for example - https://www.youtube.com/watch?v=7lLs9JJw3-s&t=2m20s - the feeling of being lost in this vast world without having a sense of how big it could possibly be. And they certainly nailed it.
Honestly this largely ruined the game for me. Whenever I think, hey I should finish Hollow Knight, I remember that, if I die, I will spend a lot of time I don't want to spend on something I don't want to do. And so I play something else.Having to backtrack to your spirit after dying is one of the worst mechanics I've encountered in a game recently. The thing will even attack you once you make it back to it, which is sometimes like minutes apart from a save bench.