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There's an air hammer spin equivalent from a sigil but nothing like hammer rolling or bunny strike unfortunately.
I think I prefer tevi's quickdrop bounces compared to the hammer bounces. You can stack them up to get like 8 bounces and you can combine them with the orbital slash sigil to repeatedly orbital slash big bosses.
Overall I think I prefer Tevi's melee combat compared to Erina's. Too bad it gets a little overshadowed by how strong magic shots are.
Well sure, but I ment momentum and flow in general, the quickdrops were an example
I personally really liked finding a good spot to get a big fall, and whirl bounce to a place I wasn't supposed to reach
I'm not gonna pretend I had no fun with quickdrops; in the Demo, I found a lot of joy on dodging certain Malphage attacks by bouncing off her
But more broadly about momentum and flow; Tevi not having an equivalent to the bunny strike is not a big deal, but Tevi doesn't even gain benefit from doing slide jumps, they carry her exactly the same arc as a regular jump does
Meanwhile with Erina with a slidejump followed by a well-timed bnuuy strike could get you insane length and height
With Erina you also could do hammer rolling and could immediately cancel into an upper drill upon impact,
You could whirl bounce and opponent's head and then immediatly dive drill, getting you more hits since you still have the bounce momentum, so you descend slower
I do appreciate the fact yo can do combo without developing carpal tunnel in Tevi, and I love the knife toss but unfortunately she's too stiff for my liking, even the air dash and spanner spin specials I can't say I enjoy because they are Cooldown based and you are forced to use them if you use their related moves
And exploration wise yeah, it's more linear, this game does not like if you stray too much untill you get all the exploration tools from the story. It prob can be fixed by playing in free exploration mode or whatever it called, but sadly it's not a first playthrough experience.
TEVI is a metroidvania with extremely elaborate boss fights.
Other than that, so far I have been preferring TEVI. The metroidvania aspect is more enjoyable to me this time. Rabi-Ribi’s level design was overall uninteresting with a bunch of annoying fodder enemies everywhere. TEVI is more fun to explore and the enemies are actually engaging to fight.
I vastly prefer TEVI’s setting and story to the disgusting nonsense that Rabi-Ribi had. I always have to specify that I liked that game for the boss fights. The half-naked all-female cast was embarrassing. With TEVI it feels like that the devs really tried to build a coherent and interesting world this time, instead of trying to appeal to a certain weird demographic.
My main complaint with TEVI is that it feels a bit over-designed. They give you a plethora of niche tools to use in attempt to expand the combat system of Rabi-Ribi, but I prefer Rabi-Ribi’s simpler approach. In TEVI I’ve been finding the basic 5-hit combo and Celia’s type-A charge shot to be completely adequate for everything. The same goes for the sigils. I have been focusing on the sigils that give me more general bonuses rather than the ones that are like “if you do an air slash followed by 3 backflips and then downstrike you deal 2% more damage on your next dropkick.” All these new fancy moves and sigils designed for niche playstyles don’t appeal to me. They don’t make the game worse at least, since you can simply ignore them and just play like you would in Rabi-Ribi.
There is also a bit too much dialog. I sometimes see myself getting bored and stop paying attention to what the characters are saying entirely.
