I feel very comfortable putting it above both of those games lol.I'm about to beat it for the second time, then I'm going for the platinum. I feel very comfortable putting it on the same pedestal as Super Metroid and Symphony of the Night.
Lol I do too honestly, I'm just using those since they are the typical references for god-tier Metroidvanias in gaming 'canon'.I feel very comfortable putting it above both of those games lol.
It's a really beautiful game but the repetitive level geometry and messy layouts kill it for me.
This is one of those criticisms that always lacked teeth to me. It's like someone simply noticed that there are a lot of right angles in Hallownest and called it a flaw simply because they noticed it. I think one would have a tough time displaying how the areas in the game are repetitive simply because there isn't a hill. Joseph Anderson tried in his review and ultimately wasn't convincing.Glad I'm not the only one. What bothered me the most (on top of being repetitive) is how simple the terrain geometry is. There are never any slopes or curves. If you were to strip out the art and see only the terrain collision, all you'd see is rectangles with 90 degree angles. Even Super Metroid had plenty of slopes and curves.
Yeah I have to agree. Curves would add variety to the platform shapes I suppose, but there is already such a vast variety of diversity to engage with, I don't really see how adding a slope would be the deciding factor to take an environment from boring to interesting.This is one of those criticisms that always lacked teeth to me. It's like someone simply noticed that there are a lot of right angles in Hallownest and called it a flaw simply because they noticed it. I think one would have a tough time displaying how the areas in the game are repetitive simply because there isn't a hill. Joseph Anderson tried in his review and ultimately wasn't convincing.
Hi! Which opinion about game design are you talking about?How can someone listed as a "Game Designer" have such terrible opinions regarding game design?
I don't feel like this detracts from the game much given the degree to which those flat surfaces are used to facilitate wall jumps and dashing and super dashing. There's a pretty robust traversal system built around the simple and predictable geometry, which makes it possible to experiment with exploiting those systems to enhance exploration and combat.Glad I'm not the only one. What bothered me the most (on top of being repetitive) is how simple the terrain geometry is. There are never any slopes or curves. If you were to strip out the art and see only the terrain collision, all you'd see is rectangles with 90 degree angles. Even Super Metroid had plenty of slopes and curves.
I research a lot of games in order to better understand their appeal. This is a mix of playing them, watching videos about them, and listening to podcast coverage.