Game Ramblings #119 – Super Mario 3D All-Stars

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch
  • Originally Available On: N64, Gamecube, and Wii

Replaying these three all at once is an interesting experience. They’ve each got their quirks, and to some extent some have aged better than others, but there’s still a lot to like here 15-25 years later. There’s a common mechanical thread that you can see through each of them and you can see the lessons learned in how the next game has improved. That process of iteration gave us three great games, and ultimately led to Super Mario Odyssey, which is arguably the best of the 3D series.

Of the three, Super Mario 64 has aged the worst. That’s not to say it’s a bad game, but it definitely feels like a 25 year old game. Mechanically it ends up just feeling kind of stiff. All of the new 3D moves are there – your triple jump, side somersaults, wall jumps, ground pound – but they aren’t quite there yet. Jump distance is still a little too dependent on your speed, the threshold for side somersault is still a little too tight, the difference between diving forward and doing a jump kick is still a little too vague, but the thread is there to future games.

The biggest problem at this point for Mario 64 is the camera though. It’s just not good. It wasn’t particularly good when it came out, and compared to modern 3d platformers it’s pretty rough. The mix of some camera control for the player and some forced rotation from the level just feels really bizarre. The games that do it best today are ones that either go full player control or full level control and stick to making those feel smooth. To some extent though, I think it’s hurt by playing on a modern gamepad. Playing on the N64, the different levels of camera depth and direction at least felt correct in that you press a button and a single action occurs. On a stick, there’s a large mental hurdle to get over when holding the stick off to the side doesn’t just smoothly rotate the camera. I don’t particularly care that they didn’t go actual remake on this one from an aesthetic level, but having the camera redone as a modern camera would go a long way to improving on the game as it exists.

Sunshine is where things start to really age better. The mechanics are just that little bit tighter across the board to where actions do what you want consistently without being either too loose or too tight on their requirements. The level goals are a little bit more clear, with a nice introductory cutscene before you start off giving you some clue as to where to head. The levels themselves also have a lot more variety, since each goal is tailored to the specific star, rather than having a sandbox level to get any star at any time.

On the other hand, there are definitely some things where it hadn’t quite reached modern smoothness. Kicking the player out of a level into the hub when they die instead of resetting the star is a weird point of friction to the experience that carried over from 64. The lack of checkpoints is similarly unfortunate, especially given they have checkpoints at the start of the handful of areas where they take away your water pack. This one is especially weird because giving more checkpoints would have allowed them to increase difficulty throughout instead of having sort of low difficulty with longer segments. As a whole though, Sunshine is still a really fun and really playable game.

Galaxy is where it all comes together. If this game came out today instead of 10 years ago, it would still be an instant classic. Mechanically, it’s extremely tight, having reached the peak of iteration on the core 3D mechanics at that point. Lives became so abundant that the stale mechanic of game over became near impossible to hit, which ultimately led to lives going away in Odyssey. There’s checkpoints all over, letting each segment of a goal be more interesting on its own, rather than having to be smooth enough for the player to marathon through the entire thing. The gravity manipulation added on top of it is still engrossing, and it’s something I wish we’d have seen used more often in the years since. Playing through this is one of the few times in recent memory that I’ve played a remaster or emulated port that I simply fell into, rather than seeing the warts.

It was also surprising to me how easily the Wii pointer controls moved over to the Switch Joycon. The pointing isn’t 1:1, but it still feels extremely natural. Given they also have a reset button, it’s also comfortable, which is a huge change. You find a comfortable resting point, hit the pointer reset button, and you’re good to go. The sort of flicking motions you do to grab stars is extremely natural, and now that the spin jump is on a button, you don’t accidentally do that all the time either. It’s a minor change to the overall gameplay, but it goes such a long way to improving the experience over the original.

When playing these, it’s easy to see how much Super Mario 64 influenced the future for the Mario series. The move set alone is in everything Mario related at this point. Triple jump, wall jump, and side somersault are instinct moves in Mario games, and not just in 3D. The New Super Mario Bros games inherited just as much of the bloodline of Mario 64 as it did Super Mario Bros 3. These games were hugely influential on release, and are just as worth playing now.

Would I have liked to see Nintendo do something more than an emulated port for these? Sure. Am I disappointed that we got these anyway? Not at all. Playing through these games is still a treat, even with some of the age spots that are showing on them. There’s been a lot of 3D platformers in the 25 years since Super Mario 64 came out, and the three in this package are still right up at the top of the list in terms of their pure playability. Having them in one spot, and more importantly, having them easily on the go is a great package to have out there, regardless of how little things have changed.

Game Ramblings #116 – Ovivo

More Info from IzHard

  • Genre: Platformer
  • Platform: PS4
  • Also Available On: iOS, Android, Steam, Xbox One, Switch

Ovivo is the perfect kind of indie experience for me. It takes a single mechanic, polishes it to a brilliant shine, and lasts as long as it needs to. It doesn’t start adding a bunch of cruft. It doesn’t add 20 hours of extra shit purely meant to extend gameplay. It doesn’t try to be something it isn’t. In focusing on what makes it special, it ends up being better than games that push higher and fall hard.

This is an early level that I was playing, but I figure it’s a good place to start. The only mechanic available to you is the ability to switch between the white and black gameplay spaces. As you go further in the game, there’s some amount of nuance there, but it really is that simple. You can move left and right, and you can press the one button to switch between color planes. However, it’s the nuance that ends up giving the game a lot of depth.