I frankly don't get this train of thought
Metroidvanias are characrerized by their interconectivity and rewarding of exploration, and I think Tevi does a terrible job at both
All exploration upgrades are locked behind a linear story path, which disallows you to explore
And all you get from exploring the small sections you CAN access are Zenny, some Sigils and Bnuuy Potions, none of which do anything to help you explore or broaden your capabilities, they just help you do what you're doing but better
And yeah I know there's a Free Roam mode, the problem is that it existing just highlights how constricted the default experience is, that you need a separate mode for you to ACTUALLY feel like you're in a roaming world
I partly do get this, but imo when you're trying to make a more serious story, contrivances and coincidences become really glaring, and frankly I've felt them being Tevi's B&B
I find it really weird that (as you stated below) RR is somehow less Metroidvania, yet it the way it advances the story (For the most part) is conducive to free roaming, while Tevi railroads you
And well ofc, too much dialog, but that's basically a universal sentiment
I also wonder if I will ever find someone that compares RR's aesthetics without needing to act like a moral compass or kinkshamer on the process
By the same token I could say Tevi looks normie/tourist-oriented, it doesn't do anything to evaluate the visuals, it just takes a potshot to a certain demographic
I do actually agree with this whole thing
One thing I do appreciate from Tevi is her much better air combo game... but that's sadly undermined by a lot of it being gated by Sigils instead of being incorporated into her movekit
I actually wonder how much restraint it took to put the knife toss as a standard move instead of a Sigil move
And I wish some of the Sigil work was put into Tevi's actual movepool instead
Tevi's combat is just vastly superior to Erina considering she can actually do air combos and just has way more moves in general. I really like the extreme amount of Sigils and the huge number of EP they let us play with, many of them directly alter existing abilities and it's not as restrictive as say Hollow Knight's Charms that has so few equip slots.
Also I don't see a whole lot of mention for the RPG elements which feel vastly more streamlined than any other Vania. In Rabi I had to grind Icy Summit to buy out the whole shop. But Tevi's materials are so abundant and the few different types doesn't require a whole lot of micromanaging, plus the ability to craft/upgrade on the fly and a late game powerup that scales off of total collected currency. Tevi has zero grinding, farming, and money sinks, ever.
Now, as for why I feel that Rabi-Ribi is less metroidvania than TEVI and more of a boss rush game despite its less linear progression and sequence breaking shenanigans, it’s because the actual progression between rooms and enemy combat is rather shallow and uninteresting. Given that you are also fighting a boss like every 5 minutes, to me it seemed like that the metroidvania stuff was just there for filler/downtime and the real meat of Rabi-Ribi was the boss fights. In TEVI, you are doing a lot more metroidvania stuff between the boss fights, and the level design and enemies are generally more elaborate. Consider that the enemies in Rabi-Ribi are extremely nonthreatening and will never kill you (outside of one specific postgame area), while in TEVI they can be quite troubling and I have died to them just as if not more often than the bosses themselves. Rabi-Ribi’s low enemy difficulty in contrast to its challenging boss fights further supports my argument on its metroidvania elements being intentional filler, a break between boss fights more than anything. TEVI’s difficulty is more balanced between its metroidvania components and boss fights.
They aren't really so abundant. Making any consumables other than the basic truffles and such without the +1 material item is pretty expensive. It's kinda fine if you just stick to truffles and save rarer ones for the boss fight (and don't suck at map traversal), but using rarer ones during the traversal would indeed require grinding. I still haven't used like half of consumables in the game, they just don't feel worth the cost.
And there is 100% a grind spot - rare material shards. If you want that magitite and mananite, the (random) conversion requires more materials than you normally get unless you grind. Or you could kill enemies for them... and the game doesn't tell you which ones have the shards, so you have to obsessively kill every enemy you come across. (Or just ignore all that because most orbitar types aren't any better than what you get at first and some upgrades aren't useful, but that's another issue) I'd say that qualifies.
I feel like you either underestimate Rabi-Ribi's difficulty or overestimate TEVI's. Rabi's enemy diffuculty was... admittedly spotty outside of postgame and DLC areas (there were threatening rooms one could easily die in but they were pretty spread out), but honestly, as long as you don't take on every encounter and use your consumables, TEVI's isn't hard either. A lot of enemies that are bulky and/or deal a lot of damage can easily be skipped past.
It's also just a weird qualifier for "metroidvania". Ori and the Blind Forest's enemies were very rarely a threat and most difficulty came from map hazards. Metroid Zero Mission likes to throw in respawnable enemy point that can top off your health in a minute or two and isn't all that hard either. "It's not hard to traverse" doesn't make it not a metroidvania.
Oh and TEVI absolutely likes to throw in blatant exploration filler before boss fights. "Kill these 3 random things in random rooms to progress!" "Activate these 4 random things to use the portal and get to the boss fight!"
