Showing posts with label metroidvania. Show all posts
Showing posts with label metroidvania. Show all posts
Friday, November 3, 2017
The Mummy Demastered (PC) Review
What happens when you mix WayForward's wonderful sprite animation, their metroidvania pedigree, and a blockbuster movie license? Well, you end up with The Mummy Demastered, a 16-bit looking side scrolling action adventure...that needs better mixing.
Off the bat, the game looks really cool. The sprites and animation are top-notch, and what I expect from WayForward. The music ranges from average and forgettable to downright annoying. You control your agent to run and gun through several areas of the map that don't always feel like they should match up. I mean, if you are that close to the headquarters, why would you take a helicopter to the starting area?
Anyway, the map isn't the point of the game. The action is. Too bad it's just not that good. Hit boxes seem off, the damage is too high, and there are too many enemies on most screens. Crows move in medusa head patterns, and are somehow not the most annoying enemy. Screens have lots of little crawling and jumping monsters that can be hard to aim at. Many enemies have cheap placement just off screen so you hit them when you are trying to advance. Most things take too many shots from your default gun, which drags down the fun. To top it off, you can't even damage things that are too close to you, but of course they hit you, even if it doesn't seem like they even touched you.
You will get new weapons to use, but they all have limited ammo. So, you may be like me and save them for bosses. Even so, you will quickly run out of ammo in those fights. Outside of boss battles, there are plenty of ammo drops, but still not enough to replenish what you use just to go anywhere. If you are full of an ammo type, it will still be dropped. Why not replace that with health? Health pick-ups don't drop near frequently enough, considering how much damage enemies can do. Plus, there are no rooms that restore your health to full, meaning you have to grind to restore it. Not a good design decision.
Boss fights aren't much better. The first was fine, but the second was just a horrible experience. Lots of damage, lots of time, and it didn't always stick to its patterns. In fact, they all take way too much time if you just use the default gun. Because of the death mechanic (see rant below), you won't get any spent ammo back if you die. So, you have to either hope you win, take forever, or grind for drops. Not a great choice.
How about the platforming? Well, it's not that great either. It feels a bit stiff. I'm not sure if there is a slight delay in jumping, or maybe the floor properties of the ledge aren't great, but there were plenty of times I tried to jump off a platform only to fall down. I was playing with an Xbox 360 controller, and it didn't feel like it was a peripheral issue, just an issue in the game. There's also plenty of low and inconsiderate ceilings that can get in the way of jumps. I will admit the ceiling grab you get is really cool, even if the environment designs quickly limit how much you can use it. It's like Mark of Kri all over again.
Now we can move on to the unique mechanic in the game that I alluded to earlier: the death mechanic. If/when you die, your agent revives as a zombie. At first I thought it was a cute animation, but nope, it's an actual enemy you fight. Oh, and did I mention that it has your stuff? Well, it does. So, now you have to kill it. With the default weapon. And the default health.
You read that right, you have no upgrades whatsoever, because this is a new agent. So you have to fight an enemy that has the weapons you did, but with the default stuff. Ugh. Oh, and you will only get back the ammo you lost. Did you have 5 shots left in that machine gun? That's what you recover. Never mind that the zombie agent shot at you with that same gun 50 times, or threw 10 grenades, since you clearly didn't have that. Somehow, he did.
It's a nice idea. It fits with the game theme. It's also not fun at all, and in fact sucks out any fun you were having. You just end up in a worse position than when you died. Thankfully if you die on a boss, the undead agent won't be with the boss, but the room before. Since it automatically saves when you die, you have to get creative to avoid it. Once I reached a new save point, I would quit out and copy that file to an empty slot. If I died, I would copy it back and continue on, so I could avoid the annoyance. That's not an effective way to play a game, but made it less stressful.
