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.

Game Ramblings #96 – Luigi’s Mansion 3

More info from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch

Luigi’s Mansion 3 is where the gameplay of the series has really come together for me. The original had clever mechanics, but was a bit rough around the edges, particularly with respect to the grind of catching a high health ghost. Dark Moon went a bit more mission-based and improved the mechanics a lot, but ended up feeling like a grind. This one feels like it’s finally hit a nice middle ground, and in doing so has probably finally proven that going a bit off-base with Luigi was a good call.

At its core, this one is still the Mansion gameplay that’s expected. You find ghosts, you zap them with your flashlight, and then you vacuum them up. That hasn’t really changed. However, there’s been a bunch of little additions that significantly improved the core experience. There’s a new sort of mini burst AoE move that can be used as a stun mechanic, and is occasionally used as a way to make certain ghosts able to be captured. There’s some good use of motion controls to make more precise vertical aiming much easier to pull off.

However, the most important change is the new slam attack. After having a ghost in the vacuum for a period of time (typically around 20 health), you can slam the ghost into the ground for 20 health damage. On its own this exists as a nice mechanic to more rapidly catch ghosts. However, it can also damage other ghosts, including ones that aren’t visible. This single added maneuver greatly increases the speed of capture in a general sense, eliminating a lot of grind. It also means that there are a lot of situations in which there are a TON of ghosts in the room, simply because there are now fun ways to clear a ton of ghosts all at once. It ends up being a huge boon to the fun of capturing ghosts that I wasn’t really expecting.

Despite this being listed as action/adventure, Luigi’s Mansion is really a puzzle game at heart, and there’s a bunch of cool new mechanics around that as well. The previously mentioned AoE burst can be used as a way to uncover hidden items. There’s also a new black light function of the flashlight that can cause hidden paths to appear. A plunger item has been added to the vacuum as a way to grab on and tear down blocked paths throughout the environment.

Again though, there’s one big important change that ties this all together – Gooigi. The hideous green goo clone of Luigi. At its core, this is simply a second Luigi, allowing for some interesting mechanics around two active vacuums (as well as a great built-in co-op mechanic). However, Gooigi can also slip through grates, fences, and more, allowing for the player to get to new areas that are simply blocked off to the more solidified Luigi body. In a lot of areas this plays heavily into the puzzle solving, with the player having to open paths and hold hatches for one or the other to traverse through the world. This also plays into a lot of the boss battles, where the player will be swapping heavily between the two to set traps for bosses that only one of the pair can get to at any time.

All of these tools together bring the puzzle element to a really high level, and it all works because of the changes to the overall game structure. While this is a “mansion” title, it takes place in a large hotel. Each floor has its own mini theme, and as long as you have the elevator button to the floor, you can go to it. In practice, this has a really fun cadence to completing the game – you get a floor button, go through and complete the core puzzle and boss sequence for the floor (typically around 30-40 minutes), then go on and explore a bit based on any new mechanics that you unlock. There’s always new things to find, whether it be Boos, gems, or simply more money, and there’s always a new floor on the horizon. It ends up giving the game a really good rhythm where you learn some new tricks, apply them in a strong floor, then go back and reinforce the learning by going back to old areas. It’s a rhythm that Nintendo and its second party developers have continued to show it does better than anyone in the industry, and it’s brought this game to a high point for the series.

It would be as easy to dismiss this title as it was either of the previous games in the series. After all, these aren’t Mario games, and after Odyssey, there’s a lot to live up to. However, dismissing this as a second rate title would be a huge mistake. I’d argue that this title has shown as much improvement as we’d seen in past mainline Mario titles, and it can now easily stand on its own as something worth playing. There’s a ton of really fun puzzle solving to do, and it’s wrapped around a really fun core ghost/vacuum interaction to give moments of high action amongst the moments of heavy thinking. I totally get that folks wanting a pure action platformer aren’t going to want to get after this, but those looking for a bit of that typical Nintendo magic will find a lot to enjoy here.

Game Ramblings #95 – Bloodstained: Ritual of the Night

More Info from ArtPlay

  • Genre: Metroidvania
  • Platform: PS4
  • Also Available On: Windows, Xbox One, Switch

Typically speaking I tend to stay more towards the Metroid end of the Metroidvania genre. I definitely own a bunch of the Castlevania games, but generally speaking I’ve been way too impatient to deal with the high damage, high danger gameplay. As the series got older, the 2d entries definitely trended towards allowing a safer type of gameplay on the standard difficulties, but then the games just kind of stopped. In good news, Bloodstained definitely feels like it picked up right where the DS Castlevania games left off – nice amount of challenge, super solid gameplay, and upgrades galore – leaving me with the right mix to hammer on through.

This game is definitely a case of classic, but refined. If you’ve played a 2D Castlevania you know what you’re getting into. You explore around, run into blockers, find a boss to get a new power, and get through the blocker. You retraverse areas that you’d been in with your new powers to get through new doors, rinse and repeat. While doing it, you gain some levels in typical RPG fashion, get some new gear with improved stats, and generally just get better at playing the game. This is all typical of the genre, but it’s done in a really polished fashion here.

There’s food to cook to gain health back, which isn’t unusual. What is done well is that the first you eat a new food, you permanently gain some stats from that. This encourages the straightforward act of cooking different foods, but also encourages simply searching out new ingredients, reinforcing the exploration of the genre. You’ll for sure find weapons, armor, and potions just exploring, and these can also be bought. However, they can also be crafted, once again reinforcing the stuff above. There’s even little touches like side quests for killing things that you can get back at the base, which push back into reinforcing the exploration loop. It’s all little things, but the big gain in all of this is as you’re exploring for things, you’re just getting more and more comfortable with core combat.

However, the biggest thing that really pulled me into the game was that getting hit by general trash wasn’t a damning thing. Ya, you couldn’t be lazy as that would be a quick path to death. However, getting hit a few times wasn’t a death sentence. Part of this was just that trash damage wasn’t typically a huge detriment. However, the trash mobs were definitely also pretty generous about dropping health pickups. This meant that while I had to be careful in exploring, I wasn’t majorly penalized for every single hit. If I really got myself into trouble, I could use my food and potions as backup, but more often than not my skill could carry me through safely. This left me to really run into boss fights fairly prepared.

And boy are the boss fights a ton of fun. Two headed dragon that chases you up and down a tower? Check. Transforming train engine after running through the rest of the train taking out enemies? Check. The bosses are super over the top thematically pretty much 100% of the time. Functionally they’re the usual pattern recognition of the genre, but as is typical the difference between fun and not is whether or not the patterns feel fair. In this case, they hit on solid patterns. Generally speaking, there was a mix of solid tells from the enemies, some quick reaction moves, and really flashy finishers to push the type of fights that I love to see in this genre. Even as I got into end-game bosses where I’d die a couple times, things never felt unfair. I’d recognize why I was dying, adjust my strategy, and go from there. As far as difficulty goes, that’s the best kind of end result I can ever ask for.

This was kind of my rest game before picking up some longer JRPGs, and I’m glad that I ended up picking this. I was definitely hesitant, because I figured that the billing of this one as a spiritual sequel of the Castlevania series meant that it might really lean into the older form of the genre. Luckily, this one really took the modern touches in stride. The gameplay is as classic as ever, but its got modern touches in balance and systems, combined with the fluidity afforded by modern hardware to really feel like it belongs as a modern extension of the genre.