Tag Archives: platformer

It Takes Two

Over the past month or so, Mary and I have been playing It Takes Two, from the same people who made A Way Out. This time, we actually played on the same couch together, which was fairly successful. What’s weird is, aside from the structural premise that the games are meant to be played together and do not support physical distance, from a screen real estate perspective, these two games could not be farther apart.

It Takes Two is a family drama about parents of a young daughter who have begun to resent each other and are on the verge of divorce. Only the daughter overhears this decision, and using a weird couples’ counseling book accidentally puts them under a curse where they are body-swapped into instantly regenerating clay and twiggy fabric bodies of insectile proportions, and the personified book leads them through fantastical versions of their home and their past, trying to teach them how to reconnect and start working as a team again.

Will it work? Depends among other things on how good you are at combat platformers.

But honestly, it was a sweet, heartfelt game about a plan that would almost certainly fail in real life, and I have to recommend it to anyone who likes to play a game with other people. It’s too bad it isn’t easier to curse people on the verge of divorce into having no choice but to trust each other and work together and have the kinds of experiences that form lifelong bonds, and find out whether that would work or not.

Immortals Fenyx Rising

This review is seriously overdue, but in my defense I didn’t decide until I started the third game of the Season Pass[1] that I was going to review it separately instead of all together in one giant go.

Anyway, the thing about Immortals Fenyx Rising is that you have to get past the terrible name. You just have to. Imagine, if you will, that one of the titans has come back, and the fate of both humanity and the gods rests on the back of a lone mortal. Imagine further that the entire story is being told in recap by Prometheus to Zeus, in high snark, while Prometheus has as a fully visible “ulterior” motive to get Zeus to see just how awful of a parent he is. And that story is performed by you, Fenyx, the shield-bearer to (and story-teller for) a boatful of heroes who were all just turned to stone, along with most everyone else in the world.

Handling that little problem involves fighting infinite waves of monsters, leveling up your gear and powers, solving various and sundry puzzles scattered across the land, learning a great deal about Greek mythology[2], and constantly snickering at the narration.

People compare it to Breath of the Wild, the (for now) most recent Zelda game from a few years back. I will say a) that it’s easier, b) that it’s funnier, c) that it’s easier to get a handle on what’s going on, d) that it’s a smaller game, and e) that it’s probably not as good. That a) piece is honestly the only problem with this game. I am a completionist, and I tried to do most of the puzzles and things in advance of the main plot. The result was that for the last quarter or so of the game, I already had all my powers and whatnot maxed out, so other than puzzle-solving it was a little boring trying to get to the conclusion.

I mean, not when Prometheus and Zeus were talking, or any of the other characters. Just when I was fighting pushover monsters on my way to a chest with yet another reskinning of my fourth-favorite set of armor. But that means that I was meh on like 15 hours out of a 90 hour game. That’s not so bad. (Don’t check my math.)

[1] I still don’t entirely understand what a season pass even is. Does it mean that you get to play all future expansions (but not sequels, one presumes) ever? Just for this “season”? And if the latter, this brings me back around to having no idea what that means. What decides a season, other than the people who are charging you for its pass? I have a lot of questions about modern gaming, I guess.
[2] Mostly not the big obvious bits. I would say easily a third of the references, and maybe more than, were things I’ve never heard of (but that I have no reason to believe were made up, given how much I did recognize as accurate).

Supraland

Supraland is falling off Game Pass in a few days, which means acknowledging to myself that I’m not going to find the rest of the secret stuff I had been unrealistically holding out for before I wrote my review. The fact that I wanted to do all of the secret things well after the end of the plot is probably a good sign as to how I felt about the game, so I will say it has a lot of weird glitchy spaces in it that make it hard to tell when something is hard because it’s meant to be hard and when it’s hard because something isn’t working right. There are flaws!

That said: man, I don’t think I’ve invested in a 3D platformer this hard since Super Mario 64[1] in the ’90s. You the character are the prince of the red people, who live across the sandbox from the blue people, over which[2] very occasionally presides The Boy. And you are sent on a quest to resolve the red kingdom’s suspicious water shortage, with only your trusty wooden sword against the hordes of skeletons that for some reason infest the long, barren space between the kingdoms. Lots of fighting, lots of puzzles, lots of powerups. It’s a collector’s paradise out there, and slightly buggy or not, it’s easy to recommend to anyone who likes the genre.