Like other metroidvanias, there are secret rooms and items to collect. The teleport rooms are nice, as it's just a chopper that you ride to other drop zones. The elevators to other areas are rappelling stations. Another nice fit. I'm also a fan of opening up some blocked rooms with grenades and their upgrades. All three of these things are very appropriate to the setting, and are pulled off well. Past that, we also get collectibles. Not upgrades, actual little trinkets you pick up that don't really do anything. I guess they ran out of useful stuff for players to find. While I'm not opposed to collectibles in games, these don't feel like there was any care put into them. The medallions are seemingly placed at random, and rarely hidden.
I'm not sure I have to reiterate my overall feelings on the game, since it should be pretty obvious. The Mummy Demastered is far from WayForward's best work, and also not a very fun game. It has promise, but fails to deliver in just about every way. I wouldn't recommend it to metroidvania action/adventure fans. Maybe if you really liked the latest movie, but even though I doubt it. Well, at least it doesn't have a melee counter that you constantly need!
The Good:
Graphics and animation are good. Some elements seem very appropriate to the setting and license.
The Bad:
Too many enemies; too much damage; hit, ledge, and jumping detection feel off; the death mechanic, and really just a lot of things, big and small.
The SaHD:
I shudder to think what the game would play like if it came out when the movie did.
(Review code for The Mummy Demastered was provided by the publisher)
Monday, October 9, 2017
Mystik Belle (PS4) Review
Mystik Belle is an action-adventure platformer made by Last Dimension and published by Wayforward. After seeing the humorous trailer, I knew I wanted to review it. It doesn't hurt that the graphics look like sweet 16-bit candy.
On its surface, the game is basically a Metroidvania. However, it's also littered with point and click adventure game-like puzzles, and it works really well. You'll find items that you have to use a certain place, usually to get another item to use elsewhere. If you have played something like Grim Fandango, Maniac Mansion, or Disc World, then you get the basic idea. Sure, mashing fetch quest puzzles with exploration does increase the likelihood that I'll get stuck (which I did several times), but both aspects of the game didn't clash with each other the way disparate elements sometimes do.
The only limitation of this that I don't like is the limited inventory space. Belle can only carry so much. Thankfully there are several warp chests around the map, that you can put items into and retrieve at another (at least on the normal difficulty setting). Anything you leave will stay where you left it, which is a nice touch. Even so, you will probably make a few trips to these chests to grab things you need. Also, there is an apple you get at the beginning of the game (the hall pass). If you don't have it, an invincible reaper will creep around and kill you instantly if he catches you. So, you will probably want to carry that with you at all times. If you never leave a screen without it, you'll also get a trophy. What a good student!
The combat portion of the game is pretty solid and enjoyable. It's also not very hard. Belle can jump and shoot. After each boss fight, you get a new spell, which will eventually get you a charge shot and a dash, both of which have combat applications as well as exploration. The charge shot especially is great on boss fights. Even so, boss fights aren't really that hard. In fact, few parts of the game are actually hard. When you come in contact with something, it damages you, but you also damage it. This happens frequently because Belle's sprite is fairly big. You take very little damage, unless you come into prolonged contact with it. Since there is no invincibility time on a hit, it will basically drain your health while you stand in or on it. There are no save rooms or items to heal your health, so you have to rely on drops from enemies. There's just enough of them that it isn't really an issue.
The only really "hard" fight is the final boss of the true ending route. Even then, it's only because it doesn't follow the normal gameplay. I'm not going to ruin what's going on, but you must do something completely different to everything you've done up to that point, and they don't even provide instructions as to what the controls are. That, and you will die in like 4 seconds, leaving you almost no time to figure out what you are supposed to do. I was very frustrated at that part, but I wasn't going to give up while standing on the finish line. I made it through, but it left a bad taste in my mouth.
The platforming aspect didn't quite feel as good as combat. There are a few jumps that are at the limit of Belle's jump, either distance or height. The game feels pretty loose when she's near a ledge, which would sometimes cause me to fall when I was making sure I was far enough that I could actually jump the gap. Sometimes the dash or double jump just didn't want to work. Most times a missed jump is just having to get back up, so it's not the end of the world when it happens. It's just an annoyance.
