Game Ramblings #202 – Stellar Blade

More Info from Shift Up

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PC

I’m not sure what I thought this game was and admittedly I was playing this entirely because it’s an Unreal Engine title on PS5, which is relevant to the fact that I’m largely working on console porting projects right now. In my head it was going to be slightly hornier Nier Automata, and I guess that isn’t entirely wrong. However, it’s generally got a much more deliberate combat pace. It’s got segments of ranged combat that feel far more like Doom 3. The boss fights are full of spectacle and challenge without feeling unfair. Frankly, this ended up being a far better game than I was expecting it to be.

A lot of what I’m going to say probably isn’t going to be much of a surprise for this type of game. When combat works the game is phenomenal, but it starts to fall apart when they throw multiple enemies at you. This has been the case for me in pretty much any melee action RPG – God of War, Ghost of Tsushima, Breath of the Wild, etc. So many of these games work great in singular combat, but the systems just don’t scale up to multiple enemies. They try to UX their way through it with off-screen enemy indicators and things of that nature, but it really doesn’t work well because the enemies all just kind of attack when they want to, so it becomes dodge and parry spam with very few windows to attack. However, the upside of this is that fights like that don’t generally happen in pivotal moments and they start to give you so many tools to knock out multiple things quickly that it becomes much rarer as the game goes on. At that point, combat then gets into the big 1-on-1 fights where the game really shines.

The core tools at your disposal in a 1-on-1 situation are your two levels of melee attacks, parrying, and dodging. I’m going to ignore that you have guns because they are largely irrelevant to boss fights. The big solo fights end up being an incredible back and forth. You do a bit of damage, dodge/parry your way through an enemy attack pattern, then rush back in for the next set of damage. The style of it reminds me in a lot of ways of a slightly more frantic and over the top version of the Ghost of Tsushima 1-on-1 fights.

What these segments do is put a ton of trust in the player to learn and recognize attack patterns. Tells on basic attacks are super obvious, letting the player really lean into timing things properly. Larger attacks are preceded by color coded UI elements, but they aren’t things that can just be button spammed. For example, a blue enemy attack requires the player to dodge forward to avoid large damage, but if they don’t time it properly they will just eat the damage to the face. Some of these are warnings several seconds ahead of time, so it also really forces some patience into the combat pace where the player just should not be doing anything but paying attention to dodge timing. It’s easy during all of this to get tunnel vision on just doing damage, but the game will absolutely 100-0 your health if you get out of control so pulling back on damage in favor of a patient approach does wonders, and in practice it feels so good when you get chains of parries/dodges right to be rewarded with big damage opportunities.

The other part that really worked into this was how well gearing worked into combat. Traditionally I am awful at melee combat timing. However, the game has gear that extended the timing window for these to allow me to play it a bit more safe. Some gear gave me more shield to allow for a bit of safety. Some gear gave me back health on kills to allow trash segments to just flow better. However, the game absolutely gives you tools if you want to be a glass cannon. Some gear gives huge damage increases in favor of also receiving more damage. Some gear will only allow you to get increased damage if your HP is high. Basically, they give you a bunch of tools to play with and let you mold combat into somewhere you’re comfortable being based on your play style, but it all blends so well into the core set of capabilities that they developed from the start.

The rest of the game kind of just exists but worked well enough to push me forward. The overall plot is a pretty standard post-apocalyptic Earth scenario that isn’t frankly that different from a Horizon Zero Dawn where humanity created smart ass robots that inevitably realized that humans are the problem. Exploration and side quests exist as a way to get more upgrade materials, but for me they were largely there for me to find more optional boss encounters to go enjoy. The environment is mostly the same two sets of desert environments from Nier for exploration and city environments from The Last of Us for linear plot segments but both work well to push their style of game. Basically, the wrappings around combat don’t necessarily boost the game, but they also don’t drag it down.

I completely get if the main character’s outfits turn you off of the game because it can get pretty egregious with some of the options. However, for me it ultimately ended up feeling like an obvious marketing choice than anything else. Once I was in the core of combat, the outfit I had on didn’t matter to me and my focus was on the really good combat in front of me. There is a phenomenal action combat loop here that deserves to be brought into a different setting that isn’t blatantly sexualized, because in a lot of ways it felt like it was cracking the code of making parry/dodge based combat work for someone like me who is typically awful at these games without getting rid of possibilities for people who want to just glass cannon through the game with a completely different play style.

It’s pretty easy to read what I wrote and go “this sounds good, but not great” and that’s probably an accurate description. However, I was expecting the combat to also be good but not great and it so completely exceeded my expectations there. This one just ended up being a huge surprise.

Game Ramblings #200 – The Plucky Squire

More Info from All Possible Futures

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

My initial instinct was to go “well this is an expanded version of Link Between Worlds” and….I guess that isn’t entirely accurate. This game absolutely pulls a lot of mechanics from the top-down Legend of Zelda games. However, it’s not simply a Zelda-style game. It pulls mechanics from all sorts of games of the NES and SNES era. This game is an absolute celebration of late 80s/early 90s games tied together in a modern package.

The core gameplay of the game is very much Legend of Zelda though it feels a bit simplified Link to the Past in terms of complexity. You’ve got some basic sword attacks (melee, charge spin attack). Rather than secondary items, you can throw the sword and use a basic jump attack. However, combat is often not the core focus of the game – or at least this style combat is not. It’s there for story reasons, but most of your time is spent elsewhere.

