Then talk about the aspects of design, or what devs think about it, or expose people to games. That is what the thread is for.
Not "OMG WHY ISN'T MEGA MAN ZX IN THE OP'S LIST?!". Because if you scroll through the past 3 pages, you will see that a lot of posts are only that.
And you'll notice it's there in that post as well.
the ZX line of Megaman games were essentially at the same time a new take on megaman and dabbing into Metroid type of exploration focused gameplay.
ZX is the true experiment, it basically took levels like you would see in any Megaman games.
Cut them in 4 parts each and arrange them in an openworld manner.
The map system provided was rudimentary but once you get it, you can never get lost.
The game is also full of small missions to basically teach you the levels and how to navigate the game world.
The general progression of the game is gated by locked doors more than skills to get and there is usually always a choice between 4 bosses/levels to tackle on ala regular Megaman.
People had issues with ZX structures, complaining that it was too easy to get lost and that the Zero games were better (while forgetting that the Zero games were pretty much preparing the way ZX would be, levels are arranged in a big map and you only tackle them 1 by 1 because you were warped at the start of a section).
so they dialed it back in ZXAdvent.
Basically the game is no longer one big interconnected world, it's a set of levels you access from a hub. There is never any chance of being lost because the structure of the game never allows it.
ZXA features map similar to the one found in ZX but since the structure of the game is starshaped with a central hub, exploration is kept to a minimum.
Basically while ZX is by no means the most complex exploration based game (it's an action Megaman game with a heavy focus on patterns and enemy waves after all), it is the closer template to the metroidvania exploration based game.
ZXA is closer to early Zero games that had exploration elements but these elements were largely irrelevant to the point of the game.
They also have great music and good graphics.
ZXA being the more kitchen sink approach to the genre where ZX is really about mastering the various transformations you get.
Both games can be finished with just the base form if need be and both games (bosses included) are tailored to the skillset you have at the very beginning.
Again the point of my post never was "OP list suxxxor" but more "look at megaman ZX, it's like ZXA with a heavier focus on exploration and a more interconnected world"