Game Ramblings #186 – Princess Peach: Showtime!

More Info from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch

I’m not going to claim that this game is a must play. I’m not going to claim that it’s even a great game. However, it has something to it that kept me playing it. To some extent it’s probably just that it worked generally well. To some extent it was absolutely that I just wanted to see the next costume change. A lot of it was honestly probably just that it wasn’t as serious as FF7: Rebirth was. At the end of the day it was just kind of consistently fun.

That’s honestly something that could be said about a lot of the past output from Good-Feel. Their projects with Nintendo are a who’s who of consistently fun experiences. Wario Land: Shake It was a fun platformer with incredible hand drawn visuals tied down with an obnoxious Wii Remote shake mechanic. Kirby’s Epic Yarn again had incredible visuals and solid platformers mechanics. Yoshi’s Woolly World again had a gorgeous unique visual style tied to fun platforming mechanics, and the same could be said about its followup Yoshi’s Crafted World. If you’re sensing a pattern here, that’s not an accident. Princess Peach: Showtime! follows the same pattern.

This game is just easy to jump in and play, which is made more impressive by the fact that each costume was different. They really took advantage of the core conceit of costume changing to keep the gameplay fresh. Every single costume can jump with the A button or take an action with a B button, so figuring out what to do is less about learning how to execute mechanics and more what those mechanics do. Swordfighter or Cowgirl? The action is a straight up attack. Detective or Patissiere? Neither of them attack so it’s a gameplay action button instead. It’s that variety of some things being really action focused and more things being slow puzzle focus that really keep the game fresh. It has a certain fast/slow back and forth that really works well. Some levels are higher stress combat and some are straight relaxation.

This is all backed by what is again a very unique visual approach. This is probably the game in Good-Feel’s arsenal that is the least unique since it’s inherently tied to modern Mario sensibilities. However, what it lacks in a unique visual theme it makes up for in pure flair. It takes the stage play Showtime! very seriously. Each level is tied to a stage play setting connected to the costume of the stage, and it’s super obvious that this is a stage play. Background elements are obviously made out of stage dressing like wood, cardboard, or stage curtains. Secret areas take you backstage behind the scaffolding. NPCs are all based around puppetry with moving hinged sections instead of organic bodies, as well as their control lines extending down from the ceiling. There’s even nice little touches here where friendly NPCs typically have white lines while enemies have glowing purple lines. This is all a company taking advantage of the theme to make an incredibly good looking experience.

However, like I mentioned – this game isn’t great and it has obvious issues that keep it in simply good territory. The most consistent problem is that a lot of the levels are simply too long for no reason. Each costume is broken into 3 levels. However, it feels like the pattern would have benefited from being extended to 5 shorter sections. The game also places a heavy emphasis on collecting, which is exacerbated by the level length. The game often blocks you from going backward, so missing a collectable can often be a 5-10 minute complete replay of a level. This would probably be fine if there was more variety, but again each costume has three distinct segments of one way to do things so there is no real replayability to any of this. It’s fun the first time and distinctly not the second. This is then wrapped into some real technical issues with low resolution and low framerate, and it’s pretty clear that this is more of a AA effort. It’s a fun one-time experience, but that’s all it is.

At the end of the day this probably hit the points I needed it to anyway. After finishing a game like FF7: Rebirth, I did not want a long or complicated experience. This is the kind of game you’ll fall into, hit your two buttons, have some fun, and be done. It’s fast and gets out of the way, so for me it was perfect. Just don’t expect an all-timer experience here, because that isn’t what you’re signing up for.

How’d It Age #9 – Banjo-Tooie

  • Genre: Platformer
  • Originally Released On: N64
  • Platform: Xbox 360

When I pulled this one off my random list I realized that I don’t think I’d ever played it. I played the original for sure, and I definitely played Donkey Kong 64, but this one missed me for some reason. Going back and playing these kinds of games given the progression of the platformer genre is always interesting, and this one is definitely not an exception. However, I do think it’s showing its age at this point for a few specific reasons.

