Game Ramblings #162 – Splatoon 3’s Single Player

More Info from Nintendo

  • Genre: Third-person shooter
  • Platform: Switch

Splatoon 3 sits in a weird spot. It’s far more involved than the base single player of Splatoon 2 thanks to it taking advantage of the sort of Portal chamber setup from the Octo expansion. However, it’s not nearly as inventive as that was. Because of that it’s simultaneously a lot of fun but also predictable, so I’m not entirely sure what to make of it.

It’s easy to get drawn into a game when it’s this stylish, and that’s always been a mark for the series. They get a ton of mileage out of bright colors, the cool painting mechanic, and a great soundtrack. However, that’s all stuff that we knew we were going to get. The Octo expansion for Splatoon 2 showed a certain level of play that the series really benefited from in a single player setting. Having a level where you play Breakout is unexpected. Having a level where you are pushing a ball around a maze is cool. It felt like it was taking the playful aspects of the shrines from Breath of the Wild and putting them into a shooter.

Splatoon 3 has the same meta game aspect as that, but it feels like it leaned too hard into the shooter aspects. The levels are almost entirely one of two things – physics platform puzzles around your ink jumps or straight up combat segments. The handful of times that it leans into something a bit more playful, it often feels like it’s just replaying ideas from Octo. It’s not that the mechanics are bad, because honestly the levels are a ton of fun in isolation. However, it’s disappointing. We already knew the mechanics would be solid, and we already knew how they work because this is the third game. It didn’t need to lean into reteaching that core.

The boss fights end up being the real highlight of the single player as a result. Some of them are purely combat focused, but really play well into mixing ink movement and accurate firing. The one above is a standout, not because it’s original, but because it is a 100% riff on the same manta ray ink fight from Super Mario Sunshine. Ya, it leans way harder and leans way more unforgiving, but it was fun to see something so obvious being done to great effect. The final boss just ends up being a complete spectacle. It’s got multiple phases, some ridiculous robot fighting, and all the story spectacle of something that belongs as a game ender.

It was also nice to see some more lore. The previous games have fed some aspects of this being a post-human post-apocalypse world, but seeing the full scope of how the world got into its current state and how the inklings came to exist was a nice little bonus.

In the end though, I was just wanting more. I’m not necessarily looking for something open world or more traditional third-person shooter, because I’m not convinced that it would bring anything beneficial to the gameplay. Splatoon as a multiplayer experience is such a specifically crafted core gameplay that I don’t think translates to a larger experience. What I wanted was just more creativity in making interesting puzzle chambers. The thing that they benefited from with Octo was being able to just do silly things because they were crafting 2-3 minute long isolated experiences. This just felt like it leaned too safe, despite the quality of what is there.

Game Ramblings #160 – Xenoblade Chronicles 3

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch

It says a lot about a JRPG that I still want to play it when I finish. It says a lot that despite playing 80 hours I never felt like I was grinding. It says a lot that I was doing side quests just for the sake of exploring the new spots that they would lead me that you would otherwise never see on the golden path. It says a lot that changing your party to other class types was so fun that I was actively trying to complete the roster. This is just a fantastically good game that is worth going out of your way to play.

There’s a lot to cover about this game but I want to start in a specific place. This game is incredibly streamlined for a Xenoblade title. I mentioned in my ramblings for XB2’s Torna expansion that it felt like they were starting to embrace a bit of a less is more notion and that feels like it’s continued here. In this game you’re down to three main forms of experience: XP for leveling, CP for leveling your classes, and SP for leveling a skill tree tied to a story thing that I’m not going to spoil. This also fell into a balance curve that felt fair the entire time. Xenoblade 2 and X both had really weird difficulty spikes at the end that felt more like unfair mechanics than any inherent difficulty. Xenoblade 3 on the other hand just generally felt like it was trying to be fair across the board and ramping difficulty as made sense, rather than throwing some BS one shot mechanics at you to finish the game.

What this gets me for XB3 is that I spent a whole lot less time in menus and a whole lot more time just playing the game. About the only time I was going into the menus was when I wanted to change the class setup of my team, either because I wanted to try something a bit differently or because someone hit the class level cap and I wanted to start leveling on something else. There’s some other mechanics like skill mastery and some light gearing (accessories and gems ONLY) but for the most part it’s incidental and I was only changing it at the same time as changing my classes, so it was all done in a single pass. In playing, this felt a lot more in line with the remake of XB1 than the over-complex XB2 set of systems. You’re rewarded for playing effectively, you’re rewarded for leveling up, and you just go.

And boy do you just want to go. Combat in this game felt like another high point in the series. The base combat has luckily brought over XB2‘s hot key selection where your attacks are simple button presses when ready on the d-pad and face buttons. It worked far better than XB1‘s scrolling menu and it’s good to see if return. However, that’s not the main point of interest. Without getting too spoilery, the core plot point of this game is that it’s smashed the two universes of the first two games together into one. What you end up with is some party members that use the time-based skill recharge of XB1 and some party members that use the attack-based skill recharge of XB2. This is where classes come into play.

Classes are earned by completing hero quests and using those classes starts to unlock the ability to equip that class’ arts while it isn’t actively being used. The main restriction is that you can only equip arts of the opposite universe. For example, if your active class is earned from a character in the XB2‘s world, you can only secondary equip skills from a class earned from an XB1 character. There are inherent power advantages to activating skills from BOTH at the same time, but because they are on different recharge mechanics you’ve got to be a little more patient with your timing that just hitting the button that is glowing and ready. There’s also some inherent advantages with mixing skills from different class archetypes to broaden what a member could do at any time. This gives XB3‘s combat its important feel.

