Game Ramblings #170 – Islets

More Info from Armor Games Studios

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: PC, Xbox One, Xbox Series X|S

There’s a lot of solid Metroidvanias out there, but there’s very few that I think get into the same neighborhood as a 2D Metroid title. The difference between ones that are simply alright and ones that really make that reach are never in the core mechanics, but in the little details. Islets is one that gets the little things right, and because of that it’s a fantastic title.

The core of a Metroidvania isn’t really that difficult to envision. You’ve basically got a game that encourages you to re-explore areas as you gain new abilities, have some fun combat segments, and really push some fun boss fights. Where games in the genre typically stumble for me is that they’ll focus on one of those sections and ignore the rest. Maybe their boss fights are fun, but it’s a slog traversing the environment. Maybe there’s too many enemies in the overworld, so it feels like you’re constantly slowed down. Islets is a game that manages to strike a balance that worked for me in how it handles all its details. There’s a few key points I wanted to focus on and they all tie into how well the game really gets some small things right that end up benefiting the whole.

The first one is that upgrades almost universally enhance traversal as a priority rather than combat. That may sound like the game is focusing on traversal over combat, but it’s not. A double jump opens up a bunch of opportunities for traversal, allowing you to clear larger gaps or taller walls. It also allows you to simply avoid easier enemies. However, what it also does is opens up a new dodge opportunity that is heavily used for boss fights. The same could be said for things like wall run or a ground pound. It obviously opens up opportunities that make traversal faster and more fun while opening up new paths. However, it also opens up new avoidance and offensive capabilities, which enhance the combat. Rather than focusing purely on weapon upgrades, they’re adding capabilities for your total toolset, which enhances the entire game, making the entire experience better for it.

That’s not to say that all upgrades are purely tied to traversal. In fact, there’s a lot of upgrades that are purely combat focused but are more power curve enhancements instead of toolset enhancements. They may be increased HP, more arrows to fire, passive reflect damage when the player takes damage, etc. What they all generally have in common though is that they are enhancing rather than changing your move set. This leads to a situation where reinforcement of new mechanics happens all the time through traversal-focused ones, rather than getting a combat upgrade that you don’t use for a while and forget about. It’s a nice way to maintain a power curve without it being overcomplicated.

They also aren’t shy about giving you temporary mechanics purely themed around the environment. One rainy section of the game gives you an umbrella that opens up gliding mechanic, paving the way for a temporary set of puzzles only in that section. One area has a bunch of moving platforms that have you dodging through spiky obstacles that only exist in that one area, which gives the traversal in the section a deliberately slower and more strategic pace. A section around the midpoint of the game has teleportation volumes, seemingly just for the sake of making a cool section of the game. These types of small-section one off mechanics really break up the monotony of traversal by making the player change how they’re going about things just enough without breaking the core of what’s there.

It also helps that there are entire sections of the game that take place in a twin-stick style shoot em up. These come up as you travel between the game’s core island sections and effectively end up acting as a nice breather. Mechanically each one has a bit of typical 2D projectile avoidance and usually some core mechanic you have to deal with (ex: a boss focused on boomerangs, or a boss focused on grappling themselves across the arena). They aren’t necessarily difficult and they aren’t overly common, but they’re there just enough to be a change of pace battle before you get going back into platforming.

Difficulty is another one of those areas where I think they really played a nice balance. This game wasn’t one where I was immune from death, and I think for the most part I died to most of the bosses at least a couple times while I was learning mechanics. However, there were a couple things that really worked out well for me in that regard.

One of the keys was that death never felt like progress loss. It was simply a return back to the last save point. This is completely opposite of a game like Hollow Knight, where I felt like death runs were such a negative deterrence that I never wanted to take risks. Here, I didn’t mind it. Save points felt like they were spread out enough to encourage the challenge, but not too far as to be a slog. It was helped by the fact that any sub-boss fights never came back once completed, so if you got through a couple of them then died, you didn’t have to redo them. The frequency of combat along traversal was also low enough that it didn’t feel like I was constantly in combat, but instead being in combat in a way that made sense based on the particular room I happened to be in.

