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.

Game Ramblings #107 – GRIS

More Info from Nomada Studio

  • Genre: Adventure/Platformer
  • Platform: PS4
  • Also Available On: Switch, Windows, macOS, iOS

I’m honestly not going to spend much time talking about the game itself here. Mechanically speaking, it’s a super tight and really well constructed game. It hits a nice mix of platforming precision and intelligent level design to make a really relaxing experience. It’s also phenomenally gorgeous, especially with some of the improvements done for 4k support on the PS4. As a core adventure experience, it’s worth playing for that alone.

What I am going to hit on is where my brain was going as I was playing this. There’s not that many games that I recommend based on me thinking about things outside of the game – really the only ones I can think of off the top of my head are titles like Journey, Hellblade, or Firewatch. However, this one really hit on two main things that were really personal to me, and honestly really unexpected.

One of the things that I’m always trying to find as a developer is a way to ship a game that has an impact on my players. I’ve spent a lot of time festering on my jobs thinking on how to achieve that, but never really knowing where that thought leads. I’ve been lucky enough to work on games like Rocket League or Smite or Killing Floor, which have clearly had large enough audiences to be considered impactful in some way, but to me I’ve had various levels of enjoyment out of actually having been involved in those.

I’ve always looked at some of the indie darlings and thought “hey, I can pull that off easily enough, maybe I should just do that.” However, playing GRIS has kind of solidified what I actually want out of development. GRIS is ultimately a game that I really loved playing, and has had a heavy impact on players, but in hindsight, making a game like it was never going to be interesting for me. Mechanically speaking, it’s super simple and isn’t something that really needs much in the way of programmer help to achieve the gameplay mechanics that it has. What it does in really special ways are the visuals and story telling, both things that I’m not at all interested in from a development perspective.

The things that I’ve always gotten the most enjoyment out of from a development perspective have been the crazy mechanics that I get to work on as a gameplay programmer. It’s things like working on an open world spawn system in Maneater, even if I don’t think the game is that good. It’s working on things like predator stealth for Medusa in Smite, even if that didn’t end up shipping. It’s things like working on Star Fox-style ship movement in Arc Squadron or FF Tactics-style combat in Smite Tactics because I love both of those inspirations, even if both of those games were complete bombs. Working on stuff like that is why I stay up at 3am in Visual Studio; not the end result of shipping something off to players.

Combining those mechanics I love working on with a title that has an impact on players is kind of the ultimate goal, and while I’ve been pushing in this direction with my thoughts, GRIS definitely helped solidify that I want to focus on the smaller picture over the bigger picture for the sake of my own happiness, and if something more comes out of that? Fantastic.

This bird….

From a high level, GRIS is a travel through the five stages of grief. The bird section of the game ends up falling between Anger and Bargaining as far as the game’s travels go. It also hit really close to home.

Everyone’s got their issues with depression or anxiety, and I’m no different in that regard. Everyone’s also got their own ways to manage and deal with it. In the past I generally dealt with it by bottling it up until I got stressed out and lash out.

Which is exactly what that bird does.

That whole pattern comes in waves. I’ve gotten a lot better as I’ve gotten older at recognizing when it’s starting with me, and I’ve gotten a lot better at finding ways to mitigate whatever stress is causing me issues. However, I’m not entirely there yet, and I don’t really think I’ll ever truly solve it. Coworkers will probably recognize this as “Dan being grumpy”, and while there’s some truth to that being the public-facing outcome, it’s deeper than that for me. At this point it’s something that I usually work myself out of pretty quick through some quiet time or taking a bit of time off. However, seeing it in game form was entirely jarring.

I shut the game off after the level and didn’t come back to it for a couple days. It’s not that I’m particularly going through a period of stress right now, but seeing something like that level wasn’t something I was really ready for. In this case, fixing a lego kit was a good distraction until I could get back to it, and really the rest of the game matched coming out of any one of those periods. However, it was an unexpected reminder that I’m not there yet.

So ya, go play GRIS. Maybe you’ll simply play it for the experience and be better off for the enjoyment. Maybe it’ll hit some note for you like it did for me, and you’ll get further meaning out of the experience. In either case, it’s something positive on the other end.