Game Ramblings #127 – Immortals: Fenyx Rising

More Info from Ubisoft

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series X, Stadia, Switch, PC

It’s pretty easy to look at this game and consider it a ripoff on Breath of the Wild, and frankly that isn’t necessarily the most wrong thing. It definitely shares a general metagame with BOTW, and it has the obvious gameplay hook of stamina while climbing. However, that’s taking an overly simple look at things. Immortals takes some steps in interesting directions that give it some unique legs – and quite frankly shows some good iteration on the general style beyond BOTW.

If there’s one way I’d really describe the overall metagame of Breath of the Wild it would be exploration supported by combat. Combat wasn’t the focus, and for the most part you could get through the game without fighting just about anything. The meat of that game was exploring to find shrines, and finishing the puzzles within. Immortals feels like a very different approach to me – combat supported by exploration. There’s definitely not a lack of puzzle dungeons, and the overall game flow is similar, but so much more of this game is based on combat, and that’s really the first bulk of differences from BOTW.

I suppose what’s important here is that their combat is really a lot of fun. There’s definitely a very Assassin’s Creed approach here, which isn’t that surprising. At its core you’ve got a similar approach of watching for enemy tells so you can parry or dodge attacks. There’s definite lessons learned here from their other series because the tells are extremely well done. Even with short timing, the enemy will have some obvious windup tick or some flash of particles or some full-body emissive effect to tell you that an attack is coming. For me it hit that nice line where the tells are fair, but still require good timing. Simply dodging or parrying is effective on its own, but nailing the timing gives you things like slow motion to get in some quick hits so there’s a certain level of benefit that makes being effective at these moves worthwhile.

There’s a secondary layer to combat that really worked out well in the integration of a stun system. This feels pulled right out of Final Fantasy 15, but the short version is that damaging an enemy enough can cause it to go into a stun state, opening up the enemy for some real big damage. Where this is really well integrated is that your best use of stuns is a slower attack axe, where the real damage potential is in a fast attack sword. This hugely encouraged me to be switching between the two weapons a lot, which really prevented combat from becoming boring. This also provided some interesting potential for larger group fights. Stunning a few enemies would allow me to then shift my attention elsewhere, rather than being overwhelmed by a bunch of enemies. In both group and larger solo fights, the system is extremely effective in a way that feels completely unique to this title, and really provides a direction for how improved combat mechanics could improve BOTW2.

That’s not to say that the game is all combat all the time. There’s definitely a lot of cool puzzle shrines here, and in a lot of cases they’re similarly silly and physics based like BOTW. However, there’s a lot more traversal mechanics at play that really give another sort of +1 to this iteration of the overall gameplay. BOTW had a lot of incidental secondary ways to solve shrines through clever or weird use of mechanics. Immortals feels a lot more direct. It’s got things like vertical and forward dashes to really push traversal. It’s got a magnetic-style ability that can push and pull objects around to set off weight plates. And ya, BOTW had some of this stuff, but Immortals separates itself out by having everything more easily accessible.

Immortals has everything on hotkeys. L1 plus a face button will activate one of these abilities, so they’re always there. You don’t have to switch between abilities in a slowing menu, which is a huge benefit for general speed of use. The other benefit is that all of these abilities use the shared stamina pool, rather than individual cooldowns, so they’re available all the time and can be chained back to back. The net result of this change is that puzzles are often less about doing a sequence of steps one at a time, and more often executing a fast series of steps rapidly. It’s an interesting dynamic shift from some of the more logic-based puzzles of BOTW and instead really reinforces the heavy physics-based puzzles that were some of my favorites.

When I did my ramblings for Breath of the Wild, it was pretty clear how special that game was. Even with four years gone, that’s still apparent. However, I think Immortals is at this point the better game. It clearly took the metagame and general physics fun of BOTW, but added in a lot of iterations in combat and ability use. Having the combat iteration in place added so much variety to what you’re doing, which is never a bad thing. Instead of going from spot to spot looking for a shrine ping, I was now going from spot to spot sometimes doing puzzles, but just as often fighting epic bosses and creatures of legend. It’s those kinds of changes that really push games forward, and in doing so it’s pretty clearly shown that there’s a lot of room for iteration in the sort of exploration-based open world ARPG subgenre.

