Game Ramblings #154 – Kena: Bridge of Spirits

More Info from Ember Lab

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Windows

In general I don’t really like Souls-like games, but I keep dipping my toes into ones that try a little something different. Jedi: Fallen Order managed to keep the combat approachable enough through the use of hand waivey dodge mechanics made possible by Force powers existing. Games like Ghost of Tsushima were generally more fast action-oriented, leaving the Souls style one-on-one mechanics for well tuned individual fights with an engaging open world. Kena definitely ends up leaning more towards straight Souls combat, but with a few tweaks, some that work well and some that really don’t. By the end it was a bit grating to me, but it definitely was another that pushed me further into the subgenre.

This is very much a Souls game in general combat. It’s heavily tuned into proper timing of dodges or parries. However, it also has a very effective shield, and that was the thing that really felt the best to me in terms of Kena feeling tuned to be less dramatically unforgiving. It’s sitting on the same button as parry, so rather than parry being a direct action it feels more like a well-timed shield deflection in practice. Being able to avoid damage because you are too early and going right into a shield is a huge benefit to difficulty. It lets you deflect a few hits while you get your timing down, then letting you parry your way through the rest of the fight. That reduction in learning through dying is such a better experience than a lot of Souls-likes, and it’s due to a relatively small change.

The game also fed me a useful bow and arrow, which is always going to be a positive in my book. A lot of the later fights started really being mechanically dense in a way that I didn’t want to be in melee range, so I’d stick back, get damage with arrows until a parry opportunity came up. At that point I could lay in some big damage and get the hell out of the way.

However, the game’s boss fights really ran out of steam in a hugely negative way. By about the end of the second act, it was clear that the game was mechanically done growing. At that point the boss fights just started throwing arbitrary things at you to distract you. Endless adds, off-screen projectiles, radial explosions. The fights just kind of become annoying, rather than challenging. I liked the fights when they were challenging because I had to properly time things. Once I was getting hit by attacks I didn’t see because my view was constantly being pulled all over the place I no longer wanted to deal with the bosses. At that point I lowered the difficulty to easy and powered through the rest of the game.

By that point, the studio’s lack of experience started to show in some of the overall combat polish as well. A lot of the arenas were just dark. Dark bosses against dark backgrounds with very little in the way of highlighting. It made fights unnecessarily difficult just because of lack of vision. Some of the tells were also just kind of odd to me. A lot of them would start with some big tell then have a large unnecessary pause followed by a wildly fast dash. It didn’t feel smooth and it didn’t feel consistent. The difference between tells for weapon throws vs tells for dash/melee was also pretty arbitrary, which reduced the ability to effectively pick parry or dodge as your defensive attempt. On individual fights you would eventually learn the specifics, but I started just getting to the point where I would see some of the tells starting and immediately just hold shield to learn. It felt kind of sloppy.

Ultimately though, a decent difficulty slider allowed me to push through the rest of the game. I was enjoying the overall story and exploration a lot, so I wanted to keep playing, even with my frustration around the boss fights. It was always interesting to go see little hints in the environment and go off to find new things. It might be a hat for your little helper creatures, it might just be some currency, it might be a little side quest type of thing, but in all cases it was a good change of pace and something that felt worthwhile to pursue. That ability to dump the difficulty down to get through the parts I wasn’t enjoying to let me get through the parts that I was enjoying was hugely welcomed. It may just be numbers in the backend, and a lot of people may not want to see it in a Souls-like, but I will always support studios that get that type of stuff in there.

I’m probably not a good person to go in recommending Souls-like games, but in this case I’m pretty comfortable recommending this one. It’s got some rough edges, but combat is fun enough, the exploration was super enjoyable, and it’s a downright gorgeous game. It’s backed by a story that I wanted to see through to the end. Ya, I cranked it down to easy to power through for the things I wanted, but I got through it nonetheless, and for a Souls-like, that’s pretty rare.

