I just remembered one of the examples I was trying to think of: Belmont in SOTN. I knew I had played something not too long ago that did everything Guacamelee did only better, but all I could recall was how the uppercut worked.
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I just remembered one of the examples I was trying to think of: Belmont in SOTN. I knew I had played something not too long ago that did everything Guacamelee did only better, but all I could recall was how the uppercut worked.
That was a safe bet. That genre should have ended as soon as SotN was released.
It's a legitimate genre. Many modern games in it just happen to defeat the point of non-linear exploratory design by pointing exactly where to go.
It's really a silly thing most of the time. At least some games like the recent Thief 4 let you turn off the waypoints.