While the game is fun, it's also short. It took me just under 3 hours to get the "good" ending, and that was done in one sitting. I was only missing four items to get the true ending. Finishing that up took only another 30 minutes, although I did use a list for those last items, since they aren't marked on the map. It turns up I had seen two of them, but forgot they were there when I could actually get them. Doh. The only real replayability is for the achievements and trophies, of which there is a speed run one.
Mystik Belle is a fun action adventure platforming game with some point and click adventure puzzle solving thrown in for good measure. It's a quick game, and not really difficult. The art and animation is wonderful. It's worth playing if you are a fan of Metroidvanias.
The Good:
The gameplay, the art, and enemy design are pretty top notch.
The Bad:
Felt a bit short for the cost, and the true ending boss fight is not fun.
The SaHD:
It took me way too long to get the "Belle? BELLE!" trophy joke, but once I did, it made me laugh.
(Review code for Mystik Belle was provided by the publisher)
Friday, June 9, 2017
Shantae: 1/2 Genie Hero (NSW) Review
The latest Shantae game has made its way to the Nintendo Switch after becoming available several months ago on other platforms. While I didn't get to review that release, I was very happy to review this one. Mostly because, after Shovel Knight, I learned the Switch was a good platform for this type of game, and Shantae: 1/2 Genie Hero shows why.
I mostly used the 4-button d-pad on the Joycon, and for 2D movement, it worked great. Shantae's normal moves felt controlled and precise. I really like the Switch's 4-button d-pad, even though I didn't think I would. Jumping and attacking was also very responsive. The only parts where I found the analog stick was better was while swimming in the mermaid form. Especially the start of the last stage.
The concept and game flow is fairly similar to before. You have to go to various places and collect something or other to advance the plot. The areas felt smaller than in previous games, and it also felt like there was less to explore. Most areas allow you to save after and before moving on to the next, which is nice. If you fall down a pit, you are sent back to the last of those, or the last door you went in. This made some parts a pain to do, especially the auto scrolling bits. They made sense in context, but I still don't like those parts in games. Didn't back in the day, and that hasn't changed. I will say this excludes the shmup section, since I love that genre.
Platforming difficulty seems more balanced than the previous game. Yes, there are some tough bits, but the hard one near the end isn't nearly as bad as the one at the end of Pirate's Curse. Also the boss fights got easier. Maybe it's the multitude of healing items, but I didn't use them often. Before you had to learn their patterns, and now it is much easier to just power through them. Yes, that will turn some people off, but I appreciate it because I can play and enjoy the game, but see areas to improve if I want to invest the time.
The beginning of 1/2 Genie Hero is harder than previous games, mostly because of the low starting health. If you get a game over, it sends you back a bit, but doesn't refill health, making it harder to progress sometimes. Bosses don't drop health increases like they used to, so you have to find them in the wild. I was struggling through the first and second dungeon, but once I increased my max health, I didn't run into trouble dying (but I still fell into pits).
My problem with the game flow is how much they send you back to previous areas. In most games in the genre, you return with more abilities to get an item or two, but a lot of the secrets and items are left up to your discretion. Not so in 1/2 Genie Hero. They are helpful in hinting at where you need to go. Even so, I want to return to previous areas because I want to get items, less so because the game requires me to. It's not a deal breaker, but it's not a choice I prefer. It's probably to pad the game time, since it took me just over 7 hours to beat the game with 94% of the items. That was after wasting chunks of time looking for things I couldn't find. At least I know what areas I needed, since the map is great about showing what is available to find.
Shantae gets a lot more dances than she's ever had before, some much more useful than others. The bat transformation and the warp dance are much more valuable than they initially appear to be. There's also a harpy one that lets you fly. It sadly controls terribly, which makes a part near the end a huge pain to deal with. As for upgrades and spells, Shantae has her usual assortment. Yay, pike ball! Thankfully money is much easier and consistent to come by than previous entries, so the upgrades felt much more evenly spaced.
