Game Ramblings #170 – Islets

More Info from Armor Games Studios

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: PC, Xbox One, Xbox Series X|S

There’s a lot of solid Metroidvanias out there, but there’s very few that I think get into the same neighborhood as a 2D Metroid title. The difference between ones that are simply alright and ones that really make that reach are never in the core mechanics, but in the little details. Islets is one that gets the little things right, and because of that it’s a fantastic title.

The core of a Metroidvania isn’t really that difficult to envision. You’ve basically got a game that encourages you to re-explore areas as you gain new abilities, have some fun combat segments, and really push some fun boss fights. Where games in the genre typically stumble for me is that they’ll focus on one of those sections and ignore the rest. Maybe their boss fights are fun, but it’s a slog traversing the environment. Maybe there’s too many enemies in the overworld, so it feels like you’re constantly slowed down. Islets is a game that manages to strike a balance that worked for me in how it handles all its details. There’s a few key points I wanted to focus on and they all tie into how well the game really gets some small things right that end up benefiting the whole.

The first one is that upgrades almost universally enhance traversal as a priority rather than combat. That may sound like the game is focusing on traversal over combat, but it’s not. A double jump opens up a bunch of opportunities for traversal, allowing you to clear larger gaps or taller walls. It also allows you to simply avoid easier enemies. However, what it also does is opens up a new dodge opportunity that is heavily used for boss fights. The same could be said for things like wall run or a ground pound. It obviously opens up opportunities that make traversal faster and more fun while opening up new paths. However, it also opens up new avoidance and offensive capabilities, which enhance the combat. Rather than focusing purely on weapon upgrades, they’re adding capabilities for your total toolset, which enhances the entire game, making the entire experience better for it.

That’s not to say that all upgrades are purely tied to traversal. In fact, there’s a lot of upgrades that are purely combat focused but are more power curve enhancements instead of toolset enhancements. They may be increased HP, more arrows to fire, passive reflect damage when the player takes damage, etc. What they all generally have in common though is that they are enhancing rather than changing your move set. This leads to a situation where reinforcement of new mechanics happens all the time through traversal-focused ones, rather than getting a combat upgrade that you don’t use for a while and forget about. It’s a nice way to maintain a power curve without it being overcomplicated.

They also aren’t shy about giving you temporary mechanics purely themed around the environment. One rainy section of the game gives you an umbrella that opens up gliding mechanic, paving the way for a temporary set of puzzles only in that section. One area has a bunch of moving platforms that have you dodging through spiky obstacles that only exist in that one area, which gives the traversal in the section a deliberately slower and more strategic pace. A section around the midpoint of the game has teleportation volumes, seemingly just for the sake of making a cool section of the game. These types of small-section one off mechanics really break up the monotony of traversal by making the player change how they’re going about things just enough without breaking the core of what’s there.

It also helps that there are entire sections of the game that take place in a twin-stick style shoot em up. These come up as you travel between the game’s core island sections and effectively end up acting as a nice breather. Mechanically each one has a bit of typical 2D projectile avoidance and usually some core mechanic you have to deal with (ex: a boss focused on boomerangs, or a boss focused on grappling themselves across the arena). They aren’t necessarily difficult and they aren’t overly common, but they’re there just enough to be a change of pace battle before you get going back into platforming.

Difficulty is another one of those areas where I think they really played a nice balance. This game wasn’t one where I was immune from death, and I think for the most part I died to most of the bosses at least a couple times while I was learning mechanics. However, there were a couple things that really worked out well for me in that regard.

One of the keys was that death never felt like progress loss. It was simply a return back to the last save point. This is completely opposite of a game like Hollow Knight, where I felt like death runs were such a negative deterrence that I never wanted to take risks. Here, I didn’t mind it. Save points felt like they were spread out enough to encourage the challenge, but not too far as to be a slog. It was helped by the fact that any sub-boss fights never came back once completed, so if you got through a couple of them then died, you didn’t have to redo them. The frequency of combat along traversal was also low enough that it didn’t feel like I was constantly in combat, but instead being in combat in a way that made sense based on the particular room I happened to be in.

It was also incredibly helpful that every major boss fight had a save point immediately before the boss. This let the boss be challenging on its own, rather than being a challenge because of what you had to do to approach it. Each boss definitely had its set of mechanics that had to be learned, so being in a place where I could learn the mechanics and immediately be back in a fight if I died was an incredibly good way to quickly positively reinforce the learning, rather than having to spend a bunch of time between attempts doing a run back after death.

Ultimately this is just a very well made Metroidvania. It seems to understand what the genre should be for a lot of people. It plays a good balance between encouraging exploration and traversal, while still having a core combat base. It has enough difficulty to be challenging, but isn’t overbearing in negatively impacting the player. And frankly, it’s just fun to look at. This is an entry in the genre that is simply worth playing.

Game Ramblings #167 – Dragon Quest Treasures

More Info from Square-Enix

  • Genre: Action RPG / Adventure
  • Platform: Switch

When I’m travelling, I look for certain types of games to play. They don’t necessarily have to be the best game ever, and I’d honestly rather they not be since my play sessions are inconsistent. They should have a relatively short metagame loop so I can play in both 15 minutes and multiple hours as I can manage it. They absolutely need to be portable since I’m not lugging consoles or a desktop with me. Treasures ticked all those boxes. It’s definitely not going to win game of the year, but it’s a game that became so easy to fall into that I was surprised how fast I managed to complete it.