Within the context of 3D platformer games, it’s important to remember when this one came out. With it coming out at the tail end of 2000, it came out a little bit after some big hitters in the Crash Bandicoot triology and the first two Spyro games on PlayStation and the first Sonic Adventure on Dreamcast. However, it was also closely followed only a year later by the first Jak and Daxter and Sonic Adventure 2, and two years ahead of Super Mario Sunshine, Ratchet & Clank, and the first Sly Cooper title. Sitting where it is you can see it as a bit of a transition title where it showed off possibly the peak of what its hardware set was capable of. However, the 2001-2002 titles definitely show where Banjo was limited.

The first thing that really stands out is the act of traversing hrough the world. It feels absolutely glacial compared to modern games. It’s not even that it feels bad because it has plenty of weight and appropriate momentum. It just feels like there’s so much downtime going from important spot to spot. The games that came out immediately after it just had such better pace to their movement that really showed a generational leap in the act of traversal.

Jak leaned into a traditional collectathon platformer setup, but was just faster. You could rip through environments in a hurry collecting things at a high pace. Part of it was that the environments in Jak were just more visually crowded thanks to the hardware jump. However, they were also more vertical and more compact, so going to collect things had less down time. Sly Cooper on the other hand had larger levels, but encouraged the player to rapidly move in the shadows so more often than not the player wasn’t slowed down by interactions with NPCs. Ratchet and Clank had the slower movement but fed the gameplay with weapons to make moment to moment gameplay more impactful. Those three all took advantage of the better hardware to make different kinds of platformer gameplay that to me all have aged better than Banjo by simply having the player always be engaged in something.

The second thing that stood out to me was how much the game causes the player to spend time retraversing for small rewards. Obviously retraversing due to upgrades isn’t something I inherently dislike since I love Metroidvania titles. However, retraversal in those games often unlocks large swaths of new territory to run through. Retraversal here is because of small reasons that don’t necessarily feel rewarding. Talking to a mole to learn how to ground pound in a different way than your base ground pound just so you can break rocks to get jiggys feels like it’s just slowing your progress to make the game longer. Finding a magic spot that requires you to find and wander around as Mumbo Jumbo that simply causes a door to open feels like it’s significantly longer than necessary just to make the game longer. It’s all just low-reward ways to push progression that take longer than feels necessary.

Ultimately, newer games have really smoothed out things like this to increase game pace. The Mario games have always had individual stars be impactful. However, Mario Odyssey went inherently collectathon and smoothed things out by making sure the required powers were always incredibly nearby, reducing the need to run around. Ratchet & Clank literally just let you carry and swap everything at any time. Games like A Hat in Time kept some of the open nature of Banjo while reducing clutter to make the experience more streamlined. Even at the time, series like Spyro were compartmentalizing collecting into smaller more varied worlds that were less focused on powers and more focused on fun environmental interactions. These games have all resulted in better aging gameplay than the slow pace of Banjo.

All that said, it’s not like this game has aged to a place where it’s unplayable. It’s still a game that’s pretty easy to fall into. You can easily pop this in, play for an hour or two, and make meaningful progress. Playing at that pace – where you kind of come back to the game periodically – fits this game much better than treating it as a front to back experience. I think that’s the big distinction between Banjo and more modern experiences. This feels like a Sunday afternoon title, where modern games feel like they’re built as better continuous play experiences. I don’t think that’s all that accidental, and I think that’s ultimately a symptom of the industry’s growth out of the arcade. I think you can generally follow games from the NES to roughly the start of the PS2 era and see each generation moving further away from standalone or quick play experiences to something that can be played over longer continuous sessions. Games simply got better at being interesting for a continuous time, rather than being interesting in short bursts.

If this one does interest you, absolutely play the Xbox version. It’s on game pass, on the 360, on the Xbox One, on the Series consoles and it has a bunch of important improvements. Get it as part of Rare Replay and you’re going to have even more fun games to play alongside it. Framerate and resolution are the obvious boosts, but playing on something other than the N64 controller is a huge improvement on its own. Make this one your non-serious gap filler and you’re going to be in good shape.

How’d It Age #7 – Super Mario RPG

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Originally Available On: SNES, Virtual Console, SNES Classic

It’s a bit surprising that I’m doing back to back remakes of old games that came out in the late 90s, but here we are. Where Pharaoh felt like it strayed too close to the original and could have benefited from more modernization, Super Mario RPG feels like it does a good job of maintaining what worked in the original and smoothing out some things for a modern audience while also adding a couple new features here and there that maybe don’t work as well.