Game Ramblings #126 – Replaying Ori and the Will of the Wisps

More Info from Moon Studios

  • Genre: Metroidvania
  • Platform: Xbox Series X
  • Also Available On: Xbox One, Switch, Windows

I guess this is going to be a bit of a weird ramblings in that I don’t really plan to talk about the game, at least not directly. It’s been out for long enough that it’s been done to death. What I will talk about is the fact that playing this on the Series X redeemed the game for me. The first time I tried playing this I was incredibly disappointed. The gameplay was definitely there, and when it worked well it was really solid. But that was the problem, it generally wasn’t working that well. Framerate problems, load hitches, and crashes were all over, and it made getting through the game incredibly frustrating. Luckily we’re now back with faster hardware, not to mention a patch or two along the way. Now that the game’s unimpeded, it was exactly what I wanted – a Metroidvania with great flow, fun puzzles, and a lot of good reasons to re-traverse things as you gained new abilities. Simply put, this is now what I expected the first time around, and I couldn’t be happier about that.

I start here not because the screenshots are important to gameplay, but because I took damn near the same screenshot on the Xbox One and Series X, so it’s as good a visual comparison as I have. This level of change is indicative of the difference between the initial release and the one I played this second go around. It’s not just that things are clearer, but that certainly helps. Instead of running at 30ish, it now runs at flat 60 (or higher if your TV supports it). Instead of having load hitches all the time, there’s none. Where I was seeing crashes maybe every 30-40 minutes before, I didn’t see a single one this entire play through. It was such a completely different experience to play it without technical issues this go around.

The thing about me shelving the original one is that while it really came down to technical issues, it was ultimately a boss that did me in. The boss is against a large frog enemy in a sort of swampy area, and about half way through the fight you get sent underwater for good, which eliminates your ability to spend time healing in a pinch, adding a certain level of tension to the fight. Mechanically I knew the fight, but frustration absolutely got to me on it. The underwater phase just would not perform in a way that made the fight fun. In about a dozen deaths, I’d seen about a half dozen load hitches that would last for upwards of 3-5 seconds. The underwater phase itself basically guaranteed a framerate tank, which made fast movement difficult. At one point I’d gotten down to about 20% health remaining, and the game crashed.

Ultimately, frustration begets frustration. I get to a point when playing games where frustration at things just causes a landslide. Missing a jump can be frustrating in isolation, but is controllable. Dying to a boss is controllable when it feels fair. However, you start stacking these things up and I start losing those gaps where I have time to breathe and decompress. That causes impatience, which causes mistakes, which causes more frustration. When a game is crashing or having load hitches, all that’s happening is annoyances start to pile up that are not in my control, which just accelerates the problem. That is why I ultimately shelved it. It just wasn’t worth the cascade of frustration causing me to play worse.

This go around? I beat the boss on the third try, with the first two tries largely being me remembering the mechanics. No out of control frustrations, less annoyance, more patience, fewer mistakes. Now that I’ve beat the game completely, it turns out that for me that was by a long shot the most difficult fight anyway so doing it in the progression order I did the first go around was probably a recipe for disaster, but I did roughly the same progression this time and got through it. Not really because the game was different, but because it was now running great and I wasn’t pissed off about technical problems.

Cyberpunk was the big one this year that launched and had major obvious issues on console, but for me this one was my Cyberpunk months earlier. Metroidvanias are probably the one genre that comes close to JRPGs for me in terms of games that I will absolutely play above all else. Ori and the Blind Forest was such a spectacularly good game that shelving the sequel was something so unexpected that it blindsided me. Luckily, the current state of the game – especially on better hardware – has completely redeemed it for me. This is now the game I wanted to play, and not the game that crashed and burned. It’s now the mechanically fantastic game with incredible platforming flow. It’s now one of the flag bearers for the genre, instead of a game that wasn’t ready for launch.