[1] At somewhere in the 90-105 out of 120 stars range, I loaned the cartridge out, and my save game was deleted, even though there were empty saves available! (At least I’m over it, right?)
[2] Over the sandbox, that is, not over the blue people specifically.

The Gunk

For the first time in probably literally ever, I have played a new game, to completion, within a fortnight of its release[3]. Even accounting for its being a relatively short game, my counterpoint is that I didn’t play it for about a week in the middle, what with Christmas and having a child and all that this entails. My points are a) wow and b) look for this to never happen again, like, ever.

The Gunk is the story of a pair of… long haul truckers? junk traders? if I’m being real, what they actually do is not perfectly laid out, except that they for sure do it in space and in the future. But then they pick up an energy reading from an otherwise dead planet, and the idealistic exploratory character (as opposed to the hard-bitten cynical character or the helpful, low-vocabulary character) insists on checking things out. What follows is an exploration platformer game where you quickly discover that there are these piles of purple, bulbous, well, gunk all over the place, and that if you hoover it up using your power glove[1], all of the plant life recovers from a dormant state, and weird pools of energy that are for sure some portion of what the readings were and which have additional uses in the moment are also revealed.

And then you explore around, trying to figure out why and what everything is, and not incidentally make some money along the way, due to your semi-apparent day job overlapping with this kind of discovery. Later still, there are conflicts.[2]

As this kind of game goes, it is clearly not as good as your Marios and your Banjos-Kazooie for the fact of the game play and collectiony bits. But it has probably a better, more engrossing plot than those have, and also only plays for like six to eight hours rather than sixty to eighty. Those facts may be related, come to think of it. But also, they don’t handhold you. I thought I explored everywhere, and I certainly tried to, but even though I got the scan everything achievement, I could not manage the build everything achievement.

I’d play a sequel game with these characters, though, so.

[1] Where it ends up is not particularly a topic of interest to the game writers, who, to make two points in one footnote, were clearly enamored of but never owned a certain late ’80s NES accessory.
[2] What??? I know, right.
[3] And then forgot to post for nearly another week. *sigh*

Hollow Knight: Voidheart Edition

I still don’t understand why games that are roguelike are named after the original game of that style, Rogue, while games that are Metroid-like (ie, exploration-platformers with boss fights and power-ups) are named after more than a decade later when Castlevania did the same thing, and someone decided they were equivalent and everyone else agreed. It’s just not right.

All of that to say, Hollow Knight is a Metroidvania in which you play a silent[1] protagonist come to the dying city of Dirtmouth above the dead-but-treasured-filled kingdom of Hallownest, and also everyone is bugs. And that’s it, that’s the whole plot as presented. Everything else you learn on the way. Questions like “why do I have such a shitty weapon? why are some of the bugs cool and chill and want to sell me things or discuss philosophy, but some of the bugs just run at me to kill me, but some bugs do both? why is this referred to as a platformer when I can barely jump at all?”

There are three important things to know about this game. The first is that, if you are okay with the genre, with having to go back and forth and remember where you left things to do later and explore until you find places you can’t go but trust that you’ll be able to later and until you find fights that you cannot win but trust the same thing about that, if you’re okay with these things: this is a spectacular game. Arguably the best one of its kind ever made.

The second is that it’s incredibly long. I played for 83 hours to get the credits, and there are still a number of things that I know are left undone, not counting that there are probably things I don’t know also.

The third is a corollary to the second. It is 97% melancholy, with only the briefest of divergences from this theme, and those countered by moments of much stronger sadness to still balance out at 100% adjusted melancholies. And there’s nothing wrong with a melancholy game! Most walking sims are, and I play lots of those. But here’s the thing: 83 hours of melancholy is a lot to get through, even for a truly amazing game.

Oh, and also Voidheart Edition is because there were eventually several small expansions, and all of them are included in the Game Pass version. According to the meter, I got 106% completion out of an implied possible 112%. Almost all of what’s left are harder versions of things I’ve already done, which makes it hard to feel like I should practice my ass off to accomplish them. Plus the melancholy.