This game is the strangest mix of Pokemon and a treasure hunting game, and it somehow manages to work out alright. Your goal is ultimately to find treasure, but the other half the game can’t be ignored in the pursuit of riches. You use your party of typical Dragon Quest monsters to both fight things around, as well as to use their abilities to assist you in getting to and searching for more treasure. How that loop works out is really why this worked well for me as a vacation game.

The overall metagame is a series of treasure hunts where you go out, fill your inventory, and go back to your base. Each trip is capped by how much treasure your party can carry, and in some practical sense by the fact that the farther you get into each level the stronger the enemies are. During each hunt, you’ll eventually start getting attacked by rival hunters trying to steal your treasure. This ends up encouraging you to be fast in gathering treasures, and fast in getting back to base. As a loop this takes place in roughly 10 minute intervals and it’s incredible how infinitely repeatable this can be. If all you’ve got time for is one loop, it’s just a fun distraction but you still make forward progress. If you’ve got time for more, you can instead settle into achieving specific goals – grabbing specific treasures, finishing specific side quests, finding specific party members, etc – that you can focus on over longer periods of time.

In a lot of ways, the Pokemon aspects of it feel intentionally placed because this is one of the reasons that I really enjoyed Pokemon Arceus a lot. It never felt like my time in that game was being wasted and it also never felt like I had to really set aside time to make meaningful progress. Everything I did was valuable to my overall progress, and it allowed me to enjoy the game at any time in any situation. That is what makes a perfect travel game and this really nailed it, whether or not that was intentional on the developer’s part.

Because the core loop worked so well, the rest of the game just kind of had to not get in my way. Combat is simple, but effective. You basically attack and dodge, and that’s really all you need to worry about. There’s a neat slingshot secondary weapon that can be used for offense, but its more interesting use is to buff and heal your party on the fly. Your party have all of their own unique abilities tied to the monster design, but it’s all more or less irrelevant to the combat structure. The only one I really focused on was making sure I had a healer so I could focus my efforts on damage as much as possible. Monster collecting is more RNG-focused than I’d prefer, but you generally get monsters at a decent rate. Their ability to join your party is tied to a bit of a frustrating item trading system, but you end up getting so many items in a normal treasure hunt that it isn’t overly time consuming.

If there is one thing that I could point at as being incredibly frustrating though, it’s that your base can be attacked. It’s not that this was difficult, but the last thing I generally wanted to do after dumping my treasure back was to have to immediately be in combat. It was probably more frustrating that because it generally wasn’t challenging it just slowed down my pace and prevented me from getting back out into the field. There’s a similar annoyance while in the field where you can be attacked by random rival hunters, and it’s another case of not really being challenging and mostly just being something that slowed my pace. However, I didn’t really have major issues outside of those things.

This one I guess ends up being an easy recommendation in a lot of ways because it just kind of works pretty well. It’s got a fun core meta loop, a decent enough monster collection aspect, decent enough combat, and really tries its best to not get in your way. It’s no game of the year, but because of that I also wasn’t worried about trying to book large gaming sessions to dig deep into it. I just kind of hopped in and out as I could, and because I was having fun it became more hopping in than I really expected. Because it was a travel game, it also really just fit really well into some of the smaller gaming sessions that I had that were typical of my time availability. Given the holidays are over, there may not be an opportunity to play a kind of “travel ready” game for a while, but this is a good one to keep in mind the next time you’re doing so.

Game Ramblings #163 – Trigger Witch

More Info from Rainbite

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Switch, Xbox One, Xbox Series X|S, Windows

This is one of those rare situations where two types of games mixed together actually works out. The best way I can describe this is Link to the Past if it was a twin-stick shooter. At face value it doesn’t make much sense, but when you add in multiple weapons with upgrade paths you get enough of a power curve that it really fits into what you’d expect out of a Zelda style game.

It’s not too difficult to write this off as just a violent twin-stick shooter given the above video and that isn’t necessarily inaccurate. If you ignore the sort of story/meta game aspects of this, that is certainly a lot of it. The core twin-stick aspects are done really well. The guns are varied enough that you can find a set of weapons that both feel good to the pace of gameplay you want but still fit a bunch of different situations. Movement is tight in a way that you don’t often feel cornered while still giving you a get out of trouble dodge that you can use in tough situations. Basically, on its own the game probably would have been fun enough.

It’s where it starts to lean into its ARPG roots where it really starts to shine though. It’s not necessarily that it’s Zelda and full of items and stuff, but it brings in the things that make total sense within the gameplay at play here. The main overworld is definitely there, and that plays into the overall metagame. Besides getting cash from killing things, you’ve got weapon upgrades hidden all over the world that really encourage exploration. Those weapon upgrades then take cash to apply, which gets you into the main meta upgrade loop that worked so well in Zelda. There’s always a reason to be out killing things, so it never feels like wasted time even when you’re retraversing.

The dungeon loop is also the same, which is to say that it’s not really original but it’s still pretty fun. You still get keys, you still get a dungeon map, you still have some light puzzles, you still end the dungeon in a boss fight. Where they do kind of bend to something unique at least to this type of game is that the dungeons generally also have some kind of flying broom segment, where rather than being a twin-stick shooter you’re playing a vertical scrolling shooter. Again, it’s not necessarily that it’s unique on its own, but it brings an unusual little change to the gameplay to keep it fresh as you’re getting through things.

This is just one of those indie games that hits the right positive notes. It’s not that it’s incredibly unique, but it blends a few genres in a way that feels interesting without needing to push too many boundaries. It’s fast moving, tight to control, and doesn’t take itself seriously (….I mean come on, Mecha Stalin.). It’s super easy to just jump in and enjoy without really worrying too much about fussy mechanics, and after some of the longer games I’ve been playing recently it felt like just what I needed.