Game Ramblings #131 – Bowser’s Fury

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

I’ll make this simple – Super Mario 3D World is still fun and still worth playing. If you buy the cart just for that game, you’ll be happy. However, Bowser’s Fury is easily the more interesting part of the package. It’s an entire experiment in what Mario could be as an open world game. Some of it works well, some of it doesn’t, but it’s an interesting look into what the future of the series could potentially be.

It took me a while to really put my finger on what this game felt like, but it hit me that this feels like playing Super Mario Galaxy, minus the gravity manipulation. As you run around the world, you hit cat gates that act as the entries to individual objective areas. Each of these areas acts similar to a galaxy in that you go through it multiple times to get shines, and each shine has its own little modifications to the environment of the section. Where the magic comes in is that there’s no load times. You finish a shine and can go wherever you want. The next time you come back to the area, a new shine is available and the modifications to the environment in the area are already active.

From a general game rhythm perspective, it ends up being a sped up version of Galaxy. It’s such a small functional change, but not having to drop out of the world speeds up the game so much. You finish a shine and just keep going. There’s no transition back to an overworld or hub. There’s no waiting on loads and title screens. You just run and go. It helps that some shines are also available for partial credit as you run around doing others. For example, each area has a cat badge collection shine that can be finished at any time, including in the middle of working on other shines. It all feeds back into keeping the player moving as much as possible, rather than having to hop back and forth.

This kind of feeds back into what I talked about in the Ys IX ramblings, but this ends up being a game that just keeps you moving, and it’s what I’m most excited about in a potential open world Mario game. Super Mario Odyssey did a great job of packing the individual worlds with a ton of stuff. While those worlds were big and fun, they were also distinctly separate. Taking the scale and scope of things to do and packing it into a future open world (maybe an entire open Mushroom Kingdom?) is something that I never really thought was possible. After playing Bowser’s Fury, I think there’s a nugget of possibility there.

On the other hand, the Bowser part of this experience is just kind of average. As a mechanic tied into the story it serves its purpose but it just isn’t that fun. Bowser pops up periodically to basically just fuck shit up. He throws a bunch of crap around that basically serves to annoy you and then you either fight him as giant Mario or he goes away after a short period of time. There’s also a number of shines that require Bowser’s fury attacks to break some blocks and give access to shines. It just ends up feeling like an unnecessary distraction from the exploration. In general I’d expect this to not exist in a larger open world Mario game, so I’m not overly worried about its existence, but I could deal without the player friction it causes.

However, the boss fight portion of it is fun. Fighting as giant Mario vs Godzilla Bowser is really cool. Mechanically, it’s not that far off of normal Mario fights, but suddenly being as big as an entire level section is fun. Picking up a giant rock spear and chucking it at Bowser is fun. Trying to whack him out of a side spin with your cat attacks is fun. Like most Mario boss fights it isn’t complex, but it’s extremely satisfying.

This is distinctly an experiment. It’s absolutely a pack-in for the port of Super Mario 3D World, but it’s a fascinating way for Nintendo to experiment. They can sell the main game on its own, but still get a lot of player feedback in a way that doesn’t allow for failure. If people don’t like the experiment, no harm, they still have the main game. However, if people do like the experiment? You gave them a great bonus experience and got a ton of good feedback.

Given how well this one turned out, I wouldn’t be that surprised if the next Mario is open world. This one felt instantly recognizable, but new at the same time. Having a very Galaxy-style environment setup without load times is fresh and interesting in a way that surprised me. I could live without the Bowser mechanics, but give me a game with the rest of this experiment and I suspect I’ll be a happy camper.

Game Ramblings #130 – Ys IX: Monstrum Nox

More Info from NIS America

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PC, Switch summer 2021 as of this post

The last time I visited the Ys series, I found an action RPG with a lot to like. Fast fluid combat was really the leading winner, but the rest of the game did its job well enough to keep me engaged. Ys IX is much the same. There’s some new wrinkles as to how the game’s world unfolds, but the combat is still as fast and fun as ever.

