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Depending on how far out you want to take the similarity to other adventure games (and minus the romhacks of Zelda), I can see similarities in terms of gameplay (open world/decent sized inventory/items cause gameplay changes) in games like: Metroid, Cave Story, Rygar, Castlevania, Metal Gear, Fester's Quest, Friday the 13th, and Battle of Olympus.

Granted, some of those are weaker examples than others, but in the terms that he talked about, I'd say that the Metroid connection is probably one of the strongest.



The metroid connection fits most of his criteria; certainly, at least the minimum he suggests at the end. I would be interested in hearing why he thinks the series only meets the 3 check marks it gets... For lack of better phrasing, it just seems entirely incorrect.

The rules that he cites as the minimum rules basically describes the "metroidvania" subgenre. Essentially, games in this genre have an open world, in which you explore to find powerups in order to reach more places to explore. While the genre doesn't demand level puzzles, that's how the games are typically designed.


That's exactly what I was wondering. I mean, the Metroid series is known for having loads of collectible items and exploration to the point of actually spawning a subgenre.

And precision combat? The Metroid Prime series is probably the most difficult thing Nintendo's put out in the past 20 years. While they're not the most difficult games ever, they require you to think and analyze the enemy and your surroundings, then finding the perfect way to attack it. With Zelda, you're given the weapons you need to use right before fighting any boss and it's just a matter of hitting the action button and rolling out of the way. They're notoriously easy games (the first two games aside).

I love Zelda, but I'd say Metroid fits the bill better than Zelda does.


Yeah Metroid and Castlevania (the 2D ones, like SotN) really fit the bill best I think.


OP here,

Neither Metroid (which I love to death and have played through several times) nor Castlevanina have precision combat as just one feature missing. In other words Metroid and Castlevania have #7 (action combat) but not #8 (precision combat + unique enemies)

Metroid should probably be marked for #3 (unique items) though I did mark it for #6 (unique weapons)

Castlevania seems to be missnig #6 (unique weapons). At least that's my recollection. Sure, the weapons are different but you can use any weapon against any creature if I remember correctly so each weapon does not really have a unique use. Maybe I'm remembering wrong.


Ahh, glossed over your remarks of precision combat, yeah neither have them, though I wonder if that's a deliberate game design decision of what's more fun or accessible -- deliberate fights-as-puzzles attacks vs button-mashy goodness.

Several (all?) of the 2D Castlevanias have elemental damage types and certain monsters that have archetypal strengths and weaknesses (ice vs fire, etc.), though the gameplay is also about optimizing cost/benefit of a weapon's magic/speed/attack versus the zones of damage it inflicts. Basically it'll suck if you use your awesome danger with wimpy range on certain foes/bosses, while your really slow hitting claymore swings at an arc that protects you from projectiles and what not at the expense of requiring a tad it of timing.

Ahh good times... makes me want to replay SotN again now. :)




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