Shelved It #2 – Dragon Quest Swords: The Masked Queen and the Tower of Mirrors

More Info from the Dragon Quest Wiki

  • Genre: On-Rails Action / RPG
  • Platform: Wii
  • Shelved At: End of Chapter 5 of 8
  • Reason for Shelving: JRPG grind without the JRPG gameplay

This is actually a fairly curious game.  It’s absolutely a Dragon Quest game through and through.  All your standard enemies are there, the character design is very obviously tied to the series, and the world itself is the fairly standard fantasy-based setting typical of the series.  However, rather than being a JRPG, it’s effectively styled as an on-rails shooter, but with sword swinging instead of guns.

Going into the game, I was kind of suspicious the gameplay would work at all.  However, they were fairly smart with the design of the game to take advantage of the Wii controls.  Everything input-related uses the Wii Remote to activate actions.  Swingingthe Remote activates sword swipes, while jabbing it will stab directly at enemies.  Holding the B button activates a shield that can be moved around with the pointer functionality of the Remote.  Movement is on the D-Pad, and setting a swipe focus point is on the A button.  Overall it’s a very intuitive control scheme, and works fairly well.  The main downfall is the swipe functionality itself.  Since this game predates the release of the Wii MotionPlus and subsequent Wii Remote Plus, the actual accuracy of your swipes is fairly low, leading to some frustration in points where you need to be fairly specific with the angle of your swipes.

At the point where I ended up shelving the game, I had just gotten through a boss fight where I was fighting a constant refreshed party of 6 minions and the boss itself.  Individually they weren’t a huge issue, but taking out the minions efficiently to concentrate on the boss required much more precision with the swipe mechanic than I could reasonably achieve.  My closest comparison is really something along the lines of The Legend of Zelda: Skyward Sword, where swipe direction was also important, but was easy to manage throughout.

While in general this wasn’t a huge issue, boss fights became a bigger issue.  In most on-rails games, I tend to expect that increases in player skill are the driving factor in the difficulty curve of the game.   I would typically be getting better at the game to chase new high scores, or play at higher difficulties, but the NPC strength is relatively fixed. However, in this case, the player is also leveling in a fashion typical of JRPGs, as well as buying and upgrading your typical set of gear.  All that being said, it felt like the game was pushing me to grind in order to progress, rather than simply being better at the game.  The last boss I faced was effectively a health wall, and the damage I was doing was barely lowering his health for the amount of hits I was having to do.  While the high score system typical of these games was there, the scores necessary for the highest rewards were easily eclipsed via new gear or higher levels, which is pretty atypical of the genre.

Overall this is at least a curious experiment for Square to have pulled off.  While it definitely has its problems, it’s an entertaining side note in the Dragon Quest series, and one of the more curious uses of on-rail mechanics that I’ve seen.  While it’s probably not going to necessarily satisfy either JRPG or rail shooter fans, at the right price, it’s the type of game you can keep coming back to for short rounds, if for no other reason than to chase that illusive high score again.

Game Ramblings #25 – Shadow Complex Remastered

More Info from Epic Games

  • Genre: Action/Adventure, Metroidvania
  • Platform: PS4
  • Also Available On: Windows (Steam, Windows Store, Epic Games Launcher), Mac App Store, Xbox One, Xbox 360 (XBLA)

Back before they spawned the mobile juggernaut known as Infinity Blade, Chair Entertainment released a nice little Metroidvania title called Shadow Complex.  In honor of why the hell not, a remastered version has come out for PC and current gen consoles.  With the great folks at Limited Run Games releasing a physical version, I figured it was as good a time as any to make a run through this one again, and as it turns out, the game is still damn good.

If there’s one genre I’m a sucker for nearly as much as JRPGs, it’s Metroidvania-styled Action/Adventure games.  If you ignore the setting, this one definitely strays much closer to Metroid than a lot in the genre.  It’s got upgradeable guns and pickups that unlock ways to get through new doors, a computerized mech suit that tells you where to go, and eventually a chargeable dash that breaks through even more doors.  Basically, a lot of what is here is straight out of Metroid, but grounded in a somewhat more believable Earth-based setting.

