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I disagree that this is a {{Metroidvania}}. There\'s currently a bit of a definition debate on the {{Metroidvania}} page itself, but its main distinguishing feature from ActionAdventure is non-linearity. Eternal Daughter only gets non-linear after the three Riders, and even then, most of the challenges are significantly harder than the others, making it non-linear in name only. Yes, it has tool-based progression and secret pickups, but those are traits of ActionAdventure games as well.
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I disagree that this is a {{Metroidvania}}. There\\\'s currently a bit of a definition debate on the {{Metroidvania}} page itself, but its main distinguishing feature from ActionAdventure is non-linearity. Eternal Daughter only gets non-linear after the three Riders, and even then, most of the challenges are significantly harder than the others, making it non-linear in name only for the most part. Yes, it has tool-based progression and secret pickups, but those are traits of ActionAdventure games as well.
Changed line(s) 1 from:
n
I disagree that this is a {{Metroidvania}}. There\'s currently a bit of a definition debate on the {{Metroidvania}} page itself, but the main distinguishing feature from ActionAdventure is non-linearity. Eternal Daughter only gets non-linear after the three Riders, and even then, most of the challenges are significantly harder than the others, making it non-linear in name only. Yes, it has tool-based progression and secret pickups, but those are traits of ActionAdventure games as well.
to:
I disagree that this is a {{Metroidvania}}. There\\\'s currently a bit of a definition debate on the {{Metroidvania}} page itself, but its main distinguishing feature from ActionAdventure is non-linearity. Eternal Daughter only gets non-linear after the three Riders, and even then, most of the challenges are significantly harder than the others, making it non-linear in name only. Yes, it has tool-based progression and secret pickups, but those are traits of ActionAdventure games as well.
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