Game Ramblings #167 – Dragon Quest Treasures

More Info from Square-Enix

  • Genre: Action RPG / Adventure
  • Platform: Switch

When I’m travelling, I look for certain types of games to play. They don’t necessarily have to be the best game ever, and I’d honestly rather they not be since my play sessions are inconsistent. They should have a relatively short metagame loop so I can play in both 15 minutes and multiple hours as I can manage it. They absolutely need to be portable since I’m not lugging consoles or a desktop with me. Treasures ticked all those boxes. It’s definitely not going to win game of the year, but it’s a game that became so easy to fall into that I was surprised how fast I managed to complete it.

This game is the strangest mix of Pokemon and a treasure hunting game, and it somehow manages to work out alright. Your goal is ultimately to find treasure, but the other half the game can’t be ignored in the pursuit of riches. You use your party of typical Dragon Quest monsters to both fight things around, as well as to use their abilities to assist you in getting to and searching for more treasure. How that loop works out is really why this worked well for me as a vacation game.

The overall metagame is a series of treasure hunts where you go out, fill your inventory, and go back to your base. Each trip is capped by how much treasure your party can carry, and in some practical sense by the fact that the farther you get into each level the stronger the enemies are. During each hunt, you’ll eventually start getting attacked by rival hunters trying to steal your treasure. This ends up encouraging you to be fast in gathering treasures, and fast in getting back to base. As a loop this takes place in roughly 10 minute intervals and it’s incredible how infinitely repeatable this can be. If all you’ve got time for is one loop, it’s just a fun distraction but you still make forward progress. If you’ve got time for more, you can instead settle into achieving specific goals – grabbing specific treasures, finishing specific side quests, finding specific party members, etc – that you can focus on over longer periods of time.

In a lot of ways, the Pokemon aspects of it feel intentionally placed because this is one of the reasons that I really enjoyed Pokemon Arceus a lot. It never felt like my time in that game was being wasted and it also never felt like I had to really set aside time to make meaningful progress. Everything I did was valuable to my overall progress, and it allowed me to enjoy the game at any time in any situation. That is what makes a perfect travel game and this really nailed it, whether or not that was intentional on the developer’s part.

Because the core loop worked so well, the rest of the game just kind of had to not get in my way. Combat is simple, but effective. You basically attack and dodge, and that’s really all you need to worry about. There’s a neat slingshot secondary weapon that can be used for offense, but its more interesting use is to buff and heal your party on the fly. Your party have all of their own unique abilities tied to the monster design, but it’s all more or less irrelevant to the combat structure. The only one I really focused on was making sure I had a healer so I could focus my efforts on damage as much as possible. Monster collecting is more RNG-focused than I’d prefer, but you generally get monsters at a decent rate. Their ability to join your party is tied to a bit of a frustrating item trading system, but you end up getting so many items in a normal treasure hunt that it isn’t overly time consuming.

If there is one thing that I could point at as being incredibly frustrating though, it’s that your base can be attacked. It’s not that this was difficult, but the last thing I generally wanted to do after dumping my treasure back was to have to immediately be in combat. It was probably more frustrating that because it generally wasn’t challenging it just slowed down my pace and prevented me from getting back out into the field. There’s a similar annoyance while in the field where you can be attacked by random rival hunters, and it’s another case of not really being challenging and mostly just being something that slowed my pace. However, I didn’t really have major issues outside of those things.

This one I guess ends up being an easy recommendation in a lot of ways because it just kind of works pretty well. It’s got a fun core meta loop, a decent enough monster collection aspect, decent enough combat, and really tries its best to not get in your way. It’s no game of the year, but because of that I also wasn’t worried about trying to book large gaming sessions to dig deep into it. I just kind of hopped in and out as I could, and because I was having fun it became more hopping in than I really expected. Because it was a travel game, it also really just fit really well into some of the smaller gaming sessions that I had that were typical of my time availability. Given the holidays are over, there may not be an opportunity to play a kind of “travel ready” game for a while, but this is a good one to keep in mind the next time you’re doing so.

Game Ramblings #163 – Trigger Witch

More Info from Rainbite

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Switch, Xbox One, Xbox Series X|S, Windows

This is one of those rare situations where two types of games mixed together actually works out. The best way I can describe this is Link to the Past if it was a twin-stick shooter. At face value it doesn’t make much sense, but when you add in multiple weapons with upgrade paths you get enough of a power curve that it really fits into what you’d expect out of a Zelda style game.

It’s not too difficult to write this off as just a violent twin-stick shooter given the above video and that isn’t necessarily inaccurate. If you ignore the sort of story/meta game aspects of this, that is certainly a lot of it. The core twin-stick aspects are done really well. The guns are varied enough that you can find a set of weapons that both feel good to the pace of gameplay you want but still fit a bunch of different situations. Movement is tight in a way that you don’t often feel cornered while still giving you a get out of trouble dodge that you can use in tough situations. Basically, on its own the game probably would have been fun enough.

