Shelved It #20 – Tunic

More Info from Isometric Corp Games

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Switch, Steam

Tunic is one of those games that just convinces me that somewhere along the way I’ve been left behind by a certain subset of games. It’s the type of game that I can see why people enjoy, but for the life of me I just cannot wrap my head around. There’s little things that annoy me that should be relatively minor, but as a whole just frustrated me to the point where I go, “nope, this isn’t for me.” I guess for me it comes down to too much Souls in a Zelda game ruins my fun.

This is absolutely the type of game that I should love since I’m a huge fan of the 2D Zelda games. It’s got a similar approach to combat. It’s got a similar approach to world design. It’s got a similar approach to exploration. However, I just could not grok any of that in the same way that I could a Zelda game. In a couple of nights of sitting here trying to suss out my frustrations playing this, I’ve been able to narrow it down to two specific things that really got under my skin – core combat delays and overworld design.

Core combat is really down to one thing for me, and it’s an inherent difficulty of the game, not necessarily because the game is hard, but because of how they handle specifically the attack animation. Anything that happens after the attack animation must wait for the animation to complete. In particular that means you can’t dodge and you can’t defend with your shield. Because of this, I found myself taking a lot of what I thought were unnecessary hits. I could start an attack, see that the enemy is about to attack themselves, and be unable to do anything about the incoming damage. I would just have to eat the damage and hope for the best. This is the same issue I have with the Souls series, which is another one that has me convinced that some part of gaming has left me behind.

Ultimately, I guess my frustration here isn’t so much that I can’t dodge when I want to and cancel the attack animation – although frankly I think that is a good option to have – but that it slows the pace down in a way that feels not fun. Rather than being in the attack and actively using my defensive measures, I’m staying back in a full defensive posture, making sure that I’m in an absolutely safe position to attack, and getting in a single swing. If I happen to notice that I knocked an enemy back I could go for a combo, but it often wasn’t worth the risk. There’s too many situations where the game has you fighting 1v3 or more, so getting a combo in on a knocked back enemy just opens you up for damage from other targets. This sort of pace of play is something that I never enjoy, and having it be because I simply can’t play at a faster pace safely is something that I really don’t enjoy in modern Souls-ish games.

The other thing that really killed a lot of my enjoyment ended up being the overworld design, and this can be traced to a culmination of a few things. The first is that there’s not really an effective map in place. You get a sort of overworld map early on, but it doesn’t show where the player is so you have to contextually know roughly where you are to make much use of it. It also doesn’t extend to the sort of dungeon areas at all, which is less helpful. The second part is that the overworld is intentionally built like a maze, so it doesn’t exactly match up with the provided map anyway. This is then tied to a distinct inconsistency in finding save points. In the main overworld area, the only one that I actually found was the one in the first picture, which I happened to accidentally keep looping back to while I wandered around lost like an idiot, or when I died running into something that I wasn’t ready to fight.

I guess ultimately I feel like you kind of have to pick your poison. If you want difficulty, I feel like you need to be consistent in the player’s ability to save their progress as they make it. If you want to avoid hand holding their progress, then you need some clarity over where the player has been. If you want to not really give an effective map, the player should have a pretty clear path through the world. It’s not like the genre has never had these things. Even the old Game Boy Zelda games had pretty clear maps, pretty clear idea of what the player needed to do (follow the dungeons in order, but we aren’t telling you precisely where they are), and pretty fair difficulty. The combination they picked is none of that, and in doing so it just kind of felt like the worst kind of 90s gameplay where you’re wasting time for the sake of wasting time in trying to figure out what you’re doing, and more often than not accidentally going the right way eventually.

As I was playing through the first sort of side dungeon area, I thought I was getting to a point where I was starting to wrap my head around the game, but getting back into the main overworld made it clear to me that it just wasn’t coming together for me. I think there’s something there when the game works, because a legitimately harder 2D Zelda I think is something I want to like, but this one just didn’t hit for me. It felt like the worst combination of things that I don’t enjoy in the sort of Souls-adjacent rush to market that’s happened in the last few years and it just left me wanting to move on.

Game Ramblings #173 – Final Fantasy XVI

More Info from Square-Enix

  • Genre: Action/Adventure
  • Platform: PS5

I was thinking about Final Fantasy XV a lot while playing this game. Not because they’re at all similar in gameplay – because they completely aren’t – but because they shared one thing in common in my head. They’re both glorious clusterfucks that I simply could not stop playing and ended up one of my favorite games of late. I can’t necessarily explain well why that is, but the game kept its hooks in me despite what are some fundamental problems with the overarching game.