After my shelving of Assassin’s Creed Valhalla, I really needed something fast. Ys IX is definitely fast. If there’s any description I could give to someone that doesn’t know the series, it’s that it feels like the Sonic of RPGs. Movement is fast, combat is fast, things die fast, reactions happen fast. This game grabs you by the arm, drags you along, and doesn’t let up until you’re done. It was exactly what I needed.

Combat is largely the same as in past games, but it works so well. Your core moves are some direct melee attacks and AoE skills bound to face buttons. You’ve got parry and dodge on your shoulders. Timing either of those to an enemy attack gives you benefits (crit, regen, etc) that make it absolutely worth getting it right. For the most part that’s about it. Some enemies have weaknesses to specific weapons, but you can get by without really taking advantage of that.

It sounds pretty simple at face value, and to some extent it is. However, it’s largely necessary. Because of the speed of the action, that’s about as much as you can really balance at one time. You don’t really have the luxury of down time to plan out your moves or try to do anything complex. You’re watching for enemy tells so you can hit your defensive moves then hitting as many attacks as you can between that. On the attack side you’re going back and forth between skills that use resources and basic attacks that generate resources. That back and forth becomes your main combat rhythm, and timing your skill dumps with the enemy being stunned is the min/max setup that I really went after.

The rest of the game is pretty standard fare. Like Ys VII, the story isn’t the best ever but gets the job done. What ends up really being the thing to push you forward are all of the little gearing systems around. You can get through the game with just the base equipment, but there’s also a ton of potential in using the gear vendors to upgrade or craft new things. That leads you into wanting to open new areas for new crafting items, which leads you into exploring the map, which leads you into getting a bunch of cool loot. It’s a really tight loop, but there’s enough there to really push you to hit everything, rather than skipping content.

The gating of all of that is probably the most interesting mechanic. The world of Ys IX is basically gated behind barriers that can only be unlocked by battling monsters in-town or doing side quests. Getting to certain thresholds open up portals to the Grimwald Nox. Fights within this aren’t just your normal party – it’s every single character you have available, backed by additional support characters that you unlock along the way. These fights are absolute hilarious chaos, which is fun on its own. However, the fact that you can use characters unlocked via side quests gives you an additional reason to push for completion in a way that’s not grindy, but instead still a lot of fun.

Ys IX is a lot like the Tales of series for me. They aren’t the best games ever. They definitely have some rough edges. However, they are always fun. It’s the type of game that I know I can fall into if I’m looking to get past a game that bored me, and this was absolutely the case here. This was another entry with exciting, fast combat backed by enough of a story and good world systems to push me to easy completion, and with a much higher percentage of content finished than I typically would try to get through. It also got me past a wall of some amount of boredom that I got stuck in playing Sackboy and Valhalla. In that way it was the perfect refresher for me, but still one that I think I’d recommend at face value.

Shelved It #9 – Assassin’s Creed Valhalla

More Info From Ubisoft

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: Windows, PS4, Xbox One, Xbox Series S|X, Stadia, Luna

Kotaku has an article called Assassin’s Creed Valhalla Is Too Damn Long. That really is the crux of the problem, but it’s not that simple. Yes it’s too long, but for me a lot of it being too long is that this game didn’t do anything new. It’s the same as Assassin’s Creedy Origins and Odyssey. While that isn’t necessarily a bad thing – after all I really enjoyed OdysseyValhalla falls in a place where there’s been better in the intervening years, and that’s the biggest thing that caused me to give up. I put about 30 hours into this one and kind of didn’t feel like I needed to move on from there.

The first problem I ran into is that combat wasn’t that fun and stealth was systematically nerfed, so I didn’t feel like I had a gameplay path that really fit anything. My past tendency in AC games was always to go full stealth – sneak into places, pick guys off one by one, finish my objective, and sneak on out. However, a lot of the main storyline in Valhalla requires straight combat. There’s viking raids that force the entire area into active combat. There’s story missions that have AI buddies that cause active combat. Basically, I spent a lot of time in places that forced me to fight or do some extraordinarily annoying things to get to a point where I could try to stealth while chaos was going on around me. It actively fought how I wanted to play the game, which is not really something I want to be doing in an Assassin’s Creed title.

