nkarafo
Member
In modern game reviews, articles and forums, the word backtracking almost always comes with negative connotations. But when did this start? I don't remember this being a thing in the 80's/90's and a ton of games had backtracking then too.
Even if we ignore Super Metroid and Castlevania SOTN and the whole sub-genre they created using it as the main ingredient of their design, if you think of any classic game/series that features exploration, they bound to have backtracking. Basically, every game that isn't completely linear will have some backtracking.
So if you don't like it, does that mean you also don't like every Zelda that exists, every Resident Evil, every RPG, all Soulsborne games, all open world games, etc?
The very consept of free exploration includes backtracking. Not to mention the potential of getting lost as well, another thing gamers seem to hate. What's the point of trying to find your way if it's not possible to get lost?
Is it the amount that's the issue maybe? Like when a game is forcing you to take long trips to places you have already been for very little reward? Like the Metroid Prime artifact hunting section? I can see how this is a problem but this sticks out because it's so overdone and because the rest of the game is so good. I feel like this is an exception, not the rule.
I think backtracking is great, i love re-visiting familiar areas to find more secrets and additional paths i couldn't reach before using abilities i didn't have then. And just like every other aspect in games, it only becomes a problem when it's overdone.
Anyway, i read a ton 80's/90's game magazines and the word "backtracking" doesn't exist. It's a newer thing someone mentioned on the internet in an article or online review, it got stuck and then overused. I'm trying to find out when that happened or which game sparked it. I assume it's Metroid Prime because that game got so hyped it reached mainstream ears and people comparing it to Halo gave the wrong impression to many who expected something more linear.
Even if we ignore Super Metroid and Castlevania SOTN and the whole sub-genre they created using it as the main ingredient of their design, if you think of any classic game/series that features exploration, they bound to have backtracking. Basically, every game that isn't completely linear will have some backtracking.
So if you don't like it, does that mean you also don't like every Zelda that exists, every Resident Evil, every RPG, all Soulsborne games, all open world games, etc?
The very consept of free exploration includes backtracking. Not to mention the potential of getting lost as well, another thing gamers seem to hate. What's the point of trying to find your way if it's not possible to get lost?
Is it the amount that's the issue maybe? Like when a game is forcing you to take long trips to places you have already been for very little reward? Like the Metroid Prime artifact hunting section? I can see how this is a problem but this sticks out because it's so overdone and because the rest of the game is so good. I feel like this is an exception, not the rule.
I think backtracking is great, i love re-visiting familiar areas to find more secrets and additional paths i couldn't reach before using abilities i didn't have then. And just like every other aspect in games, it only becomes a problem when it's overdone.
Anyway, i read a ton 80's/90's game magazines and the word "backtracking" doesn't exist. It's a newer thing someone mentioned on the internet in an article or online review, it got stuck and then overused. I'm trying to find out when that happened or which game sparked it. I assume it's Metroid Prime because that game got so hyped it reached mainstream ears and people comparing it to Halo gave the wrong impression to many who expected something more linear.
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