Game Ramblings #95 – Bloodstained: Ritual of the Night

More Info from ArtPlay

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

Typically speaking I tend to stay more towards the Metroid end of the Metroidvania genre. I definitely own a bunch of the Castlevania games, but generally speaking I’ve been way too impatient to deal with the high damage, high danger gameplay. As the series got older, the 2d entries definitely trended towards allowing a safer type of gameplay on the standard difficulties, but then the games just kind of stopped. In good news, Bloodstained definitely feels like it picked up right where the DS Castlevania games left off – nice amount of challenge, super solid gameplay, and upgrades galore – leaving me with the right mix to hammer on through.

This game is definitely a case of classic, but refined. If you’ve played a 2D Castlevania you know what you’re getting into. You explore around, run into blockers, find a boss to get a new power, and get through the blocker. You retraverse areas that you’d been in with your new powers to get through new doors, rinse and repeat. While doing it, you gain some levels in typical RPG fashion, get some new gear with improved stats, and generally just get better at playing the game. This is all typical of the genre, but it’s done in a really polished fashion here.

There’s food to cook to gain health back, which isn’t unusual. What is done well is that the first you eat a new food, you permanently gain some stats from that. This encourages the straightforward act of cooking different foods, but also encourages simply searching out new ingredients, reinforcing the exploration of the genre. You’ll for sure find weapons, armor, and potions just exploring, and these can also be bought. However, they can also be crafted, once again reinforcing the stuff above. There’s even little touches like side quests for killing things that you can get back at the base, which push back into reinforcing the exploration loop. It’s all little things, but the big gain in all of this is as you’re exploring for things, you’re just getting more and more comfortable with core combat.

However, the biggest thing that really pulled me into the game was that getting hit by general trash wasn’t a damning thing. Ya, you couldn’t be lazy as that would be a quick path to death. However, getting hit a few times wasn’t a death sentence. Part of this was just that trash damage wasn’t typically a huge detriment. However, the trash mobs were definitely also pretty generous about dropping health pickups. This meant that while I had to be careful in exploring, I wasn’t majorly penalized for every single hit. If I really got myself into trouble, I could use my food and potions as backup, but more often than not my skill could carry me through safely. This left me to really run into boss fights fairly prepared.

And boy are the boss fights a ton of fun. Two headed dragon that chases you up and down a tower? Check. Transforming train engine after running through the rest of the train taking out enemies? Check. The bosses are super over the top thematically pretty much 100% of the time. Functionally they’re the usual pattern recognition of the genre, but as is typical the difference between fun and not is whether or not the patterns feel fair. In this case, they hit on solid patterns. Generally speaking, there was a mix of solid tells from the enemies, some quick reaction moves, and really flashy finishers to push the type of fights that I love to see in this genre. Even as I got into end-game bosses where I’d die a couple times, things never felt unfair. I’d recognize why I was dying, adjust my strategy, and go from there. As far as difficulty goes, that’s the best kind of end result I can ever ask for.

This was kind of my rest game before picking up some longer JRPGs, and I’m glad that I ended up picking this. I was definitely hesitant, because I figured that the billing of this one as a spiritual sequel of the Castlevania series meant that it might really lean into the older form of the genre. Luckily, this one really took the modern touches in stride. The gameplay is as classic as ever, but its got modern touches in balance and systems, combined with the fluidity afforded by modern hardware to really feel like it belongs as a modern extension of the genre.

Game Ramblings #83 – SteamWorld Dig 2

More Info from Image & Form Games

  • Genre: Metroidvania – Action/Adventure
  • Platform: Switch
  • Also Available On: Windows, macOS, Linux, PS4, Vita, 3DS, Xbox One

TL;DR

  • Fantastic Metroidvania that mixes that genres typical features with a solid mining mechanic to push progression
  • Great visual style and audio kick up the presentation aspects of this title
  • Fantastic gameplay loop that really fits the on-the-go nature of the Switch

My ramblings don’t hide at all that I’m a big fan of Metroidvania titles. However, I typically stay away from playing them on portable devices since the gameplay loop doesn’t typically feel that good in short bursts. SteamWorld Dig 2 is definitely a big exception to that rule. In crafting a really solid Metroidvania title on its own, the team behind this game has also crafted one that encourages fast travel and exploration in short bursts with frequent returns to base to power up, and given us a title that is both a great Metroidvania as well as the perfect game to play on the go, even if that wasn’t exactly how I went ahead playing it.

