Did Metroid Dread set a new standard for movement in 2D platformers?
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Did Metroid Dread set a new standard for movement in 2D platformers?
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To be all shitty mobile games?
Hollow israelite gays can't defend their grayscale, buggy, flash game so they come shit up Metroid threads.
The gameplay speaks for itself.
Oh, so its a jumping simulator?
>double jumps and wall jumps
This is "complex" gameplay according to Hollow Knights fanbase
I hope you're just trolling and not serious
LOL
This is so horrendously bad but I still can't tell if you are trolling or not.
So, walljumping ripped from Super Metroid plus a double jump?
If every jump requires double jumping and/or wall jumping, then that should just be the standard jump height.
Crap like that really bothers me for some reason.
double jumps are lazy and make platformers more boring
It should be one of the last things you unlock in a metroidvania. As if to say, "you explored the entire map, now your reward is a quicker easier means of traversal". Usually what it boils down to is that they can put obvious items just out of reach for your normal jump, and then your double jump will allow you to collectathon it later, "here's your progression bro". Ever since I played Sonic 3 and Knuckles as a wee lad, Hyper Sonic always made me feel like extra jumping was a god tier, near cheat code level ability.
Let's be real though, it is a babby mode crutch for current year babbies most of the time.
I dont know what metroidvanias you play
La-Mulana did it right
All the basic b***h stuff. All the metroids, some of the Castlevanias, Cave Story, Hollow Knight, Ori games, several more. Never played that one. Might some day. We can gripe about double jumps, but there are several games in the genre that nearly or literally allow you to fly.
metroid invented every gameplay mechanic in hollow knight
>Furshit for trannies
Some people really think this is good?
>troony and furry poster can't even recognize bugs
sounds right
I don't know why people are saying this looks bad, or why you're apparently not allowed to like both products. I like HK a lot more than Dread but enjoyed playing through both.
I'll let you in on a secret buddy, this is Gankereddit where we pretend to consolewar as a hobby. If you like something I'll shit on it, if you're not with me you're against me. You cannot like both things.
Are you a hollowcuck thinking this is good, or a nintard, pretending to be a hollowcuck, to make them look bad with this silly clip?
Hollow Squire
>Jumping
Metroid
>JUMPING
>WALLJUMPING
>DASHING
>GRAPPLING
>CLIMBING
>SPEEDBOOST INTO SHINESPARK STORING
>SHINESPARKING
>SHINEPARKING ONTO SLOPES INTO SHINEPARK STORING
>MOMENTUM CONSERVATION FROM WALLJUMPS
>SLIDING
>MORPHBALL WALLJUMPS
>BLACKHOLE RELATIVITY WARPS THEORY
>MATHEMATICAL FORMULA FOR REALTIME DIMENSION TRAVEL
>QT3.14
>SWITCH WHILE RUNNING IRL (DON'T RESEARCH)
People also take out of context the implications of Metorid movement. In most games, a double jump, or even infinite jumps are part of the natural progression of the game, so there are several areas blocked away by being too high up or across long gaps.
Mastering wall jumps, bomb jumps, and shine sparks allow you to bypass the vertical and horizontal movement gaps the game has, and thus allow you a lot more freedom in how you progress through the game.
Understandig the map, discovering the extent of your movement options, and getting really fast time is the bulk of the game's fun. Specially when you add the difficulty of several bosses to it.
this doesn't mean shit because in dread game restricts itens until you get the right upgrade game sucks
That only applies to Power Bombs, and the only thing they're used for is clearing some paths at the end of the game and collecting more Power Bomb pick ups anyway
Which is false, there are several sequence breaks in the game.
Sequence breaks doesn't make it less linear.
>playing the game out of order doesn't mean you can play it out of order
moron.
This literally looks like an inti creates game but shit.
God I wanna murder HKgays so much
>no momentum
>no obstacles
>just jumping and dashing
Not remotely impressive next to OP's webm. All you are doing is double jumping and wall kicking to go up a single linear vertical hallway.
He's wall jumping, dashing, Sliding, and shine sparking at high speed through multiple rooms.
>my toy is better than your toy
Or you can just enjoy both you fricking spergs. How much of a bitter b***h do you have to be to turn every discussion about a thing into putting down the thing or something else like the thing?
i see you are still seething indie shill
SNOY gay detected
dunno but the graphics/art are horrible,this looks less pleasing than the nes game
>the graphics are bad
Imagine being a graphics gay and also being wrong. Must be annoying being so wrong all the time.
Black person
Hollow knight is better
I can play both on my system.
tpbp
You know he was sweating in relief after this, having successfully maintained his hipster cred
Blasphemous was so fricking bad
>doesn't have the world building
>one of the heaviest info/lore dumps in Metroid history
Do these people even play the games?
Exposition dumps are shit worldbuilding. Dumb anime poster
but the world was already built, this was for players who are new to 2D metroid since it's the first game in a while.
