Game Ramblings #156 – Pokemon Legends: Arceus

More Info from Nintendo

  • Genre: Adventure / JRPG
  • Platform: Switch

Look, this is a rough game. It’s hideously ugly. It still for some reason has Pokemon boxes without auto sorting. Balance is often entirely vague even with Pokemon 10+ levels apart. However, I can’t stop playing it. The core gameplay loop is so fundamentally changed but it works far better than I expected it to and in doing so represents a path forward for the series that I couldn’t have expected when Diamond/Pearl came out 3 months ago.

This game got ruthlessly shit on from the trailers, and frankly it isn’t entirely undeserved. This game is ugly more often than not. The Pokemon models are fine, and at least generally consistent. However, their art style doesn’t really match the world’s art style, and the world is atrocious. However, it doesn’t feel like laziness to me – it feels like a failing of technology. This is pretty clearly using some variant of the Sword/Shield engine stretched beyond its limits. The unfortunate thing as a developer, especially on an experimental title like this, is sometimes you just shoot yourself in the ass and this is one of those times. You get to a point where you can either delay a game by years and restart the core tech or just ship it with what you’ve got and move onto the next thing instead of cancelling a title. It’s time for this series to either move onto Nintendo’s own in-house engines or move to something stock, because it’s clear that Game Freak would be better served focusing on the games, rather than the engine.

However, once you get past that the game is a lot of fun, and it comes down to the core loop just really working. Rather than being gym-focused, the entire focus of the core game loop is research. You’re basically going out into the field, catching as much stuff as you can, and returning. That is the core of building the Pokedex here. The relatively non-linear nature of it means you can kind of wander off wherever you want, whether to focus on new areas or completing the entry of a specific Pokemon. The ability to fast travel back and forth to town means your play sessions are basically as long as you want them to be. The ability to craft (!!!!!!) Pokeballs, potions, etc means that as long as you’re collecting resources, you aren’t having to go shopping. If you run out, you just bring up the crafting menu and seamlessly keep your stock together.

It’s the type of loop that just works on the Switch in the same way that Breath of the Wild did. Your play sessions are as long as you want them to be and it doesn’t matter whether you’re doing a 30 minute or 3 hour block. In both cases you’re making appreciable progress that you can drop back into at any time. It’s a loop that just keeps you engaged and playing in an unexpected way.

Even within that loop, the changes work well though. The simple act of being able to catch a Pokemon without starting a battle while still earning XP for it is tremendous. It so completely speeds up the act of traversal that it allows the new gameplay push to just catch EVERYTHING to work. In the old style, the game would otherwise be a slog.

Even if it’s ugly, the environment being so open is also a huge change. Its openness isn’t quite BotW, but it’s also more than Sw/Sh wild areas were. From a gameplay perspective it’s a huge success. Different areas are visually distinct in a way that’s interesting on its own, but also allows for obvious placement of different types of Pokemon in a natural way. Bugs like Combee or Weedle live in the forest, which makes sense. Things like Spheal or Octillery can be found hanging out on the beach. Your Abomasnows are up in the mountain tops and your Magmars are by the volcano. It’s both obvious AND enjoyable. It’s not that they didn’t try to do this before, but it feels even further down the line of making the Pokemon world more natural than it even previously has been.

It’s also a nice change that the player is FINALLY ACTUALLY IN DANGER. You get attacked by Pokemon in the wild. You have boss fights where you as the player are physically attacking Pokemon and they’re spectacularly fun. It’s one of those things that for the past 25 years everyone has been going “well, why is the player immune?” and it finally happened.

That said, despite the big change to the core gameplay there’s a lot of rough edges here. I complained about it during Sword/Shield but the existence of boxes, let alone no way to auto sort them is still baffling. Even more so when your Pokemon are literally being sent back to an open pasture to live their best lives. A lot of the side content is fine in its existence and kind of attempts to drive completion of the Pokedex, but there’s very little variety or necessity to it. The combat that is there is fine, but I’d like to see the new core loop adapted to a game with a more traditional level of trainer battles.

