>>718511775 (OP)
>Super Metroid
I just can't get over how the game gives you so many energy/supply tanks, 2 suits that both double your HP, energy refills in every zone, every other room has those geysers that infinitely spawn weak trashmobs to top off health and ammo quickly, and every single enemy in the game drops a huge amount of health and resources.
It's actually almost impossible to die outside of bossfights unless you really try and just sit there and facetank enemies for minutes on end without shooting. Not even one single (non-boss) enemy or hazard in the game poses any threat whatsoever to the point that they exist solely as an extremely minor inconvenience, like a harmless gnat just buzzing around you.
However, the art design, soundtrack, world structure, movement (aside from the floaty jump), and sense of progression are all pretty solid, which is why the complete lack of any challenge outside of bossfights is so disappointing.
>Hollow Knight
General movement feels great, the combat is solid if a bit basic and overly reliant on air attacks (which have never felt good with melee to me), although the bosses make up for it by being creative with varied movesets and tight hitboxes. In terms of combat/boss fights, it's clearly better than Super Metroid.
Unfortunately the map design, progression, backtracking, and forced souls shit just ruin the game and make it an absolutely tedious slog. The map is like 5x bigger than it should be, the fast travel stations do very little to help with backtracking, there is almost no sense of progression, the charm system is really underwhelming and restrictive, and all the areas look and feel extremely samey outside of the background color.
It could have been a decent action game, but unfortunately they focused on quantity over quality, made multiple horrible design decisions, and forced souls shit in that was only a detriment.
I'd give Hollow Knight a 5/10 and Super Metroid a 7/10. Still need to play SotN