Game Ramblings #156 – Pokemon Legends: Arceus

More Info from Nintendo

  • Genre: Adventure / JRPG
  • Platform: Switch

Look, this is a rough game. It’s hideously ugly. It still for some reason has Pokemon boxes without auto sorting. Balance is often entirely vague even with Pokemon 10+ levels apart. However, I can’t stop playing it. The core gameplay loop is so fundamentally changed but it works far better than I expected it to and in doing so represents a path forward for the series that I couldn’t have expected when Diamond/Pearl came out 3 months ago.

This game got ruthlessly shit on from the trailers, and frankly it isn’t entirely undeserved. This game is ugly more often than not. The Pokemon models are fine, and at least generally consistent. However, their art style doesn’t really match the world’s art style, and the world is atrocious. However, it doesn’t feel like laziness to me – it feels like a failing of technology. This is pretty clearly using some variant of the Sword/Shield engine stretched beyond its limits. The unfortunate thing as a developer, especially on an experimental title like this, is sometimes you just shoot yourself in the ass and this is one of those times. You get to a point where you can either delay a game by years and restart the core tech or just ship it with what you’ve got and move onto the next thing instead of cancelling a title. It’s time for this series to either move onto Nintendo’s own in-house engines or move to something stock, because it’s clear that Game Freak would be better served focusing on the games, rather than the engine.

However, once you get past that the game is a lot of fun, and it comes down to the core loop just really working. Rather than being gym-focused, the entire focus of the core game loop is research. You’re basically going out into the field, catching as much stuff as you can, and returning. That is the core of building the Pokedex here. The relatively non-linear nature of it means you can kind of wander off wherever you want, whether to focus on new areas or completing the entry of a specific Pokemon. The ability to fast travel back and forth to town means your play sessions are basically as long as you want them to be. The ability to craft (!!!!!!) Pokeballs, potions, etc means that as long as you’re collecting resources, you aren’t having to go shopping. If you run out, you just bring up the crafting menu and seamlessly keep your stock together.

It’s the type of loop that just works on the Switch in the same way that Breath of the Wild did. Your play sessions are as long as you want them to be and it doesn’t matter whether you’re doing a 30 minute or 3 hour block. In both cases you’re making appreciable progress that you can drop back into at any time. It’s a loop that just keeps you engaged and playing in an unexpected way.

Even within that loop, the changes work well though. The simple act of being able to catch a Pokemon without starting a battle while still earning XP for it is tremendous. It so completely speeds up the act of traversal that it allows the new gameplay push to just catch EVERYTHING to work. In the old style, the game would otherwise be a slog.

Even if it’s ugly, the environment being so open is also a huge change. Its openness isn’t quite BotW, but it’s also more than Sw/Sh wild areas were. From a gameplay perspective it’s a huge success. Different areas are visually distinct in a way that’s interesting on its own, but also allows for obvious placement of different types of Pokemon in a natural way. Bugs like Combee or Weedle live in the forest, which makes sense. Things like Spheal or Octillery can be found hanging out on the beach. Your Abomasnows are up in the mountain tops and your Magmars are by the volcano. It’s both obvious AND enjoyable. It’s not that they didn’t try to do this before, but it feels even further down the line of making the Pokemon world more natural than it even previously has been.

It’s also a nice change that the player is FINALLY ACTUALLY IN DANGER. You get attacked by Pokemon in the wild. You have boss fights where you as the player are physically attacking Pokemon and they’re spectacularly fun. It’s one of those things that for the past 25 years everyone has been going “well, why is the player immune?” and it finally happened.

That said, despite the big change to the core gameplay there’s a lot of rough edges here. I complained about it during Sword/Shield but the existence of boxes, let alone no way to auto sort them is still baffling. Even more so when your Pokemon are literally being sent back to an open pasture to live their best lives. A lot of the side content is fine in its existence and kind of attempts to drive completion of the Pokedex, but there’s very little variety or necessity to it. The combat that is there is fine, but I’d like to see the new core loop adapted to a game with a more traditional level of trainer battles.

Frankly, balance is also incredibly vague. One of the core changes is that all battles are now speed-based. Speed can mean that Pokemon go first, but also that they can go multiple times in a row. That alone can easily result in your Pokemon often getting one-shot before taking a turn, even when they aren’t at a type disadvantage. Pokemon 15+ levels below your active one can still do significant damage as well, so I spent a lot of time outside of battle healing or going back to camp to rest against things that really shouldn’t have been a danger. It feels like it was tuned to be difficult, but it instead comes across as odd, because type advantage is still the king and the changes made just make the exploration slower, rather than making the individual trainer battles more difficult.

