had a draft here from over a year ago that i forgot to finish, sorry! i hope the discourse is still relevant
i’m similarly cold on Super Metroid, and SotN didn’t make me feel much at first – however something really clicked around the point of discovering the Outer Wall and Long Library, and i spent a while in some sort of a flow state for the next few area reveals (Caverns, Chapel, the hidden upstairs passage above the central clock room) feeling overwhelmed by the game’s sense of place and character
it’s still more of a blur than i’d like and i wish i could pin it down to specifics, but one way to phrase the appeal would be that it wasn’t like one cohesive vision for a game, but a whole lot of diverting bits and pieces that reminded me of, or suggested ideas for, other games building on similar concepts. for instance there’s the one projectile sub-weapon that launches in a diagonal line and reflects off walls. it feels like the mechanical potential of that is both chaotic and subtle enough that you could design a whole game around it alone. other parts throw me back to pace and flow of a scrolling arcade game, like the reward potion which materialises after defeating bosses, seeming to communicate “great job, now get a move on”.
you might step into a room and a snake head bursts out of the wall, writhing and flailing like something out of Contra: Hard Corps, and then it turns out that this is a component of a larger boss you fight in another room, suggesting there can be continuity beyond the boundaries of one screen. the Doppelgänger fight imparts the sense that the castle somehow knows more about you (Alucard) than you know about it. same goes for characters (Librarian, Oarsman) of uncertain allegiance who live in the castle but help Alucard out.
i really appreciate, and find rare in media, the sensation of dropping into a larger story partway through, which is fully intent on pressing on whether you’re with it or not, never turning around to wink or lower itself to your level. it’s all very wrapped up in its own mythology, speaking a language only it really understands.
there was also a persisting sense after you found one new type of secret, that similar things could be around the corner anywhere. it’s so overflowing you even trip over stuff unintentionally. the input method for spells is bizarre and esoteric and i would often discover i’d picked one up by accidentally casting it. i just went to a video while writing this and found out about an invisible elevator behind a destructible wall that activates just by standing in place. what the fuck
there’s a finite number of these things and they may ultimately be shallow parlour tricks but the game has a way of turning my mind into soup and unfolding the castle’s passages out in endless directions
no, i still haven’t played Bloodstained