Grub
kiwifarms.net
- Joined
- Jul 2, 2021
I hesitate to dive into this autistic argument because really I feel like it doesn't matter too much in the end but it found the melee vs ranged combat qualifier made less of a difference on gameplay than the stat/equipment system does. SotN always reminded me more of something like Zelda 2 or Faxanadu with a metroid style progression system tacked on. All the metroid style Castlevania games have that same rpg style progression system. For me at least, that's always been the biggest divider between the two styles of metroidvania because it changes the overall game progression and turns it into something you can just grind your way out of if things get too difficult.I have weird autistic qualifiers for these things that no one agrees with, but one big one is 'everything has to have both a combat and traversal purpose' to qualify as Metroid-like. And to maybe show my hand a bit, in my mind Metroid is the 'default' bucket and everything else gets put in the 'sotn' bucket. Hollow Knight got put in the sotn bucket simply cuz I didn't see enough of Metroid in it (idk, HK has gear upgrading and a currency and NPCs to talk to and some other stuff that moves it too far away from Metroid for me).
I guess I can see how S&S and Death's Gambit can come across as sotn-likes, but honestly I never actually made that connection because I was just thinking of them as 2D soulsbornes, like GRIME.
Hollow Knight didn't have any of that. You couldn't just go grind for XP or find a different weapon or armor or something to go and get yourself out of a tough spot. There were no rpg elements at all. It seems odd to me that people focus on something like sword vs gun when that has less of an impact on the overall game progression than something like an entire rpg/equipment/inventory system does. The funny thing is Hollow Knight's movement and control scheme was actually based on Megaman X if you read interviews with the devs which is a very much a ranged weapon game.


