Game Ramblings #192 – The Legend of Tianding

More Info from Neon Doctrine

  • Genre: Beat-em-up
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Switch, Windows, iOS

Sometimes my backlog randomizer just really hits the mark, and this is one of those cases. I’d recently played Double Dragon: Neon and was left disappointed by how slow basic movement felt to me so I had set it aside. My randomizer followed it up immediately by this one and it was like night and day. Fast movement, solid platforming, a good power curve, variety in combat styles – this one feels like a modern take on the genre that really just worked well.

The thing that will pull your attention first is the overall presentation of the game, and it’s pretty solid in that regard. The in-game visual style is incredibly solid with a lot of obvious inspiration from comics. That extends to the way the story starts being presented with small vignettes cutting through actual comic book panel layouts. However, when gameplay starts it becomes obvious that the quality is more than just flashy visuals.

At its core, this is a very melee-focused beat-em-up. The player’s main weapon a dagger that works fine on its own. Other melee-focused defensive maneuvers include the ability to dodge as well as the ability to deflect projectiles back at the firing target. However, the red sash is the real fun item here. This isn’t necessarily a weapon on its own (though it’s used for traversal mechanics like a hookshot). What it does is allow you to wrap a weakened enemy and steal their weapon. This is where combat in the game really opens up wildly.

Any combat situation is an opportunity to change how you’re playing. Big enemies coming around that cause a bunch of damage? There’s likely a large weapon available to steal that will stun them quickly. Bunch of environmental dangers that make movement risky? There’s probably an enemy carrying a gun or molotovs that you can throw instead of moving. The combat scenarios overall felt like they were crafted with far more care than is typical of the beat-em-up genre simply due to the wide array of weapon mechanics available through stealing.

The way this was pulled into bosses was also pretty clever. Boss weapons can’t inherently be stolen. However, at certain health transition points the bosses get stunned and then can be stolen. This gives the player something fun to beat the boss up with during the stun phase if they want. However, the more important thing is that because the player stole that weapon, the bosses have to change their mechanics turning those periods into phase transitions. The actual mechanic of phase transitions and attacks changing isn’t new, but implementing it via the typical weapon steal mechanic is a clever way to both reinforce the mechanic for the players as well as tie it hard to the mechanics of the game.

The rest of the game is a pretty standard sort of platformer, though it is well tied together. The player routinely earns upgrades to enhance their traversal ability (ex: double jumps, air dashes, etc). The sash itself can be used like something akin to a hook shot. There’s hidden and puzzle areas with upgrades to be found all over the place. Basically, the game keeps you busy between combat segments in a way that really prevents boredom and enhances the platformer part of the game that isn’t typically that present in beat em ups.

The upgrades themselves are probably also worth mentioning. They’re all relatively small upgrades, but they are present all over the place and have a wide array of effects. Some are increases to weapon durability (ex: +1 swings of a stolen axe). Some are upgrades to core capabilities (ex: +10% dagger damage). However, the effect of this is that it really smooths out power increases so that the player always feels like they are improving. Rather than being large steps and plateaus when gaining upgrades, the player is always just getting a bit more inherently strong. It really works as an effective way to make it feel like some progress is always occurring.

This was a pleasant surprise. I’d picked it up a little bit ago when I saw the disc version on sale and just hadn’t gotten around to it for a while. I’ve been in a bit of a run of just letting my backlog randomizer choose and it sure hit here. Games like this that have a tight mix of platforming and combat where both sides are solid are just so rare to find, and this really hits both. The combat is incredibly varied despite its surface simplicity, so it doesn’t get old through the 6-8 hours of play time. The platforming is incredibly fluid and makes good use of an expanding set of capabilities as you get to new levels. Overall this just hit all the marks I’m looking for in this type of game.

