Game Ramblings #120 – 13 Sentinels: Aegis Rim

More Info from Atlus

  • Genre: RTS
  • Platform: PS4

I know it’s weird that a game by Vanillaware is a strategy instead of a side scrolling action-focused combat game. However, it oddly works really well. This one combines Vanillaware’s history of good writing and branching narrative, their very distinct art style, and an RTS combat system that combines fast action with some clever tricks straight out of JRPG combat systems into a game that is definitely niche, but something worth exploring.

The first thing to really understand is that 13 Sentinels is to some extent two separate games. Narratively speaking, there’s an entire visual novel section that goes into the back stories of the title’s 13 sentinels and how the characters all came to be together. The RTS section of the game takes place largely after the game’s core narrative, serving as a way to finish the story. While that may sound confusing, narratively it works really well.

Part of why this all works is that in order for the combat to start, things before it have to be explained, and boy do they get explained in great detail. Each of the 13 main characters has their own back story that you work through in a branching fashion. Completing branches gives some back story, but also starts to unlock the stories of other characters. You then end up revisiting a lot of these story points with the other character, seeing how they got there and where they go from there.

For a story that should have been so confusing, it ends up working in a way that somehow didn’t lose me. Reinforcing a plot point from a different point of view really reinforces remembering the core plot. It also effectively fills in information gaps throughout. The way that you jump between characters and different plot branches then ultimately ends up dropping breadcrumbs in a way that gives you enough information to infer some plot points ahead of time, but not enough to avoid some of the big surprises from catching you off guard.

This is all helped by the fact that I wanted to know more about the plot of the game. If I didn’t care about the plot, I definitely would have been lost. However, this one really hit a sci-fi slice that I really find enjoyable. Without giving away too much, you’ve got giant hilarious mecha, you’ve got time travel paradoxes, you’ve got androids and future weapons, you’ve got self-replicating robotic enemies. It’s just such a core of things that I find enjoyable that it was easy to continue to hit the button to start the next story segment and just lose track of time. Ultimately this is Vanillaware’s narrative sense working at full capacity in a way that works far better than it should.

This is all backed by the visual style that Vanillaware is known for. It’s still got a gorgeous hand-painted aesthetic with fluid animation that just continues to work so well. If you’re played Muramasa, Odin Sphere, or Dragon’s Crown, you’re familiar with it. If not, well, there’s three more games I highly recommend…

The other half of the game is all about combat. Technically speaking, it is part of the narrative, but the connections to the story really don’t start to make sense until closer to the end. Luckily, the combat is fun in a way that allowed me to get to the end, and then some.

Good RTS games outside of PC are such a rarity, and a lot of that has always come down to odd control schemes compared to your normal PC keyboard/mouse setup. Games like Final Fantasy XII: Revenant Wings have worked by replicating that control setup on a touch screen. However, 13 Sentinels goes in a different direction, and is helped along by three main things.

The first real benefit is that control is down to single units. You aren’t trying to group select a bunch of things and move them around all at once. You move one unit, you attack with one unit, you use an ability on one unit. It reduces a point of complexity down to individual decisions that allow you to quickly hop around with cycling on the d-pad, rather than having to drag select a bunch of stuff.

The second is that attacks are not point and click, at least not in the traditional sense. Every unit attack or ability has some sort of AOE capability. Basic attacks may just be first-target or narrow cones. More costly abilities things may be circular AOE or long range line attacks. However, they all originate either from the unit itself and can be set by just pressing a direction on the joystick, or they originate from a specific location in which case you’re just dragging a targeter around on screen. It’s all incredibly effective, but also incredibly intuitive to just drop into. You start an attack, you move it with left stick, and you confirm. No fuss, no fighting controls. Your focus stays on the result of the attack.

However, the third thing is probably the most impactful. While this is technically an RTS, the combat system pulls some features from ATB-style JRPGs. Namely, it brings in meter charge to start a turn, and it brings in combat pausing when it’s a unit’s turn. These two add a nice sense of control the the combat pace which plays well with the general limitations of the platform. What this ends up meaning is that the game can also throw hundreds of enemy units at you without giving you a sense of being overwhelmed.

That said, the combat does have some rough points, particularly around overall balance as the game progresses. I got to a point probably around the 60-70% point where I’d upgraded a bunch of units that can spawn turrets, and it was basically an unbeatable strategy. ALWAYS have four turret guys, then add in two random units, and I was basically going to win with some small amount of effort. As the screenshot above shows, the turrets will shoot all over the place and hit everything, and when upgraded with more range and damage they got kind of ridiculous.

It didn’t ruin my sense of enjoyment of the game, and there’s definitely something to be said about trying out different strategies just for the hell of it, but if you’re a one-and-done clearing type, there’s distinctly optimal crews to use.

All that being said, this was a hugely enjoyable game. It hit a sci-fi plot that really worked well with me. It had the Vanillaware touches that I’ve always loved in their past titles. It had a unique RTS combat system that blended in some JRPG mechanics with some clever choices around console limitations. In general, it all worked in a way that surprised me, even given the studio’s storied history.

