Like most platformers, if you're looking for some story to tie things together, well, you're in the wrong place.
While most platformers involve moving an avatar, in this puzzle - platformer you have no control at all over the avatar, which is simply a marble.
As
with most platformers, the story is there to drive the main character, but you as a player usually aren't too invested in it.
It doesn't require twitchy reflexes like
in most platformers; instead, it requires adapting to your environment by choosing the right weapon.
loves to hide coins and other collectibles so the usual «easter egg hunt»
of most platformers is there.
While
most platformers simply tasked the player with scrolling from left to right to reach the end of a stage, Metroid instead featured a sprawling, interconnected world that begged to be explored, often times requiring players to retrace their steps after earning new abilities and power - ups to progress: a staple mechanic that would define all future titles in the series.
The boss battles play out in a similar way to
most platformers which sees Trump in a specific area, learning and dodging the enemies attack patterns before striking.
However, it's still so different than
how most platformers behave that it helps the game feel more novel and unique than it may actually be (I promise that's a compliment).
The unique movement issues seem to add to the game, instead of detract from it, forcing you to learn a new set of mechanics instead of relying on the same old run and jump techniques that
most platformers seem to rely on.
Whereas most platformers of the time simply had players jumping on enemies to defeat them, Bonk instead uses a headbutt as his signature attack.
On the iPhone this can lead to a disadvantage as you're missing the tactile feedback of a d - pad, analogue stick or buttons, and
most platformers try to replicate these control schemes with the touch screen.
Braid is different
from most platformers in that your goal is not to get through an obstacle course to reach the next level.
While the Siri Remote is impressive for navigation, it's less than ideal for gaming and this is
why most platformers on the Apple TV are endless runners that don't require precise movement.
While
most platformers simply tasked the player with scrolling from left to right to reach the end of a stage, Metroid instead featured a sprawling, interconnected world that begged to be explored, often times requiring players to retrace their steps after earning new abilities and power - ups to progress: a staple mechanic that would define all future titles in the series.
In most platformers, there's some kind of destination at the end of a stage (the flagpoles in Super Mario Bros., or the spinning signs in Sonic the Hedgehog).
Snake Pass loves to hide coins and other collectibles so the usual «easter egg hunt»
of most platformers is there.
In fact, other than Ninja Gaiden, I can't think of any game or series that took that route, as
most platformers are built using Super Mario Bros. inertial physics or Mega Man variants.
I know a lot of people probably read the line above about how each level can really just be beaten by running and jumping at the right time, and thought to yourself «isn't
that most platformers?»
Like
most platformers, Ty 3 picks up after the events in Ty 2, where we find our good friend from down under in a world that was once at peace and now is not.
It has a darker feel than
most platformers, but it is not so dark that it will scare younger gamers.
This sort of mechanic keeps the game in line with
most platformers and away from being an action game despite most of your actual time spent in the game will be closer to the latter.
Most platformers are praised for making games with a variety of gameplay genres, but [i] Sonic Adventure 2 [/ i]'s gametypes get very tedious and are just plain unchallenging.
In
most platformers, you move left and right while jumping and dodging your way through the levels.
When you're on land the feel is very much in tune with
most platformers.
It's also slightly more puzzle - heavy than
most platformers, but nothing too ridiculous.
It's a simple set - up that
most platformers would go for, but Celeste surprised me because it went beyond just that.