hey, noticed you inquired about my pfp. Unfortunately the person in question is one of my real-life buddies and I don’t think he’s super comfortable posting his art yet (which is weird considering how good it is). I could see if he’d be interested but I don’t believe he’s really doing comms yet or anything. Hope this clears up some questions!
oh boy I have a fair amount of opinions about cave story - mostly admiration for how solid of a solo effort by an indie dev it is!
I would not actually count it as a true metroidvania - it's not particularly nonlinear enough, you don't do enough 'backtrack with a new ability' type activities - and your upgrades (whether weapons or abilities) generally don't double as combat-or-traversal-mechanic items. (with the excellent exception of using the machinegun as a jetpack)
but that doesn't mean it's not an excellent platformer, just more of a 'run and gun' type deal.
I played it in college originally pretty soon after it first came out - then again five years ago when I was considering it for a podcast episode. it still holds up pretty well, the released/upgraded version is appropriately spruced up 🤷♀️
(I actually like Pixels' Kero Blaster better though)
post #203576 ::
2024.12.09 12:20am :: edit 2024.12.09 12:39am VirtualMan liēkd this
> "does the linearity you reference pertain to environment exploration and not necessarily storyline progression?"
- yes, that's more what I'm looking at - for me, Metroidvania requires that you explore an area initially, notice currently inaccessible areas, then return later with new abilities that allow you to access those areas. A ledge that's too high to jump to, an seemingly impossibly strong enemy, a space too small to fit into, etc -
and consequently it's also important that when you find a new ability, you understand how to use it, and that it clicks, in your brain, "Oh, shit, now that I have the freeze beam, I can go back to that tall vertical shaft and freeze the flying enemies into stepping stones to make it to the top!!"
(and sidenote, though there is some sequence-breaking you can get away with in Super Metroid, I also see Metroidvania as a genre that grew out of Super Metroid and Castlevania Symphony Of The Night - but that doesn't necessarily mean that either of those games are *pure* Metroidvania. Even Hollow Knight, the game I view as the worthy successor to that legacy, is a metroidvania/soulslite hybrid.)
I never checked out Eternal Daughter! I will have to take a look!
(I've been trying to be more of a 'budget gamer' the last couple years, so I haven't been playing as many of the newer MVs as I should 😅)