Game Ramblings #202 – Stellar Blade

More Info from Shift Up

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PC

I’m not sure what I thought this game was and admittedly I was playing this entirely because it’s an Unreal Engine title on PS5, which is relevant to the fact that I’m largely working on console porting projects right now. In my head it was going to be slightly hornier Nier Automata, and I guess that isn’t entirely wrong. However, it’s generally got a much more deliberate combat pace. It’s got segments of ranged combat that feel far more like Doom 3. The boss fights are full of spectacle and challenge without feeling unfair. Frankly, this ended up being a far better game than I was expecting it to be.

A lot of what I’m going to say probably isn’t going to be much of a surprise for this type of game. When combat works the game is phenomenal, but it starts to fall apart when they throw multiple enemies at you. This has been the case for me in pretty much any melee action RPG – God of War, Ghost of Tsushima, Breath of the Wild, etc. So many of these games work great in singular combat, but the systems just don’t scale up to multiple enemies. They try to UX their way through it with off-screen enemy indicators and things of that nature, but it really doesn’t work well because the enemies all just kind of attack when they want to, so it becomes dodge and parry spam with very few windows to attack. However, the upside of this is that fights like that don’t generally happen in pivotal moments and they start to give you so many tools to knock out multiple things quickly that it becomes much rarer as the game goes on. At that point, combat then gets into the big 1-on-1 fights where the game really shines.

The core tools at your disposal in a 1-on-1 situation are your two levels of melee attacks, parrying, and dodging. I’m going to ignore that you have guns because they are largely irrelevant to boss fights. The big solo fights end up being an incredible back and forth. You do a bit of damage, dodge/parry your way through an enemy attack pattern, then rush back in for the next set of damage. The style of it reminds me in a lot of ways of a slightly more frantic and over the top version of the Ghost of Tsushima 1-on-1 fights.

What these segments do is put a ton of trust in the player to learn and recognize attack patterns. Tells on basic attacks are super obvious, letting the player really lean into timing things properly. Larger attacks are preceded by color coded UI elements, but they aren’t things that can just be button spammed. For example, a blue enemy attack requires the player to dodge forward to avoid large damage, but if they don’t time it properly they will just eat the damage to the face. Some of these are warnings several seconds ahead of time, so it also really forces some patience into the combat pace where the player just should not be doing anything but paying attention to dodge timing. It’s easy during all of this to get tunnel vision on just doing damage, but the game will absolutely 100-0 your health if you get out of control so pulling back on damage in favor of a patient approach does wonders, and in practice it feels so good when you get chains of parries/dodges right to be rewarded with big damage opportunities.

The other part that really worked into this was how well gearing worked into combat. Traditionally I am awful at melee combat timing. However, the game has gear that extended the timing window for these to allow me to play it a bit more safe. Some gear gave me more shield to allow for a bit of safety. Some gear gave me back health on kills to allow trash segments to just flow better. However, the game absolutely gives you tools if you want to be a glass cannon. Some gear gives huge damage increases in favor of also receiving more damage. Some gear will only allow you to get increased damage if your HP is high. Basically, they give you a bunch of tools to play with and let you mold combat into somewhere you’re comfortable being based on your play style, but it all blends so well into the core set of capabilities that they developed from the start.

The rest of the game kind of just exists but worked well enough to push me forward. The overall plot is a pretty standard post-apocalyptic Earth scenario that isn’t frankly that different from a Horizon Zero Dawn where humanity created smart ass robots that inevitably realized that humans are the problem. Exploration and side quests exist as a way to get more upgrade materials, but for me they were largely there for me to find more optional boss encounters to go enjoy. The environment is mostly the same two sets of desert environments from Nier for exploration and city environments from The Last of Us for linear plot segments but both work well to push their style of game. Basically, the wrappings around combat don’t necessarily boost the game, but they also don’t drag it down.

I completely get if the main character’s outfits turn you off of the game because it can get pretty egregious with some of the options. However, for me it ultimately ended up feeling like an obvious marketing choice than anything else. Once I was in the core of combat, the outfit I had on didn’t matter to me and my focus was on the really good combat in front of me. There is a phenomenal action combat loop here that deserves to be brought into a different setting that isn’t blatantly sexualized, because in a lot of ways it felt like it was cracking the code of making parry/dodge based combat work for someone like me who is typically awful at these games without getting rid of possibilities for people who want to just glass cannon through the game with a completely different play style.

It’s pretty easy to read what I wrote and go “this sounds good, but not great” and that’s probably an accurate description. However, I was expecting the combat to also be good but not great and it so completely exceeded my expectations there. This one just ended up being a huge surprise.

Game Ramblings #201 – Xenoblade Chronicles X Definitive Edition

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Originally Available On: Wii U

I never actually finished the original game. I hit some point where there was a huge difficulty spike and just couldn’t be bothered doing the grinding to get through whatever the block was for me. I don’t know if it was the platform being played on, other games coming out around then, or that this release got a rebalance but that was never a problem on this version. 95 hours later this game was an incredible joy to play.

Playing this game now really is a series of “I don’t remember…” moments, but I suppose that comes with the nature of this being a 10 year old game that I didn’t finish. The first thing that really struck me was that I don’t remember it taking so long to get the mechs. I was at least 30 hours in before I got the mech and at least 50 hours in before the mech could fly. However, I don’t think that’s a bad thing. I spent so much time exploring on foot in ways that was absolutely fun and interesting.

The thing that struck me as impressive here that I didn’t remember is how much you can literally explore the entire world on foot relatively early in the game. Every zone has an entire level range of areas from low to high. However, high level enemies aren’t necessarily dangerous on foot because they will ignore you. They’re huge and level 60 and you’re effectively an ant. However, if you come back in a mech later on they absolutely attack you. What it did for me was allow me to just wander for the sake of wandering. Sure, I was also generally chasing some basic mission marker for extra XP or rewards, but it wasn’t like I was chasing a story mission. I was just wandering to see what was there and what I could find and generally doing it in areas that I wouldn’t get to in the story for dozens of hours. It was simply fun in the way that exploring the mainline Xenoblade games is fun, but in an even more open nature.

The thing I don’t remember about the original release is precisely where I shelved it. There’s a point about 2/3 of the way through the game where I think may have been it. In the fight I’m thinking of you fight what is effectively a gigantic floating fortress with a bunch of adds that spawn throughout it. It’s a bit of a fight of managing focus and a bit of a fight that is just checking your DPS, and it’s the one boss fight that I did manage to wipe in here.

In this release it felt appropriately hard but not impossible, and I think that feeling of balance being better exists throughout but I can’t really tell if that is a placebo effect. In classic Xenoblade fashion, balance is a wild mess of numbers that don’t really have any relation. A level 40 bug is different than a level 40 gorilla is different than a level 40 dinosaur is different than a level 40 flying blimp fish. You basically learn by dying what you should really be fighting, and the unfortunate thing about that is that there’s a lot of stuff that is hard to fight that earns you effectively no reward because it’s “low level” by the time you put up a fair fight. To me, that’s just Xenoblade and it’s a problem that every game in the series has had. The nice thing here though is that the game does a pretty good job of balancing the core golden story path to where if you’re at the level recommended in the quests, it feels appropriate. If you want a harder experience you go in slightly lower level. If you want an easier experience you go in slightly higher level. It all just works well, and that’s not something I remember of the original release. Frankly, it’s something that they didn’t really get that right until Xenoblade 2, and the remaster of this and XB1 show those learnings.

Tied into the balance thing is that I don’t remember doing as much of the “side” content in the original release, and frankly I don’t remember enjoying doing it either. In this release though, I was doing everything. I think some of that is tied into the fact that I was enjoying exploring in general. It’s easy to hit mission points incidentally when you’re just exploring anything and everything. However, I was also enjoying doing the little character side stories.

It struck me how important the character missions are to the actual plot of the game. Relative to the main entries, this is a very story light experience if you follow just the main story line. However, if you do the character stories – and importantly, are thorough in recruiting characters – you get a lot more world building. You get stories of how other alien races came to this world and are involved with the main antagonists of the game. You get back stories of how the humans got to know each other and ended up on the space ship that escaped Earth. You get to see the team building as it’s happening. In core Xenoblade games, these are things that kind of just happened as you played the game, but here are presented as side content, and I think the game experience is worse if they are treated like that by most players. There is a surprising amount of story content here if you go after it.

All that being said, the main draw for me was that there was new content in play here. It’s….fine. Ultimately the story portion of it was a better draw for me than the game portion. The game portion railroads you into a really long slog of a dungeon that takes place in a stereotypical JRPG floating island void and I could have gone without it. However, the story part closes a lot of plot holes that were never resolved in the original game and it sets them up for what now feels like an inevitable sequel and for that I suppose I’m thankful. I now want to see more of this style Xenoblade gameplay explored – although please change the combat inputs to be XC2 style instead of the hotbar. The mech gameplay is just such a fun experience that I don’t want to see them drop.

This remaster almost certainly exists because Monolith needed an excuse to do engine testing for the Switch 2 and Xenoblade 1-3 already existed on the Switch 1. If that is the justification for this existing, then hell ya. They wrapped the story of those games with 3, so opening up the story a bit here to maybe give them a path forward in the XCX story line on Switch 2 also feels like an absolute win. Regardless, I’m looking forward to seeing what they come up with going forward.

Game Ramblings #200 – The Plucky Squire

More Info from All Possible Futures

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: Xbox Series, Windows, Switch

My initial instinct was to go “well this is an expanded version of Link Between Worlds” and….I guess that isn’t entirely accurate. This game absolutely pulls a lot of mechanics from the top-down Legend of Zelda games. However, it’s not simply a Zelda-style game. It pulls mechanics from all sorts of games of the NES and SNES era. This game is an absolute celebration of late 80s/early 90s games tied together in a modern package.

The core gameplay of the game is very much Legend of Zelda though it feels a bit simplified Link to the Past in terms of complexity. You’ve got some basic sword attacks (melee, charge spin attack). Rather than secondary items, you can throw the sword and use a basic jump attack. However, combat is often not the core focus of the game – or at least this style combat is not. It’s there for story reasons, but most of your time is spent elsewhere.

The first place it really strays is the 2D/3D switching mechanic. You can pop in and out of the story book, and the core gameplay doesn’t change much between the two. However, that switch is often used for what are puzzle types that feel unique to this game. Flipping pages to return to past parts of the game for items is an interesting mechanical use of this. Tilting the book to move things around in the book world is an interesting use of this. Pulling items out of 2D space into 3D space to use them in new ways (for example, a jetpack) is an interesting use of this. Adding stamps to the book in 3D space to stop the movement of things in the book is an interesting use of this. It’s all these little things where it becomes clear the book isn’t just set dressing but is instead a core integrated part of the game. These are all puzzle types that are directly in line with this being a “Zelda” experience but end of being completely unique to this game.

It was also visually impressive just how consistent the styles are. Enemy silhouettes are always incredibly important to combat so having these be immediately recognizable in multiple visual styles without thinking is an impressive thing to pull off, even with the simplicity involved. The green guys with pointy hats are obviously ranged in both cases. Yellow guys are obviously melee in both cases. Orange guys obviously throw bombs in both cases. Mice and snakes are obviously the same in both cases. You just look and know how to react despite the changes in gameplay between the two scenarios.

However, the boss fights were the thing that impressed me the most and were also the thing I was not anticipating. Put simply, the boss fights are not Zelda gameplay, and this was probably the smartest decision they could have made. By making the boss fights entirely different, the core combat in the rest of the game was able to be simplified and reduced to only a small necessary segment leaving room for puzzles and unique boss mechanics to shine.

So what do I mean by this not being Zelda gameplay? Well, there’s a boss fight that is entirely the mechanics of Punchout. There’s a boss fight that pulled in Puzzle Bobble mechanics with no direct combat. There’s segments that are side scrolling shooter gameplay wrapping around a bucket. There’s a bullet hell air combat fight. Basically, the bosses are uniquely tied to mechanics that are simultaneously some classic gameplay setup and tied directly to the boss’ visual and story design. It makes an incredible amount of sense to do it this way because each boss can shine independent of the rest of the game, while also allowing it to further reinforce the 2D/3D swapping. It’s something that I didn’t expect going in and completely blew me away.

This was a delightful surprise. It exists as the perfect combination of mechanics pulled from other titles tied together in a package that only makes sense because of the game they ended up in. Rather than feeling like it lacked originality, it felt like the originality came from the team putting together a total package that can only work because of how they constructed it. It’s the type of game that you just sit down and have fun with from front to back and wonder why nobody had ever managed to do this before. It’s simply worth playing.