Yeah? I posted once or twice in HK threads and have played ton of games without posting about them before.Am I to believe that all these people have played HK when so many haven't posted even once in any of the HK threads?
Yeah? I posted once or twice in HK threads and have played ton of games without posting about them before.Am I to believe that all these people have played HK when so many haven't posted even once in any of the HK threads?
From what I understand, SoTN was pretty easy, especially if you grinded your levels up. No such opportunity presents itself in Hollow Knight, unless you count getting upgrades and "life meter" expansions a thing. Otherwise it comes down to memorizing the tells of each boss and learning how to dodge them.
In a way, it reminds me of Order of Ecclesia's difficulty, but slightly more accessible. Don't expect to cheese your way out of boss fights, but trying combinations of different charms could help.
Am I to believe that all these people have played HK when so many haven't posted even once in any of the HK threads?
But decades of legendary status are meaningless if you're talking about the new standar.
I think Hollow Knight plays way better than Super Metroid offering a similar level design but much much better movement and combat. Havent played Sotn for more than 10 minutes, but that was because it plays like a NES platformer (in the MC movement) and as a platformer fan that is irritating to me.
I get it, those games did set a high bar some years ago, but I think Hollow knight sets the bar higher and should be the new game in the genre to compare, nostalgia or how innovative the game was when it realeased shouldnt matter.
It definitely has that art style popularized by Alien Hominid look, a flash game.
I see what you mean by the feeling it creates, but it does not have a bigger map (google maps of both), and in reality the second castle is hot garbage.Realizing that there's a whole second castle to explore? Let me remind you that Symphony has the biggest map out of the three games, and there's a SECOND one on top of that. Bruh. Igarashi's ambition to make Symphony a game that players will play forever was met as soon as he designed that second castle.
Yes. For production values, it has great visuals, with amazing animations, vibrant environments (even the gloomy insect caves still feel swarming with life) and great monster designs. Music is beautiful and moody, with epic boss themes. It's just very polished, especially considering the size of the team. For gameplay, you get the typical Metroid-like progression, with rewarding exploration, huge levels, intricate maps, full of secrets everywhere. And it's tough as nails* at times, both in terms of combat and platforming. It plays very fluidly too, no controls issues whatsoever.
I can't conceive of any universe where this is true, and I love SotN to death. Combat is the weakest aspect of SotN (that and its menus and flood of useless items, lol).
Bullshit.Looks like something I'd play/watch on New grounds in the year 2006.
It's not a Souls-like. Literally the only "Souls-like" aspect is having to retrieve your lost geo, which is similar to retrieving your lost souls (and geo is really not as important as your souls).
It.... really, really doesn't. Look up "Alien Hominid flash" in Google images. Especially animated gifs. Then get back to me.It definitely has that art style popularized by Alien Hominid look, a flash game.
Agree, SoTN is a great game to experience for the graphics and music and atmosphere, but is a design mess, including the level design, progression design, and combat.I can't conceive of any universe where this is true, and I love SotN to death. Combat is the weakest aspect of SotN (that and its menus and flood of useless items, lol).
What! No way! Just look at the gulf between them. Behemoth's games are a refinement of that Alien Hominid art style, but Hollow Knight is just not like that at all. This doesn't even touch upon how the two look in motion.It definitely has that art style popularized by Alien Hominid look, a flash game.
Alien Hominid said:
Hollow Knight said:
I agree with almost everything you said and glad you brought this up because this is what makes the backtracking imo. When the rooms on the map have an identity, you have a brief idea where you need to go when you feel "stuck". It's pretty incredible how not only does it apply to the 2d games but it also applies to Prime as well. Everytime Samus gets a power-up it makes you think and want to retrace your steps and think back to a particular room where the power-up might be of use.Let me start by saying all three games are strong GOAT contenders, like as in you could put any of three games in your 1, 2, and 3 spot in any order I wouldn't mind. But for the sake of discussion lets compare the three in terms of what makes Metroidvanias great. Not mentioning music or art style cause that's too subjective.
Map design. This one is all Super Metroid. It absolutely BLOWS my mind that the game that pioneered the Metroidvania franchise still has the best map design, just a testament to how well designed Zebes is. Every different area has it's own feeling and identity. Hell, every different room has its own identity. The attention to detail Super Metroid has for it's map is outstanding. Hollow Knight's map design is great as well, but it does suffer from multiple areas having the same overall gimmick and identity. Symphony's map design is absolutely massive, but the weakest out of the three. Symphony's castle is plagued with lots of hallways with one random enemy and that's it. It really makes backtracking super annoying.