If this represents a new path forward for the series then all the rough edges don’t really matter. It has its problems, but this pushes a new gameplay archetype for the series that just works. It’s familiar enough, but far more active and far more fun than the JRPG slog that the series has really become known for. If it’s instead just a sidetrack between entries, then hopefully it’s at least a lesson to them that it’s time to take a serious look at their tech stack moving forward. However, after how much I’ve been enjoying this one, I think it’d be a huge loss if this doesn’t represent the direction the series will be sticking to going forward.

Shelved It #12 – Bravely Default II

More Info from Nintendo

  • Genre: JRPG
  • Platform: Switch
  • Also Available On: Windows

I hate when games waste the player’s time. JRPGs are notorious for it, but there’s ways to make the grind typical of the genre rewarding – either through good side content or fun combat. Bravely Default 2 never got to that point and was so actively trying to make the game not fun that I gave up at about the 8 hour mark. Even for a series known for grinding, this one was pretty egregious.

The core of BD2‘s combat is around saving and using turns in the future to defend through incoming damage then pop a bunch of attacks or heals at one time when things open up for you. In general, this works pretty great. During general trash fights, you find the weaknesses for the various enemies then do what you can to try and hammer through it in one turn. It’s a fun way to give some strategy to trash fights beyond just running in and hammering attack to win. Where this falls apart is in the way they structured boss fights.

One of the core defensive measures that the AI have is counters. For example, they may counter physical attacks giving them a chance to counterattack if you hit them with a weapon. The boss fights take this to a level that felt actively punishing. For example, the boss that had me shelving this game did the following:

  • Weakness to ground-based attacks, which are physical on the Vanguard class, but with a counter on physical attacks that deals AOE damage
  • Single-target physical counter on singing abilities, despite the fact that I had literally just earned the Bard class so from a natural player standpoint would therefore be exploring its use in my party
  • Counter on healing, despite the fact that the previous two counters basically required me to be doing AOE healing
  • AOE silence, which becomes super obnoxious when the counters have you tending towards just using magic

The strategy that ended up being the most practical was to just use stacked poison magic and get the boss to die to DOT damage. It’s slow and boring and your party is for the most part idle and tossing items, but you aren’t taking a ton of unnecessary damage.

It’s this kind of setup that just feels unnecessarily punishing to the player. The game spends the entire time encouraging exploration and use of weaknesses to kill enemies quick and effectively, then spends its time on bosses countering the weaknesses so you have to find some random bullshit mechanic to actually take out the boss. Your other choice when you hit these bosses if you simply have the wrong party setup is to instead backup and grind new classes to find the right combination. It’s a bit of a typical problem of wide-ranging class-focused JRPGs, but the design choices of BD2 exacerbate this. It’s especially negative when they are directly countering the things you just earned so you’re forever discouraged from really trying new toys. The entire process feels like it’s wasting your time leading up to these fights, because you could very well have just been focusing on the wrong thing without knowing that you’re screwing yourself over.

It feels like it should be a small thing to just get through the boss fights and move on, but it’s one of those things that will endlessly frustrate me in games like this. I want my JRPG boss fights to be challenging me to the limit of my abilities, but I want that to be because the fight is legitimately hard with however I choose to play. I don’t want to play guess the mechanic and then have to grind to come around to the fight. Once I hit that point where I’m annoyed by the big moments, I’m out. There’s plenty of other games for me to play that will respect the time I put in to them in a better fashion.

The original Bravely games had similarly punishing grind issues, so I guess I shouldn’t be too surprised. Those had both a ton of grinding, as well as unnecessarily long plots where they liked to tell you to redo the entire game half way through. What they generally didn’t have were such punishing mechanics attached to the core boss fights. Sure their bosses were hard, but stragies around exploiting the fight’s weakness mechanics weren’t generally just hard countered, and hard countered for multiple things. Bravely Default II just goes so overboard with the counters that the bosses stopped being fun, and extremely quickly. It left my in a place where I just didn’t want to continue playing the game. It’s one thing in a JRPG if the trash is on the boring side, but once the centerpiece fights become something that I don’t want to do, it’s time to shelve a game – even moreso when I’m only 8 hours in.

Game Ramblings #149 – Metroid Dread

More Info from Nintendo

  • Genre: Action/Platformer, Metroidvania
  • Platform: Switch

This is very much an iteration on the work that was started with Metroid: Samus Returns, and that’s a great thing. Quite frankly, you could read my notes on that one and it would be a 1:1 retread of what worked for Metroid Dread. However, this feels like a clear iteration on the formula and even more importantly a clear end point to the series’ story – whether or not that’s ultimately what will happen. This is just a fantastically good game that took far too long for someone to convince Nintendo to spend money on, and I’m glad it finally happened.