It’s now a game that I recommend without question.

Game Ramblings #125 – Kingdom Hearts: Melody of Memory

More Info from Square-Enix

  • Genre: Rhythm
  • Platform: PS4
  • Also Available On: Xbox One, Switch

I sat down to play the game and immediately got smacked in the face with a sense of having played this game before. The systems that I was going through; the interface at the end of songs; the way things were unlocking. I’d done it before. Then it hit me – this is a Theathrhythm game. I absolutely love the three Theatrhythm games on the 3DS and I don’t know why I never recognized what this was before its release. Ya the name isn’t there and they moved to a rear-camera 3D view, but it’s the same developer, the same systems, and the same pattern. Most importantly, it’s just as good.

Starting this as a comparison against Theatrhythm is really the place to start. The obvious change is the switch in view from side-scroll 2D to rear-scroll 3D, and that brings some oddities. Something about that change took me a long time to really grok, and I think it came down to a couple of main things.

The first is that there’s no mark to really establish the beat on the board. Looking at games with a similar viewpoint like Guitar Hero, having that scrolling beat indicator really just helps to establish some sense of depth to get some basic timing in your mind’s eye. It also didn’t help that the enemies popping onto the board didn’t have consistent timing. Some would be stationary as you scroll towards them. Some would walk towards the screen. Some kind jumped and weaved. Because of that I also couldn’t really depend on depth perception as a tool for timing the song out.

However, I hit a point probably about a third of the way into the game where I became less focused on hitting a beat, and more focused on hitting a melody, and that drastically changed how I played the game. There’s a tendency in these songs to use a bit of a Nintendo trick. The first time they introduce a melody, it’s a bit on the easier side. You’ve got enough of it to be able to hit the notes while listening to what is playing. The second and third time’s it comes around, it’s all-in and you’re responding to the full melody that you now recognize. They do this on even the highest difficulty, so you have an inherit ramp up in the song as you go through a couple loops of it. It works really well to allow you to learn on the fly, then really come back on a second go through fully knowing the song and ready to hit that full combo.

The rest of the core systems will feel familiar to players of Theatrhythm FF. Instead of directional swipes, you’ve got joystick flicks. Instead of screen holds, you have button holds. Instead of lanes per-character, you have attack buttons per-character. Instead of slide input segments, you’ve got in-air notes to catch while drifting Sora around on screen. There’s some nice additions there in terms of allowing you to do multiple attacks at once by pressing multiple buttons, but it still all feels familiar to me as a player of the Theatrhythm games.

If there was one last thing that really caught me off guard, it’s that this game did a fantastic job actually telling the Kingdom Hearts story. Ya, I’m not lying. This game covers the story of the entire franchise so far through cutscenes and voiceovers, and it does it in about 10-15 hours of gameplay. You’ve got coverage of all the main games, the important plot points from the spinoffs, and it’s all told in a concise way. In a series that effectively prides itself on being completely baffling, I retained more in one rhythm game than I did playing the entire rest of the series last year.

Now, because this is Kingdom Hearts, they couldn’t get away with not doing some stupid plot twist, and the end of the game has some important lore that ties the end of KH3’s DLC to whatever comes next. While I do recommend playing this one, if rhythm games aren’t your thing you’ll definitely want to catch up on the new lore via Youtube. It’s definitely a very Kingdom Hearts thing to have put new story into a recap game, just because they can.

I mean, I guess this is an easy recommendation. This is both really entertaining on its own as a Kingdom Hearts recap title, and a fantastic rhythm game. It takes systems that worked really well on the 3DS, and transforms them just enough to flow really well on a TV and gamepad, once I stopped trying to treat it like Guitar Hero. It’s also a great way to go back and hear how fantastically good the soundtrack of this series has been over the past 20 years.

Plus the game has One Winged Angel. That’s worth at least a +1 on the review scores.