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A video game that only tries to be a stupid video game is very unlikely to make its players emotionally invested in the game. Without a motivation and a reason to fight, fighting and killing will eventual become meaningless and boring. E-sports are the exception rather than the rule, because the purpose of their existence is to be virtual arenas and nothing more.
Because they're the type of games that are capable of making players emotionally invested in them. They're more of a form of art rather than simple video games. The difference between this kind of games and "stupid video games" that only allows you to kill things is as distinct as the difference between Mona Lisa and kid's doodles.
but it's also possible it's just not the game for you. ender lilies wasn't my favorite in anything really. not my favorite in combat, platforming, exploration, map design, boss fights... but it did everything above average, gave a consistent experience and i adored the overall dark, gloomy atmosphere of the game. i also like lolis, so there's that
You answered your own question, lol. The game is literally a 1:1 sequel. If you didn't like the first, there is no way you'll like the second. And despite what his opinion suggests, he literally said it does all those things above average. How the heck is doing EVERYTHING above average not worthy of it being a great?
It may not be the best at anything but being the "best" implies there is only one game that can fit that throne among literally hundreds of thousands and it's all opinion anyway.
Ender Lilies' only sin for me was being too easy for a metrovania, but it's easily one of the best ones and especially for a first attempt.
The "fun moment to moment" gameplay is going to be subjective. For a lot of fans of the series, it's there.
You just don't like metrovanias it seems. I'm reaaaaaaalyy curious to know what you consider to be games with "fun moment to moment gameplay" as your top games are games with some of the most repetitive gameplay loops in existence.
Shoulda been /thread.
Complete nonsense
I'm not sure what you mean about "constantly re-spawning enemies" The enemies will only re-spawn when you die or rest at save point. Many Metroidvania games actually re-spawn enemies when you're changing zone. This makes it a lot easier to explore. What Metroidvania game you've played that doesn't constantly re-spawn the enemies?
Unless you skip all the conversation, this game does tell you where you should go next but it doesn't have any sign on mini-map to directly point you where to go. But from the early access, it's quite straight forward. You see a locked door. You defeat the boss and receive a key then of course you should know that it's a key for that door. I believe that player who decide to play Metroidvania game should love exploration. This game has more QoL than many other Metroidvania game. You can fast travel to any save point from anywhere. Zone in the map will change color if you've already founded all items and secrets. This is a very good indication of where you should go. Enemies who stagger and fall from high place will die. You don't even need to follow them down to kill them. If you seriously have problem with exploration in this game then Metroidvania may not suit your taste.
As for respawning enemies, I did mean in reference to resting at save points or dying. Specifically, their health pools felt larger than they needed and enemy types didn't feel diverse enough, so engaging in fighting the same enemies grew tiresome, particularly when revisisting areas, which is common in Metroidvanias. In a traditional Castlevania game, I feel like the enemy variety really helps with having to fight the many enemies in the same rooms, it can even be useful for farming gear/souls/whatever mechanic you're looking for, but the diversity helps, and the health pools are rarely large. A modern example Blade Chimera has respawning enemies when entering a room, but the diverse encounters never grew old to me during its runtime. Another modern example, Somber Echoes, keeps enemies from respawning until interacting with the rest point, similar to Lilies.
I really enjoyed the map turning colors based on if the secrets were exhausted in an area from Lilies. The area I got the most lost in was toward the beginning where you have to activate switches near the water that didn't feel natural for me to interact with, as I literally didn't see it multiple times and to me there wasn't any good indicator that's what was required. I understand that's oddly specific, but that's the kind of details I'm trying to ask if this game has. As for which end of the map do you have to go to at any one time, I understand that comes with the genre. Despite many in this thread thinking I hate Metroidvanias, I play an awful lot of them. Like any media though, they aren't created equal, and I don't want to miss out on the good experiences that are out there.
I did think the combat was headed in the right direction in the early build for what that's worth.
I'll try to peak at some gameplay videoes and try to get a read on if it looks more exciting. There's a lot of back and forth on this thread whether it's a game i could enjoy or not.
How the map looks? i don't like how the maps works in lilies... for me the best map is the most simple one like typical metroid or castlevania map, its very easy to understand that squared map style.
The worst map is hollow knight imho, don't really know where i was with that one...