Not one of them

From the fact that this type of game is called Galaxy City rather than Demon Warrior, it should not be difficult to sort out the historical status of "Galaxy Warrior" and "Castlevania", after all, the father of Castlevania, Takashi Igarashi, also admitted that "Galaxy Warrior" is the greatest game.
Looking back at the history of this "greatest game", we can find an interesting place - "applause or not" seems to have become the fate of the "Metroid" series.
You see, this series obviously has the first female protagonist in the history of the game Sams, blonde beauty set no matter which era of LSPs have a special attack attribute, after the level, according to the length of time the player passes, Sams will also take off the corresponding armor, at most you can see her remaining bikini, on some websites, Sassy holding a small pistol "war" alien alien alien video or even a popular tag.
▲ Lao Ren's all-age strategy - children can also have fun, but adults can always get more happiness
In terms of gameplay design, "Metroid" is also Nintendo's flagship work, the first generation of "Galactic Warrior" released in 1986, the design concept and the exquisite guidance without any text can be compared to the classic "Super Mario", to name a few examples:
At that time, most of the side-scrolling games were one-way movement from left to right, and the opening of "Galactic Warrior" used a left-right symmetrical map to tell the player that the game could be freely explored, and when you could not reach the platform by jumping alone, and a tunnel that only "one ball" could pass, it led to the classic "ball form" gameplay of "Galactic Warrior", breaking the glass pipe, Sa Jie found a new road, leading to the design of hidden bricks (roads);
In the follow-up "Super Galaxy Warrior" and "Galaxy Warrior: Fusion", Lao Ren took into account the subtlety of box court exploration and the openness of the 2D flat map, and the subsequent "Castlevania x Nocturnal Fantasy", redefining this seemingly one-way, but actually highly free gameplay into "Galaxy City".
However, compared with Nintendo's "red and green hats" that sell tens of millions, the million-level sales of this series are much more shabby, and "Galaxy Warrior" is even equal to the "rookies" in recent years in terms of sales, and the "Metroid" series that sells and mainly plays first-person shooting is also "unbearable".
It is no wonder that Ren has been able to hide the orthodox sequel of this series for nearly 20 years, but as the old saying goes, "Nintendo is always the teacher of all game makers", even this year there are many excellent Galaxy City games, and the latest game "Galaxy Warrior: Survival Fear" still proves its flagship positioning with game quality.
Even players who have not been exposed to this series should be able to feel the very "modern" gameplay experience of Galaxy Warrior: Survival Fear.
Many people may think that the Galaxy City game focuses on the design of the game map, without the need for screen bonuses, but the first impression brought by "Galactic Warrior: Survival Fear" is that its picture is very good, even on the screen of ns, the background of 3D and the depth of field brought by the 2D map, rich detail design, greatly showing the charm of this planet, primeval forest, underground cavern, lava collection field, coastline... Each scene also has its own stylized features.
In terms of basic gameplay design, as the subtitle "Survival Fear" says, this game clearly combines horror + box world elements, just like the 2D version of "Resident Evil".
Open the door, find resources, solve puzzles, be chased by invincible monsters (6 bionic robot emmi sent by the Galactic Federation), improve themselves to defeat the invincible monster, the overall process is almost the same, in the early stage of the game, emmi will frantically chase sajie, weak and poor and helpless themselves can only escape everywhere, compared to the "Galactic Warrior: Fusion" will only follow the fixed route of the chase of sa-x, will automatically find the optimal path and can shuttle through the walls, pipes in the emmi more real, The filters of the very hades in the emmi-infested rooms also often make people sweat in their hands.
Especially during the plot performance, the original flat camera perspective will naturally switch to 3D, and the sense of level oppression and presence are full.
In the process of retrieving the equipment, Sa Jie will be from the beginning of the blank armor, slowly master the multi-segment beam, into the ball form, body attack and other unique skills, these new abilities in the process of combat and puzzle solving have taken on a very important position, this work also improved the action system of Sa Jie, the feel of melee counterattack is perfected, can also be used in running, but also added a sliding shovel action, Sa Jie's body style is more flexible, for the player's operation requirements although high so lost, but in exchange for a higher running map combat decryption fluency.
In terms of map exploration, the game is almost no difficulty to speak of, which also leads many old players to say that "Galactic Warrior: Survival Fear" is too one-sided, and the sa sister you operate is alone to come to this new planet, it is difficult to escape the first emmi pursuit, but the pipe behind you collapses, you can only go forward;
Open the magma valve and the current map will be distorted into a whole new area due to overheating, either where you go or encounter an emmi who will always drive you to the right path. You'll find that in most cases, the goal of exploration is clear and (it seems) only one.
