your loss.Had no idea it had corpse runs. Gross
Only played about 20 mins since I hated the combat system. Knowing this now, I'll probably not return to it.
your loss.Had no idea it had corpse runs. Gross
Only played about 20 mins since I hated the combat system. Knowing this now, I'll probably not return to it.
That's kind of a strange reason to drop one of the best games ever made. I've played the game twice and I think I can count on one hand the number of times I lost some currency from the system — currency which isn't hugely important anyway.Had no idea it had corpse runs. Gross
Only played about 20 mins since I hated the combat system. Knowing this now, I'll probably not return to it.
It depends on the definition I suppose, but I barely found Ori to be a metroidvania since there's barely any exploration required. It's a very linear experience. Not that that's necessarily a bad thing, but it doesn't at all scratch the same itch as Hollow Knight does.Curious, did the people claiming it's the best in the genre also play Ori? I have both, and while I think Hollow Knight is pretty good, Ori blew me away. In my opinion, Ori was the much more enjoyable experience.
An all time great for sure.
Frankly, the only genuine negative I can give it is that it's too much of a good thing. The game is just so damn big, that despite how good it was, i was ready for it to be over before the end.
Not the worst fault to have, and even so, I'm there day1 for the upcoming sequel.
Curious, did the people claiming it's the best in the genre also play Ori? I have both, and while I think Hollow Knight is pretty good, Ori blew me away. In my opinion, Ori was the much more enjoyable experience.
The 'invisible hand' point is a good one though. Super Metroid was a masterclass of this. It didn't have much in the way of story but you did feel like you had a few reasons to move on:The incentive is the exploration itself. The NPCs keep encouraging you to keep going, but to also be careful. I love the fact there is no invisible hand or any clear direction. You literally have to figure everything out.
Again, some players feel overwhelmed by that, especially because the map only works well if you've explored and played for a good bit. And that's understandable.
Personally, I don't really need a "story" or "reason". If the world is beautiful and intriguing enough, I'll want to explore it myself without any real purpose. I think this is why I love it so much already and why others do too. It captures that fundamental feeling of being an escape. That's what videogames are all about and this particular game does it pretty much flawlessly.
Ori is barely a metroidvania. Its movement, visuals, and set-pieces are amazing, but it feels more like a precision platformer that happens to have an interconnected map. The upgrading feels completely extraneous, like the only reason is because games like that have upgrades, not because it makes sense for Ori. As a metroidvania, it pales in comparison to Hollow Knight's world design, gameplay depth, story, characters, and so onCurious, did the people claiming it's the best in the genre also play Ori? I have both, and while I think Hollow Knight is pretty good, Ori blew me away. In my opinion, Ori was the much more enjoyable experience.
Yeah this is what's stopping me from considering it a "masterpiece". Too many QOL things that were sacrificed in the name of "difficulty" just made it a lesser game, IMO.It's an awful metroidvania. The levels are too large and traversal isn't fun for most of the game, going back through areas you already been through is awful which is a red flag for a metroidvania. Hope they fix that up in the second one with more condensed levels(traversal already looks better).
I'd argue otherwise. It makes you more attentive and gain a better mental map of the environment. It makes you pay attention to room layouts and landmarks and central areas as you explore.While I enjoy the hell out of Hollow Knight, it's biggest flaw is the way the map system works. There's no reason why you couldn't have players fill in the map until they buy it from Cornifer. It's just tedious and serves to get them lost.
But what if serving to get them lost is the whole point? I think it's a great compromise between having no map at all like Dark Souls (which is great in 3D but Salt & Sanctuary shows is pretty miserable in 2D) and just having your eyes glued to the map the whole time while you explore instead of taking in the world.While I enjoy the hell out of Hollow Knight, it's biggest flaw is the way the map system works. There's no reason why you couldn't have players fill in the map until they buy it from Cornifer. It's just tedious and serves to get them lost.
I actually thought this system was genius. Made me more engaged in the world.While I enjoy the hell out of Hollow Knight, it's biggest flaw is the way the map system works. There's no reason why you couldn't have players fill in the map until they buy it from Cornifer. It's just tedious and serves to get them lost.
But what if serving to get them lost is the whole point? I think it's a great compromise between having no map at all like Dark Souls (which is great in 3D but Salt & Sanctuary shows is pretty miserable in 2D) and just having your eyes glued to the map the whole time while you explore instead of taking in the world.
In Hollow Knight, you get tastes of exploring blind like when you go into a new area or when you stray far into uncharted territories without finding a bench, but then you claim that territory as your own after the initial push and it becomes more familiar and easy to navigate.
The 'invisible hand' point is a good one though. Super Metroid was a masterclass of this. It didn't have much in the way of story but you did feel like you had a few reasons to move on:
1. Baby Metroid
2. Get me off this planet pls
Hollow Knight lacks those reasons and makes the early hours tough to stick to. It's an excellent game overall but the pacing prevents it from being a 'masterpiece' in my opinion.
Can't wait for the sequel though.
Do you use the bank much? One of the biggest player-friendly design decisions is giving an easy to access bank to store geo so you can save it up without risking it. It won't necessarily help when you're out exploring and you find a new stag station (since you need to use the stag stations to get there) but it should definitely keep you from losing all the boss geo over and over.One of my biggest problems is that the death mechanic punishes the player by making traversal more tedious. If you die a lot, you'll almost never have enough geo to unlock stag stations. So whenever you find one, it becomes 10 minutes of running around grinding geo from shitty low level grunts. I'm pretty bad at the game, so this happens to me every time. At first I just ignored the stag stations because of this, but quickly learned how much backtracking was involved and it makes the game a slog for me. If I was great at the game, this probably wouldn't be much of an issue, but instead of forcing players to get better at the game due to lack of upgrades and purchasing power, the game forces me to slowly traverse through the same areas over and over and over again, or else farm geo (which sucks). I would never even be excited to beat bosses or big enemies because I always knew whatever geo I acquired would be out the window almost immediately.
It has better leveldesign and bosses though.Masterpiece?
Thats quite the hyperbole. I think its an amazing game but to be a masterpiece it has to be genre defining and I don't think its as good as CSOTN. I think its the best Metroidvania since Symphony but lets not get crazy here
Masterpiece?
Thats quite the hyperbole. I think its an amazing game but to be a masterpiece it has to be genre defining and I don't think its as good as CSOTN. I think its the best Metroidvania since Symphony but lets not get crazy here