It’s obvious at a glance that this isn’t your normal Final Fantasy. It’s distinctly not a JRPG. I would argue that despite it having leveling and gearing and stats, it’s not even an action RPG. None of that stuff actually ended up mattering to combat. What it is to me is a pure action game. It’s a weird blend of Bayonetta and Devil May Cry, which makes a lot of sense given members of both teams were involved, where neither side of that equation really wins out. That’s where the problems come in.

The DMC side is evident in the way that overall combat flow works. It’s heavily combo based with a strong emphasis on defensive parry and dodge mechanics to minimize damage. Overall this works very well. Enemy tells generally pretty obvious without being too easy, though overall there isn’t enough of a penalty for failing to avoid damage. There’s mechanics in place to stun enemies that really encourage smart use of your entire toolset. There’s a good mix of secondary abilities that allow you to modify your combat style to your preference, ranging from gap closing teleports to shields to elemental abilities that further help stunning. However, the combo system overall doesn’t have much depth, so it fails to live up to the full potential of DMC.

The Bayonetta side comes in during the very obvious set piece boss fights. Parts of most boss fights are traditional combat, but more often than not at least half the fight is a basically impossible to lose set piece where you’re fighting things of ridiculous scale. Those are the kaiju-style fights that were seen in a lot of preview footage. While they are ridiculously easy, they’re so exciting and visually spectacular and completely over the top that it really doesn’t matter that you can’t lose. It’s worth it for the experience of the fight, and in my brain was easy to rationalize away as the reward of getting to that point. However, because the game is fighting against the needs of the other systems, there simply aren’t enough of them. Their timing is predictable, but the time distance between them means you don’t get the pace of excitement of Bayonetta.

The traditional Final Fantasy side comes in leveling and gearing and side quests. Side quests (both NPC-granted and in the form of special hunts) is the way that you get materials to create the best gear. However, the NPC-granted quests at least are generally just in the form of boring fetch quests, so unless you’re a completionist there’s very little reason to want to finish them all. Leveling and gearing is gears at the inclusion of stats, but none of it ever felt impactful. Obviously by end game I had gained a large amount of stats in both to have an impact on my power curve, but the progression of it through each upgrade was so small that it was only the totality of it that felt important. Trash and bosses at the beginning of the game took about the same amount of time to kill as at the end of the game. If they’d have had a flat power curve and completely depended on player skill to get through the end of the game, I don’t think the experience would have been diminished.

I know reading that it probably seems that I shouldn’t have liked the game that much, but I really can’t explain why I ended up absolutely loving my time with the game. There’s an inexplicable pull to moving forward in the game that I can’t explain beyond it being one of those magic “good game” things. Trash was just fun to fight, despite having done it 1000 times before. Bosses were so spectacular that I wanted to see the next one. Exploring the way I could integrate new elements into the way I fought was interesting enough despite not having a ton of depth. If there’s really one criticism I would point at, it’s that I think the game wouldn’t have suffered from slimming down the side cruft and making it more linear of an experience. The core that is there is fun enough that it didn’t need the hamfisted smashing in of traditional Final Fantasy, because it just didn’t need it.

If there was one part that really missed for me though, it was the story. It’s not that it was bad, but it just felt underdeveloped. The whole bearers hatred in the game was an obvious attempt to hit on racism without actually tackling racism as a subject. It wasn’t even handled poorly, but felt kind of pandering to be doing a racism-focused story in 2023 where the focus of the racism could easily hide in their society. It probably didn’t help that a lot of the acting was pretty stiff, which may be an English problem but was kind of noticeable. The game also just ended at the end. This is unfortunately common in a lot of games, but wish that more games gave me a solid playable epilogue so I could at least see some of the results of what I did, rather than just leaving it to the imagination. I want to see the effect my actions had, and it feels hand wavey to the max to just end. The story just ended up being fine, which wasn’t really up to the spectacle of the rest of the game.

It’s likely to go down as one of the most controversial games in the Final Fantasy series, simply due to its departure from the style of the past, but I think Square has made a good decision here in reestablishing that Final Fantasy are at their core extraordinarily well produced games of any style at their core, and not just RPGs that have stick to a set of conventions to get by.

Game Ramblings #27 – Final Fantasy XV – DWGames

I said that at the end of my ramblings about Final Fantasy XV, and boy could I not have imagined how much further they would have gone with the next game in the series. This is an even more spectacularly far departure from the past, but I think it still holds true. Final Fantasy is where they show what happens when they put their whole studio effort behind a title. It may not be what everyone wants but the result of the effort is evident. The game is obviously the combined effort of Square pulling together members of a white variety of games and the result is something completely wild. This is a game that is a glorious clusterfuck, but it’s a game that I could not put down and it’s a game that I easily recommend.