But Hollow Knight had zero wonderment. Just an imitation, simulacra of it.
For me it absolutely did. Sadly I doubt the standard will ever be hit since indies usually focus on making sluggish movement where most of the game's challenge comes from intentionally clunky controls.
I had more fun with Strider than either Dread or Hollow Knight
Shill me on it I Haven't heard about this shit in ages.
is there a castlevania with this fun of movement?
or any metroidvania for that matter.
looking for suggestions, really enjoyed my time with dread and looking for more (i couldnt get into hollow knight because how basic it felt)
Super Metroid
Megaman Zero 1 is solid.
I've never really played Metroid outside of Prime, what's the balance between combat and platforming in these games? Do you spend more time platforming, fighting, or is it an even mix? I never really played platformers growing up, but I enjoyed the platforming aspects of both Ori and Hollow Knight but don't really know where to branch out from there.
The combat and platforming are interwoven together.
THis is directed to anyone in this thread, but how do the GBA Castlevania games compare with the classic GBA Metroids like Zero Mission and Fusion? Trying to figure out exactly what the benchmark is for "quality 2d side scrollers".
Aria of Sorrow is one of the best there ever was.
Aria of sorrow was my first metroidvania. And nothing has ever compared. I'm still mad.
Should I just play the gba castlevanias in order of release? Any I should skip? What about the ds ones?
Play Circle of the Moon and Aria of Sorrow, then move to the DS games Dawn of Sorrow (with the artstyle mod) and then Order of Ecclesia. Go to HoD and PoR if you need more, but they are the weaker entries.
This is the mod you should use for DoS.
http://www.romhacking.net/forum/index.php?topic=22445.0
As someone who had played every game from Aria of Sorrow onwards, then went back to play Circle of the Moon and Harmony of Dissonance:
Don't bother.
Only play them afterwards if you're starving for more Castlevania as there are some nice things in them, but absolutely none of it is memorable.
Circle of the Moon is SOTN's Richter Mode with terrible map design and some cool spell effects.
Harmony of Dissonance may just be the easiest game ever made, with more than a dozen brainless bosses that you will forget the instant they're dead.
Noone should skip Circle of the Moon. It's a perfectly functional map with some genuinely challenging encounters.
>What about the ds ones?
I haven't gotten the chance to play through all of the GBA ones, but the DS trilogy of Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia are all fricking fantastic. Portrait of Ruin is actually my favorite one from a gameplay standpoint.
>Portrait of Ruin is actually my favorite one from a gameplay standpoint.
I'm not a fan of its map design but the combat is A+.
Jonathan's weapon variety paired with Charlotte's awesome spells make it really fun to beat the shit out of demons.
I wish I got to play Harmony of Despair just for them.
I haven't played the DS ones, but all the GBA ones worth playing. Everybody raves about Aria but upon a recent replay I don't really get the fascination with it in particular.
>tfw finally played this thanks to the Advance Collection
I still like DoS more in almost every way except for the bugged luck stat, artstyle, and Julius' gimped movement. But it still kickstarted my favorite weapon system for any metroidvania.
aria > fusion > zm >>> cotm >>>>>>> hod
Movement-wise? Not well.
But they're not built to as fluid a game as Metroid. The clunkiness is part of Castlevania, otherwise you'd decimate the enemies even more than you already do.
Super Metroid was always above the bar in terms of control flexibility and tightness. 90% of players won't use more than 50% of the potential moveset. I'm pretty sure the Shinespark and recharge weren't even documented in the manual or by animal tutorials.
But even still most players will notice the responsiveness and flexibility of the controls. There were only a few games that went to this level in 4th gen, mostly because only the SNES had enough buttons to pull off this type of control, and this was the last gen where 2D platforming was still a major front of innovation. Super Metroid represented an apex for a long time.
(People are trolling/bitching about Hollow Knight and indies in these threads. But christ, GBA and DS developers didn't exactly push the bar of 2D platformers themselves over the years)
Fusion and Zero Mission actually took controls seriously and the grab alone with faster movement seriously increased the overall fluidity. (So did Other M but Ganker doesn't want to talk about that anymore). I wouldn't have gone so far as to say that tright controls are one of the characteristics of Metroid, but on reflection maybe in light of staid presentation in most other titles it should be.
Every single Nintendo video game sets the standard. We always fricking win, baby.
>Wall jumping reduced to simply tapping B when next to a wall.
>No longer need to actually need to properly execute a button combination to pull it off.
>Getting in small areas reduced to forward and L2 to instantly slide
>No longer need to enter morphball mode to get through.
>Ledge climbing reduced to a general push of the joystick.
>No longer need to actively press B to get up.
Sorry if I'm pointing out stuff in Samus Returns. I didn't play that one. But from what I gather from Dread, is that they made all of Samus's actions streamlined down to the point where execution is no longer an issue. Much of it is automated. So you can bumble on the controls and still perform what you want. Or even better than what you want.