Is it niche? Yep, it sure is. Is it worth playing anyway? Also yes.

Game Ramblings #119 – Super Mario 3D All-Stars

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch
  • Originally Available On: N64, Gamecube, and Wii

Replaying these three all at once is an interesting experience. They’ve each got their quirks, and to some extent some have aged better than others, but there’s still a lot to like here 15-25 years later. There’s a common mechanical thread that you can see through each of them and you can see the lessons learned in how the next game has improved. That process of iteration gave us three great games, and ultimately led to Super Mario Odyssey, which is arguably the best of the 3D series.

Of the three, Super Mario 64 has aged the worst. That’s not to say it’s a bad game, but it definitely feels like a 25 year old game. Mechanically it ends up just feeling kind of stiff. All of the new 3D moves are there – your triple jump, side somersaults, wall jumps, ground pound – but they aren’t quite there yet. Jump distance is still a little too dependent on your speed, the threshold for side somersault is still a little too tight, the difference between diving forward and doing a jump kick is still a little too vague, but the thread is there to future games.

The biggest problem at this point for Mario 64 is the camera though. It’s just not good. It wasn’t particularly good when it came out, and compared to modern 3d platformers it’s pretty rough. The mix of some camera control for the player and some forced rotation from the level just feels really bizarre. The games that do it best today are ones that either go full player control or full level control and stick to making those feel smooth. To some extent though, I think it’s hurt by playing on a modern gamepad. Playing on the N64, the different levels of camera depth and direction at least felt correct in that you press a button and a single action occurs. On a stick, there’s a large mental hurdle to get over when holding the stick off to the side doesn’t just smoothly rotate the camera. I don’t particularly care that they didn’t go actual remake on this one from an aesthetic level, but having the camera redone as a modern camera would go a long way to improving on the game as it exists.

Sunshine is where things start to really age better. The mechanics are just that little bit tighter across the board to where actions do what you want consistently without being either too loose or too tight on their requirements. The level goals are a little bit more clear, with a nice introductory cutscene before you start off giving you some clue as to where to head. The levels themselves also have a lot more variety, since each goal is tailored to the specific star, rather than having a sandbox level to get any star at any time.

On the other hand, there are definitely some things where it hadn’t quite reached modern smoothness. Kicking the player out of a level into the hub when they die instead of resetting the star is a weird point of friction to the experience that carried over from 64. The lack of checkpoints is similarly unfortunate, especially given they have checkpoints at the start of the handful of areas where they take away your water pack. This one is especially weird because giving more checkpoints would have allowed them to increase difficulty throughout instead of having sort of low difficulty with longer segments. As a whole though, Sunshine is still a really fun and really playable game.

Galaxy is where it all comes together. If this game came out today instead of 10 years ago, it would still be an instant classic. Mechanically, it’s extremely tight, having reached the peak of iteration on the core 3D mechanics at that point. Lives became so abundant that the stale mechanic of game over became near impossible to hit, which ultimately led to lives going away in Odyssey. There’s checkpoints all over, letting each segment of a goal be more interesting on its own, rather than having to be smooth enough for the player to marathon through the entire thing. The gravity manipulation added on top of it is still engrossing, and it’s something I wish we’d have seen used more often in the years since. Playing through this is one of the few times in recent memory that I’ve played a remaster or emulated port that I simply fell into, rather than seeing the warts.

It was also surprising to me how easily the Wii pointer controls moved over to the Switch Joycon. The pointing isn’t 1:1, but it still feels extremely natural. Given they also have a reset button, it’s also comfortable, which is a huge change. You find a comfortable resting point, hit the pointer reset button, and you’re good to go. The sort of flicking motions you do to grab stars is extremely natural, and now that the spin jump is on a button, you don’t accidentally do that all the time either. It’s a minor change to the overall gameplay, but it goes such a long way to improving the experience over the original.

When playing these, it’s easy to see how much Super Mario 64 influenced the future for the Mario series. The move set alone is in everything Mario related at this point. Triple jump, wall jump, and side somersault are instinct moves in Mario games, and not just in 3D. The New Super Mario Bros games inherited just as much of the bloodline of Mario 64 as it did Super Mario Bros 3. These games were hugely influential on release, and are just as worth playing now.

Would I have liked to see Nintendo do something more than an emulated port for these? Sure. Am I disappointed that we got these anyway? Not at all. Playing through these games is still a treat, even with some of the age spots that are showing on them. There’s been a lot of 3D platformers in the 25 years since Super Mario 64 came out, and the three in this package are still right up at the top of the list in terms of their pure playability. Having them in one spot, and more importantly, having them easily on the go is a great package to have out there, regardless of how little things have changed.