Game Ramblings #170 – Islets

More Info from Armor Games Studios

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: PC, Xbox One, Xbox Series X|S

There’s a lot of solid Metroidvanias out there, but there’s very few that I think get into the same neighborhood as a 2D Metroid title. The difference between ones that are simply alright and ones that really make that reach are never in the core mechanics, but in the little details. Islets is one that gets the little things right, and because of that it’s a fantastic title.

The core of a Metroidvania isn’t really that difficult to envision. You’ve basically got a game that encourages you to re-explore areas as you gain new abilities, have some fun combat segments, and really push some fun boss fights. Where games in the genre typically stumble for me is that they’ll focus on one of those sections and ignore the rest. Maybe their boss fights are fun, but it’s a slog traversing the environment. Maybe there’s too many enemies in the overworld, so it feels like you’re constantly slowed down. Islets is a game that manages to strike a balance that worked for me in how it handles all its details. There’s a few key points I wanted to focus on and they all tie into how well the game really gets some small things right that end up benefiting the whole.

The first one is that upgrades almost universally enhance traversal as a priority rather than combat. That may sound like the game is focusing on traversal over combat, but it’s not. A double jump opens up a bunch of opportunities for traversal, allowing you to clear larger gaps or taller walls. It also allows you to simply avoid easier enemies. However, what it also does is opens up a new dodge opportunity that is heavily used for boss fights. The same could be said for things like wall run or a ground pound. It obviously opens up opportunities that make traversal faster and more fun while opening up new paths. However, it also opens up new avoidance and offensive capabilities, which enhance the combat. Rather than focusing purely on weapon upgrades, they’re adding capabilities for your total toolset, which enhances the entire game, making the entire experience better for it.

That’s not to say that all upgrades are purely tied to traversal. In fact, there’s a lot of upgrades that are purely combat focused but are more power curve enhancements instead of toolset enhancements. They may be increased HP, more arrows to fire, passive reflect damage when the player takes damage, etc. What they all generally have in common though is that they are enhancing rather than changing your move set. This leads to a situation where reinforcement of new mechanics happens all the time through traversal-focused ones, rather than getting a combat upgrade that you don’t use for a while and forget about. It’s a nice way to maintain a power curve without it being overcomplicated.

They also aren’t shy about giving you temporary mechanics purely themed around the environment. One rainy section of the game gives you an umbrella that opens up gliding mechanic, paving the way for a temporary set of puzzles only in that section. One area has a bunch of moving platforms that have you dodging through spiky obstacles that only exist in that one area, which gives the traversal in the section a deliberately slower and more strategic pace. A section around the midpoint of the game has teleportation volumes, seemingly just for the sake of making a cool section of the game. These types of small-section one off mechanics really break up the monotony of traversal by making the player change how they’re going about things just enough without breaking the core of what’s there.

It also helps that there are entire sections of the game that take place in a twin-stick style shoot em up. These come up as you travel between the game’s core island sections and effectively end up acting as a nice breather. Mechanically each one has a bit of typical 2D projectile avoidance and usually some core mechanic you have to deal with (ex: a boss focused on boomerangs, or a boss focused on grappling themselves across the arena). They aren’t necessarily difficult and they aren’t overly common, but they’re there just enough to be a change of pace battle before you get going back into platforming.

Difficulty is another one of those areas where I think they really played a nice balance. This game wasn’t one where I was immune from death, and I think for the most part I died to most of the bosses at least a couple times while I was learning mechanics. However, there were a couple things that really worked out well for me in that regard.

One of the keys was that death never felt like progress loss. It was simply a return back to the last save point. This is completely opposite of a game like Hollow Knight, where I felt like death runs were such a negative deterrence that I never wanted to take risks. Here, I didn’t mind it. Save points felt like they were spread out enough to encourage the challenge, but not too far as to be a slog. It was helped by the fact that any sub-boss fights never came back once completed, so if you got through a couple of them then died, you didn’t have to redo them. The frequency of combat along traversal was also low enough that it didn’t feel like I was constantly in combat, but instead being in combat in a way that made sense based on the particular room I happened to be in.

It was also incredibly helpful that every major boss fight had a save point immediately before the boss. This let the boss be challenging on its own, rather than being a challenge because of what you had to do to approach it. Each boss definitely had its set of mechanics that had to be learned, so being in a place where I could learn the mechanics and immediately be back in a fight if I died was an incredibly good way to quickly positively reinforce the learning, rather than having to spend a bunch of time between attempts doing a run back after death.

Ultimately this is just a very well made Metroidvania. It seems to understand what the genre should be for a lot of people. It plays a good balance between encouraging exploration and traversal, while still having a core combat base. It has enough difficulty to be challenging, but isn’t overbearing in negatively impacting the player. And frankly, it’s just fun to look at. This is an entry in the genre that is simply worth playing.