Mini Ramblings #3 – Crash Bandicoot: The Huge Adventure

  • Genre: Platformer
  • Platform: GBA

Sometimes I just don’t know what I want to play, so I let a little backlog chooser I wrote pick for me. This is one of those times. I’ve got a bit of a love/hate relationship with the Crash series. I generally like the gameplay, but the PS1 games in particular always felt unnecessarily punishing to me. Crash 4 really felt like a change for me in terms of avoiding that punishment factor, though I hadn’t played the older post-Naughty Dog entries. As it turns out, some of the things I liked about Crash 4 and its small iterations to reduce punishment had already been started in this game.

It didn’t really dawn on me how much I was not getting angry at the game until I realized I had nearly completed it, and there’s a few things that really fed into that compared to the 2D sections of the PS1 game. The jumps are a little more forgiving, so you aren’t falling into gaps. Fruit and extra lives are a little more common, so you aren’t constantly fighting progression loss from game overs. Aku Aku is a little bit more present, so you’ve got a higher likelihood of second chances if you miss knocking out an enemy.

Like I said in the Crash 4 ramblings, it all leads to reduced user friction. It’s not that this game is mechanically that different. It’s bouncing off crates and sliding under low ceilings and spin jumping to take out enemies; there was plenty of that on the PS1 games. It’s not even necessarily that much easier in that I was still dying a lot. What it is is challenging in a way that lets the player get through based on their skill without progression loss, rather than the challenge being around trying not to get a game over. It lets the player be risky and working at a fast pace, rather than slowing to a crawl just to stay alive. It’s ultimately just a lot more fun.

The rest of this is pretty standard fare as far as Crash games go, so there’s not much else to add. It was nice just kind of falling into a game without expectations and enjoying it so much. It was even more nice seeing that the lessons from Crash 4 weren’t something that happened after years of down time, but were instead something that was starting to happen years ago. Given the platform this was on, it makes sense that the series would try to be a little more forgiving, but it worked out in a way that really made the game more fun, and that’s something that will always work out.

Game Ramblings #134 – Yoku’s Island Express

More Info from Team 17

  • Genre: Pinball/Metroidvania
  • Platform: PS4
  • Also Available On: Steam, Xbox One, Switch

Talk about a pleasant surprise. That genre listing up there isn’t wrong. This is a pinball game that’s also a Metroidvania. It’s a completely batshit blend of genres…..and it works. It’s a bit of a baffling game to start, but once you fall into how the game functions it feels far more natural than it should.

It’s a bit strange to play a Metroidvania that only has three main controls – joystick to move when you’re on the ground and two buttons for flippers. That’s it. This game gets away with it by really compartmentalizing the experience into rooms that fit the pinball side of the game. Each pinball table is less about being a pinball score running marathon, and more about solving a pinball oriented puzzle. How can you get an explosive over to the rock that keeps getting in your way? Can you light up a row of lights by repeatedly hitting a bumper element to unlock a door? Can you reliably keep hitting a spinner to push you forward? Can you really hit a tough angle to run up a chute and on your way? It’s all obvious stuff in a pinball game, but it works well as a puzzle experience within a larger game.

This all comes together in the handful of surprising boss fights. Consistency is the key here where hitting targets randomly doesn’t do you any good. You’ve got to hit specific targets quickly and repeatedly in order to push the bosses through their phases. That’s not to say you do that for any danger purpose, but just to get through the fight as efficiently as possible.

The surprising mechanic in all of this is that there’s no damage and no death in the game. Sure, you can fall out of the bottom of the pinball tables, but you get shot right back up and at most you might lose a couple pieces of the fruit-based currency. You won’t lose progress, you won’t hit game overs, and you just kind of move on with your life. The challenge therefore is entirely in execution of the mechanics in an efficient way, and never about playing it safe in order to preserve your lives. It feels appropriate for the game to be this way, and it lets the game really focus on being challenging on its own one room at a time, rather than artificially through progression loss. It’s honestly a way to handle games that I’d prefer to see more often.

So then you might ask, how does the Metroidvania part of all this fit in? Beyond just travelling for the sake of travelling, there’s some good use of genre expectations to allow you to re-traverse areas. Finishing pinball rooms leave them in a completed state, allowing for faster general movement the second time through. Pushing through the story unlocks some options that open up new ways to get through previous areas, such as the ability to dive into water or grab onto grapple points for climbing purposes. It’s generally obvious targets, but in a game that revolves around rolling a ball through the world, I was constantly surprised by how smooth the whole re-traversal aspect integrated itself into how I was playing.