The thing that really stood out to me in this one was its difficulty, and that seems to be a common theme across the feedback I’ve seen about the game. A lot of people are calling it simply hard, but I think it’s more nuanced than that. What it really feels like to me is that it’s precise, and that’s really the difference to me in why I had the patience to enter death loops. I’ve shelved a lot of games in the last decade or so within the sort of rise of the indie games. A lot of games feel like they do hard for the sake of hard. Something precise and mechanically tight will come out like Celeste and be incredibly difficult but fair, then a bunch of games will follow that are simply…..difficult. It’s not fun. Dread very much feels like it falls within the difficult but fair.

Bosses in this game are no joke. A missed mechanic will take a full health tank or more. If you aren’t being precise with your movement, you will die. However, once you learn the mechanics and once you get your movement down, you’re just as likely to take no damage in these fights. In that respect it’s incredibly fair. You take damage, you learn mechanics, you avoid damage, you win. Sure you may die a couple times, but you aren’t getting screwed by RNG and you aren’t getting screwed by the fight.

You’re given a lot of tools to avoid damage that aren’t typical of the Metroid series – things like a slide that can transition into the morph ball or an instant dodge that gives some amount of i-frames – that really lean into damage avoidance as a key mechanic. You’re also given some really good new offensive tools to make damage a little more passive and a little less precise in those big moments – things like the return of the melee counter from Samus Returns or a lock-on multi-hit charge missile – that allow you to build up damage without having to be right up in the enemy’s face or having to pause and engage in the slower free aim. The end result of all of this is that while the game is still distinctly Metroid in style and mechanical knowledge, it feels substantially like a modern game where you have full control of damage mitigation and aren’t just being slammed with unavoidable nonsense.

There’s also just a ton of little things that the game does very right that make it feel both Metroid and modern. You’ve still got pickups that drop when you kill things, but they get sucked in at any range. Combined with melee counters dropping more items, this both increases the general pace of the game AND allows the game to have higher difficulty, since you’re always pulling in resources. One of the early upgrades is the return of the pulse radar that reveals hidden breakable blocks. This is again probably controversial, but this feeds into increased exploration and increased pace since you aren’t just playing a game of shoot every block to find the hidden trinket. Free aim is back to give much more freedom of hitting things from any angle, making a lot of the trash encounters much quicker to deal with. The new slide move both replaces a lot of the slower morph ball stuff, but also acts as a fast transition into morph ball tunnels when unlocked AND a way to actively dodge attacks in a lot of the boss fights.

However, the real important change compared to Fusion or the Prime games is that the game really doesn’t give you any direction. You’re chucked into the world and told to get to the surface. You’re given some lore as things go, but more often than not it’s up to you to find your way. This is very much an old Metroid thing that started to go away over the years, so it’s interesting to see it return to very little direction. For me, this is precisely what I’m looking for in a Metroidvania. I love to scan the map to find doors that I haven’t entered or mysterious holes in the map that I haven’t explored, then going back to find new things. Where things really work for the better is that the map itself is far more readable than past 2D entries, although that is entirely down to just having more modern hardware and higher resolution to display the map. It’s just far easier to find things when you can pump more obvious information on the screen and it really benefits the loose structure of the classic Metroid formula. It’s even better with a bunch of fast travel teleportation spots that open up as you find more upgrades, allowing you to quickly scoot around the world at will.

This just ended up being such a good game. It’s been so long since a 2D entry came out in this series that there was probably some amount of valid concern about whether or not this could be done and still be fun. Samus Returns proved that the formula still worked and Dread proved that the series can move forward. This hits just the right mix of classic Metroid and modern gaming, and in a couple key ways goes backwards compared to Fusion and Prime, but it comes out as such a great mix. The difficulty of the game will probably turn some people away, but for me it again hits the perfect mix – it’s perhaps unforgiving, but it’s precise and fair and not based in RNG. You’ll learn where things go wrong, then make it right. It may take a few tries, but you’ll learn and get through it.

It’s also funny looking back at my notes about Samus Returns. That one ended with a new little cutscene showing the rise of the X parasites on SR388. I mentioned in passing that maybe they were hinting at something else. Boy was it ever. I don’t know if they were still hoping to do a Fusion remake or Dread at that point, but seeing the end of the post-Prime Metroid and X saga finally arrive is both great to see and something that I never really expected to happen.

Seriously, go play this.