finished death’s door (beat the official final boss anyway, still some wandering around to do for 100%)
i really appreciated it actually, keep in mind i’ve never been a big fan of either metroidvanias or souls games, or 2d zeldas for that matter; nothing against those genres they’re just not my particular niche, and out of all those genres, i think cave story is the only one i’ve ever finished
i don’t think this one particularly grabs you as well, it feels sort of pro forma for the first few hours and if i hadn’t been playing it with @digs backseat gaming i might have grown bored
but i think after that it starts to show its charm with the understated humor of its writing
i really appreciated how the first time through each level you parse so many objects as background scenery, only to understand after unlocking x ability or grokking y game mechanic that those objects contain and always contained a gameplay potential you hadn’t been aware of. pleasant surprises, made possibly by a very painterly aesthetic for a 3d smooth-poly sort of game, which while it’s clear enough which buttons you need to push to keep moving forward is sufficiently vague that the true pathways contained in a level can be somewhat unclear only to be explicated later
there were definitely points where i didn’t know which direction to go to move forward. but it was a pleasing friction especially because i think they got the difficulty and especially the punishment for dying just right, the fact that you’re never set back obscenely far and the shortcuts unlocked along the way make it usually straightforward to get back where you were. it felt like what if a souls game decided you were its friend
i read some old posts and many of them were bagging on the game, i guess since im not a genre fan for the things it’s doing i’m not as cynical or bored of them as i could be. like @u_u said back in march i’m also a fan of how the secrets were done. none of them felt obscenely secret, barring the puzzles relating to the sewer grates - they still don’t look like sewers to me and they don’t function as sewers either, there’s no sewage!! they’re basically little tunnels more than anything. we could tell the pads served some purpose but we figured they were teleporter pads of some kind, and groundpound to activate them wasn’t obvious at all.
only a few bosses were obnoxiously difficult namely some of the mob encounters in the last few hours, silent servants, and the final boss. i’m prepared to forgive them given that i don’t have to do them again
yeah overall really liked the way the lore seems to expand around you as you delve further into the game, the dense level design that seems to develop more complexity the more abilities you acquire and the more you pay attention to it. really nice
little crow and forest spirits are very cute also
used hints to finish collecting the shinies and judiciously for the 100% stuff cuz there could be a looooot of backtracking otherwise. but the game overall does a good job of keeping a bored gamer from reaching for the walkthrough, with little ingame clues and hint systems