Shelved It #7 – Hollow Knight

More Info from Team Cherry

  • Genre: Metroidvania
  • Platform: PC
  • Also Available On: Mac, Linux, Switch

TL;DR

  • Solid mechanics, solid visuals, solid audio all put together a great base that can be built on.
  • Small bits of lack of polish, rather than anything egregious led to frustration, and eventual shelving.

This is going to sound weird for a game I’m shelving, but Hollow Knight is really quite good.  It’s a pretty traditional Metroidvania in layout, using a solid short-range melee system and some occasional powerups to round out the move set.  This is complemented by a solid visual style, and great audio and soundtrack to put together one of the best themed titles in this genre I’ve recently played.  However, this was a case of a thousand cuts, where small lack of polish in the details led to a continuous pattern of one step forward, one step backward in my progress.  This was combined with a somewhat questionable use of the Souls death mechanic, to where body runs began to feel like a slog, rather than a good balance of penalty and learning reward.  In the end, the good couldn’t outweigh the bad for me to continue on.

Early example of some of the fantastic visuals you’d see in this game.

However, let’s start with the good.  As with a lot of recent Metroidvania games, particularly in the indie scene, this one is a fantastic looker of a game.  Like the recent remake of Wonder Boy 3, or other Metroidvania titles like Ori and the Blind Forest, this one has a fantastic visual style.  Everything has a great hand-drawn appearance, with thick painterly lines.  It’s a fairly distinct style, and works rather well.  This is combined with great use of dynamic lighting to give some dramatic areas.  The biggest problem with it all is that most of the areas share a similar color range, so things can begin to look rather samey as you continue on.  On the other hand, it never got old running through the environment and having all the little blades of grass in the scene explode into similarly styled particles as I swung through them.  As a whole, this was a part of the game that never really diminished in my time playing it.

The core combat is also really well put together.  The base of the combat are melee strikes, which sounds simple at its core.  However, there was a smart choice made specifically in the horizontal strike, giving some verticality outside of the swing’s hitbox, and allowing players to hit things both slightly above and slightly below without having to be super precise with jump heights. This was extremely nice for how small some of the hitboxes on armored bosses and enemies could be.  This was backed up by a strong set of spells and abilities that are earned throughout the game to fill out the move set.  Examples here include mid-air dashes and double jumps for traversal, or energy missiles and dive bomb spells for damage.  Generally speaking, the game gives you a bunch of tools to use, and its up to you to then figure out what is most effective for each situation.

However, as I continued on, the little details that didn’t quite have the polish of the visuals and core combat started giving way to more frustration than fun.

The first big place this showed for me was in their use of the Dark Souls death mechanic.  The basic system is that at death, your soul gets stuck in the world along side all currency you earned during that life.  If you get back to the soul and defeat it in combat, you earn all the currency back.  If you die before that, you permanently lose all of it.

Generally speaking, I’m pretty neutral on this system.  There’s a fine line where this system works well, and to me it requires enough save points in place that are both close enough together, as well as close enough to where players will die so that the game doesn’t heavily discourage exploration, and keeps game pace post-death high.  To me it feels like Hollow Knight fails on both of these counts.  Many areas had a bunch of save points clustered near the center of the zones, but fewer out towards the edges where a lot of boss battles or more dangerous sort of side dungeons were.  There were also hardly ever any save points actually immediately before or immediately after boss rooms, so deaths during bosses (which are extremely common) often resulted in a long run back to the boss.  It just felt like a lot of wasted time, rather than a good chance to learn and retry the boss quickly.  This was compounded by a number of times where my soul spawned out of reach, effectively ending my change to re-earn my lost currency, so I eventually just stopped exploring altogether, choosing to go the lower risk way of sticking to main paths and simply grinding out kills if I required more money or power for skills.

There were a bunch of other little details that also compounded on top of this core problem for me.  First and foremost, jumping feels awkward.  This is a game with purely digital left/right movement, and no in-air momentum.  If you’re jumping and let go of the stick, you fall straight down.  It just feels weird, and eliminates a lot of subtle movement flow that a lot of better examples of the genre have.  There’s also a really obnoxious backwards impulse after hitting an enemy.  This is combined with somewhat imprecise collision on platforms to put me in situations where trying to jump and hit enemies mid-air around small platforms was pretty much a death sentence if solid ground wasn’t below me.