Overall, I really liked Shantae: 1/2 Genie Hero. It has some improvements over the previous games, even if I think it forces you back to the same area too many times. While it's only about 7 hours for the first playthrough, it's appropriate for the genre and price, and there is an unlockable mode if you are so inclined. Plus, the art and animation are still top-notch and beautiful. Action/platformer fans should definitely check it out.
The Good:
Very fluid and precise controls on the Switch. Looks great, too.
The Bad:
Forced, multiple retreads of areas.
The SaHD:
The Grandma Blobfish and the palette swap lines were very funny.
(Review code for Shantae: 1/2 Genie Hero was provided by the publisher)
Tuesday, March 21, 2017
Touhou Double Focus (PS4) Review
Contrary to its same-day released brethren (or is it sistren?), Touhou Double Focus is an action/adventure metroidvania game staring Aya (the reporter Tengu and my personal arch-nemesis in the fighting game) and Momiji (a wolf spirit). In it, you can freely switch between both characters, each with their own attacks and skills. Momiji has a close range sword and a defensive shield while Aya is ranged and relies on mobility to avoid attacks.
The X Button is always set to jump, but the other three face buttons can be set to any of the skills you have unlocked for the character, and three different sets of those that you can swap between. This is pretty neat, so you can make a normal set, a boss set and an exploration set, or any other configurations. The only part I don't like is you have to set the passive skills on these to actually get any benefit from them. I might be able to adjust to something like that, but the game doesn't even tell you that's how it works. I mean, why would I equip a passive skill in an active slot? That doesn't make much sense. It would have been nice to get a passive slot or something (how about on the X Button since it already has an active use?)
Each attack or skill you use takes stamina, which is the bar below your health. Some of these have a charge time (like the heal), which is both good (harder to accidentally use) and bad (might want to use them quickly). While it is unfortunate that you can't spam attacks, at least stamina refills pretty quickly to make it less of an issue. I only really had problems after blocking a boss' attack, since that will drain stamina something fierce.
Speaking of bosses, they are a huge pain in the butt when you first encounter them. The health system is already a bit wonky, and the bosses point that out with authority. Hit detection is spotty, both for getting hit and for platforms and jumping. Not a good combination. Hits can do a lot of damage, especially early on, and there is little to no invincibility time after getting hit. An even worse combination. Bosses hit even harder, and tend to cover very large areas with their attacks. It's all about pattern recognition and patience. Or just retrying constantly until you succeed.
Oh, and while there are two characters, the health bars are separate, but connected. Damage drains towards the center, but going over won't kill that character or switch you to the other. Instead, you take double damage. Again, the game doesn't tell you this, you just have to find it out on your own after dying super quickly and wondering why.
As you move around the map, you get a few exploration skills that help open up new areas. I appreciate that they are fairly unique (you don't get a double jump, but something else that lets you go up high), but I have a problem with the default ones the characters get. Aya can hover in place in the air and Momiji can run up walls. Sounds great, right? Yeah, except- surprise, surprise- the game doesn't tell you that. I got to a point where I couldn't go any further and was confused as to what to do. I was stuck. Turns out that I could run up the wall, but I had no idea that was even a function in the game. If you are wondering why I never ran into a wall to accidentally trigger it, it's because Aya is so much better at normal fights and traversing the areas. Momiji gets her turn to shine in the boss fights though, as blocking is vital to success.
A really cool idea the game has is letting you create your own warp portals. There are several books that let you create a warp portal in just about any spot you choose. Trouble is, they can't be reused or reset, and you don't know how many you have to work with initially. Still, I tried to be somewhat conservative with them and I never ran out. I ended up with several left over after finding all the items in the game. You can also designate which one you will warp to, and holding up while standing at the portal will always return you to the home base. A nice system, even if not perfect.
