Game Ramblings #52 – Metroid: Samus Returns

More Info from Nintendo

  • Genre: Action/Adventure, Metroidvania
  • Platform: 3DS
  • Originally Released on: Game Boy

TL;DR

  • Fantastic re-imagining of Game Boy’s Metroid II: Return of Samus
  • Additions to game break some of the expectations of the genre, but allow for a much higher challenge level of the base game
  • Core loop of 40 effective mini boss fights keeps action high, but doesn’t get stale due to increasing power level of the Metroids
  • Random note since it gave it to me, but my clear time was 8:38:13, which seems a bit on the low side of average to my surprise.

Nintendo is having one hell of a year.  Breath of the Wild and the Switch in general have been a runaway success.  Mario + Rabbids showed they could give control of their games to someone else and still maintain the high quality Nintendo feel.  Now with Metroid: Samus Returns, they’ve shown there is both life remaining in the 3DS, as well as some new ground that can be explored in one of their storied IPs.  This re-imagining of Metroid II is another fine example of what can happen when this series is given to outside developers, much like Retro and the Prime series, and also shows that 2D Metroid games don’t have to stick to their conventions and still be fantastic on their own.

Since some fans of the Metroid series are going to find these controversial, let’s start with some of the little changes and additions that this remake brings.  Fights against Metroids start and end with checkpoints, allowing you to not have to trek all over the place to guarantee save locations.  Along with some more generally helpful abilities, you have a rechargeable map scanner that also acts as a way to show blocks that can be broken.  In addition to the usual save points and ammo/energy recharge stations, there are also now teleport stations as a means of fast travel.  All of these things in general break some of the mold of exploring every little bit of land in Metroid games, and also break some of the re-traversal expectations of the series.  However, the actual end result is that the developers have been able to drastically increase the difficulty across the board, much to the game’s advantage.

Traversal in most Metroid experiences has usually brought relatively little danger outside of boss fights.  Enemies would do damage if you got hit, but more often than not the health drops they left behind would more than suffice to heal you back up.  This one definitely doesn’t follow that pattern.  It’s not unusual for a melee hit from a normal enemy to do half an energy tank or more of damage, and that’s just on normal difficulty.  Once you get to the Metroids and eventually bosses, multiple energy tank loss from one hit is expected.  The short version here is that even by end game, I could expect to maybe take 4-5 hits in a boss fight before I was dead, so being able to respawn in a checkpoint next to the boss room was particularly appreciated while I was learning fights.

This is particularly important, because the combat system in place definitely had some things that have to be learned for Metroid veterans.  On the smaller side of things, Samus can now root herself in place and aim 360 degrees with the analog stick.  While this does offer up significantly better precision for attacks, it also leaves her extremely vulnerable to quick attacks.  This is balanced by the new melee counter attacks.  If an enemy flashes, Samus can activate a melee swing to counter an enemy, leaving them open for high impact damage.  For boss fights in particular, this activates a little mini-cutscene where you can unload missiles without repercussions, which ends up being the biggest damage dealer against Metroids.

In general, these changes were a much larger positive than I was expecting.  The 360 aim opened up a lot of possibilities for much more dynamic boss fights, where they would hover around the room in spots where I had to play a balance of moving to avoid projectiles vs. stopping in place to get off a few precision shots for damage.  Once the enemy then came in range, the timing skill behind watching for opportunities for melee counters gave the game a feel more typical of heavy melee action games, which Metroid typically has not been.  Given that the developer MercurySteam was also behind the Castlevania: Lords of Shadow games, this perhaps isn’t that surprising, but it was very welcoming.

I think the best way to wrap this up is that I’m pleasantly surprised.  The studio behind this has released some great games, but it’s been a while since a 2D Metroid came out (seriously, Zero Mission was in 2004) and I was surprised they were being given so much of a chance to take liberties with the core gameplay.  By and large they’ve also worked really well.  The studio has been on record saying that they had originally pitched a remake demo of Metroid Fusion and been turned down, which led to this project.  It’s clear they had a lot of passion for the franchise anyway and it’s evident in the quality of the game they’ve released.  It’s also worth noting that a post-credits scene shows the rise of the X parasite from Fusion, which makes sense given it also takes place on the planet SR388 of this game.  Whether or not that’s just there as a tongue in cheek reference to their original hopes or the sign of something else, I can only hope that this and the upcoming Metroid Prime 4 are the beginning of more for this franchise.  It’s been on the side lines for way too long.

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.