Frankly, balance is also incredibly vague. One of the core changes is that all battles are now speed-based. Speed can mean that Pokemon go first, but also that they can go multiple times in a row. That alone can easily result in your Pokemon often getting one-shot before taking a turn, even when they aren’t at a type disadvantage. Pokemon 15+ levels below your active one can still do significant damage as well, so I spent a lot of time outside of battle healing or going back to camp to rest against things that really shouldn’t have been a danger. It feels like it was tuned to be difficult, but it instead comes across as odd, because type advantage is still the king and the changes made just make the exploration slower, rather than making the individual trainer battles more difficult.

If this represents a new path forward for the series then all the rough edges don’t really matter. It has its problems, but this pushes a new gameplay archetype for the series that just works. It’s familiar enough, but far more active and far more fun than the JRPG slog that the series has really become known for. If it’s instead just a sidetrack between entries, then hopefully it’s at least a lesson to them that it’s time to take a serious look at their tech stack moving forward. However, after how much I’ve been enjoying this one, I think it’d be a huge loss if this doesn’t represent the direction the series will be sticking to going forward.

Shelved It #14 – Earth’s Dawn

More Info from oneoreight

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

I spent most of my time playing this in a state where I wanted to enjoy it and generally was enjoying it, and then I’d hit a boss battle and no longer be enjoying it. It wasn’t that the bosses were hard, but they just weren’t fun. I puzzled on it a bit, but when it hit me what was really feeling off to me, I knew it was time to shelve the game.

I really wanted this to fit into that sort of Odin Sphere / Muramasa slot in my brain, and for a while it did. Its combat is pretty similar in core focus. You’ve got a main melee chain, the ability to rapidly dodge, and a way to set enemies into temporary stun states. For the first couple of hours, that was more than enough to be fun. I was going around getting comfortable with chains, getting comfortable with some of the basic enemy types, getting comfortable with the overall flow of the game.

Outside of combat, the game has both solid gearing and skill setup that I was enjoying a lot. Gearing is purely crafting-based, but had a solid number of archetypes to choose from. Guns could range from shotguns to rifles to uzis. Swords could be different lengths and weights. Overall it allowed me to craft in a direction that fit my favored play style. The skill setup was the more interesting part. Skills are basically two parts, earning it and the ability to equip it. Equipping is purely having enough available resources to do so, but the resources to do so came purely out of killing enemies in the world. The skill earning itself came from completing missions quickly. Those two in conjunction led to a place where you would identify the missions that currently had the skills you wanted to get combining into then completing them with full exploration to maximize your resource gain. The overall flow that came out of that reminded me a lot of something that honestly would have worked well on the Switch. You can play this game for minutes or hours, and in both cases you can complete some number of that core game loop to at least make valuable forward progress no matter the case.

So at this point you may be wondering why I shelved it. Over time I was noticing that on occasion I was getting into places where my dodges were missing when I was surrounded by enemies. For a while I chalked it up to multiple enemies causing me to get into stun states or something to that effect, and figured I just needed to be more careful. I then started noticing it happening on bosses, so I began to experiment a bit. What I ended up figuring out is that it was doing such aggressive button caching that I would be able to queue up multiple attacks in my chain ahead, and then not be able to interrupt that to dodge. When a dodge may only give you fractions of a second to execute it, having that all backed up behind attacks was deadly and it completely changed how I was approaching the game.

When I can’t cancel out of an attack into an immediate dodge, I go straight into Souls mode, and frankly I don’t like that kind of gameplay. Rather than aggressively attacking, I sit back and wait. I look for tells, then do my dodge in isolation, then get a few safe quick attacks in and back off. It’s slow. It’s frustrating. It’s boring. But, it’s safe. When playing aggressively results in death and significant time loss, it’s not a decision. You just play safe. Sure, I could grind away in side missions and power my way through, but that’s also not particularly fun. When I shelve games it’s usually a single cause – a small mechanic, something dumb that just gets under my skin. This was it. If I was going to be playing slow just to not die, why am I playing the game?

Like most games I shelve, I’m not really shelving the game because it was bad. It’s ultimately because the developers made a decision I didn’t like, so that’s kind of the way it is. On the other hand, I wonder how much more I’d be enjoying those moments given a dodge that guaranteed immediate fire and interrupted whatever I was queued up to do. That small of a change is often the difference between me liking a game or not, and in this case it went the wrong way.

