"action-adventure video games focused on guided non-linearity and utility-gated exploration and progression."
[...] >open-world
do you even know what that buzzword means, what is the difference when talking about 2d platformers, are shantae or kirby open world?
anyway:
CDI zeldas
3D metroids
there
you walk around a giant labirint world beating normal enemies that respawn and killing bosses, killing bosses unlock new parts of the map and give you new itens and tools that you can use to unlock previously locked parts in the mapp
tell me how in the frick isnt darksouls a metroidvania?
2 years ago
Anonymous
Doesn't have wall meat. Everyone knows that's the crucial thing that makes a game a metroidvania.
"action-adventure video games focused on guided non-linearity and utility-gated exploration and progression."
Name 5 metroidvanias that aren't 2D open-world platformers
>open-world
do you even know what that buzzword means, what is the difference when talking about 2d platformers, are shantae or kirby open world?
anyway:
CDI zeldas
3D metroids
there
Nobody ever said SotN was inspired by Metroid.
People use the term metroidvania because they both are similar games that cemented a very specific genre.
>cemented a very specific genre.
"guided non-linearity and utility-gated exploration and progression"?
Because that's literally zelda and predates both.
actual roguelikes play like rogue.
for all those arcadey games you are meant to restart there's the term "roguelite".
I've literally never played a single metriod or castlevania game where should I start?
super metroid is always the best starting point for metroid.
for castlevania rondo of blood for classicvania and symphony of the night for metroidvania.
Zelda has an over world, Metroid is a single interlinked dungeon, the progression systems are different and it puts a larger emphasis on being side on.
>if zelda was the one to invent the concept.
It wasn't though.
Metroid and OG castlevania games had you go to one region and explore, then get and item then go to another region explore and get an item. then another explore and item, then go back to first to open more stuff, rinse repeat. You could end up back tracking to teh same area to open more stuff with yitems you have multiple times.
Zelda never did this. While it did have multiple optional areas and some of which can only be opened with items you got in that dunegeon, you were never needed or even incentivised to backtrack and after you finish a dungeon that dungeon is no longer ever needed to traverse again. (except maybe OoT skatullas)
I'd argue what separates zelda from metroid is that zelda tended to have an overworld with dungeons within, where as metroid is more like interconnected dungeons with no overworld.
The fact that journos keep saying he was the guy in charge is half the problem. Iga came in at the very last minute on the project, it was already 90% complete and he joined the team as an assistant.
I mean, he can say that, but considering the strong similarities to metroid in format and progresion, I think a fairer question to ask is why is he fricking lying about it.
because people don’t think of Zelda when they hear “open world 2D platformer” and yes I know Zelda 2 exists don’t be pedantic
metroidvania doesn't mean "open world 2D platformer", moron
Name 5 metroidvanias that aren't 2D open-world platformers
Metroid Prime
Metroid Prime 2: Echoes
Metroid Prime 3: Corruption
Metroid Prime Trilogy
Metroid Prime Hunters
Just to name a few
None of those are metroidvanias
you walk around a giant labirint world beating normal enemies that respawn and killing bosses, killing bosses unlock new parts of the map and give you new itens and tools that you can use to unlock previously locked parts in the mapp
tell me how in the frick isnt darksouls a metroidvania?
Doesn't have wall meat. Everyone knows that's the crucial thing that makes a game a metroidvania.
>Metroid Prime Trilogy
frick, gottem there
dark souls and all their rehashes
/qa/ lost
What does it mean?
"action-adventure video games focused on guided non-linearity and utility-gated exploration and progression."
>open-world
do you even know what that buzzword means, what is the difference when talking about 2d platformers, are shantae or kirby open world?
anyway:
CDI zeldas
3D metroids
there
>embedded e-girlcon porn
Why are you the only one to point this out?
Most people can’t even see embedded files so nobody cares
How do you view them?
Nobody ever said SotN was inspired by Metroid.
People use the term metroidvania because they both are similar games that cemented a very specific genre.
>Nobody ever said SotN was inspired by Metroid.
lol
>cemented a very specific genre.
"guided non-linearity and utility-gated exploration and progression"?
Because that's literally zelda and predates both.
There were lots of games like that before Zelda
Because Metroid and Castlevania were the inspirations of those games. What Metroid and Castlevania were inspired by is irrelevant.
should be called hollowvania to be honest
Why are they called "roguelikes" when none of them play like Rogue?
actual roguelikes play like rogue.
for all those arcadey games you are meant to restart there's the term "roguelite".
super metroid is always the best starting point for metroid.
for castlevania rondo of blood for classicvania and symphony of the night for metroidvania.
I've literally never played a single metriod or castlevania game where should I start?
super metroid
castlevania symphony of the night for rpg style or rondo of blood for older arcadey style.
Super metroid, stop there
Well guacamellee is pretty good though
because it's a unique and useful word that everyone has no issue with understanding.
>b-but it doesn't make sense
welcome to language.
Because Zelda games aren't Zelda games anymore.
And the director of RE says the inspiration for Resident Evil is Sweet Home and not Alone in the Dark. Do you honestly believe that?
He's on record for saying both of these at different times, confusing fricker that he is.
Zelda has an over world, Metroid is a single interlinked dungeon, the progression systems are different and it puts a larger emphasis on being side on.
>It's another indie holloworimetroidguacazeldavania
>if zelda was the one to invent the concept.
It wasn't though.
Metroid and OG castlevania games had you go to one region and explore, then get and item then go to another region explore and get an item. then another explore and item, then go back to first to open more stuff, rinse repeat. You could end up back tracking to teh same area to open more stuff with yitems you have multiple times.
Zelda never did this. While it did have multiple optional areas and some of which can only be opened with items you got in that dunegeon, you were never needed or even incentivised to backtrack and after you finish a dungeon that dungeon is no longer ever needed to traverse again. (except maybe OoT skatullas)
I'd argue what separates zelda from metroid is that zelda tended to have an overworld with dungeons within, where as metroid is more like interconnected dungeons with no overworld.
>man who had nothing to do with SOTN talks about it like he made it.
Fricking fraud. Him, inafune and naka can go drown in a lake.
The fact that journos keep saying he was the guy in charge is half the problem. Iga came in at the very last minute on the project, it was already 90% complete and he joined the team as an assistant.
Well, he does keep telling everyone it was his game. I've seen interviews with him where he makes out like the entire thing was him.
Anon, you forgot to crop out the part down below that says he's a programmer for the game.
I mean, he can say that, but considering the strong similarities to metroid in format and progresion, I think a fairer question to ask is why is he fricking lying about it.