It’s where it starts to lean into its ARPG roots where it really starts to shine though. It’s not necessarily that it’s Zelda and full of items and stuff, but it brings in the things that make total sense within the gameplay at play here. The main overworld is definitely there, and that plays into the overall metagame. Besides getting cash from killing things, you’ve got weapon upgrades hidden all over the world that really encourage exploration. Those weapon upgrades then take cash to apply, which gets you into the main meta upgrade loop that worked so well in Zelda. There’s always a reason to be out killing things, so it never feels like wasted time even when you’re retraversing.

The dungeon loop is also the same, which is to say that it’s not really original but it’s still pretty fun. You still get keys, you still get a dungeon map, you still have some light puzzles, you still end the dungeon in a boss fight. Where they do kind of bend to something unique at least to this type of game is that the dungeons generally also have some kind of flying broom segment, where rather than being a twin-stick shooter you’re playing a vertical scrolling shooter. Again, it’s not necessarily that it’s unique on its own, but it brings an unusual little change to the gameplay to keep it fresh as you’re getting through things.

This is just one of those indie games that hits the right positive notes. It’s not that it’s incredibly unique, but it blends a few genres in a way that feels interesting without needing to push too many boundaries. It’s fast moving, tight to control, and doesn’t take itself seriously (….I mean come on, Mecha Stalin.). It’s super easy to just jump in and enjoy without really worrying too much about fussy mechanics, and after some of the longer games I’ve been playing recently it felt like just what I needed.

Game Ramblings #158 – Lego Star Wars: The Skywalker Saga

More Info from Star Wars

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

It’s been a bit since my last ramblings. I decided to do carpal tunnel surgery on both wrists at once, as one does. What that does is makes videogames surprisingly not very fun to play. When I was figuring out what I wanted to play first after getting my sutures out, this one was sitting there ready to go. It feels like it’s been forever since The Force Awakens, but the full 9 episode saga is here and it’s a lot of fun.

The Lego games have always just kind of been collectathons, but it surprised me how much this felt like a complete game, and not just a Legoified version of the movies like a lot of past games. There were some pretty obvious changes to the core combat mechanics as well as a much better expansion to the metagame between story segments that really made the whole thing work.

The biggest obvious change is that there’s ranged weapons everywhere! You’ve got blasters of every flavor, bows of all sorts, you can chuck your light saber like a whooshing boomerang. However, unlike The Force Awakens, which sometimes had ranged weapons but clumsy aiming due to the fixed camera angle, we’re now seeing a full third-person game. You’ve got all your typical trappings of shooters, such as ADS on the left trigger and full camera manipulation on the right stick. In doing this change, the game now feels like a modern title along the lines of something like a simple Ratchet & Clank, rather than a sort of clumsy Lego-themed isometric platformer.

The metagame is also just a lot more free flowing in a way that encourages the use of the typical large character roster of the series. You’ll jump between segments of free roam where you can use any purchased characters and segments of story where you’re restricted to relevant characters. In allowing the free roam segments, the game is doing a great job of slowing down the pace of the game in a way that is still fun. Where a typical Lego Star Wars title was around 10 hours, this one is about 20. While that is much longer, it now covers all nine movies instead of just a handful, so the pace slowing down is definitely necessary.

What you end up doing is completing a specific story segment, then being unleashed into what is essentially a movie-themed playground. Scattered around are all sorts of miscellaneous rewards, so it becomes a game of finding out how to get them all. Some spots are simply puzzles of choosing the right person to get to the glowing spot. Some of them are mini races or combat segments for a reward. Some of them are side quests where you interact with characters from the movies in fun ways in order to unlock them for play. However, the important thing is that it’s varied and quick to do. You’ll spend a few minutes per-reward, then move on to the next thing. It keeps things fresh so you aren’t stuck in one spot for long periods of time, but also provides a nice change from the purely linear story segments that you’re doing the rest of the time.

It’s also worth a mention that space combat is another one of the things that acts as a nice pace change. Some of the areas are Star-Fox inspired – such as the Death Star trench run – and some of the areas are distinctly open flight. Mechanically these are definitely simple. You’re basically firing a relatively large angle auto aim machine gun or firing a very generously homing proton torpedo. However, in all cases it’s another place I can point at where the segments are used as a way to breakup the pace of the game and keep the overall flow fresh.

Ultimately that’s the biggest thing about this title that I could point at as an improvement over past entries. You’re running through a bunch of story very quickly to cover nine movies, but it doesn’t feel overwhelming or boring at any point. Because the specifics of what you’re doing change so much, you don’t really have time to become bored with any specific type of gameplay. You kind of do one type of gameplay for a few minutes in a story mission, then go into free roam, then go into another story mission with completely different gameplay, then back to free roam. Because everything has some currency being given that allow you to get more stuff, it also never feels like you’re doing something unrewarding.

If you’re a fan of past Lego titles this is an easy recommendation. If you’re a fan of Star Wars this is an easy recommendation. However, more than that this feels like a much easier recommendation to the general game audience. This is a much more complete game than past titles. Rather than being a game that leans on its IP to be good, this feels like a generally good game that is instead boosted by its use of the IP. While the reports of severe development problems put a bit of a black eye on things, this game is showing a bit of hope that the Traveller’s Tales Lego series can be a bit thing again going forward.