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Vodacixi said:
TheRealSamusAran said:

Dread and Zero Mission too.

Debatable. Those games have a very linear and clear sequence of events from beginning to end. Of course, you can BREAK that if you know what you are doing (ZM more than Dread)... But you won't likely do that on a first playthrough. You'll follow the very much linear path that the game constantly points you too.

As another user said this once: the fact that you can sequence break a game means that there IS a sequence to break in the first place. To me a Metroidvania needs to have a truly interconnected and open map to explore where you are almost never expected to follow a certain sequence of events. You will have multiple paths accessible to you at almost anytime and you don't have to commit to a certain sequence in order to make progress.

Zero Mission and Metroid Dread are linear games that can be broken, either with glitches or by exploiting the game's mechanics after a lot of practice and multiple playthroughs. That doesn't make them open (to me at least). 

That kind of thing it's required for me to be a Metroidvania. Metroid games (to me) are... That. Metroid games. They are not Hollow Knight. They are not Blasphemous. They are not Metroidvanias.

Dread is not linear and at no point tells you where to go, having a certain order of what upgrade you get next ≠ being linear, because even Super and Prime have an upgrade order.

In Dread, once you get a new upgrade, you have to open the map and look what previously locked paths you can access now, sounds like a Metroid-like to me. It's not like Fusion where Adam is all the time telling you where to go and what to do, there is no point where Dread did that, Adam only tells you to return to your ship and good luck.

But Zero Mission does tell you where to go all the time.

But in Super, the only tool the game offers for sequence breaking is wall jumping, but I don't know if you can even skip any upgrade with it, most of the tricks players use to sequence break Super, are, in fact, glitches. You get early Super Missiles using a glitch, you open locked gates from the wrong side using a glitch, etc. Metroid-likes are not about sequence breaking, it's about the freedom to explore and backtrack, and having a sequence of upgrades you must get is not at odd with that as long as the game does give you that freedom, like Super and Dread do.

Last edited by TheRealSamusAran - 1 day ago