The final sort of annoyance was in the mapping system mechanics.  Rather than mapping out rooms when you walk through them, you had to clear a couple of hurdles first to map out a zone.  First and foremost, you had to buy a map of the zone from a vendor within the zone, generally well within the zone and out of the way (see annoyance with losing currency when your body run fails due to spawning out of reach….).  This only opened the ability to map the area.  It then didn’t mark areas on your map until the next time you reached a save area (see annoyance with the location and frequency of save poiints….).  Otherwise you were basically flying blind, and have to remember your path through areas until you hit both points above.  Generally speaking, it just felt like an additional unnecessary money and time pit, where I’d rather be spending my currency on functional upgrades.

End of the day, the further I went into Hollow Knight, the more the small details outweighed the good of the core systems.  Could I have grinded through it without too much trouble? Sure.  Are the problems going to be something that bothers everyone? Nope.  However, I’ve got plenty of other games to play, and seeing lack of polish in the details just generally distracts the hell out of me.  However, for those with more patience than me can probably find a lot to love here, so if nothing else, I’d recommend taking a look the next time a Steam sale rolls on through.

Game Ramblings #39 – The Swapper

More Info from Facepalm Games

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Windows/Mac/Linux PC (Steam, GOG), PS3, Vita, Wii U, Xbox One

TL;DR

  • Fantastically well crafted puzzle/metroidvania style game
  • Interesting sci-fi driven story presented with a light touch, invites players to connect a lot of dots on their own
  • Great visual style based on a unique clay-model construction

The Swapper at its core is a game that derives straight from its title.  You play a lost explorer that finds a tool allowing them to create and swap with exact clones of themselves.  This is wrapped in a set of pretty simple mechanics and a Metroidvania-esque traversal that expand out into a huge amount of puzzle depth.  This is combined with some good visuals, and a simple but effective audio backing to create a really fantastic game.

When dealing with a puzzle game, the obvious question is whether or not the mechanics work to create interesting puzzles, and in this case, the answer is a resounding yes.  The swapper tool that the player has can only spawn new clones (to a limit of player + 4 clones) and shoot a projectile to swap to a clone.  Clones then all follow the same inputs that the main player character is doing, moving as a largely controlled herd.  However, the lighting in the levels can disable these abilities; blue lights disable clone creation, red lights disable swap projectiles, and purple disables both.  On its own, these combine to slowly ease you into the gameplay, with some of the early puzzles being some clever mix, with the player creating and moving around to platforms that are out of reach of just plain jumping.

One of the first things I noticed when I got the tool is that when I was creating clones, the game would go into a super slo-mo state.  At first this didn’t make much sense to me, until the puzzles started requiring multiple swaps in mid-air, then it became another fantastically fun ability to use.  Later puzzles started introducing gravity manipulation and pressure pads, mixing all of them together into rooms where the control of your clone herd became the ultimate goal.  By the end of the game, the puzzles were becoming a devious mix of creating clones, warping between them, and finding ways to either recombine with or kill clones in order to keep up completion of the puzzles.

The puzzles are backed by a really strong visual style.  One of the things that brought this game so much acclaim was that they quite literally created clay models for their source art, and that’s very apparent while playing.  The lighting they used was typically extremely dark, allowing for a great use of a flashlight to lead the path in hallways, then the strong colored lighting for puzzle mechanics.  I’ve thrown just a few screenshots I took below to give an idea of what the game looked like, though it certainly looks even better in motion.

It’s also worth noting that this has one of the more hilariously fucked up story endings I’ve ever played.

Story Spoiler

Given the core gameplay concept, it’s not too big of a surprise that there’s the possibility of swapping with other people, and there were some hints throughout that it had already happened. The end of the game takes full advantage of that. After crash landing on the planet below, a rescue ship finally finds you, but cannot rescue you due to lack of quarantine facilities. The game presents you with two options, die on the planet alone, or swap with the rescuer without anyone knowing what happened. The second option then takes this a step further, and gives you control of the rescuer you swapped with, causing him to fall off of a cliff to his death. Because of the rescue ship’s lack of knowledge of the swapping device, they simply saw it as the player character jumping off a cliff as a suicide.