Game Ramblings #153 – Eastward

More Info from Pixpil

  • Genre: Action/Adventure
  • Platform: Switch
  • Also Available On: Steam

Unless something drastic happens, this is likely my last completed game of 2021, and it really wasn’t a bad one to end the year on. I’d seen this one described as a Zelda-like, which is really what caught my attention. That’s not necessarily a bad description, but it’s definitely an oversimplification. There’s a much greater emphasis on narrative moments and linearity than the 2D Zelda games, and frankly the combat is a lot different. However, it does share the DNA. While it doesn’t necessarily reach those lofty heights, it’s still a title worth checking out.

Once you get into combat in Eastward, it’s pretty obvious that this isn’t really a Zelda-like. It’s simultaneously simpler in some ways, but more complex in other ways, and that really breaks down into the interaction between the two characters. John is basically your primary attacker – he’s got a pan for melee and a handful of guns with slightly different characteristics, as well as a handful of bomb types for AoE purposes. Sam is not a damage dealer at all, apart from one specific enemy type, but importantly can shoot out a magic attack that causes time to freeze for the enemy that got hit. That ability is where she becomes special.

A lot of the core enemy combatants are frankly annoying to try to hit. They move fast or jump around a lot or do dash attacks through the player. They basically exist to be annoying and deal as much damage as possible while staying at range. The rhythm of the combat then becomes a pattern of switching to Sam, freezing enemies, then whittling them down with John. That can be freezing to hit at range with a disc gun or to hit in melee with a pan, but the end result is the same. Sam is an incredibly effective crowd controller, John is an incredibly effective damage dealer, but their abilities work in tandem to maximize effectiveness. Large count encounters can still be somewhat chaotic in a less fun way, but this is outweighed by the fact that the combat really hits its mark well during boss fights.

The other interesting mechanic that comes out of two PCs with different abilities is separation for puzzle solving purposes. Sam is short and can fit through tubes, as well as activate magic switches. John is strong and can pull large crates and blow up walls with bombs. Separating the two during puzzles often means chucking things across impassable barriers to help the other person move forward just a bit more until they can eventually reunite.

This is put to the test very well near the end of the game. At that point, there’s a string of puzzles that are all time limited. These were by far the most fun puzzles to complete because of the added level of stress. You’re really pushed to be accurate and fast, while also minimizing the use of resources so you can crank through a puzzle before time runs out. You may need to drop a bomb, charge an attack, and launch it across a gap to hit a switch, but if you’re not accurate it’s going to send you back to the start. You may need to separate the two characters, but if you hit switches in an inefficient manner, it may mean you’re wasting precious seconds waiting for a platform to move back through the world to you, causing you to miss out on time. It really ended up proving out the systems in a surprising way to me, largely because I typically despise time limited segments that remove my ability to plan out my actions more carefully.

Ultimately it’s the progression that really separated this one entirely from Zelda. It’s not that it’s entirely linear, but it’s not far off. The game takes place across a number of smaller hub worlds, typically with a couple of specific types of shops (upgrades, food stuff, general goods) and you’ll spend a couple of hours in the general vicinity, but this isn’t the open world of something like Link to the Past. This becomes especially true in the last few hours where the game is totally linear. Once you leave an area, it’s also not somewhere you can return to. If you miss something, you’re not getting it later on. This wasn’t a particular issue for me as one of the first upgrades you can buy is a hidden item sensor and everything is generally near the golden path, but it’s worth noting.

It’s also worth noting that this game had some weird stability issues on Switch. Throughout my play, this crashed probably about a half dozen times in about 20 hours. Particularly annoying were crashes that happened at the end of boss fights on a few occasions. This was also combined with some odd framerate issues when the enemy count got high. Having done some work on Switch titles, I get that the hardware is limited, but this wasn’t the type of game that I would have expected these kinds of problems to crop up in.

So at the end of the day, this may not be a game that will totally blow your socks off but it’s still something worth playing. It’s got a charming story backing generally fun combat and generally fun puzzle solving. It takes the general Zelda formula and changes enough about it to make this game feel unique without being unfamiliar. It makes a two-character core loop work well without feeling like a neverending escort quest. In general it just proved that it was worth the time.

