I’ve always loved how massively lush it is – like, it’s really the logical endpoint of Capcom production values of that era, encompassing everything from the Mickey Mouse games to the prior stuff in the Ghosts and Goblins series, and it really feels like a contemporary of Super Metroid, but no one ever wants to talk about it, preferring the Gameboy ones, I assume because almost everything else on the SNES that took its worldbuilding and its spritework this seriously was a lot more inviting; those design trends almost always went hand in hand.
I think you’re correct to identify Breath of the Wild as a (long-delayed) antidote to this design crutch that persisted for so long, but I agree that it makes the typical Metroidvania/Zelda design seem much more boring by comparison. I was thinking the other day that I’ve really never once gotten into an Igavania which stands in opposition to a lot of people here, and that’s mostly because none of them were ever as lush or as multiplicitous as Super Metroid, and without that, the idea that you’ll, like, play through a world making note of platforms that you can’t yet high-jump to in the service of later complentionism is generally a downgrade on the design of CV1 or Rondo or Demon’s Crest.
the only real exception to this imo is La-Mulana, again because it’s just that preposterously layered and obtuse. There’s really something to be said for that here! Definitely play it if you haven’t, and the sequel should be out in a couple months.