In the end, hilariously unexpected, and a pretty fantastic way to wrap up the core mystery behind how you were going to actually get home.

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In general, I was somewhat caught by surprise by how much I enjoyed this game.  I’m generally a fan of Metroidvania-style games anyway, but without combat I wasn’t sure where this would fall fgor me.  However, the game had a really smart difficulty curve, introducing one or two mechanics, then doing a series of puzzles to reinforce the new mechanics. Ultimately, there were probably 30 or so puzzles to complete, interspersed with general traversal where story elements were introduced, and it felt pretty appropriate in length.  As far as puzzle-based games go, I can’t think of another I’ve played lately that I’d recommend as much as this unless I go back to Box Boy 3, and I think that says all that I need to say about it.

Game Ramblings #30 – Shantae and the Pirate’s Curse

More Info from WayForward

  • Platform: PS4
  • Genre: Metroidvania
  • Also Available On: 3DS, Fire TV, Steam, Wii U, Xbox One

The Shantae series has been around for a while, whether as one of the most valuable Game Boy Color games, experimenting with digital distribution on the DSi, or getting Kickstarted for its latest entry.  This time around I played the third in the series, Shantae and the Pirate’s Curse.  As the series has evolved, it’s generally followed a Metroidvania style, with some key twists to stray a bit from the formula.

One of the key differences typical of the series was that Shantae gained Genie transformations, rather than the more typical weapon upgrades of the Metroid series.  However, that went away for Pirate’s Curse for some relatively valid story reasons.  This one uses the more typical gear upgrade path, but with a bit more themed variety.  Since this is ostensibly a game involving pirates, the gear upgrades end up being things like a pirate hat to slow falling, a cannon to allow multi-jump, or pirate boots to allow for speed boosts.  It all ends up feeling much like the Metroid upgrade path, with a very appropriate theme for the game.

Where this game highly differs from the typical style of the genre is that it is level based.  Each piece of gear is found within a dungeon hidden within a themed level.  The typical path is to get to a new level, explore and do some story quests to open up the dungeon, then head on in for an upgrade and a boss fight centered around the new piece of gear.  In a lot of respects, the game feels like it brings in a very Zelda-esque focus there, where the boss fight is clearly themed around the particular item you got.  There is some back and forth going to levels that were already finished for side quests and upgrades, particularly in picking up the effective replacement for health tanks, as some are out of reach without later upgrades.  Overall while the setup is very familiar to the Metroidvania genre, the breakup across different themed levels brings a nice change of pace to each new area as you get to it.

In general this is one of the mechanically better Metroidvanias in recent years that I’ve played.  Traversal is rapid, but easy to control.  Jumping feels extremely tight, and mixes in some of the Mario-style jump height differences based on how long the button is held.  The upgrades all serve noticeable purposes in enhancing the skill set available to get around the environment.  Generally speaking, the core melee attack is going to be the 90% usage, but there’s also upgrades available for it, so there’s a noticeable power curve as the game goes on.  The bosses are all pattern based, and by and large have some amount of challenge, but are fair and typically obvious in their weak points.  Despite its relatively short length (avg 7.5 hours), the time spent in the game will go fast due to its fun play.

All that said, the last dungeon nearly made me shelve the game entirely, and did stop me from completing a 100% run.  The tl;dr here is that its a multi-level dungeon with each level having its own mechanic to complete.  However, they were more often than not based around memorization, rather than pure skill.  One level had me using the boots dash to traverse across a set of spike traps.  Due to the speed of traversal, I basically couldn’t see where I was going, or which path was the valid one until I hit a wall and died.  Another level had me using the multi-jump cannon and destroying blocks in my way as I went through another series of spike traps.  However, there were a few spots where I couldn’t see ahead, and basically had to blindly jump and die until I shot out my perfect path to get through.  Once I got to the boss, everything was fine, but for a game that had to that point been so skill based in its traversal, it felt like a really strange turn right at the end of the game.  My as spoiler free as possible recommendation here is to finish the 100% run as much as possible before entering the last dungeon, as you need to be there to get the true ending.

In the end, the game was still worth playing, especially for fans of Metroidvania style games.  It’s mechanically sound, has a good story and soundtrack, and is visually fantastic.  Given the recent rarity of the genre outside the indie space, you could definitely do worse than to give this series a try.