Game Ramblings #118 – Ghost of Tsushima

More Info from Sucker Punch

  • Genre: Action/Adventure
  • Platform: PS4

There’s no doubt that this is the feudal Japan Assassin’s Creed that everyone has been asking for, but I’m not saying that as a bad thing. This takes a lot of what’s made the past few AC games great with some clever changes to the overall structure. It also features combat that clicked for me way more than it ever did in those titles. Overall I was left playing a game that surprised me in how much I enjoyed it, despite its familiarity.

If there’s two main things that I think separate this one from AC, it’s that there’s generally less to do, and that combat is a bit more nuanced. The first one provides a greater focus on the overall meta game, steering you to do fewer activities, but ones that generally feel like they have a great impact on your character progression. The second provides changes to the moment to moment action as you go through. Combined with a high level of polish, this gives us what feels like the next step in this type of gameplay, and hopefully a bar for Ubisoft to hit with Valhalla.

Taking a look at the map, you get that immediate feeling of familiarity. There’s fog of war in areas you haven’t been to. There’s icons for quests and towns and activities all over that pop up. However, they all serve some sort of purpose. Rather than climbing towers to lift fog of war in an area, you have to invade Mongol camps and take out their leaders. Side quest aren’t just fun little story points – they also give rare resources to upgrade existing gear, and in some cases completely new gear. In many cases, you won’t even know what the icons on the map are for until you get up close to them.

However, there’s a lot of in-world hints as well to help steer your exploration. If you want to focus on gaining some health, you’ve got to keep an eye out for steam columns where you can use hotsprings. If you need to boost your resolve to have access to more special moves, you’ll be on the look out for banners marking the location of bamboo strikes. If you want to get some accessory charms, you’ll want to keep an eye out for small yellow-leaved trees to follow foxes around.

All of these little things do a lot to make that exploration focus just work. There’s always some visual clue to pull your attention and there’s always some tangible reward at the end of it. None of the things feel like a waste or a grind. You do a thing, you get an immediate reward, and you immediately know what it does. It all just feels really natural in practice. Where AC Origins and Odyssey started to shed some of their collection-heavy past, this one feels like it took the next step that Ubisoft was perhaps hesitant to do.

Combat has a similar thing where it feels like a logical next step in the process. Stealth is still in play, and is still super useful. Parries and dodging are there like in AC and are still your main means of avoiding damage. Combat still kind of breaks down when there’s large groups, largely because there’s only so many directions you can focus on at once. However, where things really clicked for me were in the duels.

Duels are effectively your boss fights for this game. Starting one off always has a great intro cutscene to establish the fight, then your camera comes in super tight and you’re off. The actual combat is still the same, but the one-on-one focus allows for a lot tighter overall action. Where dodging without care for timing will generally work well against trash mobs, mistiming your dodges here could put you in a spot where the opponent can immediately hit you with a second attack before you can respond. On the other hand, timing your dodge perfectly puts you in slow motion with the ability to quickly attack. The same thing also stands with parries. Time it well, and instead of just a simple parry you will break your opponent’s defense and have them lined up for a critical strike. It’s also hugely beneficial that parryable and dodgeable attacks are different and have obviously different visual tells. It puts the combat into a place where there’s no guessing and it’s all about timing and skill, then solid execution of attacks when you’ve put yourself in a place to go on the offense.

There’s also something to be said of the fact that there’s very distinctly strong stances in this game, and in that regard it feels like it’s pulling a lot from the Yakuza series. As a player you have 4 main stances, each good against specific enemy types – swords, shields, spears, and brutes. While you can definitely fight any enemy with any stance, the skill of identifying and fighting with the right stance is hugely beneficial to clearing out enemies as quick as possible, while also minimizing the damage that you end up taking. This ends up being the real saving grace for group combat, as using the stance switching can allow you to quickly clear up the easier targets, leaving you to focus on one or two of the more problematic ones.

It also dawns on me that I didn’t take any screenshots of me using either of the bows. That’s kind of a shame because they’re honestly very good. You have a short bow (quick draw, lower damage) and a long bow (slow draw, large damage, can pierce metal) that are both very effective at their role, especially in stealth situations when taking out sentry units. They’ve got a pretty solid impact feel to them, they’re generally easy to fire, but with gravity effecting the arrows they aren’t trivially easy. There’s also a bit of aim assist typical of gamepad, but it’s not overbearing. It ends up falling in a place where there’s enough skill involved to make using it feel fair, but enough assists in place to make it still feel natural with gamepad aiming.

I certainly won’t sit here and claim that this is generally an original title, but it didn’t necessarily have to be. It takes the framework established by the recent Assassin’s Creed titles, and iterates enough on it to feel like its own thing. What it does do is give me hope that we see it push Ubisoft to take that next step with Valhalla or Sony with the next God of War, because as a genre these open world action games just work very well. This one added a really well developed feudal Japan setting and interesting story to the overall game framework, and it hit really well as an end-of-generation title. It also served as a really interesting change in direction for Sucker Punch after wrapping up some of their Infamous story line early on in the generation. Now, admittedly I wouldn’t mind seeing them go back to Sly Cooper after this, but they did a hell of a job pushing the open world action game in a direction of continued improvement here.