What I started really getting in-tune with was seeing how many XB2 arts I could activate within a full XB1 art recharge period. If I could optimize my movement to get in three arts instead of two between dual-arts, then I just increased my power curve. If I could chain XB2 arts to cause them to recharge faster, then I just increased my power curve. Those all contributed to a really solid rhythmic feel of a fight as I found class combos that I really enjoyed. If I mixed some healing arts onto a tank, then I could go with fewer healers in my active party and power through with more damage. At the same time, I could use a DPS’s aggro reduction skill on a healer to reduce their incoming damage and give them more time to actively heal others, again allowing me to focus on more damage. It’s these types of things that let you to increase your power curve and ultimately your skill level that allowed them to get rid of all sorts of systems from XB2 and allow you to just be good at the game.

Luckily the streamlining also generally applied to combat. Chain attacks from XB2 are still there, and they’re still fun. However, elemental orbs are gone. The distinction between driver and blade arts is gone. Swapping blades is gone. What you’re doing is basically the following:

  • Apply your artes properly (ex: bonus for hitting a specific art from the back of the target).
  • Use the bonuses to charge up a chain attack meter.
  • Activate the chain attack.

That’s it. It takes the core fun of the big numbers and dramatic sequence from the XB2 chain attack system and gets rid of a bunch of complexity to just keep that part that worked the best while getting rid of some of the RNG nature of XB2’s orbs.

Story DLC aside, if this does end up being the end of the Xenoblade story they sure nailed it. This feels like a culmination of the story, but more importantly it feels like a culmination of the gameplay. It’s got things that worked from both of the previous mainline titles while getting rid of a whole bunch of extraneous nonsense. It results in a game that doesn’t get tiring despite its length. It’s one of those games that despite the Switch being old and underpowered compared to the current gen of consoles, it’s worth going out of your way to try out.

Game Ramblings #157 – Kirby and the Forgotten Land

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

This isn’t quite the open world revelation that we all hoped it would be after the first trailer. It also isn’t at all a challenging game like Elden Ring. It doesn’t really do anything all that ambitious, even for the Kirby series. However, what it is is fun. It’s fun in that weird unexplainable way that so many Nintendo games just are and so many developers wish they could capture. It’s that fun that makes this worth playing.

Within the opening sequence of the game you become the car above and that really just sets the stage for the game. Kirby is taking his hoovering mechanic to a new level here and more often than not it serves as an outlandish way for the game to get you through a specific mechanic. Need to cover long distances fast? There’s a convenient car. Need to shoot at enemies or break through a wall from range? Why not becoming a soda shooting vending machine. Need to pierce through a weak point in the ground? Well, a traffic cone is the right shape.

The thing about all these instances isn’t necessarily that they are new mechanics. What they are wrapped in is a layer of magic. There’s something entirely unknown to me about why the simple mechanics are so memorable here, but a lot of it ultimately comes down to the attention to detail in the buildup of the world itself. It’s little things, like the way Kirby’s animations show squish and stretch when there’s changes in velocity. It’s things like the subtle freeze frames that occur when you smash through something as car Kirby. It’s things like seeing the same damn tree boss that every Kirby games has, but now with a tropical flair and a change to the camera angle to hit both nostalgia and mechanical interest. That attention to detail is so utterly hard to grasp as a developer, but is something that Nintendo has routinely done so well that allows its otherwise simple games to nearly universally be regarded as great.

Luckily, the game doesn’t just skate by on polish. Despite being easy, it’s got a surprising amount to do, which gives a lot of interesting content for players of all skill levels. Each level has your normal end point, but within that there’s also a bunch of hidden objectives. Each level has a collection of hidden waddle dees, but the rest of the objectives run the gamut from beating enemies with specific powers to finishing encounters without taking damage to beating bosses quickly to simply just finding cool hidden shit. It provides enough of a distraction for completionists to be chasing a bit of a carrot that’s beyond just simply finishing the levels. That’s not to say that it doesn’t start to wear a bit thin by the end, but it was nice to have something to strive for and even replay levels for

However, my favorite thing were the treasure road levels. These are effectively single-power time trials, and they’re a speed runner’s dream. Each one drops you into a level with a specific power and a handful of encounters to finish between you and the goal. Everything between that point is entirely up to your skill level. In doing these, you very quickly learn how to efficiently use your powers, allowing you quicker and quicker times through the specific level. That then leads to more efficient and more clever use of the powers in regular levels and boss fights, giving a positive reinforcement loop to the player’s skill in the game.

That kind of a loop is also a classic Nintendo thing. If you think about something like level 1-1 in Super Mario Bros – you run the right, see a Goomba, maybe you die, but if you jump and land on it you now know a core mechanic. As you keep running to the right, you see a few more as well as some pipes. You know how to jump, so now you’re learning how to jump well. Each little step along that way reinforces what you learned in previous things to become better at the game. Kirby treats the treasure road levels the same way. They’re run on their own, but the skill improvements you get in them just serve to improve how you play through the rest of the game.

All that said, if you want something ambitious or innovative, this isn’t it. This game should be played because it’s purely fun. It’s not fun in a new way, and it’s not often fun in an explainable way, but it just is. If you’re wanting something more forgiving after Elden Ring, give this a try. If you want something fun to just fill a gap, give this a try. End of the day it’s just a mindless title, but it didn’t stop being fun for me the entire time.