>metroidvania >go to dead end and backtrack constantly >search every corner for some dumbass gizmo or gadget >you need to use only this specific gizmo or gadget in the specific area to proceed, not creative or open-ended at all >even worse, some boss or other event just arbitrarily opens a door halfway across the world >game is still linear, it just makes you find the specific convoluted sequences of gadgets and switches and backtracking to get through an area
Why the fuck does anyone enjoy this garbage genre? Why would you not just want to play a linear game or one with multiple branching paths or open areas that lead to the same end area? It doesn't fucking help that most Metroidvanias are complex labyrinths look extremely similar in every area with little environmental variety.
There is one point in Super Metroid that really annoyed me this regard. It's the part where you go explore Norfair, get the Ice Beam then have to backtrack through Brinstar all the way to Crateria, get another item then back to Norfair again to kill a single miniboss without any indication you needed to do this besides some literal Zoomers you passed an hour ago. Your reward is being forced to backtrack to Crateria again which finally allows you to explore the mostly straightforward Crashed Ship and Mardia. Blight on an otherwise decent game.
PS OP is a fag
Gabriel Campbell
>play game >complain that I have to play game
Nice thread fag
Jaxson Garcia
Theres a built in rhythm you dipshit, the only people get lost going in circles are the ones who never gave the game enough focus in the first place.
>game is still linear None of the good metroidvanias are like this. You can usually do events in different orders if you put in the effort to explore. Also, nobody gives a shit that you don't enjoy a genre that everyone else likes. kys frogposter
Gavin Butler
This. Linear metroidvanias piss me off though, and I feel like most of the ones I play are really superficial in this department.
Kevin Wright
You're not describing an exploration platformer, you're describing The Legend of Zelda.
Jacob Clark
He's right, you know. If it wasn't for sequence breaking, Super Metroid and Symphony would play much worse, but they don't allow nearly enough and it doesn't mitigate the linearity op talks about.
tl,dr: good exploration games reward exploration
Carter Ortiz
Name a single good metroidvania and I will tell you why it is shit then name a linear game that is both more challenging and higher quality.
Samuel Cooper
La-mulana 2
Logan Lopez
terraria
Lincoln Morgan
Don't know why you're quoting me. I agreed with op.
But I heard this gay bird game called Toki Tori 2 has the sense to only gate progress with know-how, so you only have to backtrack if you want to learn things in order. So they got rid of mandatory power-ups entirely.
Daniel Clark
>hurr these types of games shouldn't be made because I don't like them die, foolish frog
>linear progression is bad design because I say it is The only example of a nonlinear exploration game I've played where the linear progression is absolutely detrimental to the experience is Shantae Pirate's Curse, and that was because that game had basically no optional areas that you could explore; almost every room throughout the game's various maps was required for progression making the nonlinearity into pointless padding. Not even the other Shantae game I played was like that.
So long as the game rewards exploration in some way, it doesn't matter at all if the "main story" or whatever can only be completed in one way. Caring about story in these kinds of games is usually missing the forest for the trees.
Daniel Sullivan
Ratchet and Clank
Andrew Bennett
Decent games but also not metroidvanias.
The issue isn't that linear progression is bad, it's that it's the illusion of non linearity or the illusion that you are actually being creative and using tools at your disposal to navigate the world. In reality, it's rarely ever like this and there is a specific order in which you must do everything (regardless of whether you can do individual areas in a different order), which feels convoluted and frustrating because you have to play only by the game's rules instead of being given the tools to succeed and having multiple methods to progress. The issue is that oftentimes you have to backtrack constantly for some arbitrary switch or dumbass gadget to use in one specific area (and occasionally this whole new area will utilize this new dumbass gadget just to make it seem like it's not a glorifed key to an invisible door).
Ratchet and Clank is not even remotely metroidvania in the slightest.
Christopher Brooks
>la-mulana >not metroidvania kill yourself
Robert Kelly
>Ratchet and Clank is not even remotely metroidvania in the slightest Played like one to me, all the levels have at least 3 routes and one will always have a barrier that a power up from a future level would solve. Sounds like one to me
Samuel Davis
Rabi-Ribi You don't need items to progress.
William Foster
>making something simple sound way harder than it is I'm tired of retards like you. You're more exhausting than the games you're complaining about.
Aiden Martin
>metroidvania >shoot every single block in a room looking for impossible to discern secrets, then repeat with the next room
so fun...
Hunter Garcia
Hollowknight
Jaxson Ortiz
Would benefit so much more from being a linear game with multiple areas
William Flores
lmao btfo by the first reply `
Jose Thompson
You didn't say why it's shit as you claimed you would, you lose, and are a fag forever. nice thread op
Nathan Hughes
OH MAN THIS GREENTEXT THREAD IS GOING ON THE FRONT PAGE OF /R/GREENTEXT AND /R/Yea Forums HOLY SHIT LMAO XD
Hunter Ortiz
>Too small brained to enjoy genre Go fucking play Fortnite then, you fuck.
Liam Morgan
This seems like the thread to ask, when did linearity become a bad thing?
Jonathan Russell
Is ever feeling just shoehorned into this shitty Facebookfrog? Will we ever see underage faggots and neo/v/ags post something else?
Camden Garcia
It isn't a bad thing, it's just that not all things are(or should be) linear.
Carter Gomez
When overbloated AAA publishers pushed it down the throats of their journalist toadies in an effort to utterly destroy their competition in the A and AA scale industry. Open world games are expensive, take a long time to make, but are utterly creatively bankrupt. Smaller budgeted experimental games that cropped up a lot during the PS2/Xbox/GC generation are much more fondly remembered than the AAA trash that came out at the time. Can't have that.
It's also why there are only AAA games that cost 100+ million USD to make and indie games that two or three people made in their garages. There used to be an entire spectrum of development from no-budget Newgrounds flash games to AAA. Not anymore.
Dylan Robinson
>game is still linear At least we agree that linear games are shit.
Ian Nelson
>HEY EVERYONE I DONT LIKE A GAME GENRE THAT A LOT OF PEOPLE DO LIKE PLEASE PAY ATTENTION TO ME!! Wow, how original!