Game Ramblings #191 – Marble It Up! Ultra

More Info from The Marble Collective

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows, macOS, PS4, PS5, Xbox One, Xbox Series

Sometimes you just need a game that you can play in quick sessions. For me, it’s when I’m sitting around waiting on Visual Studio or Unreal Editor to load for a couple minutes. This was that latest one to really hit that perfect spot for me. It combines some solid platforming, just enough chaos caused by physics, and levels that generally lasted under a minute to become something I could pick up and play whenever I had a minute to kill.

The way I played this game really benefited from being on the Switch. Playing this didn’t require me turning on the TV or getting away from my desk. It simply required me to reach over, grab the Switch, and immediately be in the game. The way the game levels are setup really played into that. It has a mix of speed and puzzle levels that are pretty evenly spaced throughout the game’s 100 or so levels. What it ended up meaning for me is that I would find a place to take a few minutes break waiting on something on my PC, get a run or two in with a couple chances to improve my time, then go back to what I was doing. It’s the perfect setup for something that I can do that isn’t just screwing around on Reddit during those little wait periods.

Within individual levels, the game is also setup to just let you rapidly push through improvements. The game levels load extremely quickly so I could retry to improve my times quickly. The select button is linked to a quick reset of the level so if I screwed up I could get back to the start even quicker. If I wanted to move on to the next level, there’s a button in the end level screen that immediately moves you there. Intentionally or not, the entire setup of the game was one that really pushed into this 5 minutes or less session time that I had for it.

Granted, it helps that the game itself is still fun so I want to play it repeatedly. There’s something about physics-based ball platformers that I really always just enjoyed, whether it’s the Monkey Ball series or older games like Marble Madness. Some of what keeps me engaged may very well be the inconsistency of the physics itself, or at least manipulating the physics to find some amount of consistency. This game really excels here due to a handful of small mechanics.

The first one that really stands out is that jumping forward while moving allows for speed gains. This turns every interaction into a sort of game around how many mini jumps I can fit in to maximize speed before it becomes hazardous. That same mechanic then combines with jumps in other direction and momentum gained via the ball’s rotation to allow me to manipulate direction in interesting ways while keeping speed up. However, the ball rotation is also an interesting mechanic at slow speed. As an example, if the ball is rotating to the left when it lands, it will inherently jump to the left because of friction. In slow speed platforming heavy segments this allows me to travel a bit faster than safely jumping forward, as I can change my rotation in-air to bounce me in a new direction when I land without necessarily losing all of my forward speed. The final mechanic is really just the core rolling itself. It feels good. High speed feels appropriately out of control, but pushing in a direction different than your movement shows obvious momentum changes. High speed racing-style courses in particular show a ton here where you’ll be really leaning heavily into the corners to drift in a new direction without ever really losing that sense of speed.

If there was one real gripe I had though, it’s that I kept wanting a quick key to reset to my last checkpoint rather than to the start of the course. This may be a habit from playing Trackmania, but I do like the distinction between reset to checkpoint and reset to start of level when I’m working on improving times. It gives me a lot more rapid iterations in going through sections to figure out best lines compared to falling off a level and waiting to reset (and in this game’s case, waiting a variable amount of time – the reset volumes are extremely inconsistent). Given runs with resets are inherently not going to be efficient, I don’t see a leaderboard concern for it being an option either. It probably didn’t help that at times I would just habitually hit the reset button expecting it to be a reset to checkpoint but that part is at least on me.

All that said, this game really hit a perfect spot for me. It was fast to get in and do a couple runs, fun to play during that, and fun to replay levels trying to improve my time. It has super solid physics, which is incredibly important for this type of game. It’s got a good mix of puzzle and speed levels, which is good for keeping the game from feeling repetitive. It just kind of checks all the boxes for me.

Game Ramblings #190 – Dave the Diver

More info from Mint Rocket

  • Genre: Action/Adventure/Sim
  • Platform: Switch
  • Also Available On: Windows, macOS, PS4, PS5

I’ll be 100% honest and admit that I took so long getting to this one purely because it didn’t have a physical copy and I had too many other games that did, but that problem was finally solved. What I was given a year after release was a game that surprised me in how well it blended a casual sort of roguelite and a sort of modern take on old arcade games like Root Beer Tapper. Played on the Switch it even really feet into a really good short session experience, with most game loops taking under thirty minutes in total. It really just hit all the marks for the type of experience I have time for right now.

