Shelved It #8 – Ori and the Will of the Wisps

More Info from Moon Studios

  • Genre: Metroidvania
  • Platform: Xbox One
  • Also Available On: Windows

I really liked Ori and the Blind Forest. It’s still as good of an example of a modern Metroidvania as I’ve played in the last ten years. The gameplay of Will of the Wisps is just as good, and when it’s smooth this is an absolutely wonderful game. However, it just isn’t smooth very consistently, and it has periods where it outright freezes for 5-10 seconds at a time, including in the middle of boss fights. Simply put – this game should not have shipped.

This is 100% a game that I expected to love, and for the most part it did what I expected. It’s still a really mechanically tight Metroidvania with a ton of great traversal. Wall jumps, air dashes, slingshots, water dashes – it’s all there and it all feels really good. Combat is similarly tight, with a nice set of melee attacks and ranged helpers to give you great capabilities to fight a wide range of enemies.

In a vacuum, this would have been an easy recommendation, but the performance of the game just could not hold up.

From a general game performance standpoint, things aren’t typically all that great. I get it – I’m playing on a base Xbox One and that’s not going to be the optimal experience. However, I’ve also shipped games on the base Xbox One, so I’m at least familiar with the machine’s capabilities, and Wisps is not doing a good job of keeping up. There’s a lot of sections of the game that run at a stable framerate, but I’d wager that probably 20% of what I played isn’t hitting 30 FPS. If it was close, that wouldn’t be a problem, but it was noticeably not 30 fps. I wouldn’t be all that surprised if some of the sections were more around 15-20 fps. In normal traversal this was just annoying, but it was especially bad happening during the game’s signature escape sequences. In those you absolutely need performance, and having to redo sections because a framerate drop caused me to miss a jump were infuriating.

However, the worse problem was the flat out freezing that happened every few minutes. I’m not talking about hitches – I’m talking straight up 5-10 second freezes. Looking around at the Steam forums, it looks like this is similarly bad on PC if you aren’t installed on an SSD. Given that, and given the laptop drives in all models of the Xbox, I’m assuming they’re getting slammed trying to load content. It’s bad enough when it happens in just running through a level or playing a cutscene, where it’s simply annoying. However, I had it happen multiple times during a boss, where it can often guarantee a death and reset.

This was capped by a handful of crashes that were periodically setting me back, which just kinda burned any patience I had left with the game in its current state.

Being quite frank, I’m surprised the game shipped in the state it did. It would be one thing to have some spots where a patch could smooth out some lower framerate spots. It’s even more unfortunate, because the gameplay is great when it works. However, having obvious long period freezes that happen every few minutes is unforgivable. Stuff like that is what certification is supposed to suss out and prevent games from shipping with. This being a first-party Microsoft title, I’m tempted to put some of the blame on them for it. However, the developers have as much responsibility as anyone to make sure they’ve got their shit locked up. And ya, I’ve been there – sometimes you just need to get something to cert and start working on a day 0 – but things like this should also be in your day 0.

More often than not, I shelf games because I simply am not finding something in the gameplay worth moving forward on. This one is the complete opposite. The gameplay is fantastic, but the performance and stability absolutely killed my patience with this game. If they sort it out in a patch, maybe I’ll come back to this, but for now it’s just kind of a disappointment.

Game Ramblings #102 – Iconoclasts

More Info from Konjak/Bifrost

  • Genre: Metroidvania
  • Platform: PS4
  • Also Available On: Vita, Windows, macOS, Linux, Switch

It’s no surprise that I like Metroidvanias, so hopping at another indie take on the genre is never something I’m going to argue. A lot of the time it can feel like they’re trying to out difficulty each other instead of just having compelling gameplay. Luckily, Iconoclasts definitely falls into the latter category. It combines some solid gunplay with interesting puzzle mechanics to really be a standout entry in the genre.

The big thing to notice was really how variety was pulled into this game, in a way that isn’t necessarily typical of the genre. It has a few things that are your typical “door opener” type of upgrade, but the more often than not, upgrades were used to solve full room puzzles that ended with the room being permanently traversable in a fast way, rather than being something that has to be run through every time. It was a nice difference to the norm where retraversal for new upgrades or new paths was generally going to be done as quick as possible to minimize wasted time.

A lot of this is built into the player’s weapon set – a giant wrench for melee, and a set of a pistol, grenade launcher, and beam pistol for ranged. Some examples of upgrades include an electric charge that is used to raise and lower platforms, the wrench’s built in ability to turn bolts to open doors, or a spin maneuver used to quickly crank gears. The electric charge is also built into the grenade weapon – any launched grenades while charged gain an electric charge – and some blocks that can hold a charge. This wide range of abilities are all built into the puzzle sets, where some puzzles require multiple combinations of the skill range to complete.

In practice, it works extremely well. Puzzle rooms are pretty well segregated from combat, allowing the player the time to think and plan for how to complete the room. The puzzles are also more often than not focused around a new power, giving the player a good chance to reenforce the use of any new skill.

These abilities also extend into combat. Each of the ranged weapons have a secondary charge mode – for example, the pistol charges into a shotgun blast, the grenade into a missile – that are used as ways to take out enemies in unique ways. This is particularly important in boss fights, where they will generally be specifically weak to either a specific mode of a weapon, or a specific area in the combat arena. Because of this setup, the bosses are more often than not a puzzle in itself, alongside needing to it out.