Early on they give you those curved platforms and elevation changes. In swapping planes, you start to see a bit of momentum from the swap. It intuitively pushes you to preload your swap, which then teaches you about really using that momentum change to get to new spots. Meanwhile, this is all being taught in complete safety. Later levels start adding little pits that you have to use momentum to get around, giving you a spot to experiment with. It then proceeds to moving platforms and moving traps, giving another layer of depth to the interaction.

It’s that little step at a time push forward in complexity that works really well. You hit a new wall, have to experiment a bit, learn a little bit more, and move on. You see it in games like Super Mario Bros – can’t run left, always move right; jump before the first Goomba and hit your head on a question mark block – where new mechanics are introduced in a spot where you intuitively learn something, rather than being hand fed something. In the case of Ovivo, they do it extremely well. The complexity they get out of the one simple mechanic is astounding.

This is all helped by the fact that the game is visually stunning AND the visuals are core to that single gameplay mechanic. The entire game is presented in black and white, and everything you see is part of the gameplay space. The transition in colors literally acts as the collision boundary. Things that rare visually spiky and dangerous looking are literally dangerous and will kill you. Nothing is wasted in the layout of the levels, and it’s all important to the experience.

The fact that it is visually interesting leads to the one other sort of mechanic, which ends up being the light collection aspect. There’s two types of collectible items to find in the levels, and they’re a mix of on the core path and off of it in unique side areas. They end up playing a nice role in forcing you to pay attention to what’s going on around you to find those little side spots. In general, the ones off the path are also the ones that have the most interesting puzzle and momentum tricks, so it ends up being fun to find them anyway.

Each level is followed by a zoom out, showing both the entirety of the level you went into, and the art theme around it. It’s always impressive.

These kinds of short indie experiences are the type of game that I really like playing, and also the type of game that I’m glad to see coming to physical releases. In this case, I got this one from Red Art Games. These types of indie releases usually have a pretty small audience, so seeing them on disc is always a nice treat. Despite the small release number, it’s still getting it out to an expanded audience, and in a way that it will continue to be preserved. This definitely fell on the positive side for me. They really took their core mechanic to a polished state that isn’t common in many games, and it results in a game that feels truly unique in execution.

Shelved It #8 – Ori and the Will of the Wisps

More Info from Moon Studios

  • Genre: Metroidvania
  • Platform: Xbox One
  • Also Available On: Windows

I really liked Ori and the Blind Forest. It’s still as good of an example of a modern Metroidvania as I’ve played in the last ten years. The gameplay of Will of the Wisps is just as good, and when it’s smooth this is an absolutely wonderful game. However, it just isn’t smooth very consistently, and it has periods where it outright freezes for 5-10 seconds at a time, including in the middle of boss fights. Simply put – this game should not have shipped.

This is 100% a game that I expected to love, and for the most part it did what I expected. It’s still a really mechanically tight Metroidvania with a ton of great traversal. Wall jumps, air dashes, slingshots, water dashes – it’s all there and it all feels really good. Combat is similarly tight, with a nice set of melee attacks and ranged helpers to give you great capabilities to fight a wide range of enemies.

In a vacuum, this would have been an easy recommendation, but the performance of the game just could not hold up.

From a general game performance standpoint, things aren’t typically all that great. I get it – I’m playing on a base Xbox One and that’s not going to be the optimal experience. However, I’ve also shipped games on the base Xbox One, so I’m at least familiar with the machine’s capabilities, and Wisps is not doing a good job of keeping up. There’s a lot of sections of the game that run at a stable framerate, but I’d wager that probably 20% of what I played isn’t hitting 30 FPS. If it was close, that wouldn’t be a problem, but it was noticeably not 30 fps. I wouldn’t be all that surprised if some of the sections were more around 15-20 fps. In normal traversal this was just annoying, but it was especially bad happening during the game’s signature escape sequences. In those you absolutely need performance, and having to redo sections because a framerate drop caused me to miss a jump were infuriating.

However, the worse problem was the flat out freezing that happened every few minutes. I’m not talking about hitches – I’m talking straight up 5-10 second freezes. Looking around at the Steam forums, it looks like this is similarly bad on PC if you aren’t installed on an SSD. Given that, and given the laptop drives in all models of the Xbox, I’m assuming they’re getting slammed trying to load content. It’s bad enough when it happens in just running through a level or playing a cutscene, where it’s simply annoying. However, I had it happen multiple times during a boss, where it can often guarantee a death and reset.

This was capped by a handful of crashes that were periodically setting me back, which just kinda burned any patience I had left with the game in its current state.

Being quite frank, I’m surprised the game shipped in the state it did. It would be one thing to have some spots where a patch could smooth out some lower framerate spots. It’s even more unfortunate, because the gameplay is great when it works. However, having obvious long period freezes that happen every few minutes is unforgivable. Stuff like that is what certification is supposed to suss out and prevent games from shipping with. This being a first-party Microsoft title, I’m tempted to put some of the blame on them for it. However, the developers have as much responsibility as anyone to make sure they’ve got their shit locked up. And ya, I’ve been there – sometimes you just need to get something to cert and start working on a day 0 – but things like this should also be in your day 0.

More often than not, I shelf games because I simply am not finding something in the gameplay worth moving forward on. This one is the complete opposite. The gameplay is fantastic, but the performance and stability absolutely killed my patience with this game. If they sort it out in a patch, maybe I’ll come back to this, but for now it’s just kind of a disappointment.