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Every game ain't gotta be Dark Souls.
I went down the the bottom area first because I found the subway before the mines. I got the swim power, and got to the part where I had to hit the switches to do the story bit, but then the game expected me to have walljump. I explored for a good bit of time, and eventually left because obviously I went to the wrong area first. Started doing cleanup while I tried to figure out where to go, and ended up in the arboretum area on accident. Once again, seemed to be walled by progression I didn't have. Went down to the mines finally and unlocked the power the game expected me to have, only to run face first into a locked door I had no key for. At this current moment I assume I have to use walljump to find a spot where this key/maybe a terminal that opens the door? is, but I am running out of places to check, and losing the motivation to find it fairly quickly.
I don't think I've ever played a metroidvania game where I got the solution to a puzzle, only for the game to "Psych, you thought" me as soon as I get past the part that was obviously solved by the thing I just picked up. Like, within a few rooms, and give me absolutely zero indication as to what I'm expected to do. Unless it's actually intended for you to travel to each of the three subsystem areas, and get all of the powers available at all of them at once before trying to clear any of them, I don't really know what the game wants from me.
This isn't really helped by a lot of the jank that the game has, like the spinjump letting you bypass one-way breakable walls, or the wave blaster doing the same thing if you shove your gun far enough into the wall. Or the spinjump bomb launch being an intended mechanic that lets you sequence break so hard you softlock yourself because the game expects you to have all of the powers in specific areas, and not having them just gets you shoved into a corner with no way of leaving. Or the enemies that you're obviously intended to spinjump off of to traverse rooms having healthbars, and can die mid-platforming section and suddenly you have to run back to a save to reset the room.
All this combines to make me extremely disoriented because I don't actually know which areas I'm expected to be able to reach anymore. It's entirely possible that I just didn't notice what the game wanted me to do, and now I just have to run aimlessly until I stumble upon the room that had the thing I needed in it again.
you can pay 50 to get that health back at the revive station, i just treat death as a 50 dollar penalty and move on.
You can actually unequip that augment. I hate the flux cost. But I was glad to be free of the struggle retrieving cores.
A mechanic like that, or the specific usage of it, doesn't exist in a vacuum. It's silly to say you're being deprived of space when you're actually just being given an option. An option only challenge runners really want, but still, an option.
Otherwise very good writeup.