SJ on the other hand, is more task driven. each dungeon cannot be progressed by simply ignoring everything else and just trying to find the exit to go deeper. Instead you often have a story objective that takes place in each area, which leads to story events which open up more of the dungeon, eventually leading to a boss of each major area. For example, if the story at a certain point requires you to find a certain person, or go to a location and plant a device, if you don't do that task, there is no further progression possible. Certain areas and doors will remain locked or unavailable until story events trigger them, and certain areas require certain abilities to progress which you will not have initially. There is a bit of Metroid-style exploration where after gaining certain abilities later in the game, you return to previous areas to access parts of the map you couldn't previously. Most are optional, but some parts of the story also require you to revisit older areas.