This is 100% a Metroidvania, so of course you’ll be spending a lot of time in the map looking for new secrets.

Let’s get this out of the way – yes there’s a whole lot of digging in this game, but this is still a Metroidvania in every way. There’s a ton of secret areas to find, a ton of upgrades to get along the way, and a lot of little enemies to destroy for loot. You’ll spend a lot of time traversing and retraversing levels as you gain access to abilities to let you get through new block types, let you grapple hook, let you fly, and more. However, it is that little mining detail that really separates this game from the pack.

Digging is in the name of the game, and it’s what you’ll really be building your abilities around.

While combat is there to some extent, digging is the real core upgrade loop here and it isn’t as simple as it looks. Throughout the game you end up gaining upgrades to your pickaxe, but you also gain a bunch of other things with similarly destructive tendencies. This ranges from things like jackhammers to mines to grenade launchers, all set in a bid to blow up as much stuff in your way as possible, and the more destructive it gets the more entertaining the result. Throughout this entire process you’re also digging not just to clear paths, but to find gems to sell, upgrade tokens for obvious purposes, and the occasional treasure that can be traded for upgrade blueprints. Basically, you’ll want to always be digging somewhere in order to find every little thing that can be used to move you along the upgrade path.

There’s also a bunch of really smart passive upgrades that may sound weird to Metroidvania veterans, but really do a good job of smoothing out the grind as the game goes on. Just when you get tired of gems falling down into pits, you can purchase an upgrade to draw gems into the player. Just when you’re getting tired of searching every nook and cranny for gems, you can purchase an upgrade that visualizes these things on your active minimap. Just when you’re starting to get tired of searching for those last few little hidden spots, you gain an item that will show a sparkle in-world if you’re near a hidden breakable block. These are all things that simplify the experience to be sure, but they’re given at points well past where mechanics are learned as a reward for getting so far, so they end up feeling like a huge thank you to reduce grind mechanics at the point where it would start to become tiring.

Sometimes you just accidentally start up fire robots to take out enemies that are ahead of you. Oops.

However, the thing that most impressed me is how good this entire loop works for a portable device. Getting through this game is a huge bunch of effectively 5-10 minute sequences where you mine for a bit, fill your bag, and return to town to sell your loot and upgrade your abilities. This is smartly capped by other things that make you want to go back to town anyway, such as a lantern that runs out of fuel, water resources that can sometimes be hard to find, or health that can sometimes be a bit difficult to come by. Typically these things could be really frustrating, but in practice it really reenforces the loot, sell, upgrade loop that Dig 2 is pushing so hard for. There’s a ton of fast travel devices that you unlock all over the world, so there’s almost always somewhere near your start and end of a single loop to warp around which does a ton for minimizing unnecessary retravesal as well.

This basically then becomes the perfect portable title. Grab your Switch, 3DS, or Vita, play for 5-10 minutes, get a loop in, and put the device to sleep. You’re always making progress, always increasing your power curve just a bit, and always doing something beneficial to getting towards the end. With a typical playthrough clocking in at the 6-8 hour range, this gives you a whole bunch of little loot loops to take advantage of as well so you end up getting a bunch of mileage out of it when played this way.

Really this ends up being a great Metroidvania title, even if it’s a bit off the typical path for this genre. Even just from presentatin aspects this one hits all the right marks. Visually this is a looker, the audio and soundtrack are all fantastic, and the framerate and controls are solid throughout. From a portable perspective this is also the perfect way to play the genre, with a game loop that enforces a 5-10 minute mini-run setup instead of longer form gameplay that these can sometimes get stuck in. Would this game work fine as a console or PC experience as well? Absolutely. However, I think this one really nails it as something you’ll want to bring along with you as the perfect travel companion experience.