Double Focus only takes a few hours to beat. Of course, it will take you a bit more than the game clock says, simply because you will die a fair amount, which sets you back to the last time you saved at the home base. There's also a speedrun mode, and a trophy claiming you can beat the game in under an hour. You also get three difficulty settings. Note that Easy isn't easy at all.
Touhou Double Focus is at its most fun when you are making your way through the rooms, finding items along the way. Unfortunately, it can get annoying very fast, which mars the overall experience. It's also a bit short. Touhou fans will likely be the most happy with the game, since they would know most of the characters. Metroidvania fans might find a quick diversion, but it's definitely not the best offering in the genre on the PS4 or Vita.
The Good:
Good customization of the skills, being able to set your own warp points.
The Bad:
Taking damage and of course, the boss fights (did I mention that enough?)
The SaHD:
I would be very happy to see a refined and expanded sequel, since the game does have some good ideas and promise.
(Review code for Touhou Double Focus was provided by the publisher)
Monday, November 7, 2016
Exile's End (PS4) Review
When I first saw footage of Exile's End, I was definitely intrigued. It appeared to be a metroidvania game, which is a genre I very much enjoy. When I tried the game out, I soon learned that is only part of what the game is. Especially in the beginning, the game feels more like a survival horror game.
Why is that? Well, you don't have any weapons at the start of the game. In fact, you can't even fall too far without taking damage. I already dislike fall damage, and putting it in a game like this doesn't make me like it any more. It slows down the first few minutes of the game. While it gets corrected quickly, it still leaves its stain on the rest of the experience.
The weapon situation, though, is far more annoying. While I can accept not starting the game with a weapon, the first one you get is a rock. Yup, just a plain rock. You can hold a few, and even retrieve them after thrown (as long as you don't leave the screen), but they are next to useless. For starters, they fly in an arc. If that doesn't sound bad to you, you obviously have not experienced that, or seen the AVGN video on Friday the 13th on NES. After what feels like forever (although it is only about 15-30 excruciating minutes), you get a pistol. It thankfully has unlimited ammo, and works pretty well, even if it is weak. Other weapons you get are limited by either ammo or energy, making them useful only in certain situations. Otherwise, stick with the pistol.
One of my biggest problems with the game is some poor design choices. The best example is a point where you have to destroy alien...thingys...sitting on the ground. You come across one, the character remarks about it, and you move on. Trouble is, you can blow them up with grenades. It's not mentioned, so you would have to try that to see it's possible. Furthermore, you don't even know you have to do it. It removes some stone barriers that block your path. Too bad the alien devices are far enough away that it's far fetched to think there is a connection. However, there is one that is that is right in front of one, so you can see it.
It's behind another one, meaning you have to figure it out before the game shows you it is possible.
Now, I don't want it to have a cut scene every time a door opens (thanks, Legend of Zelda!), but it's not too much to ask to have something designed well enough that it can be figured out in a reasonable amount of time. There's more stuff like this in the game, such as the black background of the health and energy meter blending in too much, staying crouched after landing from a high jump/fall, or the disproportionate amount of energy pickups to health ones. They may be small on their own, but adding them all together makes it a big problem.
There are no save point areas in the game, as the game auto saves whenever you enter a screen. This is both good and bad. Good because
That might not be as big of an issue, but the game is filled with cheap hits and deaths. The cheap deaths, usually done by floors of spikes you can't see until it is too late, are easier to deal with, since they are spaced apart and the frequent auto saves mitigate their threat. The cheap hits are far worse, since they take advantage of those frequent saves to hurt you. Besides instantly turning and shooting enemies, there are also enemies that pop onto the screen, leaving you next to no time to react to their inclusion. Top it off with numerous places that have ceiling spikes just outside of your camera range (and above ledges you have to jump to), and you have a recipe for making people quit.
Exile's End ended up being a disappointment. Even thought the graphics are great, I was expecting a more metroidvania style game, not a awkward 2D wannabe Souls game dressed up like one. It thankfully isn't very long (there's a 3 hour speed run trophy), but it will definitely leave an impression. If you have exhausted all other metroidvania options on the PS4, then it might be worth trying out the game, but I definitely can't recommend it over other offerings on the console.
