>>718706307
> Exploration would work fine if the game didn't have hundreds of arbitrary gates thrown up everywhere that have to be approached in a specific order using a sequence of hidden upgrades and massive amounts of forced backtracking.
Holy fuck, sounds like you just described a Metroidvania. In fact it sounds like you just described a really fucking fun metroidvania.
> Additionally, there is a lot more "snaking" in HK's map design
Let me get this straight. You want straight line corridors that go directly where you want to go with no complexity or maze-like qualities at all. Uh huh. Are you actually a fucking retard. Go play a corridor shooter.
>>718706481
> Hollow Knight's map design is exclusive to modern metroidvanias where there is no thought or intention to the layout
Yes, it’s COMPLETELY RANDOM that Deepnest is on the bottom of the map, a terrifying and deep area it takes a long time to get to. It’s COMPLETELY RANDOM that the “Lake” is above the City, and is what causes the constant rain leading to the “City of Tears”. It’s COMPLETELY RANDOM that Crystal Peaks is on the top edge of the map…. Etc etc. do you see how fucking stupid you sound?
> muh Super Metroid.
Legitimately a great game, unlike you im not a retard. I love SM, but it also has lots of random back tracking and confusing maze like aspects - WHICH IS FUCKING GOOD BECAUSE THATS WHATS FUN.
>>718707063
Sounds like you got filtered. I died a LOT the first play through, but that also made exploring scary and tense - which it should be. I’m sorry the idea of a game with actual teeth frightens you. It sounds like maybe you should be playing friendly plastic children’s games - not modern Metroidvania masterpieces.
The absolute zero frustration tolerance threshold on these kids, I swear