Aeterna Noctis

Aeterna Noctis

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Just started and I like the gameplay, any other recommendation?
Asking first as I would play the game and look at forum once a while.
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Showing 1-5 of 5 comments
As you're about to find out, this game is very platforming-heavy with some of the trickier stuff in the genre.

Other Metroid titles with a focus on platforming (though not as tough as Aeterna) are:

Hollow Knight
Blasphemous
Guacamelee 1&2
The Messenger
Yoku's Island Express

Other random Metroid clones that I think are great are these though some are more combat-heavy

Axiom Verge 1&2
Bunny Must Die (free versions out there)
Iconoclasts
Momodora: Reverie Under the Moonlight
Minoria
Astalon: Tears of Earth
Master Blaster Zero 1-3
Timespinner
Shadow Complex
Souldiers
Infernax (more of a Castlevania 2 clone)

There's also Elliot Quest, Chronicles of Teddy, and Phoenotopia: Awakening (really good) which are more like Zelda 2 clones but similar in style to MV.
Last edited by Hotel Security; Mar 14 @ 6:35am
potechto Mar 11 @ 6:28am 
Yeah, it has the most platforming elements I've ever seen outside of platformer game.
Great List. Had only played "Hollow Knight", "Time Spinner" and "Shadow Complex". Helps branch out steam recommendations.

I would recommend "Dustforce" and "DDnet" for challenging platformer, and "Nine Sols" for combat-heavy metroidvania.
I'll toss in an addendum as I just started Afterimage. I'm only 1/3 through or so but it is very similar to Aeterna Noctis. The worlds are huge with tons of secrets, combat is simple or complex based on how you want it, and there's some tricky platforming. It's nothing on the level of Noctis but I feel it's using the same muscle memory. I'm enjoying it so far.
Last edited by Hotel Security; Mar 25 @ 5:58am
potechto Mar 28 @ 9:24am 
I had played a bit more than the first boss of Afterimage before.
I enjoyed Aeterna Noctis more.

I like the different weapon choices and platforming-puzzle+exploration aspect in Afterimage.
Early game, I was wondering and trying if it's possible to reach a high spot by jumping from roof to roof and when I did, the area opened up to be much bigger. Giving a sense of "I knew it!" satisfaction.

But I don't like the use of danger marking on enemy to block my path.
I don't know if it's just a harder path or I'm suppose to come back later but it felt forced.
I like the path being block by platforming mechanic better, like you need to unlock double jump etc.
Last edited by potechto; Mar 28 @ 9:26am
>I like the different weapon choices and platforming-puzzle+exploration aspect in Afterimage.

Yeah, Afterimage has a TON of secret stuff and is always throwing interesting upgrades and such at you. Definitely did a great job with the exploring.

>But I don't like the use of danger marking on enemy to block my path.

You mean the skulls on the heads of the monsters? The original Afterimage game didn't have those...they patched them in when players whined about getting caught off-guard. So blame you fellow gamer there.

That said, I don't feel these gate you at all...these areas aren't supposed to be "off-limits." Early-on, yes, these enemies one-shot you but, even a little ways in you'll find most enemies with skulls are quite beatable and may just take a few extra attacks to take down.

I just finished exploring the fire zone which was all skull-head enemies and got a bunch of nice things...I get rewarded for taking on a little challenge. The only problem is you'll get some high-level bosses that could wreck you but, with practice, you can take out any of them. Or you can just leave the bosses for later when you're ready. I think this design is just fine since I can take on as much or as little as I want. Heck, even Aeterna does some of this, especially with how you can enter the DLC area pretty early on.

(Besides, Afterimage does plenty with areas being blocked off with abilities so it's the best of both worlds if you like).
Last edited by Hotel Security; Mar 31 @ 6:48am
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