This is probably the point where the game really earned its fun for me. The game is challenging but fair, instead of being difficult for the sake of difficulty. I definitely died a few times, but it was either because I was being careless, or because I was learning new mechanics. Bosses will hit you if you aren’t careful, but you’re not going to die in a couple hits. You’ll die to trash if you’re not avoiding damage, but you’ll be fine if you’re paying attention. More often than not, the bosses also have adds that spawn health. It feels like the developers want you to win, and give you ways to do so, as long as you’re generally moving forward and learning as you go. That difference there has often been a rare thing to find in the independent scene in the past few years.

Add this one to the list of Metroidvanias that I’ve been playing over the last few years, and more importantly, put this one up at the top. It was able to combine really solid combat, really solid puzzles, and gorgeous visuals into a package that punches above its weight. This one avoided the indie trap of being exceedingly difficult, and instead crafted a great experience that was challenging but fair. This game took a long time to come out, but the effort definitely shows, and I’m hopeful that whatever comes next out of the team’s brains can be similarly positive in whatever genre they pick.

Game Ramblings #100 – Indivisible

More Info from Lab Zero Games

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: Xbox One, Windows, macOS, Linux, Switch

I’m glad that this game was a milestone number for my ramblings, because it’s the kind of game I really live for. It’s both instantly recognizeable, but completely unique. It’s kind of an ARPG, kind of a JRPG, kind of a Metroidvania, but really it’s none of those things alone and all of those things together. It takes a bunch of pieces that shouldn’t work together, mashes them together, and spits something out that is phenomenal.

The first thing that really stood out was that the game was flat out gorgeous, though that isn’t much of a surprise. This is the team behind Skullgirls, which gameplay aside, was always known for its visual style. Right from the start, it’s a great mix of 3D backgrounds and 2D character art that pops like very few games do. Particularly in battle, the animation is all ridiculously well crafted hand-drawn art that really brings a bright and fun visual style to life. Amidst the chaos of battle, it’s all a joy to watch.

However, it’s that battle that really pulls you into the game. This is a bizarre mix of two RPG subgenres that somehow mash together. On the one hand, the battle system is very much an almost ATB-style system, where the characters charge up attack slots at different speeds up to a cap. However, those attack slots are not your typical menu slots – they’re instead button presses tied to each character, which can be comboed with directional inputs to do any sort of mix of functionality. This is expanded by different characters having different capabilities to really bring a simple but extremely deep combat system to life. It’s not unlike Valkyrie Profile in a lot of ways, but it definitely feels very much its own.

For example, Ajna can break enemies that are shielding with an up+down combo. I used a healer named Ginseng that built up power with straight attacks, then activated a power scaled group heal with their up attack. For flying enemies, I had an archer named Zebei that could shoot enemies out of the sky to be attacked by the rest of the party. At one point I even had a dog named Lanshi whose sole fight pattern was to bark at the enemy party, dealing large AoE damage. This is backed by a charged special attack bar that the entire party could use to do significantly large and flashy attacks to all enemies, like the one below.

On the defensive side, it’s all timing based. Correctly timing a button press when being attacked can block incoming damage, starting with partial block and growing all the way to character heals by the end of the game. This ability to block damage means that missing the button press is absolutely hazardous, as the game is scaled around the player preventing incoming damage as much as possible. A good player will basically never take damage, while a lesser player will likely need to grind a bit to become stronger, so this also works as a pretty solid built-in difficulty mechanic to allow better players to simply move forward.

In general, this battle system was just straight up fun. I spent a decent amount of time when grabbing new characters playing around to see how they felt, but over time settled on a party that really fit my preferred style. For me it was all about fast charging characters with good single target attacks, backed by Ginseng’s healing capabilities, and very little defense other than good timing. It fit a really fun sort of zerg rush pattern that I leaned hard into by the end of the game.

The Metroidvania aspect of the game is generally the weaker part of this mash of genres. It’s not that it’s implemented poorly – the levels all have a ton of side paths that are slowly unlocked as the player gains new abilities. It’s that the level layouts don’t really feel tuned to Metroidvania-style retraversal. It was pretty much without fail that I’d start on one end of a region map, get all the way to the far other side of the region map, and hit a story block with no new power helpful to the current region, requiring me to go completely back across the map to get to a ship and move to a different region. More often than not, the new paths opened with new abilities were typically smaller side paths that existed to collect upgrades, and not necessarily new paths for traversing the level in a different fashion. By doing this extreme side to side layout design, it really ended up making me retraverse the levels with nothing new to do, rather than the more Metroid-typical pattern of earning powers often, and traversing a region with full new paths. Things opened up a bit more by the end of the game, but by that point it kind of felt like too little too late.

That being said, the traversal not being great didn’t minimize my enjoyment of the game. This was ultimately one of my rare PS4 platinums, clocking in at a bit under 20 hours to get the full trophy set. Within that, I got to experience a bunch of great combat, some fantastically flashy and memorable bosses, and more than a few laughs at the party’s expense. For me this is even better, as I was a backer of their Indiegogo campaign, so watching this one come to life, and having it live up to my hopes is something that I’m always wishing for. At this point, it’s been a long time since we’ve seen a proper non-mobile Valkyrie series entry out of Square, and if Indivisible is the way that someone runs with the gameplay, I’m certainly excited about the end result.