The Good:
The retro graphics, enemy and location designs are really good.
The Bad:
Many puzzle and gameplay design choices. I'd be more specific here but you can just re-read above.
The SaHD:
I'm surprised there is no option to end your exile by turning the pistol on yourself. It would only take 10 shots...
(Review code for Exile's End was provided by the publisher)
Friday, March 25, 2016
Shantae and the Pirate's Curse (Xbox One) Review
Before we get started on my Shantae and the Pirate's Curse review, I want to state that as someone with a degree in art, I really like certain looks to games. If you don't want to hear me gush about the visuals in this game, skip past the next paragraph.
Still here? Ok. Wow, I just love the visuals here. The character portraits are awesome looking, and not just for the scantily clad girls. They are really detailed and super smooth. The in-game models are really nice sprite art, and the animations are great as well. One thing I've noticed with WayForward is the amazing animations they put into games. The music is also really, really good. Shantae even speaks a select few lines, which is pretty cool. It's mostly character's names, but it does add to the game. I don't think I'd want every line spoken, so this is a good middle ground.
Shantae also controls really well, provided you are using the d-pad. I tried using the analog stick, but it didn't feel nearly as good or as precise as the d-pad. It also felt more precise than Risky's Revenge did, but I'm not sure if there was some backend change, or just the different controller did something. Shantae's different moves are mapped out pretty well on the controller, which allows you to use her various power-ups. The only minor issue I had was when opening the map/item screen you had to back out by hitting the button again instead of the B Button for canceling. Oh, and I'd love to turn off the vibration feature. Maybe in an update or future title?
Pirate's Curse is fun, but there were several parts of the game that were difficult. As you progress, enemies hit harder and harder, and you need to get a lot of the health upgrades to just stay afloat. I'd prefer it if it wasn't so strict, but I think it's mostly appealing to the "loves hard games" crowd. Or they want to encourage you to learn all the patterns and just "don't get hit" (thanks, Tyler). The boss fights were challenging the first few times, but end up being not that bad after you figure them out. Except for Dagron...I hate that fight. It's oddly harder than the final boss!
I think the platforming is actually harder than the bosses. There are many parts where you have to move quickly and precisely, avoiding enemies and trying to skillfully land on small platforms. Many of these sections become easier once you have the pirate upgrades. However, the final dungeon is really hard. Yes, as the final dungeon it should be harder, but they want such precision just to get through it that I found it very frustrating. They are long rooms that you have to do in one go, and you need to expertly use each travel method. If you are persistent, you will eventually get through it, but it can lose all fun really fast.
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Silly or not, I love the design of the skull bra. |
Thankfully, Pirate's Curse is longer than Risky's Revenge. The game took me around 9 hours to get 100% in my first run. The game is also meant to be speed run, as there is even an achievement for it. Beating the game once unlocks "pirate mode", where you start with all the pirate power-ups. Besides being really cool and fun, this makes speed running much easier. Heck, I might even try, and I don't even like doing speed runs. There are also multiple achievements in the game that are hard, like one per boss by beating them without getting hit. I can see this for a few of them, but not Dagron. I really, really...really dislike fighting him (if you couldn't tell from earlier). It was hard enough for me to beat him, let alone not getting hit. Ugh, bad memories there. Anyway, as a nice reward for getting the achievements, each one is a picture of a character in the game. So if you love the artwork in the game like I do, it makes for some great pictures to use as your background!
Even though there are frustrating parts, I liked playing Shantae and the Pirate's Curse. The controls are tight and responsive, and it plays really well. The music and art are my favorite part of the whole thing. It's longer than the previous game, and an easy recommendation to any metroidvania fans. The unlockable mode, speedrun possibilities and achievement art gives some good reasons to go through it multiple times. An overall solid title that is worth playing.
(Review code for Shantae and the Pirate's Curse was provided by the publisher.)
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