Game Ramblings #74 – Shantae: Half-Genie Hero

More Info from WayForward

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows, PS4, Vita, Wii U, Xbox One

TL;DR

  • Strong continuation of the Shantae series.
  • Action/platformer gameplay is as strong as ever, and the DLC brings in interesting new gameplay styles in smaller segments.

The Shantae series has been one that’s always focused more on the action side of platformers, and this one is no different.  While it has little bits that read of Metroidvanias, its focus is still tightly constructed levels, use of different powers to traverse obstacles, and really big three cycle boss fights to cap a level.  Its all here like past games, but the quality is better than ever.  The introduction of DLC campaigns for other characters only enhances the total package, giving new gameplay styles within the framework of the Shantae universe to enjoy.

Powerups are definitely out in force in this game, once again tied to Shantae’s ability to use genie dances.

While the last game got rid of dances for story reasons, the core of the Shantae games has always been the use of power ups to get through levels.  The core platforming elements have always been there, but powerups are the driving force behind getting through the world.  In Half-Genie Hero, we’re back to using the genie belly dancing to activate these power ups.  These can range from the bat power above to fly over gaps to an elephant that can charge through walls to a spider that can walk on ceilings.  As you gain these powers, new areas in old levels become traverseable, and you go back through levels multiple times to both find story items, as well as find additional power ups.

If this is reading a lot like a Metroidvania, it’s because it definitely is to some extent.  Previous games in the series have definitely been fully open Metroidvanias, but Pirate’s Curse and this one both followed a more linear single-level experience, with the ability to go back to levels through a world map for quicker access.  What this really gains for the game over a typical Metroidvania experience is really speed of access.  You can hop into any unlocked level at any time, get to the power up or item you need, then immediately hop back into the world map to go to the next place.  There’s no slog of going back and forth through the same areas repeatedly to get to a specific area of the world.  It also means that the first-time entry into a level is really tailored to the story.  You get cutscenes about what’s going on, mini boss fights as a way to slow progress, and ultimately a big story boss at the end of each level.

The bosses are all universally a lot of fun, and generally speaking also huge.

The boss fights are also where some of the more interesting gameplay mechanics end up happening.  While there’s definitely simple bosses (it wouldn’t be Shantae without an appearance by the Squid Baron), you get a lot more experimental stuff going on in these fights.  The one above takes place in a circular arena that the player will wrap around, lobbing cannonballs back at the boss.  Another one of the bosses involves fighting against a giant mermaid, using hooks to make your way towards the boss’ face to land hits, a lot like old Donkey Kong Country gameplay.  By and large it is these segments that show some of the best growth in the core gameplay of the series.

The DLCs really start to change the gameplay in interesting ways, even if the level themes are shared.

The biggest change with Half-Genie Hero though has to be the inclusion of support for DLC campaigns, which are all now included in the ultimate edition release of the game.  These are fun mini-campaigns using other characters from the series.  One has you running around doing the Risky Boots story in a very tight platforming-focused campaign.  One has you playing as the three friends Sky, Bolo, and Rottytops using their unique abilities to get through heavy puzzle-focused levels.  There are even a few mini aracde campaigns with things like a gun-based police campaign or a stealth-based ninja campaign.

The end result of all this DLC is that you have a really solid main campaign that is really less than half of the experience at this point.  While you then go through and play through the same core level themes, the experience is always completely unique in each of the DLC packs, so you’re always learning fun new ways to replay the same content.  From a sheer value standpoint, the ultimate edition released recently with all DLC really can’t be beat.

There’s a lot to enjoy in this release, particularly if you wanted more variety than previous games.

The previous Shantae games were always really high quality examples of action platformer gameplay, and this one is no different.  The biggest difference here is that they simply went with the motto of “more”.   There’s more powers to use, more gameplay variety due to DLC, and more total overall time to spend in the game.  Despite all of the variety, the core gameplay hasn’t suffered at all.  This is still a really mechanically tight game, and one that fans of the genre really shouldn’t miss.