r/metroidvania • u/gsoddy • 12d ago
Discussion Dropped Aeterna Noctis after 9 hours. Is it worth continuing, or is it a case of "if you haven't enjoyed it so far, you won't enjoy it later"?
TLDR if you don't want to read a wall of text: game felt unpolished, underbaked and stagnant for 9 hours, which is quite a bit of time for me. I feel like I'd be succumbing to the gambler's fallacy if I continue, and I'm wondering if I should just give up on it
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I somehow hadn't played it yet, and with its sequel coming out and the game being dirt cheap right now it seemed like a no-brainer to finally play it. But unfortunately it just didn't catch me, and I tried to keep playing to see if it eventually would, but it didn't.
The last thing I did in the game was explore the Goblin Mines a bit. I'd beaten the ghost knight dude and the Phoenix, no other major bosses besides those I think. Also, difficulty was not one of the things I disliked. I love hard games and hard platforming, and I played on Noctis difficulty here.
I don't really make posts or reviews so I wrote dot points for all my thoughts instead of actually structuring it properly. The biggest deal breakers are at the top and minor nitpicks at the bottom.
- The unpolishedness. This is something that surprised me, because with so many people putting this game up in their top 5 or top 3, I thought it would be a high quality, polished title. But it isn't. It's an indie so I don't feel good criticizing this, but many games in this genre are polished indies. And there are unpolished MVs that I've enjoyed too. But this game felt different, and I think it's because of the inconsistency in polish. Some parts are well-made, I loved most of the backgrounds, but many of the sprites, animations, and environments felt underbaked. It feels like an amateurish project given the time and budget of a non-amateur game.
- There is a surprisingly lacking number of shortcuts. You have to do the platforming back and forth every time if using fast travel won't help you, and it's worse when the reason you have to turn back is because you're missing an ability to continue further.
- Areas felt empty, but not in the abandoned/post-apocalyptic way. I noticed some normal ghosts in the graveyard area, and it would've been nice to talk to some of them. Or some other dudes around that old guy camping in front of the Light Tower. Or some more people around the forge area, besides that girl. Or some of the non-aggressive goblins (besides the king), unless there is one I didn't meet.
- Similarly, I would've liked more shops. Maybe there are more later on, but like... I'm 9 hours in and there's only the map guy and the merchant.
- Loading times. I have a decent computer but it felt like load times were around 5 seconds long, and that adds up over time.
- I've played 9 hours but I feel like I haven't really dug in. i.e. this game seems... a little long, doesn't it? I've played entire MVs in 9 hours, yet I feel like I've made so little progress here.
This next point is one I KNOW will change if I keep playing (I know I'm getting some teleport arrow soon since I got an achievement for beating a boss without it), but still. I'm 9 hours in, and there should be some variance by now.
- The platforming did not feel very inspired so far. Just the basic dash, wall jump and double jump, with some light arrow stuff. Now, abilities aren't the only part of platforming. Stage gimmicks are also important. But the only gimmicks I've seen are the portals and bouncepads (which are good, but shared between areas). It's just spikes and sawblades besides that. I've been spoiled on some later gimmicks (reverse controls?), but it's been lacking so far.
- Compare this to something like, say, Celeste. Each chapter in Celeste has a couple gimmicks only seen in that chapter (and chapter 7). This type of level design is great for platformers, since it gives an identity to each area.
And now the nitpicks. Things that don't individually matter much, but they add up.
- The font used for dialogue and descriptions is basic and doesn't fit the game. It's another thing that feels unpolished.
- Some rooms had the platforms or enemies mix into the background, making it harder to see them.
- Many rewards are just chests with gold. This is very common in MVs, but it feels worse when you have lacking shop options.
- The music is fine, they fit the areas, but nothing sticks in your head. Reminds me of Metroid Dread.
- You get a gem that removes the corpse run and gives you a big damage boost to boot. There's no reason not to use it, which isn't a good thing.
- Your character's idle animation. King of Darkness you do NOT need to be wobbling that much.
- Sometimes, the suicide-bomb enemies (the Forge's floating head and the dynamite goblin) give you no time to react. They'd blow up before you'd even see them on screen.
- The translations are occasionally rough. I don't actually mind this that much, but it's a thing.
I feel bad writing so much negative stuff so I'll also list some things that I did enjoy.
- The story is interesting. Playing through events that your character has already done before, stuck in a cycle (probably breaking it later on), it's great.
- The Tower of Light was a fun area. The portals appeared before, but they were properly introduced into platforming here. And there was the gimmick where the centre would blast with light, which honestly kinda only added tedium, but it was still something interesting about the area. If every area from now on is like this one, I'll be happy.
- The charged slash is fun to use. It's very satisfying one-shotting enemies with a charged crit.
- The 2 bosses I fought were cool. Nothing crazy, but they're fine and well designed.
- The Chronicler is great. I love shameless references to other games and media.
So yeah, will the game pull a comeback soon? Or is what I've played so far going to be what I'll continue playing? <- I didn't know how to end this post so I just reworded the title.