In the unlikely event that I do more, and that the more I’ve done changes my impressions significantly, I’ll report back.

[1] I mean, yes, most video game protagonists outside of dialogue-tree RPGs and shooter cutscenes are silent. But the other characters in this game make a point of noticing your silence.

Star Wars Jedi: Fallen Order

It’s not uncanny valley levels of weird, but it is nevertheless weird to see digital animation versions of real actors that you are already very familiar with. To wit, Cal Kestis, who is played by the Joker from Gotham and one of the Gallagher kids on Shameless. And he’s, like, just extremely recognizable, both character and voice. And in Jedi: Fallen Order[1], I’m controlling his jumps and pushes and lightsaber swings, and it’s weird, is what, in a way that a random character would not have been at all.

The game itself is… fine? As has been said by others elsewhere, it’s basically a modern Tomb Raider ripoff, but without that part of the gameplay being as polished. Tradeoffs are that the Force skills parts are in fact pretty cool, and that the plot eventually slides from generic to compelling, somewhere between the halfway and two-thirds point.

If you feel like those tradeoffs (especially the second one) aren’t good enough to make up for the initial complaint, well, I will not try to convince you otherwise. Even for me, as happy as I was to be doing a new Star Wars game for the first time in forever, I occasionally wondered if it would really kill the high and mighty Jedi to pick up a blaster sometimes, instead of fighting through another four or six hand to hand storm troopers.

But the Force skills are pretty cool, except when your Force meter runs out and you can’t use them anymore. And except for wishing you had access to them for the whole game, instead of only starting to get to the good stuff right at the end. (But that’s a problem with all games of this type. See also Ezio re-learning how to be an assassin in two sequels.)

[1] which EA would like to helpfully remind you is a Star Wars property, no matter how awkward it makes the title of the game

Uncharted 4: A Thief’s End

First completed video game in ages! Moving and getting married are hard, distracting work. Anyway, knowledge of this game’s release was exciting, because I’ve played the rest of the series in part as a bonding experience with my father. Then it took long enough post-release for me to get him to my house[1] that I probably should not have pre-ordered after all? Whatever, the price is only like $20 less even now.

Last Nathan Drake game, I said the series needed some kind of plot shake-up to avoid the trap of “these are all the same game”. Because, I mean, they are. You climb around on walls, you shoot people who are guaranteed to shoot at you if you don’t (and probably even if you do), and you seek a really big treasure of some kind. It is known.

My point is this: A Thief’s End provided the shake-up I wanted. Good job, game designers of the previous future / current past! See, it starts with a flashback to an unguessed at childhood, then proceeds through some things that I would definitely consider spoilers, resulting in yet another treasure hurt, of course, but in a way that pre-empts at least some amount of the currently in vogue backlash against how Nathan Drake and so many other video game avatars are “murder hobos”, willing to slaughter dozens or hundreds of foes standing in the way of said treasure. And then the epilogue provides a whole new kind of shake-up, to boot!

The title indicates that this is the last game in the series. If it is, I think it went out on a really good note. If it isn’t, I’ll get the next one, because how could I not? I definitely liked it, which is not a shock considering my previous reviews on the series. But most of all, I appreciated the new depth to, well, every part of the game.

Huh. No. That’s not true. The depth of the fighting and climbing is basically identical. But there were some new and improved aspects of how to move around the map and solve the puzzles, and mostly I meant the plot. Which you probably already knew. Jerk.

[1] I have a PS4, he does not. His possession of a PS3 is why the other series entries were played at the Ranch, you see.

Tomb Raider: Definitive Edition

91jwO5PCReL._SL1500_A quote from my review of the first Uncharted game, lo these many years ago: Pretty much, it’s a Tomb Raider game where they reduced the budget on breast motion physics and invested that money into storyline and dialogue. It was, I think, a good trade.

I have a feeling that someone paid attention to that sentiment, because just a few years later Eidos rebooted the Tomb Raider franchise with exactly those modifications to the bottom line. And while I like the Uncharted series quite a lot, Lara Croft is a character I’ve been following for decades. Seeing her in the game she’s deserved ever since her inception was a pure joy.

