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but they opened it up by saying that their all-time favorite was Hollow Knight and that's just so far from the way I think about what I like in this these that I just stopped watching. like almost every much-loved search-action game I bounce off of is a Soulsyvania. Just doesn't seem to work for me

which makes me think that there's really three different interacting subcategories, the Soulsyvania, the METROIDvania, and the MetroidVANIA and I'm very much a partisan of the latter

but that's also got me trying to figure out what the difference between the Metroid-centered search-action game and the Castlevania-centered one is. Is it just melee versus missile combat? Platforming intricacy? Narrative focus?

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Castlevania-style games have a sense of fun and playfulness that Metroid-style games don't have. Like there's challenges in SOTN but a lot is just having the ability to mess around and do dumb useless things. Also if you haven't please check out Team Ladybug games. They capture that idea so well

For example, so many Castlevania games let you sit down. It doesn't offer any benefit and can be ignored. Despite that they put in enough detail that in Dawn of Sorrow you can not only sit down in chairs but break only badly-built chairs. It means nothing but things like it make Castlevania

Might be time for me to play Super Metroid again (for the sixth attempt? seventh?) to see if I can figure out how to put this into words. Or if there even is a "this" to put into words at all

A few people are saying that Castlevania has RPG systems and Metroid doesn't and yes that is a thing but what I'm looking for here is FEEL. A Castlevania game (classic) tends to feel like it has somewhat more constrained movement and combat. you're checking frames for swings, or pixels for jumps

there is, perhaps, an element of awkwardness that exists that you as the player are consistently fighting against. Learning how to turn that big sword swing arc from a liability into a benefit, for example, is a big part of the Castlevania experience

I think I get what you're saying. Metroid's attacks are all linear and have 0 warm up. Theres no gameplay difference in attacks and combat challenge comes from platforming and positioning exclusively

I have always felt part of it boils down to Metroid-leaning games having permanent upgrades and abilities as the primary progression, while Castlevania-leaning ones have permanent systems *plus* choice-based RPG/equipment mechanics. The extra personalisation/dabbling is the line for me, as a player