Not even closeI love Metroidvanias and as far as I can tell, I've finished virtually all of them bar Ori (which I disliked for a variety of reasons. I didn't like art design and the combat), Owlboy, Cave Story and possibly others. Needless to say, I consider Hollow Knight head and shoulders above any game in the genre and not by a particularly small margin either to be blunt. Ever since they improved the backtracking, I think the game has very, very few flaws.
I recall creating a thread on GAF proclaiming that once HK hits the Switch, its popularity would soar and it would be recognized as the single best game in the genre ever.
How did that prediction pan out?
What! No way! Just look at the gulf between them. Behemoth's games are a refinement of that Alien Hominid art style, but Hollow Knight is just not like that at all. This doesn't even touch upon how the two look in motion.
I see what you mean by the feeling it creates, but it does not have a bigger map (google maps of both), and in reality the second castle is hot garbage.
At first it seems like 'oh my god the game is twice the length' but it's really just the last quarter. It's clearly a sloppy last minute addition because they had some extra enemies/bosses left, as the layouts have not been designed to navigate well when upside down - you often jump up into a room only to hit a block and fall back down, and hence stuff like the clunky additional platforms in save rooms. There's also no surprise because it's already done areas just upside down, it's often poorly palette swapped, and has repeating music, and you already have all your navigation abilities (flying etc) so there are no extra 'doors' that need new 'keys'. As a result it also has a completely busted difficulty curve too.
I agree with almost everything you said and glad you brought this up because this is what makes the backtracking imo. When the rooms on the map have an identity, you have a brief idea where you need to go when you feel "stuck". It's pretty incredible how not only does it apply to the 2d games but it also applies to Prime as well. Everytime Samus gets a power-up it makes you think and want to retrace your steps and think back to a particular room where the power-up might be of use.
Hollow Knight, it was hard for me to figure out where to go in the mid-game. Like I said previously, I stumbled on the paths for the most part.
It's still way too early to answer this question in the aggregate.
For me personally it's definitely hit that high. I'm not really a huge Super Metroid fan, though, so maybe I'm not a good sample for this thread.
You're overestimating how well Super Metroid/Symphony of the Night sold.
Pff. It won't even be talked about in a few years. Throw it in with Guacamelee as "that popular Metroidvania game from a while back".
I feel like indie games just fade away fast because there's just so fucking many of them.
This was my biggest problem with HK. It's a great game, but the first hours had me ready to just drop it.played this for three hours.... not seeing the hype, and usually i love these types of games.
I just want to know how a kick-started indie game, not available on most platforms is able to dethrone games with decades worth of legacy? Literally pioneers of the genre. I mean just think about that. That's like saying the League MVP of a sports league is better than an all time great because they had one all star season. This concept just doesn't make sense. I hope Hollow Knight doesn't become the next game with an insufferable fan base because its a pretty good game and can stand on it's own merits without being better than 20 year old established games.
Enemy and boss encounters are trash compared to modern counterparts (...like Hollow Knight).
Yeah HK is a 30+ hour game compared to a sub-10 hour game like Super Metroid, so the slower pace makes sense.I've noticed a lot of complaints about map, visual variety, and to broadly call it "traversal". All complaints I shared about 5h into the game or so. But it really opens up after that. You learn the map, learn new skills, learn how the game works. Being a slow starter isn't good ofc but the pay off in this case makes it worth.
The game is absolutely gorgeous and I'll fight anybody who says otherwise! I can't believe how anybody can play (yes, bother to actually play) the game and not see that!The characters definitely have that simplistic flash animation look with the thick outlines and simple goofy look. Its what delayed my playthrough for a good half year, and though im glad I eventually did play it I can also see why people get that impression.
You're wrongSotn is forgotten, so yes it has dethroned it. Not super metroid though
So strange to me. Ori is the WAY better game than Hollow Knight, yet the latter is more talked about. I bought both. Ori was much more enjoyable from start to finish and some pretty epic moments in Ori with great music.
The game is absolutely gorgeous and I'll fight anybody who says otherwise! I can't believe how anybody can play (yes, bother to actually play) the game and not see that!
Then you know what people have to dosome of it does look (and sound) great, but its hard to get that across without actually playing it.
It's definitely better than SotN because SotN was just good to begin with, it doesn't belong with the titans of the genre.
I'd put it with the upper echelon of Metroidvanias but I wouldn't confidently say it's better than the rest for a reason I've outlined before: lack of interesting abilities.
You're genuinely unable to evaluate art if you think Hollow Knight isn't at some level a continuation of the art style popularized by Behemoth, straight up. There's more to art than which colors are used and the level of detail of a thing. It's completely influenced by the bold, cartoonish art style that became huge during the Newgrounds era. It's not a criticism, it's not an insult; it's a simple observation.