Game Ramblings #156 – Riders Republic

More Info from Ubisoft

  • Genre: Sports
  • Platform: PS5
  • Also Available On: Windows, PS4, Luna, Stadia, Xbox One, Xbox Series X/S

This is one of those games that just hits the right parts of my brain. It’s a lot like Forza Horizon in that respect. I can jump into it at any point, just go towards the nearest random icon, and have a fun time. I can play the normal “serious” racing events and get some good action. I can play the fun events and be barreling down a mountain in an ice cream delivery bike. Either way, I know that I’ll be enjoying the ride.

It’s kind of incredible how much mileage Ubisoft has gotten out of its open world formula, and this one isn’t any different. You have a big open world map, sections of it unveil as you go into them, new icons pop up as a result of that, the things you complete open up more things, etc. You know that getting to an icon will at least unlock something fun. Sometimes it’s a race, sometimes it’s a trick event, sometimes it’s cool loot. It’s pure Ubisoft, just as an action sports game. Everything that makes that style of game work still works here.

The important thing is that all of the event types work. Right now you’ve basically got three groups of things – snow, bike, and air – broken into some sub events. They all play a bit different, but the core is always the same – get through checkpoints, do stupid tricks, get rewards. The important part though is they all work well. In all cases the controls hit a perfect arcade mix of tight control vs floaty fun. Your jumps are absurdly large because gravity doesn’t really apply that much, letting you do 1080s and double flips with ease. However, you can also turn nearly on a dime with some power slide capabilities. You might be going 160mph in a jet-powered wing suit, then slam on the brakes to hit a tight corner going through some canyons. You might jump off a hundreds of foot high cliff and land without any damage. It’s all kind of outlandish and all kind of a lot of fun.

That said, the variety is also a big part of the draw for me. Bikes and snow events may appear similar on paper, but both the control of your avatar and environments allows for them to counteract as good breathers for each other. From what I’ve played so far, bikes in particular have a large number of lap-based events that are purely not downhill and snow has a larger number of purely arena-based trick events that really feed the difference between the two. If I was really feeling burned out on that, I’d do air events. Those in particular have a huge variety. The wingsuit events are pure adrenaline where you’re trying to build up points by getting as close to the ground as you can without crashing. The rocket suits on the other hand are pure racing fun, especially when you start to dive into canyons.

Even when I wasn’t really feeling like competing, there’s plenty of other things to do. My favorite side activity was easily the stunt challenges. These were spread around the environment and generally involved doing something extraordinarily stupid like riding a bike along a steel beam over a canyon or trying to use your wingsuit to fly underneath bridges covering a river. This is where your skills in staying on tricky lines was really tested in a fun way. On the other hand, it’s also extremely fun to simply exist in this world. SSX 3 has always kind of been my high point in terms of how good it felt to start at the top of a mountain and ride down it for the sake of it. Riders Republic really nails the same vibe. You can start at the top of any number of mountains and simply ride doing stupid tricks all the way down. You can jump off the top of huge cliffs just for the hell of it, nailing your wingsuit before you hit the bottom. It’s fun just for the sake of it, and it works spectacularly.

Normally, this is then where’d I’d be going hell ya play this game….but I can’t outright say that. This game is purely online only. Right now that works extremely well. Seeing everyone in the world map just doing their own thing is cool as hell. Screaming down a populated slope with dozens of other people is cool as hell. However, it also means this game has a shelf life. It’s not that I necessarily think Ubisoft is going to shut the servers off soon, but it’s going to happen eventually, and the game will be mostly gone. You can still free roam offline, which gets part of what I enjoy about the game, but none of the event stuff is playable offline at all. Once the servers are gone, the game is basically gone. As someone who’s worked on games that simply no longer exist, that sucks.

However, if that doesn’t bother you this is an extremely fun game. It hits a place that very few games really get to – fun for the sake of it. While this game is live and while it has a ton of players it’s definitely a sight to behold. The content that’s there just works really well across the board. The only thing to really cross my fingers about is that one day we see a patch allowing full offline play, because the game has everything already there to support it.