spoilers ahead for Castlevania: Order of Eccelesia and a certain very popular recent metroidvania
that rhymes with bilkbong
It's in the name, "Secret" wall - if you want to hide extra items or upgrades or even a level behind a secret wall (or TWO secret walls, looking at you Dark Souls) - but blocking off the last third of a game because you didn't hit enough random walls throughout your game and find the essential things for story progression, thats just not right.
I bring this up as I recently finished Hollow Knight Silksong, and I found it shocking that you had to find a certain % of lost fleas, almost all of which were behind secret breakable walls, in order to progress to the end of the game. If the game had had even SOMEWHAT of an enjoyable ending without those things, I would have been fine, but you can't introduce a THREE ACT STRUCTURE, and then just be like "oh sorry you dont get act 3 cause you didnt hit enough hidden breakable walls". you can't end on an unsatifying 2 act story, and then act like its my fault for not hitting EVERY SINGLE WALL IN THE GAME.
Similarly, just playing through Castlevania: Order of Ecclesia again, and its the same thing here. You get a rubbish ending, and don't get to even get to go to the actual metroidvania part of the game, Dracula's Castle, without having hit a bunch of random walls to get villagers to unlock the proper finale to the game.
I'm all for secret endings, im all for BAD ENDINGS, but locking out a massive portion of the game (the finale, the climax of your adventure) because you didn't hit enough walls randomly (and i hit a lot of walls randomly still anyway) is, in my opinion, poor game design. just had to get that off my chest.
that rhymes with bilkbong
It's in the name, "Secret" wall - if you want to hide extra items or upgrades or even a level behind a secret wall (or TWO secret walls, looking at you Dark Souls) - but blocking off the last third of a game because you didn't hit enough random walls throughout your game and find the essential things for story progression, thats just not right.
I bring this up as I recently finished Hollow Knight Silksong, and I found it shocking that you had to find a certain % of lost fleas, almost all of which were behind secret breakable walls, in order to progress to the end of the game. If the game had had even SOMEWHAT of an enjoyable ending without those things, I would have been fine, but you can't introduce a THREE ACT STRUCTURE, and then just be like "oh sorry you dont get act 3 cause you didnt hit enough hidden breakable walls". you can't end on an unsatifying 2 act story, and then act like its my fault for not hitting EVERY SINGLE WALL IN THE GAME.
Similarly, just playing through Castlevania: Order of Ecclesia again, and its the same thing here. You get a rubbish ending, and don't get to even get to go to the actual metroidvania part of the game, Dracula's Castle, without having hit a bunch of random walls to get villagers to unlock the proper finale to the game.
I'm all for secret endings, im all for BAD ENDINGS, but locking out a massive portion of the game (the finale, the climax of your adventure) because you didn't hit enough walls randomly (and i hit a lot of walls randomly still anyway) is, in my opinion, poor game design. just had to get that off my chest.
Last edited:
