Shelved It #12 – Bravely Default II

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Also Available On: Windows

I hate when games waste the player’s time. JRPGs are notorious for it, but there’s ways to make the grind typical of the genre rewarding – either through good side content or fun combat. Bravely Default 2 never got to that point and was so actively trying to make the game not fun that I gave up at about the 8 hour mark. Even for a series known for grinding, this one was pretty egregious.

The core of BD2‘s combat is around saving and using turns in the future to defend through incoming damage then pop a bunch of attacks or heals at one time when things open up for you. In general, this works pretty great. During general trash fights, you find the weaknesses for the various enemies then do what you can to try and hammer through it in one turn. It’s a fun way to give some strategy to trash fights beyond just running in and hammering attack to win. Where this falls apart is in the way they structured boss fights.

One of the core defensive measures that the AI have is counters. For example, they may counter physical attacks giving them a chance to counterattack if you hit them with a weapon. The boss fights take this to a level that felt actively punishing. For example, the boss that had me shelving this game did the following:

  • Weakness to ground-based attacks, which are physical on the Vanguard class, but with a counter on physical attacks that deals AOE damage
  • Single-target physical counter on singing abilities, despite the fact that I had literally just earned the Bard class so from a natural player standpoint would therefore be exploring its use in my party
  • Counter on healing, despite the fact that the previous two counters basically required me to be doing AOE healing
  • AOE silence, which becomes super obnoxious when the counters have you tending towards just using magic

The strategy that ended up being the most practical was to just use stacked poison magic and get the boss to die to DOT damage. It’s slow and boring and your party is for the most part idle and tossing items, but you aren’t taking a ton of unnecessary damage.

It’s this kind of setup that just feels unnecessarily punishing to the player. The game spends the entire time encouraging exploration and use of weaknesses to kill enemies quick and effectively, then spends its time on bosses countering the weaknesses so you have to find some random bullshit mechanic to actually take out the boss. Your other choice when you hit these bosses if you simply have the wrong party setup is to instead backup and grind new classes to find the right combination. It’s a bit of a typical problem of wide-ranging class-focused JRPGs, but the design choices of BD2 exacerbate this. It’s especially negative when they are directly countering the things you just earned so you’re forever discouraged from really trying new toys. The entire process feels like it’s wasting your time leading up to these fights, because you could very well have just been focusing on the wrong thing without knowing that you’re screwing yourself over.

It feels like it should be a small thing to just get through the boss fights and move on, but it’s one of those things that will endlessly frustrate me in games like this. I want my JRPG boss fights to be challenging me to the limit of my abilities, but I want that to be because the fight is legitimately hard with however I choose to play. I don’t want to play guess the mechanic and then have to grind to come around to the fight. Once I hit that point where I’m annoyed by the big moments, I’m out. There’s plenty of other games for me to play that will respect the time I put in to them in a better fashion.

The original Bravely games had similarly punishing grind issues, so I guess I shouldn’t be too surprised. Those had both a ton of grinding, as well as unnecessarily long plots where they liked to tell you to redo the entire game half way through. What they generally didn’t have were such punishing mechanics attached to the core boss fights. Sure their bosses were hard, but stragies around exploiting the fight’s weakness mechanics weren’t generally just hard countered, and hard countered for multiple things. Bravely Default II just goes so overboard with the counters that the bosses stopped being fun, and extremely quickly. It left my in a place where I just didn’t want to continue playing the game. It’s one thing in a JRPG if the trash is on the boring side, but once the centerpiece fights become something that I don’t want to do, it’s time to shelve a game – even moreso when I’m only 8 hours in.

Game Ramblings #149 – Metroid Dread

More Info from Nintendo

  • Genre: Action/Platformer, Metroidvania
  • Platform: Switch

This is very much an iteration on the work that was started with Metroid: Samus Returns, and that’s a great thing. Quite frankly, you could read my notes on that one and it would be a 1:1 retread of what worked for Metroid Dread. However, this feels like a clear iteration on the formula and even more importantly a clear end point to the series’ story – whether or not that’s ultimately what will happen. This is just a fantastically good game that took far too long for someone to convince Nintendo to spend money on, and I’m glad it finally happened.

The thing that really stood out to me in this one was its difficulty, and that seems to be a common theme across the feedback I’ve seen about the game. A lot of people are calling it simply hard, but I think it’s more nuanced than that. What it really feels like to me is that it’s precise, and that’s really the difference to me in why I had the patience to enter death loops. I’ve shelved a lot of games in the last decade or so within the sort of rise of the indie games. A lot of games feel like they do hard for the sake of hard. Something precise and mechanically tight will come out like Celeste and be incredibly difficult but fair, then a bunch of games will follow that are simply…..difficult. It’s not fun. Dread very much feels like it falls within the difficult but fair.

Bosses in this game are no joke. A missed mechanic will take a full health tank or more. If you aren’t being precise with your movement, you will die. However, once you learn the mechanics and once you get your movement down, you’re just as likely to take no damage in these fights. In that respect it’s incredibly fair. You take damage, you learn mechanics, you avoid damage, you win. Sure you may die a couple times, but you aren’t getting screwed by RNG and you aren’t getting screwed by the fight.

You’re given a lot of tools to avoid damage that aren’t typical of the Metroid series – things like a slide that can transition into the morph ball or an instant dodge that gives some amount of i-frames – that really lean into damage avoidance as a key mechanic. You’re also given some really good new offensive tools to make damage a little more passive and a little less precise in those big moments – things like the return of the melee counter from Samus Returns or a lock-on multi-hit charge missile – that allow you to build up damage without having to be right up in the enemy’s face or having to pause and engage in the slower free aim. The end result of all of this is that while the game is still distinctly Metroid in style and mechanical knowledge, it feels substantially like a modern game where you have full control of damage mitigation and aren’t just being slammed with unavoidable nonsense.

There’s also just a ton of little things that the game does very right that make it feel both Metroid and modern. You’ve still got pickups that drop when you kill things, but they get sucked in at any range. Combined with melee counters dropping more items, this both increases the general pace of the game AND allows the game to have higher difficulty, since you’re always pulling in resources. One of the early upgrades is the return of the pulse radar that reveals hidden breakable blocks. This is again probably controversial, but this feeds into increased exploration and increased pace since you aren’t just playing a game of shoot every block to find the hidden trinket. Free aim is back to give much more freedom of hitting things from any angle, making a lot of the trash encounters much quicker to deal with. The new slide move both replaces a lot of the slower morph ball stuff, but also acts as a fast transition into morph ball tunnels when unlocked AND a way to actively dodge attacks in a lot of the boss fights.

However, the real important change compared to Fusion or the Prime games is that the game really doesn’t give you any direction. You’re chucked into the world and told to get to the surface. You’re given some lore as things go, but more often than not it’s up to you to find your way. This is very much an old Metroid thing that started to go away over the years, so it’s interesting to see it return to very little direction. For me, this is precisely what I’m looking for in a Metroidvania. I love to scan the map to find doors that I haven’t entered or mysterious holes in the map that I haven’t explored, then going back to find new things. Where things really work for the better is that the map itself is far more readable than past 2D entries, although that is entirely down to just having more modern hardware and higher resolution to display the map. It’s just far easier to find things when you can pump more obvious information on the screen and it really benefits the loose structure of the classic Metroid formula. It’s even better with a bunch of fast travel teleportation spots that open up as you find more upgrades, allowing you to quickly scoot around the world at will.

This just ended up being such a good game. It’s been so long since a 2D entry came out in this series that there was probably some amount of valid concern about whether or not this could be done and still be fun. Samus Returns proved that the formula still worked and Dread proved that the series can move forward. This hits just the right mix of classic Metroid and modern gaming, and in a couple key ways goes backwards compared to Fusion and Prime, but it comes out as such a great mix. The difficulty of the game will probably turn some people away, but for me it again hits the perfect mix – it’s perhaps unforgiving, but it’s precise and fair and not based in RNG. You’ll learn where things go wrong, then make it right. It may take a few tries, but you’ll learn and get through it.

It’s also funny looking back at my notes about Samus Returns. That one ended with a new little cutscene showing the rise of the X parasites on SR388. I mentioned in passing that maybe they were hinting at something else. Boy was it ever. I don’t know if they were still hoping to do a Fusion remake or Dread at that point, but seeing the end of the post-Prime Metroid and X saga finally arrive is both great to see and something that I never really expected to happen.

Seriously, go play this.

Game Ramblings #148 – Hot Wheels Unleashed

More Info from Milestone

  • Genre: Arcade Racing
  • Platform: PS5
  • Also Available On: Windows, Switch, PS4, Xbox One, Xbox Series

This is just a stupid fun game. It’s not deep. It’s not going to hold your attention for long. What it is is stupid fun. You’re going to hop into an event, drift around like an idiot, probably fall off the track a few times, probably want to kick the rubberband AI in the dick, and keep going back for more. It’s just that kind of game.

This is as good a gif to describe the game as any. I spent a lot of time drifting and boosting in this game, and it’s kind of core to the experience. You boost to keep your speed up and you drift to get your boost up, so there’s a lot of time spent trying to alternate between the two and not really spend time simply driving. In a lot of ways it’s reminiscent of Ridge Racer, albeit with a weird visual scale. Like Ridge Racer, it’s helped by the fact that the drifting is distinctly fun. It’s got the right amount of looseness that makes it feel slightly out of control. However, it also gives you the ability to modify your drift mid-turn giving you some precision capability. That bit of flexibility really allows for long duration drifts through varied courses in a way that feels far more natural than I expected.

If it was just fun though, I don’t think I would have ever really picked up the game. There’s enough arcade racers that I really don’t need to jump into them that much. Through all of this I was generally just constantly baffled by the fact that the game exists in such a high quality form. There’s just so many things that mask the fact that this is ultimately hot a huge AAA production that are all extremely smart but also impressive to see in use.

Let’s start with the tracks themselves. There’s 5 main themes which may not sound like a lot but is more than enough. The themes themselves have a ton of useable space within them. As an example, there’s a construction theme with a ton of vertical space. Some of the tracks in theme have you at ground level, zipping around equipment and debris. Others have you up in the rafters going along beams and supports or using magnet tracks to zip around on the ceiling. In that regard, they get a ton of mileage out of a small amount of themes. The tracks have some background level of familiarity, but have a much different feel just based on how the track is sent through the environment. This is combined with a high potential to really find shortcuts via boosts and launches to make the racing feel extremely dynamic and different with each race.

The vehicles themselves also just have a ton of detail in them, both in gameplay and non-gameplay bits. The level of detail in the vehicles is astounding. The way they modeled the various surface materials is fantastic. Visually speaking, there’s a ton of difference between the plastics, metals, different paint types and more to where these just look incredibly realistically like their in-hand counterparts. However, at the eye level of a race, these look like they are driveable cars.

The detail extends to the gameplay level though, and the balance act here is impressive. The cars all run from the same general stat pool, so you would think that a high speed, high acceleration car is generally going to be the way to go. However, the slower cars are also generally the ones that have more boost availability, so they have a lot of potential to really keep up with the pack in the hands of a player comfortable with drifting. To some extent, the shape of the car is also a factor. I really fell in love with a wedge-shaped little roadster, and if I hit my boost right, I could go underneath cars in front of me and launch them off the track. It was a nice bonus to my selection that was inherent to the car, and not necessarily something obvious that came out of stats.

This is a game that punches far above its weight. It’s an inherently AA-priced licensed racing game, but it’s so much better than that. It has such an ability to just be picked up and played, then played for far longer than was intended without growing old. It’s got a great drift model combined with fun vehicles and even more fun track design. It’s got a light heartedness in its theming that really just comes out of it being based on a kid-focused license, but has such a quality that any fans of arcade racing – particularly drift focused racing – will be able to have a lot of fun. It’s just the surprise of the year for me.

Also…..that map design 😍