The core of the game is really all about fishing, but it’s pretty easy to judge the entire game by that from an outside perspective. Luckily that part of the game is pretty solid on its own. It’s nothing complicated, but the small set of weaponry used to either harpoon or shoot fish is pretty varied and lets the player tune the experience to their liking. Confident with dodging? Go high damage close combat. Want some more safety? Build out as a sniper, but have less ammo as a balance point. Want to get higher quality meat? Build out sleep weapons, but potentially lose out on bigger targets that can’t be put to sleep as easily.

The nice thing about the entire result of the fishing is that it all feeds directly into the restaurant which feeds right back into fishing. Those fish you catch obviously become meat for sushi in the restaurant portion of the game, but shortly into the game it also becomes an avenue for getting fish eggs that you can farm, which opens up a new avenue for getting meat and lets you move on to new areas without worrying about a lack of supplies. Those supplies then become the avenue for sales, which gets you money to get upgrades for fishing gear – better weapons, more carrying capacity, more oxygen capacity, etc – which allows you to fish longer, which allows you to get more and better supplies for the restaurant.

If it was just that loop I probably would have been happy enough, but the game is broken up in a number of ways that really give nice breathing points at regular intervals. Every now and again you get big boss fights with unique mechanics. These come as parts of both the story and as just random events, so their cadence is that you get one every few in-game days. Besides generally offering unique items, they simply are just fun. These are the things that test your combat knowledge to the peak, requiring good dodging and good attack knowledge. Some of them are pretty standard gun fights but a few standouts used other mechanics. One used dodging as the core mechanic, with the player grabbing a weight to deflect punches that stun the boss. Another that really got my attention purely involved picking up and throwing rocks to cause damage as regular attacks were just not effective.

The breakup of mechanics also then extended to the restaurant experience. Every not and again you’d get restaurant objectives where you’d compete in an Iron Chef-style competition where the game turned into something akin to the Cooking Mama series. Other restaurant events involved getting specific ingredients to please VIP guests or getting a specific type of ingredient (ex: shark meat) to take on an entire party of guests. The nice thing about the restaurant side of things is that these more often than not opened up new mechanics. Early on it was things like the farm for rice and vegetables, but later on it even got to specific types of ingredients (ex: unlock eggs or specifically habaneros). These little things happening every now and again meant that I was never in a specific type of pattern of just going out and getting whatever, but instead going back and forth sometimes focusing on the story objectives and sometimes focusing on just fun little side things to then expand my repertoire with new and better recipes.

All of these mechanics combined to a place where it never felt like my time was wasted. Runs in fishing at least always got ingredients to feed back into the restaurant which then at least got money for upgrades. Deeper runs in the fishing portion would push me to find new areas to unlock new species and mechanics. New events in the restaurant would allow me to push for new mechanics. Every run felt impactful, which is a huge bonus on top of it being fun.

It’s all then a bonus that the DLC content is also fun. There’s things like playing as Godzilla above. There’s an entire set of night time events based on the game Dredge that add new items and types of fish that can only be caught on event nights. There’s an entire set of rhythm mini game sections expanded by a Guilty Gear Strive DLC that provide a fun musical interlude. Basically, this extends the entire game’s theme to this point – provide new ways for the player to have fun on any single run.

The consistency with which the game pulls that off is impressive, and it never wears off. I could do a single 20 minute dive run and do something useful. I could play for hours of multiple runs and just be engrossed by everything. It perfectly encapsulates how roguelites should work, with the player never feeling like their time is wasted and they’re always making forward progress. For that to happen in a game so inherently not tied to the usual death loop of the genre is therefore even more impressive.