And I still say that TEVI’s exploration difficulty is higher since I never came close to death outside of bosses in Rabi-Ribi (except for post-game areas), since most enemies you kill heal you more than the damage they actually put out. In TEVI, enemies only occasionally heal you instead of literally every single one, so they are harder to just tank through without care. Of course, difficulty is highly subjective, so I can only argue from my own experience with both games.
Basically, in Rabi-Ribi I spent more time fighting bosses than exploring, and in TEVI I have spent more time exploring than fighting bosses. Therefore, Rabi-Ribi feels more boss rush than metroidvania, while TEVI feels more metroidvania than boss rush. That said, they are definitely both metroidvanias, just that the focus in each game seems quite different.
Eh... My experience on enemies is different, but then my second Rabi-Ribi run was 0% which is a different beast and even outside of that I mostly ran glass cannon builds, so maybe I'm not the best judge for that either. I won't argue on that part.
I just don't like this:
Or honestly this:
In my experience, TEVI's exploration wasn't great. There was no reason to go anywhere but the markers, because all you'd get from just wandering are things that help you do what you already can do but easier which wasn't at all necessary on Normal+. Exploring for fun was also something I gave up on pretty soon. Maps were larger and more numerous, but the tools for exploration and quick traversal are still stuck as they were in Rabi-Ribi, if not worse, and I wasn't a huge fan of the "more complicated" level design, either (the game likes its one way passages a bit too much for my liking)
You call Rabi-Ribi's progression between rooms uninteresting but I experienced a lot of that with TEVI, too. Aestetics I can recall but ask me to draw you a rough map and you probably wouldn't get that. The most memorable part gameplay-wise, aside from the bosses (which are still the highlight of the game like they were in Rabi-Ribi), was the Dreamer's Keep. (This is not a compliment.)
I suppose I did spend more time travelling to the next objective than in Rabi-Ribi and there are less bosses than in Rabi-Ribi. If that's your criteria for exploration then I guess it is "more of a metroidvania". I just don't like that - it's like saying Pokemon is just a trainer battle simulator.
I like Tevi because exploring feels rewarding in the sense that I will usually find something if I go off the story path, whether it's a sigil, some potions, coins for the shops from the coin blocks, or just exploring a route earlier to know where I need to go when a story mission does pop up.
Combat in Rabi Ribi was dull to the point of me eventually putting the game down, intending to return to it later, but I never did. Combat in Tevi, on the other hand, I've been enjoying enough that I should be beating the game soon, based on map completion. I'll probably revisit Rabi Ribi soon enough just to experience it again, likely with a new playthrough to see about beating it.
Not sure why there's all the complaints about combat in Tevi, feels like people who just want to near instantly kill every boss they see, and getting upset when they have to spend any amount of time fighting something. Maybe it's because I'm exploring and getting so many upgrades rather than going linearly through the story, but combat in Tevi feels pretty smooth - I probably wouldn't be good enough to do whatever's after expert, but expert is simple enough to just brute force. I can see why people would complain about that, being able to brute force combat with upgrades, but I don't mind it.
TL;DR: Both are nice games. Tevi is a little better, but that's not surprising as the second game from the devs.
Tevi's story and writing is just...there was a lot of time devoted to it and at the end I think it was the biggest negative in this game by a long shot. The second being the ridiculous linearity from "You will be stuck in this area" to psuedoe linear areas where you're stuck until you get either a traversal ability or hit a certain point, to the game very much railroading you, it really disliked you not going too far off the beaten path. Ori and The Will of the Wisp learned from it's predecessor, and by the midpoint of the game, you get 4 different paths that all give different traversal abilities that can be helpful elsewhere, but Tevi went backwards and lost the aspect that I really enjoyed from Rabi Ribi.
Um... Best Boi Sable? Dummy Bear Ribauld? Waffle of Wonder Greasetrap? Yandere Mermaid Serulea? Demon Lord DIO? Angelic Vergil? "Erina and Ribbon"? Heck I even remember the Golden Hands, Travoll Industries, and Peacekeeper NPCs.
Though I won't deny with how many of them exist much of them don't get a whole lot of screentime. Phantom was pretty much a wasted character.