I'm not going to call Dread a casual game yet, because I'm still at the beginning. I only just got the cloak from the boss. And I did die once to the boss. But the controls are super forgiving regardless.
What is this supposed to prove? It looks like they reduced the shinespark too. It used to be that you had to jump into a slope in order to maintain your shinespark over gaps. But here she can jump, do wall jumps, space jump and still maintain the shinespark. It looks pretty cool, but the execution is simplified.
Post a webm of the big shinespark puzzle in fusion. Or the shinespark puzzle in Zero Mission. For comparison sake.
>he doesn't know the difference between shinespark and speed booster
it's time to stop posting.
Whatever man. I get the names confused all the time. I call the screw attack "spazer" a lot too. The names don't matter much.
the names do matter, but what matters more is that you clearly have no idea what you're talking about.
you could always jump during speed booster, in fact it's fricking critical for progression in super.
i'm led to believe you've never actually played a metroid game.
At any time you jump while speedboosting in Super, you lose the energy required to perform the shinespark. In order to maintain that energy, you have to press down to prep the shinespark, and then before the energy peters out, you have to use the shinespark. If you shinespark onto a sloped floor, then you will return to your fully charged speedboost.
This was the only way to maintain your energy over gaps.
If you say I'm wrong, then I'm inclined to believe YOU never played Super, nor Fusion, nor Zero Mission.
>Never having played Fusion
God I wish
>At any time you jump while speedboosting in Super, you lose the energy required to perform the shinespark
i'm sorry but this is just flat out wrong.
seriously, there is zero chance you've actually played the game.
You're wrong and you need to go play those games/replay them
All your points are dumb, specially when you clearly don't know how hard the speedbooster walljump sections can be.
Dread is the game that requires the hardest skill execution despite all your dumb complaints.
Pfff. sure. I'll see in time. I 100% all the Metroids I've played. I'll 100% this one too. And if it's not as hard as you say, you'll never hear the end of it.
>the hardest skill execution
perhaps overall, isolated moves like the wall jump was made less interesting, I'm doubtful that was necessary in order to facilitate longer movement challenges.
All of those are good things. Being forced to stop moving and press down twice every time you want to enter a tunnel is not """execution""". Get your head out of your ass.
Did OP set a new standard for homosexualery in Ganker threads? Lol
No.
remidns me of Shadow Complex
Nah, the best 2d platformers ever controlled still is
>Yoshi's Island
>DKC2
>Rayman 1 & Origins
And DK94, cant forget that
>speedrunning
dude the game's good but there's no need to suck its dick so hard
Snoys don't have any games of their own so they rally behind Hollow Knight.
You cannot move to the absolute edge of a platform, you cannot land on the absolute edge on a platform. The game slides your character over so samus' heels or toes are at the edge. You will land on a platform, only to be slid into an oncoming enemy you wouldn't have otherwise.
Second, the missile attack pose. If you are dealing with an enemy at close range, the pose collides with the enemy.
yes
Tendies lose their mind when they get 20 year old mechanics implemented everyone else was already enjoying as standard.
>Good movement is a 20 years old mechanic
Huh, weird how new metroidvanias like hollow Knight dont have it yet
Maybe in the dlcs, didn't play those
>Tendies lose their mind when they get 20 year old mechanics implemented everyone else was already enjoying as standard.
>can't name a single game
>doesn't realize Metroid has been the leader of these systems
>Wowwee, Metroid is sure late to METROIDvanias' innovations
Hot damn
haha yeah I'm so glad metroid abandoned 3D and went back to 2D am I right
this game frickin sucks bros
>haha yeah I'm so glad metroid abandoned 3D and went back to 2D am I right
>this game frickin sucks bros
Prime 4 is being worked on as we speak you schizo.
No that was hollow knight
It doesn't even have granular movement speed or momentum, setting a new standard is a joke.
Only if all you play is Nintendo games.
Why are Snoys trying to pit Metroidgays and HollowKnightgays against each other?
Not sure how I feel about more lenient Speed Booster but diagonal shinespark is dope
I wouldn't say it's more lenient at all, actually pulling this stuff off is just as tricky as the old game's Shinespark puzzles
the basic mechanic itself absolutely is more lenient, that leniency may have allowed them to lay out more complex challenges.
>lenient
I question that.
While you are able to hold on to it while doing wall jumps and stuff, dread speed booster is easily the sanic fastest since super.
You've got to do some real technical and flippy shit while going 300mph for some of these things.
Is this the equivalent of those fps webm where people flail the camera around?
The camera is static. Try again.
Nintendies always pretend that no games existed before the newest Nintendo game came out.
God I hate this fricking board.
there really is no reason to keep coming back here
I wish dumbfrick shitposters would stop trying to start a flame war between Hollow Knight and Metroid Dread fans, both games are incredible
Even though this is a bait thread that movement honestly looks pretty smooth
No. The game is good, but the level design would need to improve ten-fold, for it to set any standard. The game is also way too linear.