>>718417235
>movement is floaty
So you feel the lighter character outweighs all of the movement options you have in Hollow Knight and the emphasis on using your nail to bounce on enemies and hazards?
I'm not even saying it's the best or revolutionary I just have a far better time moving around and platforming in a game like Hollow Knight than in, for instance, Aria of Sorrow.
>You have many roads open from the beginning but all of them except one are blocked and you have to spend a lot of time backtracking
But throughout a majority of the game, you have several options in which areas you want to tackle and in which order. Even in metroidvania's like Rabi-Ribi, you start the game practically required to do the first area or two before the game opens up unless you are able to pull off platforming tricks.
Nine Sols in particular, (which many debate isn't even a metroidvania) especially lacks exploration and what little times you can go off the beaten path has almost nothing to reward doing so.
>through the samey boring jumping rocket ship floaty garbage lego blocks. The levels are not interesting even visually because they are lego blocks retextured, it's all the same cubes. No slopes, no actual proper textures, just minecraft your levels bro.
You don't think Crystal Peak, Greennest and City of Tears are visually distinct?
>All enemies are black and white bugs.
The theme of the games is bugs but to say they aren't distinct is to be intellectually dishonest and you're becoming reductionist to a degree that it's becoming a fallacy.
>In HK you can farm healing any time you want.
Only if you have enemies to hit or use the dream nail on, the latter requiring you to remain still for over a second and opening yourself up to attack.
>Shit charm system with garbage systems like magnetizing geo or higher drops.
You didn't substantiate this point so nothing to argue.