You should try out the Igavania ones OP. Not as hard as Hollow Knight but they're quite enjoyable since you're into metroidvanias now.
Watcher Knights and Flukemarm are just a bit dull to me, especially Flukemarm. To be more specific, Watcher Knights I find too long for how repetitive it is, most of the fights where the bosses don't have too many moves are over pretty quick, and Flukemarm I've always just found annoying to fight.
Yeah, I think an extra two or three stations would be enough for me, some are just a little too far apart. An expensive consumable item to return to the village would be good too, restrictive at the start but more useful when you already have much of the map unlocked and are going through the motions just backtracking.I recently finished Hollow Knight and I absolutely loved it. Such a well polished game in terms of art, gameplay design, lore, music. But it's not perfect. By the end I was definitely finding the backtracking and lack of (enough) fast travel options to be unnecessarily painful.
9.0 from me.
I got to the end boss and couldn't beat him. There's still a bunch I didn't get, but it's so hard to find stuff I never did.You're gonna love Ori, believe me.
Hollow Knight is an amazing game. I really had a blast with it. Unfortunately I could never finish it since the boss fights got too hard for me.
I have been following hollow knight for a while but have still yet to play it. Love the artstyle and metroidvania gameplay but am worried the difficulty curve will be more frustrating than rewarding for me. Does it have difficulty options?
No, there are no difficulty options. A lot of the more difficult stuff is optional so you can just skip some of that if you find it unenjoyable, but there are still some difficult mandatory bosses that will take some time to learn. The game is quite generous with it save spots though, and you don't necessarily have to replay a lot of stuff if you do die, so it never got too frustrating for me even though I died a lot.
You don't have to backtrack 5min to any boss, most areas have a shortcut to the boss room.I really really wanted to love this game. Counted down the days until it hit the Switch.
But banging my head against the bosses and backtracking 5 minutes through the level only to lose again and repeat the process wasn't fun to me. I didn't actively quit the game, I just started a different game and just never came back to Hollow Knight.
Those are the ones that are more Metroid than Vania (like Hollow Knight), and I mostly agree with you. The SotN influence is what really made this genre great. Without stats and gear, these games can be extremely unfun at times.Tried it on switch a few months back. Beautiful, atmospheric, tight controlling game but it just wasn't for me.
I don't get into metroidvania games in general. Once I spend an hour not knowing where to go you've lost me. Just don't have time for that.
I enjoyed it a hell of a lot until I started aiming for the platinum trophy. Fuck the Pantheon. Hate every second of that. Really killed any enthusiasm I had to play it ever again :(
Instead of saying they screwed it up, you could just say it sucks, because they absolutely did not screw it up. Hollow Knight didn't wind up with a radically original mapping system by accident, like no one on the team had played a Metroidvania and they didn't know how maps usually work in these games. They built a map system carefully designed to get the player lost sometimes. I love it, you hate it, that's fine.Yeah, a little further on now... the "not having a map until you find the guy to buy it" thing is still garbage. Totally sucks the fun out of exploration, which should be the entire point of a game like this. Also artificially pads the length by making you constantly backtrack through shit because you don't know where you are.
The map is such a critical aspect of this genre, I really can't believe they screwed it up like this.
That would be a neat idea. And I actually liked the backtracking at the beginning but near the end it was just an unneeded chore...Yeah, I think an extra two or three stations would be enough for me, some are just a little too far apart. An expensive consumable item to return to the village would be good too, restrictive at the start but more useful when you already have much of the map unlocked and are going through the motions just backtracking.
Isn't the team only a handful of people? Forgive me for thinking perhaps they might be fallible humans.Instead of saying they screwed it up, you could just say it sucks, because they absolutely did not screw it up. Hollow Knight didn't wind up with a radically original mapping system by accident, like no one on the team had played a Metroidvania and they didn't know how maps usually work in these games. They built a map system carefully designed to get the player lost sometimes. I love it, you hate it, that's fine.
That's a feature!I just started and I have no idea where to go or what im supposed to be doing.
Just a few beginners tips-I just started and I have no idea where to go or what im supposed to be doing.
Isn't the team only a handful of people? Forgive me for thinking perhaps they might be fallible humans.
But fine, have it your way: the map system sucks. The constant, infuriating backtracking sucks. The combat sucks. The poorly telegraphed ways to access new areas suck.
The overall game just isn't very much fun at all. It's nice to look at, but that's about it.
Peak overhyped, pretentious indie.