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Couldn't have said it better
<20rys players are spoiled by games that hold their hand from A to Z,when a bit of brain&patience is required they start to brag,and ofc don't you dare go against their POV!
Game is filled with lot of fast travel options and similar stuff= too easy and not funny
Game won't hold your hand,asks for a bit of exploration = Too much time consuming
These are the result of spoiled kids IRL and this generation;as my old grandpa used to say
- "Less hugs more slaps" ,word to the wise...
the game does have a shinespark, and it's more useful than super metroid's.
all Metroid games with the exception of Fusion and OtherM, All modern open castlevanias, Shadow Complex, Strider, Ghost 1.0, Unepic, Megaman ZX/A... all of them have huge amounts of back tracking, and some of them doesn't even have a fast travel mechanic.
The real problem is that you're comparing your first run of Hollow Knight to your 100th run of super metroid/SotN.
the average time for a first run of super metroid is around the 10~13 hours mark, symphony of the night is even higher, but as you play the games and consequently start to know the paths more and more, your time in the game gets significantly lower, and that goes for every single 2D exploration focused platformer.
want to put that into pratice? go play a super metroid rom hack that you never played before, be it redesign, hyper metroid, phazon, any hack that changes the layout and sequences of the game, and you will see just how much backtracking you actually have to do in your first run, and every time you run the hack, you will find that your time get lower and lower.
This entire genre focus on exploration, and huge amounts backtracking comes with it. you just forgot all the backtracking you did when you first played other similar games.
If you don't like this, I'd say that you don't like exploration heavy games at all. There's nothing wrong with that, of course, but to say that HK is somehow a bad game for doing the things it does very well is nonsense.
This is additionally amplified by the "bad" minimap where I hardly can find my way around and the fact that quick travel points are perceived as very rare.
During my first playthrough I ran into basically 5 obviously blocked of points before even unlocking my first way of getting past them.
I agree that holding the player by the hand is really bad design, but there is no reason to make me travel all the way back by foot all the time. It's tedious platforming for no real reason and I want to experience and take in the art style and level design, but it feels a bit like I hate parts of the level design, because I have to traverse it that often.
I mean the difficulty is souls-esque in that it's fair but hard and usually it's the players fault if you die, but the back tracking seems very unfair, especially not being able to go to your base whenever you feel like it. And this game is big, why unnecessarily increase the time spent playing?
And that's the major thing -- it's not really about "explore brah" but the progression of the game combined with the map issues combined with as stated in the above post often just coming to way too many barriers to keep track of causes way too much /unnessesary/ running around which seems to just extend play time for the sake of being able to say "see it has X hours of gameplay!".
This is a common complaint about, for instance, the romhack Super Metroid Redesign, where progression upgrades seem to force you to run back and forth from one end of the map to the other....it's annoying there and it's annoying here.
Couple of design issues, aye - my big two are that the compass is a charm instead of being built-into the map, and that there's no way to keep track in-game of where breakable floors and keyholes are - but it's not *designed* to feature lots of backtracking.
There are stagways (and later, trams) to quickly get between distant sections of the map, and it should only take a couple of minutes to get to anywhere in particular from one of those. The only places that are really tedious to explore are Deepnest (which is pretty fitting thematically) and The Abyss (which... yeah, is a bit too big and far away, I'll accept that).
Are you aware that the backtracking is completely optional? You dont look like; theyve told you before but ill repeat it, its just your opinion, not a fact.
I actually enjoyed the backtracking, for me it was one of the strongest parts, also, obstacles in the map for preventing faster backtracking add to the fluidity and make backtracking less monotonous by promoting a challenge of going faster thrpugh convoluted areas; you skill with the movement is rewarded.
Other reviews pointing it out dont make it a fact, other games being different in that matter dont make it a fact, there are reviews pointing it out as flaw, but there are also reviews praising level design; that you conveniently ignored.
Next time dont try to pass your opinions as facts; they arent. For some is a flaw for some is good thing.