Also, I love Dark Souls, but it's time to stop with the store brand clones.
I'm currently playing (well, gave up for November) a store-brand Dark Souls / metroidvania and it's nothing like either.
- No optional bosses and a strict order of progression.
- Double jump after the tutorial, every jump is high enough to have to use it.
- No NPCs.
- Boring notes scattered everywhere instead of "environmental storytelling".
- No background grinding, no gradual improvement of any sort. Really need an upgrade? Move between these two screens for six hours.
- No weapons or armor, you have 2-3 shooty attacks and 2-3 melee attacks.
- No builds.
- No interesting paths and shortcuts.
- Abilities might as well be keys. Two types of "doors": ones that wall off the next area and ones that hold a shitty item or attack upgrade points (upgrade costs are rising geometrically, very early game shit can
theoreticaly be farmed but doesn't need to be, there's enough points in the open, midgame and later no single find is meaningful).
- No penalty for dying (literally no penalty, progress is saved).
"Metroidvania" in 20xx is just "bad platformer", and souls-like is "bad spoopy fantasy and you wake up when you die". And there aren't actually too many of them, it only seems that way because they're winnable and short, a fan is always looking for new ones, whereas if you're into multiplayer shooters or 4x, you find a good one, then sit with it for a long time.
There's a steam reviewer named "Metroidvania Review", most games on his list aren't proper metroidvanias. Very few people have the spatial imagination to make a metroidvania.
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thread tax: ActRaiser-likes. A Valley Without Wind (procedurally generated nonsense, got me addicted for a while though), SolSeraph (bad), nothing else.
(Also, "wake up when you die" is boring. I don't want to wake up when I die, I want to reload. I want games with almost no instadeath that reward getting to the checkpoint (a new one, or "back home") in one piece.)