It was also incredibly helpful that every major boss fight had a save point immediately before the boss. This let the boss be challenging on its own, rather than being a challenge because of what you had to do to approach it. Each boss definitely had its set of mechanics that had to be learned, so being in a place where I could learn the mechanics and immediately be back in a fight if I died was an incredibly good way to quickly positively reinforce the learning, rather than having to spend a bunch of time between attempts doing a run back after death.

Ultimately this is just a very well made Metroidvania. It seems to understand what the genre should be for a lot of people. It plays a good balance between encouraging exploration and traversal, while still having a core combat base. It has enough difficulty to be challenging, but isn’t overbearing in negatively impacting the player. And frankly, it’s just fun to look at. This is an entry in the genre that is simply worth playing.

How’d It Age #3 – Metroid Prime

More Info from Nintendo

  • Genre: FPS
  • Platform: Switch
  • Originally Available On: Gamecube, Wii

Under normal circumstances, this would be a very short ramblings. Yes, this aged well. Yes it’s still an incredibly good and fun game. Yes you should buy it. The end.

But I have some thoughts here on the various versions, with a bit of a wild card. I’ve played all the versions of this that have come out, whether it’s the original release, the Wii update for Trilogy, or what is now the remastered version on Switch. If I look at the versions side by side, I don’t think there’s a real clear winner in terms of which one is the best. There’s things that the last two do that I think are interesting and better, so the real question is, which one should you play?

The Switch version is a pretty easy recommendation, especially if you’re a typical console FPS player. The dual-stick controls drastically modernize the game, making general traversal much better than other versions. It allows the game to just flow better, which is a bit of a surprise to me. It also drastically reduces the benefit of aim lock, which is something that surprisingly makes the game quite a lot easier. It’s also easy to recommend it because of the updated visuals, which really do a surprising amount to modernize the experience.

However, I don’t think that’s the best control scheme. I actually think it’s pointer controls, and unfortunately I don’t think that the Switch pointer controls feel as good as they do on the Wii. I noticed that they were occasionally getting out of sync which is something that I’ve seen on other pointer-style Wii ports, as well as with motion-assisted games like Splatoon. This is where the Wii version via Metroid Prime Trilogy really shines. The pointer input scheme on that version is as close to mouse-focused aiming as I’ve ever seen on a console game, and it shines in this experience. It makes boss fights in particular incredibly precise to fight, and again is something that reduces the need to really use aim lock. Combined with a heavier reliance on strafing compared to the original, this is as PC-styled as the series gets.

That said, I do have a wildcard and that comes in the form of PrimeHack. This is a fork of the fantastic Dolphin emulator that adds in support for traditional PC keyboard/mouse controls to Metroid Prime Trilogy, assuming you have a legal way to rip your discs down or feel like sailing the high seas. This can be combined with things like the Dolphin supported for HD texture packs to transform the PC experience into something closer to the remaster’s visual styles with an even better control scheme. The first time I played Prime in this way was a revelation. It transforms into a PC game so easily that I can’t believe more shooters aren’t trying to fill the adventure game niche that this series did. At high framerate and resolution combined with keyboard/mouse controls, this just feels like a modern PC game, despite being 20 years old.

I suppose I never really answered the question of which version you should play, and I think my answer really comes down to any of them. Play the Switch if it’s the easiest to get at. Play the Wii version if you want consistent shooting input. Rip your disc and play it on PC with a texture pack if you really want a surprising experience. However you play this game, you won’t be disappointed. It really does still hold up.

Game Ramblings #149 – Metroid Dread

More Info from Nintendo

  • Genre: Action/Platformer, Metroidvania
  • Platform: Switch

This is very much an iteration on the work that was started with Metroid: Samus Returns, and that’s a great thing. Quite frankly, you could read my notes on that one and it would be a 1:1 retread of what worked for Metroid Dread. However, this feels like a clear iteration on the formula and even more importantly a clear end point to the series’ story – whether or not that’s ultimately what will happen. This is just a fantastically good game that took far too long for someone to convince Nintendo to spend money on, and I’m glad it finally happened.