I guess we’ll start out with combat, since it’s where most of the changes occurred that stood out in my head. In this case, I’ll start with the two things that didn’t necessarily work out well for me.

The first is the little meter in the bottom left corner of that screenshot. This is one of the new mechanics tied to action buttons, where you can get bonus offensive or defensive boosts if you time an A button press based on the action occurring. In this case, the meter builds up when you get good action buttons until you hit 100%. At that point you can activate a move based on the composition of your team, with each team combo having some different move. The problem I have with these is that situationally they can be very useful in a niche, but aren’t generally that useful in most cases.

For example, one of the moves heals all party members both on and off the field. It’s useful if you got nuked by a big boss move, but you’d have to have the right party combo (Mario/Peach/Mallow) be alive to activate it anyway. The big offensive combo of Mario/Bowser/Geno does a series of random attacks and buffs which can be useful in the start of a boss battle to buff your party, but it requires your healers to then skip out on the buffs. It then takes a fair number of turns to recharge the meter so often I’d be sitting there holding onto it considering whether it’s worth using only to then finish the fights anyway. It’s one of those ideas that on paper sounds good, but in practice falls to a lot of the classic JRPG problem of holding onto something for so long that you lose the chance to use it.

Another thing that didn’t work out as well for me was the inclusion of randomized special enemies. These are nice in one respect in that they drop frog coins, which makes collecting them much easier than in the original game. However, the special enemies have weird mechanics (ex: nearly immune to physical damage, faster move speed, etc) and very little other over the top reward, so it again feels like a case where the idea is good on paper but not really baked enough to be a fun feature.

However, new things are much more positive for me from there. There are three small changes tied to the action button mechanic that all end up summing up to a much greater whole for the feature.

The first is the inclusion of a little (!) symbol to teach you the timing. This will show up the first handful of times you have to hit the action on a new move, both offensively and defensively. It allows you to learn the timing on the fly without the guess work of the original game. The nice thing is that once you get the timing right a few times, it goes away. However, if you later start to then miss the timing consistently it will come back until you learn the timing again. This is a fantastic way to teach players quickly about new moves, while allowing timing to be wildly different for different types of attacks. It also removes the feeling of being hand holdy by going away and letting the player succeed through repetition or fail for a while before it comes back.

The second is that successful action button attacks now change the damage to be AoE, doing about 25% damage to all non-targeted NPCs in the attack. My initial instinct was that this was going to make the game much easier, and it certainly does. However, where that ease comes in is just making trash fights much quicker. Now if I’m not quite one-shotting enemies, I can still just move on and attack other NPCs. More often than not, I would be able to clear a normal 3-person trash fight in 3 attacks by simply focusing each target once and letting the AoE take over. It’s ultimately a huge time saving reward for getting your action timing right, and not something that necessarily is negatively impacting difficulty.

The third is the chain mechanic. Getting action button timing right will build up the chain, providing stacking buffs to the entire party. Each party member then has stats tied to them that apply to this. For example, Mallow increases magic attack while Geno increases physical attack and speed. What this allows you to do as the player is to mix and match your party for the situation beyond just what moves the member does. It’s again something that has the effect of making the game easier on paper, but also providing a strong incentive towards hitting your timing just right. This becomes incredibly important in the post-game when the player is fighting boss rematches on the way to fighting the ultimate form of Culex.

The final thing that I want to point out is how much better inventory management is. Rather than being a fixed list of 20 or so items that you can carry, you can now carry infinite items but with a limit per item type. For example, you can carry 10 mushrooms total or 6 pick me ups total. Anything over that amount is sent back to storage at Mario’s house. This just gets rid of so much hassle from the original game. You’re no longer keeping an empty slot just to pick up flower tabs. You’re no longer fighting with whether a revive is more important than a syrup. You’re no longer scrolling through the long unwieldy list for one specific thing. It’s such a small change but it modernizes the game incredibly well.

This is very clearly a lovingly crafted remake. It maintains the wonderful gameplay of the original game, completely revamps the visuals (because hoooooo boy the 2D didn’t age well on non-CRTs), reorchestrates the wonderful soundtrack, and does just enough to play the balance between nostalgia and modernization. It shows why the original game was so well received 25+ years ago and manages to still feel like a great experience now.