The first place it really strays is the 2D/3D switching mechanic. You can pop in and out of the story book, and the core gameplay doesn’t change much between the two. However, that switch is often used for what are puzzle types that feel unique to this game. Flipping pages to return to past parts of the game for items is an interesting mechanical use of this. Tilting the book to move things around in the book world is an interesting use of this. Pulling items out of 2D space into 3D space to use them in new ways (for example, a jetpack) is an interesting use of this. Adding stamps to the book in 3D space to stop the movement of things in the book is an interesting use of this. It’s all these little things where it becomes clear the book isn’t just set dressing but is instead a core integrated part of the game. These are all puzzle types that are directly in line with this being a “Zelda” experience but end of being completely unique to this game.

It was also visually impressive just how consistent the styles are. Enemy silhouettes are always incredibly important to combat so having these be immediately recognizable in multiple visual styles without thinking is an impressive thing to pull off, even with the simplicity involved. The green guys with pointy hats are obviously ranged in both cases. Yellow guys are obviously melee in both cases. Orange guys obviously throw bombs in both cases. Mice and snakes are obviously the same in both cases. You just look and know how to react despite the changes in gameplay between the two scenarios.

However, the boss fights were the thing that impressed me the most and were also the thing I was not anticipating. Put simply, the boss fights are not Zelda gameplay, and this was probably the smartest decision they could have made. By making the boss fights entirely different, the core combat in the rest of the game was able to be simplified and reduced to only a small necessary segment leaving room for puzzles and unique boss mechanics to shine.

So what do I mean by this not being Zelda gameplay? Well, there’s a boss fight that is entirely the mechanics of Punchout. There’s a boss fight that pulled in Puzzle Bobble mechanics with no direct combat. There’s segments that are side scrolling shooter gameplay wrapping around a bucket. There’s a bullet hell air combat fight. Basically, the bosses are uniquely tied to mechanics that are simultaneously some classic gameplay setup and tied directly to the boss’ visual and story design. It makes an incredible amount of sense to do it this way because each boss can shine independent of the rest of the game, while also allowing it to further reinforce the 2D/3D swapping. It’s something that I didn’t expect going in and completely blew me away.

This was a delightful surprise. It exists as the perfect combination of mechanics pulled from other titles tied together in a package that only makes sense because of the game they ended up in. Rather than feeling like it lacked originality, it felt like the originality came from the team putting together a total package that can only work because of how they constructed it. It’s the type of game that you just sit down and have fun with from front to back and wonder why nobody had ever managed to do this before. It’s simply worth playing.

Game Ramblings #197 – Kunai

More Info from TurtleBlaze

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: PC

Metroidvanias are usually an easy to pick breather for me in between longer RPG runs, and we were definitely in one of those. After Metaphor and Mario & Luigi back to back I needed a break. This one kind of fell into my lap via my backlog randomizer, but it chose well. This is a compact experience with solid combat and great movement that really hit what I needed out of it.

The thing that really stood out at the start was how fast the game was. This has such a smooth movement set that really just worked and continues to get better as the game continues. Core movement is fast on its own, which prevents the game from dragging. You then get the kunai that act like a typical grappling hook. This adds a bunch of possibilities for vertical movement up walls as well as even faster horizontal movement. You then get double jumps to cover gaps and eventually an SMG that you can shoot down to hover to cover even LARGER gaps. Finally, you get a dash to extend your movement even further.

All of the movement feels like it’s in service to reduce friction in moving through the environment. The unfortunate thing is that despite it improving the main story line, I don’t think it really does much to improve retraversal. Ultimately this feels like more of a problem of the core path than the movement mechanics but there just isn’t that much reason to retraverse most areas. You’ll go into an area, maybe hit a few areas a second time on the wya out, then really not see it again. In a couple of cases you retraverse through old areas late in the game, but for the most part the central hub of the game is so conveniently located that you just go through it instead of old areas. If I wanted to do a 100% run I’d have visited more, but just to complete the game there wasn’t much reason.

The second thing that really stood out to me was how much combat changed over time, but also how naturally the change felt. The first half of the game is entirely melee driven, and it starts that way early. You get a katana and learn to use it both at close range and for deflecting projectiles coming at far range. The use of it opens up more as you get traversal mechanics – for example using the kunai to grapple and reposition. This on its own feels incredibly tight and fun. It’s obviously pretty simple and wouldn’t have had legs to support an entire game, but it’s incredibly effective as the opening half. It’s when ranged starts to come in that things really change.

The first ranged thing you get is a throwing star. Its main use in combat is less for damage and more for its stun capability. Being able to stun larger enemies brings them from things that need at least a bit of thinking to something that you can run over, and as a power curve thing it felt well timed to right around when fighting the larger enemies is becoming a bother. Once the speed of stunning starts to become bothersome, you get the SMG. Besides its traversal hover utility, this is pure damage. This allowed me to start taking out enemies as I moved. In large packs I would still need to slow down a bit, but ultimately I was getting rid of targets quicker. The rocket launcher finished converting the game into something entirely different. Now rather than slowing down I was simply lobbing rockets and watching everything explode. The power curve changes allowed the game to slowly morph into a ranged-centric game in a way that felt entirely natural.

The thing that impressed me about this was that while it made getting through trash quicker, the bosses were clearly designed with this change in mind. Each boss felt like a test of the new things you gained. Early bosses were largely stationary, allowing you to dodge attacks and get in close range for melee damage. As you gained ranged weapons, bosses started requiring those because they were fast or had a lot of movement or just stayed out of range. By the final boss, I was basically using all traversal while lobbing rockets to get splash damage and focusing purely on dodging. It was such a smooth transition that I didn’t think about it, but in hindsight it was handled much better than a lot of games handle the change.

I wouldn’t say that this is necessarily a game of the year candidate from the year it came out, but it didn’t necessarily need to be. In simply being good at what it did, it provided exactly what I wanted out of it – a breather from RPGs. In being short it also was something easy to run through without growing tired of it. Basically, it made itself easy to play, easy to finish, and easy to recommend.