Game Ramblings #146 – Spiritfarer

More Info from Thunder Lotus Games

  • Genre: Platformer
  • Platform: PS4
  • Also Available On: Windows, macOS, Linux, Switch, Xbox One, Stadia

I put platformer there, but this game is really a lot more than that. It’s sort of a platformer. It’s sort of a management sim. It’s sort of an adventure game. It’s sort of a visual novel. It takes a lot of pieces to scratch a lot of itches all at once. But beyond that it’s just a spectacularly beautiful game, both visually and narratively. It’s one of the few games in recent memory I’d recommend just for experiencing the story itself.

Everyone will probably be initially caught by the visuals of this game, and that’s a pretty obvious positive. This is the same team that did Jotun and Sundered, and it shows. Visually speaking, the game is astoundingly beautiful. However, it’s not the only thing that really hits well on the presentation side. The game’s soundtrack and overall audio are all really good as well. It’s nothing in your face loud, but it really fits the game well. There’s a lot of subtle sort of ambient music in the background – enough to fit the theme of the areas you’re in or the events that are being started, and it all leads you to pretty easily know what’s going on at all times.

The gameplay side is probably the weaker section, but it’s still solid. Ultimately I think the weakness comes from it trying to blend too many genres at once. You’ve got a bit of a management sim at play here. You’ll be constantly growing vegetables and tending your fields and manufacturing linens and ore and metal plates and etc etc etc. You’re also putting all these resources into building the boat and upgrading buildings on it, both for you and the spirits on the boat. There’s a bit of an adventure RPG here. You’ll be going through lists of collection quests to help move your spirits to the afterlife. There’s a bit of a platformer here. Each individual island you sale to has its own platforming challenges, and you’ll pick up some powerups along the way (ex: double jump, ziplines, etc) to help you through those.

In being so many genres, none of them can truly stand out. The collection aspect is a bit of a grind, and you’re constantly spending time while you’re sailing growing or manufacturing or fishing to get resources and money. The quests are repetitive and mostly involve sailing back and forth to new locations. The platforming is fine, but the individual islands are so small that it never truly becomes a large scale platformer. Ultimately it’s a bunch of systems that are in place to support the narrative, and not necessarily systems that feel like they were fully fleshed out into a good set of gameplay mechanics.

I’m putting this next section in spoilers because I specifically want to talk about the story and don’t want to ruin it for those that still want to play the game for themselves.

Spoiler

However, the story made this worth the effort for me. The game is ostensibly the story of a person ferrying the souls of the dead on their final trip to the afterlife, however it becomes much more than that. As you meet and transport individual souls, you start to recognize the signs that the souls you’re transporting know the main character Stella. You start to recognize that who you’re transporting are souls of people that you know that are already dead. It then dawns on you that the reason you are transporting them is because Stella herself is dying, and you’re revisiting her life. The details surrounding Stella being a nurse for terminally ill patients slowly trickles to the front in a wonderful way.

Turning the idea of a life flashing before one’s eyes at their end of their life into something like this was an absolute triumph. You live Stella’s life through the eyes of those she helped at the end of their own life. The impact of helping these spirits and then bringing them to their final trip to the afterlife is emotionally affecting in a way that very few games manage. For some characters you end up incredibly sad that their life potentially ended on a bad note. For some, you’re glad to be rid of an asshole that did nothing but bring negativity to those around them. For some, you’re given the pain of seeing a good friend leave. Each spirit’s end is unique to a point where I was constantly fighting the pain of seeing them leave from the wish to help them get there. The culmination of all of this – seeing the story of Stella herself and how the various spirits intersected with her in life – was a great way to bring everything full circle, and ended the game’s narrative in a perfect fashion for me. All the questions were answered and I was left in a place where, despite knowing that Stella’s life was ending, I was happy for her having lived such a life of great purpose, and one that she clearly believed in.

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It’s pretty rare that I recommend playing a game just because of story, but this is definitely one of those. The gameplay itself is fine, the presentation aspects are wonderful, but the story itself is why I kept playing. It’s definitely not a feel-good narrative, but the emotional impact of it is at a level that is rarely seen in videogames, and within recent memory can’t be duplicated for me. It ends up being an incredibly unique look at death and how it affects those around it that I cannot recommend it enough. If the gameplay doesn’t really feel like your thing, at least do yourself a favor and watch a narrative pass on Youtube, but I think it’d be a disservice to not experience it yourself.