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And it's regarded as well as it is because it pretty much perfects the conventions of the Metroidvania genre. Some of your issues with the game being those exact conventions.
Also, your issues are largely ( if not wholly ) unwarranted.
- Elder bug will always gives you a hint where to go next if you're stuck.
- The game lacks combat in very very few situations. Those few rooms where it does are either building up to an important narrative moment or a boss fight ( sometimes both ). The only way what you're saying can hold any merit is if you're suggesting the combat itself is bland and uninteresting. This would be a strange complaint to have given the sheer number of different enemy types with unique attack patterns that exist in this game and the charm system which allows you to customize your combative abilities. There being over half a dozen unique abilities ( 3 spells, 3 special nail moves and your basic attack ) for you to utilize in combat once you find them.
A few questions I'd have for you about your remaining issues are; why do you find the platforming in Hollow Knight inferior to platforming in other landmark titles within the genre such as Symphony of the Night or Super Metroid? What is it about the combat that keeps it from being decent to you?
As for your other problems, while I can appreciate your struggles, I'm sorry to say that the majority of people believe the soundtrack, level design and gameplay is among the best in the genre. This includes things like the mapping and knockback mechanic which gives a sense of realism to the game and, in the case of the former, a feeling of being lost in a vast world and the subsequent joy of getting to explore and discover the things within it ( a core aspect of the Metroidvania genre ).
I can't answer on behalf of him, but I have my own thoughts about that.
In SotN and Super Metroid, the movement speed you have for the most of the game, you have from the very beginning, and the maps are designed with that in mind. You never feel too slow. Edit: Well, I guess the walking speed in SotN is a bit slow. That's why players are so likely to make use of the backdash to go faster even if it looks silly.
When I first started playing Hollow Knight, the movement felt slow, and I was frustrated by that. In my opinion the game doesn't become fun to play until you get the first movement upgrade, which significantly speeds up your ability to traverse the map.
I personally find the combat very enjoyable. It starts off slow and simple, but it expands greatly over time. All I need to do is watch a video of a high end player, and the things they do to get more damage, to see the skill gap between said person and myself. To see the complexity.
In fact it's far more complex than SotN or Super Metroid at the high end. No boss in SotN or Super Metroid took me 2 days to beat. NKG and PV did for me.
I don't mind the "bland" areas. Those are in Super Metroid and SotN. I don't want to be struggling for my life every screen. It's just a personal taste thing. I find it fine.
I like the soundtrack. Again just a personal taste thing. I really like NKG's song.
Good is so subjective.
I quite enjoy this game. I put it on the same level I put Super Metroid and SotN. If you don't that's fine. But at the same time I have to wonder if you've even experienced the full breadth of what the game has to offer.
I mean, that seems like it would be an issue with traversal as opposed to actual platforming which is ussually far more dependent on your timing and accuracy as opposed to movement speed.
I shouldn't be making comments on the internet when I'm sleep deprived. That makes it easy to misinterpret words.
...Except for some reason when using the double jump. Suddenly the bug has weight and these wings have a moment of struggle to pick you up that is so stark, it will halt the ascent of your initial jump if you press it before the peak.
Makes no sense mechanically or thematically and I'm surprised that nobody mentions it, considering how much it impairs the double jump's usefulness as an aerial dodge (impairs, not kills) in a way that is unintuitive to the fast-paced design of everything else. Very noticeable in White Palace and against certain bosses (Pure Vessel and so forth). Everything else about the game (discounting some of the overly rng Godhome content) is so good that the wings stand out like a third nipple to me, I dunno.
To be fair, everybody is going to have a different view of what the right amount "visual indications" are. If it had had been more obvious you would see people complaining that the game was hand holding its players and needed to let them find the right path on their own for it to be a more enjoyable experience. There's no pleasing everyone.