This would be all well and good if combat was fun, but frankly it just wasn’t. Ghost of Tsushima had its combat problems, but it felt like a logical progression in combat in this type of subgenre. Valhalla has a lot of the same core elements, but a couple main things really felt like a step backwards. For one, the lack of stances made combat feel like it lacked variety. Beyond some light defensive aspects of some shielded units, the difference between enemy weapon types or trash vs. brutes felt minimal to the point of irrelevance.

However, the AI in groups felt like the biggest oddity to me. Group combat in the AC genre has never been that great, and frankly it was the biggest downfall of Ghost of Tsushima as well. However, group AI really feels like it doesn’t do anything to divvy out who is actively going to attack. It results in a situation where the group AI feels less opportunistic and planned, and more random happenstance. Sure it’s probably more realistic, but it’s also boring. Attack avoidance becomes dodge spam as the practical option instead of better parry timing or intelligent target selection. It’s effective, but it’s boring. The lack of unique duels from Tsushima really then pulls away one of my favorite combat setups in that game, so there’s no real payoff moments, even in big story moments.

It doesn’t help that Immortals: Fenyx Rising by Ubisoft was one of my recent played titles, and despite similar combat, was simply more fun due to much better grouping tactics for AI, doing one at a time attacks with good tells, instead of seemingly random spam.

The exploration metagame was also a big disappointment here, and felt like a step back even within the series. Origin and Odyssey both had camps and towns with distinct goals – take out a leader, kill all enemies, eliminate a legendary animal. Valhalla just…..doesn’t. All of the location stuff is there, but without goals it all feels irrelevant. You’ll go to your Assassin’s Creed viewpoints and it will find a bunch of stuff, but it’s scattered everywhere. Your three main collectibles – wealth, mysteries (side quests), and artifacts – are scattered randomly around, so there never feels like a real focus to going to a location and clearing it out. You can just kind of set your sights in a direction and you’ll inevitably run into things. Going into a camp is more of a run to a dot on the map where you can ignore the enemies in the camp. Mysteries exist as one-off events instead of more interesting side quest chains. And ya, there’s longer side quest chains but they feel less present than in the last two titles, which was a big disappointment.

The collectibles themselves also just have a distinct lack of importance. Gear isn’t inherently level-based anymore, so going out and finding new armor isn’t necessarily helpful. Once you find your preferred gear and upgrade past a point, going out and finding new materials isn’t necessarily helpful anymore. It just puts a drag on the game when you get to the point where you inherently outgear an area, because it doesn’t scale as smoothly as the past couple of games – much to Valhalla’s detriment.

All of this is also not helped by the existence of Immortals. That one did such a good job of integrating cool traversal into exploration that it was simply more fun just to run around. Happening upon legendary units and animals in that one meant a really fun one on one fight. Happening upon a shrine meant a really fun puzzle segment or arena segment. All of the things you ran into in that game felt like a nice change of pace that provided a really good rhythmic flow to running between quest locations. Valhalla on the other hand feels like a huge step back where traversing for the sake of exploration feels like a hassle, and going to places for the hell of it feels like a chore.

Valhalla feels like an inflection point for the series overall. AC3 felt like a stale experience after the Ezio games, and that led to Black Flag. Unity and Syndicate felt like games that ran out of ideas, which led to the series reinvention in Origins. This feels similar. While Valhalla is a far better game than either of the last two problem areas, it feels similarly stale. This is a game that feels like a retread, instead of a game that feels like a step forward. Other games in the interim have done it far better. Immortals did a much better job of making exploration fun. Ghost of Tsushima did a far better job integrating stealth and combat in a way that both paths were interesting and worth playing. This series is ready for that next step forward, and it’s got some great examples to look at if they’re ready to make that push.