Tomb Raider charts her progress from young archaeologist on her first big historical search to seasoned fighter of enraged beasts and evil men, not to mention world-class gymnast, expert mountaineer, and well, tomb raider. Which is to say, yes, it’s kind of silly if you don’t willingly blind yourself to that kind of thing. But the game solidly scratched my exploration and collection itches, redeemed a character that had always deserved better, and told a really good story along the way. I look forward to snagging the sequel.

Braid

51baP9k+ubLAnd then, the first and last game of the weekend[1], Braid. The downside of which is that I am obligated to find a way to review Braid. (The upside, obviously, is that it was a fantastic game, full of challenging and rewarding puzzles and a truly incredible (and incredibly presented!) climax to its story.)

The thing is, I don’t really want to say anything about it, because it is to be played, not told. So I’ll give you what you can see and what you can begin to intuit from the first two minutes of play, and then I’ll nod to myself and consider my job done[5]. Have you ever played Super Mario Bros.? The one for the original Nintendo (also there was a somewhat different arcade version) with the walking mushroom people and the giant lizard who kidnapped Princess Peach? Along every meaningful angle from which you could consider SMB, this game is the response to that game. </wise nod>

[1] I had played a great deal of it before[2], and I also took a break in the middle before coming back to wrestle with the last few, ultra-hard levels. Ultimately, there were seven such that a walkthrough was involved in[4], and of those, I only felt like I should have figured out two of them. The rest involved knowledge I had somehow missed having or ideas that would never have crossed my mind to attempt.
[2] Annoyingly, on the XBox 360. Will I go back for my gamerscore? Probably not![3]
[3] I mean because I’m pretty lazy, but honestly, going back for gamerscore feels like missing 100% of the point of the game, too.
[4] Awesomely, my host had the walkthrough and doled out the hints gradually, so sometimes it really was just a hint.
[5] If this sounds like a candyass way to conduct my affairs, well, a) maybe it is at that, but b) it doesn’t change the fact that I would be robbing you of an experience you owe yourself. If you play video games and people don’t sidle away from you because of things you say at social gatherings, then trust me. Just play the game. The five or ten bucks that it will cost you is worth it, as is the hour or three of time you’ll spend.

Uncharted 3: Drake’s Deception

I like that the Uncharted games are end-of-year releases. My parents enjoy the seamless cinematic feel, I like having something to do out at the Ranch at Christmastime that is commercial-free; pretty much everyone wins. (Well, sometimes it’s a little too seamless, and I end up with my dad giving me good but unimplementable advice during a cutscene. Still, as complaints go, this is a pretty minor one.)

Drake’s Deception is, for the most part, exactly the same game as the other two, though I understand there may be co-op campaign play that I did not see any part of, and which I suppose could plausibly change things? Probably it just turns a previously unkillable NPC into a new excuse to restart from last autosave, though. Anyway, my point is, there’s not much to say that I haven’t already said about one of the previous games. If you like a mix of platforming[1], shooting with the occasional pinch of stealth or dash of fisticuffs, and all kinds of Indiana Jones style treasure-hunting and clue-divining that also has a subdued romance plot, over-the-top action sequences, and a pretty hilarious ongoing exploration of the mentor relationship, this is an oddly precise match for what you seek!

I wonder if, novelty of the first game aside, any of them are better than the others? I’m pleased, I think, to note that while they all flow from one to the next with continuity and such, there’s nothing like a trilogy feel here. I guess they could keep making them forever, though I should say that getting much deeper into Nathan Drake’s life without some kind of real change (a marriage, a break-up, a death, something to shake up the status quo) will start to feel cheap pretty soon. Maybe even by during this game, but certainly by the next one. So past writers of half of the current game or at the very least future writers of the next one? This was your warning!

Oh, and I should warn you about the [spoiler elided, or else presented in Sabean script if you prefer], but nobody warned me, so, you pays your money and you takes your chances.

[1] That, okay, is not as good by a long shot as what you get in the Assassin’s Creed series, but what is?