this post was submitted on 20 Feb 2025
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Interesting that in the title, stated in absolute terms in the text, and from the designers they interviewed, they cite getting lost as crucial for the genre. Personally, I disagree. Getting lost has tended to be why I didn't care for certain games in this genre, like Axiom Verge, and it soured my otherwise higher opinion of games like Hollow Knight and Symphony of the Night. Still, I think this is a good exploration of the genre and what makes it tick.

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[–] [email protected] 1 points 3 months ago (1 children)

I've never heard of B: AA described as a metroidvania... How do you figure that one?

I still haven't gotten to Ori yet (a glaring omission I know). Never heard of the other one but I've wish listed it.

[–] [email protected] 5 points 3 months ago (1 children)

I’ve never heard of B: AA described as a metroidvania… How do you figure that one?

It is a metroidvania. It fits the definition exactly. You backtrack over a space as you get more and more upgrades to unlock parts of it that were gated. The sequels weren't really that so much, because they were open world games that gave you access to the entire map, give or take a few interior areas.

A Robot Named Fight is a fairly obscure indie game, but if you wish you could get that experience of playing Super Metroid for the first time over and over again, this is as close as you'll get.

[–] [email protected] 2 points 3 months ago

I suppose you're right, I guess I had a blind spot there. Haven't played it.