That said, all its similarities are definitely not a detriment to this game.  They’ve captured a lot of the exploration magic that the Metroid series, and in the roughly 3-5 hour adventure, you’ll traverse a lot of the same areas multiple times, but always in new ways.  The pickups and upgrades are scattered all over the place, so returning to old places always brings side paths to grab things that were just taunting you out of reach before.  To some extent I was even going out of my way once I got some of my larger weapon upgrades just because I’d remembered a handful of upgrades that I wanted to get right away.  In addition, unlike some games in this genre, ammunition for secondary weapons (grenades, missiles, etc) are plentiful, and available for recharge at all save stations, so you never feel crunched into not using some of your more powerful arsenal.

That said, there’s definitely some things that are missing that I wish were explored more.  There’s really not much in the way of memorable boss fights in this game.  For the most part, you fight the same spider mech a handful of times, with a couple other fights that can be mechanically exploited to avoid difficulty.  As an example, one fight has you up against a giant mech wheel that is jumping around the walls of a ring-shaped room.  By positioning yourself just behind one of the corners of the room, you could avoid all damage, while still being able to easily shoot at the boss’ weak spot, giving an easy victory.  In addition, there’s some points, particularly in the final battle, where I would get shot at and effectively instant killed without much of an idea where damage sources were coming from.

All that being said, when this originally came out in ’09, it was one of the best Metroidvanias that had come out around that time.  In 2016, I’d still say that it’s one of the better Metroidvanias out this year.  While the upgrade didn’t bring much new to the table, other than some improved visual fidelity, the game itself has not lost anything in its age, and should definitely be played if you missed it the first time around.

Shelved It #1 – Paper Mario: Color Splash

More Information from Nintendo

  • Genre: Action/Adventure
  • Platform: Wii U
  • Shelved At: Bowser’s Castle, basically the last couple hours of the game.

It may seem weird that I shelved a game when I knew I was near the end of the game, but for this game it was basically the point of no return for me.  Paper Mario: Color Splash was a frustrating experience.  Frustrating because it’s a much better game than the previous entry, Sticker Star, but also because the key story points generally introduced changes in mechanics that seemed to counteract everything that had been going on before.

One of the big things that really turned me off from playing Sticker Star was the need to collect stickers just to continue the battles.  This has unfortunately not gone away, but at least for the bulk of the game, is not a huge issue.  There are now a couple shops in the main town that sell standard cards, as well as the more special-case Thing cards that are the primary mechanic of most boss fights.  That said, the convenience of them being there is fairly heavily counteracted by the need for them to be there.  Going into a boss battle, you generally don’t know what you need to do to win.  You may know what cards you’ll need, but not when or how to use them.  Because of this, it was not uncommon for me to go into a boss battle blind, effectively expecting to die so I could actually prepare for the fight.

Because this entry is also not a stat-based RPG, the effective growth curve of enemies results in you needing upgraded variants of cards, and therefore a higher overall cost.  The cost is both coins if buying directly, or amount of paint used if using unpainted cards.  This ended up pushing me to a point where to get past where I shelved the game, I would have had to just grind through battles with cheap cards in order to buy the expensive cards I now knew I needed.  Because the first fight in Bowser’s Castle effectively starts out by removing your paint supply, then limiting you to specific colors of cards, simply stocking up on cheaper unpainted variants was a recipe for death.  While grinding then wouldn’t have been difficult, it wasn’t worth the amount of time needed given how many frustrating boss fights I’d already encountered getting to there.

If nothing else, there were some positive signs in this game if a future entry cleans up some of the less fun shenanigans.  The story itself was much more entertaining than either Sticker Star or the sort of related Paper Jam, and was definitely much closer to the quality of the RPG entries in the series.  While the battle system had some collecting issues, when I was just using the cards themselves, it was still a mechanically tight and fun to use turn-based system, with a lot of variety in the cards beyond the standard jump/hammer.  The visuals and soundtrack were also both fantastic.

At this point, I’m not really sure what this series needs.  My instinct is to say they just need to go back to making a straight RPG experience, and Paper Jam was certainly enough of an indication that a Mario RPG is still fun to play.  That said, they’ve shown that non-RPG Paper games can be a lot of fun with Super Paper Mario, but that was nearly 10 years ago at this point.  I suspect what they really need to do is just take a break and try some other things before deciding to come back, because their attempts at new things within this IP have become at best a mixed bag.