The thing that really stood out to me in this one was its difficulty, and that seems to be a common theme across the feedback I’ve seen about the game. A lot of people are calling it simply hard, but I think it’s more nuanced than that. What it really feels like to me is that it’s precise, and that’s really the difference to me in why I had the patience to enter death loops. I’ve shelved a lot of games in the last decade or so within the sort of rise of the indie games. A lot of games feel like they do hard for the sake of hard. Something precise and mechanically tight will come out like Celeste and be incredibly difficult but fair, then a bunch of games will follow that are simply…..difficult. It’s not fun. Dread very much feels like it falls within the difficult but fair.

Bosses in this game are no joke. A missed mechanic will take a full health tank or more. If you aren’t being precise with your movement, you will die. However, once you learn the mechanics and once you get your movement down, you’re just as likely to take no damage in these fights. In that respect it’s incredibly fair. You take damage, you learn mechanics, you avoid damage, you win. Sure you may die a couple times, but you aren’t getting screwed by RNG and you aren’t getting screwed by the fight.

You’re given a lot of tools to avoid damage that aren’t typical of the Metroid series – things like a slide that can transition into the morph ball or an instant dodge that gives some amount of i-frames – that really lean into damage avoidance as a key mechanic. You’re also given some really good new offensive tools to make damage a little more passive and a little less precise in those big moments – things like the return of the melee counter from Samus Returns or a lock-on multi-hit charge missile – that allow you to build up damage without having to be right up in the enemy’s face or having to pause and engage in the slower free aim. The end result of all of this is that while the game is still distinctly Metroid in style and mechanical knowledge, it feels substantially like a modern game where you have full control of damage mitigation and aren’t just being slammed with unavoidable nonsense.

There’s also just a ton of little things that the game does very right that make it feel both Metroid and modern. You’ve still got pickups that drop when you kill things, but they get sucked in at any range. Combined with melee counters dropping more items, this both increases the general pace of the game AND allows the game to have higher difficulty, since you’re always pulling in resources. One of the early upgrades is the return of the pulse radar that reveals hidden breakable blocks. This is again probably controversial, but this feeds into increased exploration and increased pace since you aren’t just playing a game of shoot every block to find the hidden trinket. Free aim is back to give much more freedom of hitting things from any angle, making a lot of the trash encounters much quicker to deal with. The new slide move both replaces a lot of the slower morph ball stuff, but also acts as a fast transition into morph ball tunnels when unlocked AND a way to actively dodge attacks in a lot of the boss fights.

However, the real important change compared to Fusion or the Prime games is that the game really doesn’t give you any direction. You’re chucked into the world and told to get to the surface. You’re given some lore as things go, but more often than not it’s up to you to find your way. This is very much an old Metroid thing that started to go away over the years, so it’s interesting to see it return to very little direction. For me, this is precisely what I’m looking for in a Metroidvania. I love to scan the map to find doors that I haven’t entered or mysterious holes in the map that I haven’t explored, then going back to find new things. Where things really work for the better is that the map itself is far more readable than past 2D entries, although that is entirely down to just having more modern hardware and higher resolution to display the map. It’s just far easier to find things when you can pump more obvious information on the screen and it really benefits the loose structure of the classic Metroid formula. It’s even better with a bunch of fast travel teleportation spots that open up as you find more upgrades, allowing you to quickly scoot around the world at will.

This just ended up being such a good game. It’s been so long since a 2D entry came out in this series that there was probably some amount of valid concern about whether or not this could be done and still be fun. Samus Returns proved that the formula still worked and Dread proved that the series can move forward. This hits just the right mix of classic Metroid and modern gaming, and in a couple key ways goes backwards compared to Fusion and Prime, but it comes out as such a great mix. The difficulty of the game will probably turn some people away, but for me it again hits the perfect mix – it’s perhaps unforgiving, but it’s precise and fair and not based in RNG. You’ll learn where things go wrong, then make it right. It may take a few tries, but you’ll learn and get through it.

It’s also funny looking back at my notes about Samus Returns. That one ended with a new little cutscene showing the rise of the X parasites on SR388. I mentioned in passing that maybe they were hinting at something else. Boy was it ever. I don’t know if they were still hoping to do a Fusion remake or Dread at that point, but seeing the end of the post-Prime Metroid and X saga finally arrive is both great to see and something that I never really expected to happen.

Seriously, go play this.