You can follow the mature brushstrokes of the old game designer and experience this somewhat linear but fluid enough adventure story for 2021.
This brings a new problem, because it is difficult to level, "Metroid: Survival Fear" will not experience more than 20 hours a week, and at this time, the indie game "Galaxy City" standing on the same track as it often abides by the rules of the independent game of $20-40, and its price of $60 will seem to be quite insufficient.
▲ The game does not count the time of death and rebirth, and shows that it is shorter than playing it yourself
I thought the same thing when I finished playing a week, and after 19 years, seeing "Galaxy Warrior" again was no longer amazing, even a little mediocre, and after playing for two weeks, I found out that the mediocre person was actually myself.
Friends who have played Castlevania must have heard of the setting of this kind of game "surface (positive and negative) world", the same map, different experiences, not only save the cost of redeveloping art resources, but also solve the problem of too short price performance for players who were limited by the capacity of such games in the early days.
The same is true of Metroid: Survival Fear, this time Nintendo is in a seemingly linear process, and then created another "inner world" for players who like to research and speed up.
To enter the Inner World, you just need a little exploration and inspiration.
Even in the series of relatively linear "Galactic Warrior: Fusion", there is also a well-known little skill: Sa Jie can use the recoil of the bomb in the ball mode to "jump", you can also continue to put bombs when you are stuck in the air, if you place the bomb at a certain rhythm, Sa Jie can repeatedly be affected by the recoil Force The more "jump" the higher, the ball bomb start time is very early, using this little skill, Sa Jie can get the late equipment that needs to be double jumped /high jump in advance, Completely break the original linear process.
In that era when the Internet was not developed, finding the sense of accomplishment brought by this little trick was tantamount to discovering a whole new continent, far higher than experiencing the game step by step.
Galactic Warrior: Survival Fear also comes with a number of hidden tricks that are not explicitly stated in the tutorial.
For example, this generation of new action sliding shovel has a more advanced operation "sliding shovel jump", the principle is that the character will have a certain inertia at the edge of the platform, and another jump can be connected before the character sliding shovel action is completely over, this technique is suitable for jumping on the edge of the platform can not be touched by the wall, thereby breaking the conventional process.
But unlike many games that break the usual process = card bug = see the most realistic side of the game sticker, it now seems that the game designers of "Metroid: Survival Fear" have fully considered the consequences of the player's operation - behind the gif process above, Sajie will encounter a boss Kred who is imprisoned by chains, and if it is played according to normal play, it has two stages, and the second stage needs to constantly alternately attack its navel and head.
When you jump through the small passage above with a sliding shovel, you can get the hook claw beam and the spherical bomb in advance, and in the second stage of the battlefield, you can find a hidden device that requires a bomb to trigger, which allows Sa Jie to drill directly into the boss's navel to kill it, and there is a special performance animation.
This proves that when the game designer designed the action of the sliding shovel, he had already thought of the upper operation of the sliding shovel jump, which is not only a showmanship of the master player, it is integrated into the exploration map, and will open a new path when the player breaks the conventional process, providing corresponding positive feedback.
So, even if I've completed the second week of the game and discovered a few tricks through self-reliance, I'll still go to the Galactic Warrior player community from time to time these two days to see if the masters have found those hidden tricks, and if the game designer can guess the player's whimsy in advance.
Talk about the summary, the clearance of "Galaxy Warrior: Survival Fear" is like a "psychological war" between the player and the game designer, you can completely follow the designer's original idea, normal process, then it is a one-shot "popcorn movie" for you;
And when you find some "hidden skills" and get complacent about it, the designer will also tell you that I actually prejudged your prejudgment and brought you a whole new world. There are many lamentable coincidences in the game, which are actually the inevitable result of the old designer and mercury studio polishing "Galactic Warrior: Survival Fear" with the "Open World Box" as the end.
The good news is that the game was released less than a week ago, maybe many players did not even get the physical version of the cassette, the "Galactic Warrior" series of classic bomb jump, "Phoenix Sky Rush" and other small skills, has been developed in the "Galactic Warrior: Survival Fear", many players gradually found that the game is not so single-pass, the old Ren also proved himself with a variety of boss special kill animation.
I started to expect that in a bug-free crash challenge, the winner would be the player or the game designer.
Of course, the results may be a few months away, as a galaxy city enthusiast, I still want to emphasize again - "Galactic Warrior: Survival Fear" is the real "Galaxy City" that allows people to soar freely by imagination in the box world, if you don't pay your wallet to support it, the next time you see it is the kind 20 years later.
To tell a joke last time, this issue of Famitong scored 37, 34 and 34 points respectively for "The Idol Master", "Galactic Warrior" and "Pro Evolution Soccer 2022"