This is a pretty unique one. It’s a strange mix of genres that works out well as a combined experience. It’s relatively short (I platinumed it in about 10 hours), but hits that nice place where it doesn’t wear out its welcome and you’re still having fun at the end. I’ll readily admit that I picked it up on a whim when I saw it was under $10 for a disc and had a good Metacritic rating, but given how much I love Metroidvanias, I’ll consider it a happy accident and go on recommending that people check this one out.

Game Ramblings #131 – Bowser’s Fury

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

I’ll make this simple – Super Mario 3D World is still fun and still worth playing. If you buy the cart just for that game, you’ll be happy. However, Bowser’s Fury is easily the more interesting part of the package. It’s an entire experiment in what Mario could be as an open world game. Some of it works well, some of it doesn’t, but it’s an interesting look into what the future of the series could potentially be.

It took me a while to really put my finger on what this game felt like, but it hit me that this feels like playing Super Mario Galaxy, minus the gravity manipulation. As you run around the world, you hit cat gates that act as the entries to individual objective areas. Each of these areas acts similar to a galaxy in that you go through it multiple times to get shines, and each shine has its own little modifications to the environment of the section. Where the magic comes in is that there’s no load times. You finish a shine and can go wherever you want. The next time you come back to the area, a new shine is available and the modifications to the environment in the area are already active.

From a general game rhythm perspective, it ends up being a sped up version of Galaxy. It’s such a small functional change, but not having to drop out of the world speeds up the game so much. You finish a shine and just keep going. There’s no transition back to an overworld or hub. There’s no waiting on loads and title screens. You just run and go. It helps that some shines are also available for partial credit as you run around doing others. For example, each area has a cat badge collection shine that can be finished at any time, including in the middle of working on other shines. It all feeds back into keeping the player moving as much as possible, rather than having to hop back and forth.

This kind of feeds back into what I talked about in the Ys IX ramblings, but this ends up being a game that just keeps you moving, and it’s what I’m most excited about in a potential open world Mario game. Super Mario Odyssey did a great job of packing the individual worlds with a ton of stuff. While those worlds were big and fun, they were also distinctly separate. Taking the scale and scope of things to do and packing it into a future open world (maybe an entire open Mushroom Kingdom?) is something that I never really thought was possible. After playing Bowser’s Fury, I think there’s a nugget of possibility there.

On the other hand, the Bowser part of this experience is just kind of average. As a mechanic tied into the story it serves its purpose but it just isn’t that fun. Bowser pops up periodically to basically just fuck shit up. He throws a bunch of crap around that basically serves to annoy you and then you either fight him as giant Mario or he goes away after a short period of time. There’s also a number of shines that require Bowser’s fury attacks to break some blocks and give access to shines. It just ends up feeling like an unnecessary distraction from the exploration. In general I’d expect this to not exist in a larger open world Mario game, so I’m not overly worried about its existence, but I could deal without the player friction it causes.

However, the boss fight portion of it is fun. Fighting as giant Mario vs Godzilla Bowser is really cool. Mechanically, it’s not that far off of normal Mario fights, but suddenly being as big as an entire level section is fun. Picking up a giant rock spear and chucking it at Bowser is fun. Trying to whack him out of a side spin with your cat attacks is fun. Like most Mario boss fights it isn’t complex, but it’s extremely satisfying.

This is distinctly an experiment. It’s absolutely a pack-in for the port of Super Mario 3D World, but it’s a fascinating way for Nintendo to experiment. They can sell the main game on its own, but still get a lot of player feedback in a way that doesn’t allow for failure. If people don’t like the experiment, no harm, they still have the main game. However, if people do like the experiment? You gave them a great bonus experience and got a ton of good feedback.

Given how well this one turned out, I wouldn’t be that surprised if the next Mario is open world. This one felt instantly recognizable, but new at the same time. Having a very Galaxy-style environment setup without load times is fresh and interesting in a way that surprised me. I could live without the Bowser mechanics, but give me a game with the rest of this experiment and I suspect I’ll be a happy camper.