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Having played a few other metroivanias, I've noticed you tend to get abilities very often: In the Metroid series you get a beam upgrade, a new weapon, or a new utility option from nearly every boss; In Ori, you usually get a new move in each area and the area is built to get you used to it; in Dust (no spoilers please, haven't finished it yet) you get new movement options fairly often and a new attack after each major boss. Hollow Knight has so many bosses, but the majority of them give something smaller like a mask or vessel fragment (not even a whole upgrade) or a charm which you may not even use at all. Even then some of the ones that do give you something more substantial aren't even required, like the Soul Master, meaning that you are rarely getting gamechanging upgrade.
I'm not saying it's a bad system, Hollow Knight is one of my all time favourite games, but I can see why that would turn someone away who is more used to the typical progression of a Meroidvania.
Take my word for it, Dust is short enough to finish and definitely worth it just to see the ending... But I digress. But yeah, I guess I'm so used to feeling like I am making progress that when I play a game like this, where progression feels heavily stifled early on, it just gets a tad disheartening to continue, perhaps i've just been too spoiled by traditional metroidvanias... but at the very least hollow knight is an amazing game and has tons to offer for just 15 bucks which is great.
Ironically, this is probably also why I only ended up playing through Samus Returns once, because unlike previous games, this one had a much heavier emphasis on combat which tended to slow the pace down of the game considerably which was an unfortunate turn off for me. I do make exceptions sometimes tho, like the Prime series for example, mainly because it's an FPS and the combat is very solid in it (can be largely ignored later on as well), on top of some of the boss fights being mind blowing. This is especially true if you played through the prime trilogy where you can manually aim her arm cannon with the wiimote which added so much immersion, it was crazy how much of a difference it made...
Oh I’m currently sitting at 90% completion of Dust, that’s why I didn’t want spoilers. And I felt mostly the same when it comes to both Returns (though for me it’s the linearity that puts me off replaying) and the Prime Trilogy (which I played all of on Wii, can’t imagine how it controls with a single stick)
Edit: something I think should be said about how Hollow Knight handles its upgrades is that it allows much more freedom in how you choose to progress. Prime for example has a lot of places where you just can’t proceed at all until you find the specific ability and can continue. Hollow Knight lets you turn around and explore a completely different path and come back later. Instead of saying “too bad you need Isma’s Tear to go any farther”, Hollow Knight says “you could go find Isma’s Tear and go this way, but why don’t you go check out the Ancient Basin or Deepnest instead”.
But I realised I was wrong after an hour and more, the game is awesome (except the white palace level design of course).
Now when I look back at the first hour of my game, I come to appreciate its seemingly dull beginnings.