Game Ramblings #131 – Bowser’s Fury

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

I’ll make this simple – Super Mario 3D World is still fun and still worth playing. If you buy the cart just for that game, you’ll be happy. However, Bowser’s Fury is easily the more interesting part of the package. It’s an entire experiment in what Mario could be as an open world game. Some of it works well, some of it doesn’t, but it’s an interesting look into what the future of the series could potentially be.

It took me a while to really put my finger on what this game felt like, but it hit me that this feels like playing Super Mario Galaxy, minus the gravity manipulation. As you run around the world, you hit cat gates that act as the entries to individual objective areas. Each of these areas acts similar to a galaxy in that you go through it multiple times to get shines, and each shine has its own little modifications to the environment of the section. Where the magic comes in is that there’s no load times. You finish a shine and can go wherever you want. The next time you come back to the area, a new shine is available and the modifications to the environment in the area are already active.

From a general game rhythm perspective, it ends up being a sped up version of Galaxy. It’s such a small functional change, but not having to drop out of the world speeds up the game so much. You finish a shine and just keep going. There’s no transition back to an overworld or hub. There’s no waiting on loads and title screens. You just run and go. It helps that some shines are also available for partial credit as you run around doing others. For example, each area has a cat badge collection shine that can be finished at any time, including in the middle of working on other shines. It all feeds back into keeping the player moving as much as possible, rather than having to hop back and forth.

This kind of feeds back into what I talked about in the Ys IX ramblings, but this ends up being a game that just keeps you moving, and it’s what I’m most excited about in a potential open world Mario game. Super Mario Odyssey did a great job of packing the individual worlds with a ton of stuff. While those worlds were big and fun, they were also distinctly separate. Taking the scale and scope of things to do and packing it into a future open world (maybe an entire open Mushroom Kingdom?) is something that I never really thought was possible. After playing Bowser’s Fury, I think there’s a nugget of possibility there.

On the other hand, the Bowser part of this experience is just kind of average. As a mechanic tied into the story it serves its purpose but it just isn’t that fun. Bowser pops up periodically to basically just fuck shit up. He throws a bunch of crap around that basically serves to annoy you and then you either fight him as giant Mario or he goes away after a short period of time. There’s also a number of shines that require Bowser’s fury attacks to break some blocks and give access to shines. It just ends up feeling like an unnecessary distraction from the exploration. In general I’d expect this to not exist in a larger open world Mario game, so I’m not overly worried about its existence, but I could deal without the player friction it causes.

However, the boss fight portion of it is fun. Fighting as giant Mario vs Godzilla Bowser is really cool. Mechanically, it’s not that far off of normal Mario fights, but suddenly being as big as an entire level section is fun. Picking up a giant rock spear and chucking it at Bowser is fun. Trying to whack him out of a side spin with your cat attacks is fun. Like most Mario boss fights it isn’t complex, but it’s extremely satisfying.

This is distinctly an experiment. It’s absolutely a pack-in for the port of Super Mario 3D World, but it’s a fascinating way for Nintendo to experiment. They can sell the main game on its own, but still get a lot of player feedback in a way that doesn’t allow for failure. If people don’t like the experiment, no harm, they still have the main game. However, if people do like the experiment? You gave them a great bonus experience and got a ton of good feedback.

Given how well this one turned out, I wouldn’t be that surprised if the next Mario is open world. This one felt instantly recognizable, but new at the same time. Having a very Galaxy-style environment setup without load times is fresh and interesting in a way that surprised me. I could live without the Bowser mechanics, but give me a game with the rest of this experiment and I suspect I’ll be a happy camper.

Game Ramblings #121 – Crash Bandicoot 4: It’s About Time

More Info from Activision

  • Genre: Platformer
  • Platform: PS4
  • Also Available On: Xbox One

I mucked around in the N-Sane Trilogy recently, and frankly it hadn’t aged well. The Crash series has always been on the far harder end in terms of difficulty, but that wasn’t really the issue I had going back to those games. There was just a lot of little things that caused a great deal of friction to the user in ways that no longer really fit in modern games. Crash 4 in that sense is a top example of a few little things going a long way. This game really isn’t that different from the original trilogy, but it’s such a drastically better experience anway.

If you haven’t played a Crash game before, there’s not that much to really explain. It’s a pretty standard platformer, but because it came out before the PlayStation had analog sticks, there’s a whole lot of side scrolling or running into/out of the screen, rather than an openness more typical of 3D platformers.. Where the Crash series really stood out was more in visuals and characters, and not so much in gameplay. Crash 4 is still basically that, but adds in a bit more of a loose sense of 3D space, as well as some masks that mess with the mechanics a bit. These aren’t usually big changes – a bit of gravity manipulation, maybe some time dilation – but they mix up the gameplay in fun ways.

Where this game also really hasn’t changed is that it’s still really fucking difficult. Some of that comes down to the camera – for example depth is often very not obvious and it feels like this is done on purpose. Some of that is in view restriction – for example traps like to be just off screen for you to fall into. Some of that is down to the timing window being really tight – for example if you don’t get on a wall run at the right height and don’t jump off just when you get the right sound effects you’ll fall to your death. Some of that is just physics being wonky – I died a number of times just to the jumps not really performing in a consistent manner, particularly on moving platforms. None of this is really new to the series. In the past this would be infuriating, and result in me shelving the games. However, this is where Crash 4 really shines.

That user friction from the original trilogy? It all came down to the lives mechanic. You had a small amount of lives, and when you ran out, it was game over. You lose progress in the level and have to start it over again. In a lot of cases, a game over would be followed by a game over where you didn’t even get back to the original point you were at. It was frankly a tired mechanic 25 years ago, and it’s even worse now.

Luckily, the real big change for this game was getting rid of lives. Ya, there’s technically a mode you can play where it uses the original lives system, but frankly I don’t see a reason to play it. However, they handle removal of lives in a way that works for all levels of users. Want to be that hardcore 100% run player that wants to finish levels without dying? Well, there’s rewards for that. But if not, you can die away and get through the level a checkpoint at a time until you reach the end. The challenge is now in simply iteratively progressing to the end of the level, not in being super careful to avoid losing lives. It reduces overall user friction and in many cases simply serves to improve the overall gameplay pace.

Speaking of checkpoints, those have seen some nice touches. Since lives are now removed, you can be dying a whole bunch of times and not making forward progress. The checkpoints that were there in the past are still there, and even more important now that you can die a lot. However, in a lot of cases you may get stuck in one area where maybe you have a long stretch between checkpoints or a specific obstacle blocking you. Part of the improvements here is that after a few deaths in a segment, you gain an Aku Aku at spawn. If you die a few more times, but have progressed far enough between checkpoints, you may gain a new dynamic checkpoint that replaces a crate. Again, it’s an improvement to reduce friction and allow you to perhaps take things a little less carefully, improving the overall pace.

The checkpoint work also extends to boss fights. In general I found these to be surprisingly easy in relation to the normal levels. That said, the checkpoints in place were well appreciated. The way those work in bosses is to put a hard checkpoint after each damage event, which typically would come as a result of some stretch of obstacle avoidance gameplay. It meant that seeing and losing out to a new mechanic in a new phase of the fight wasn’t a huge loss in time; it was just a reset to the beginning of the phase, and a chance to use what you learned to get through it. Again, another case of reducing friction.

Ultimately it’s that reduction in user friction that makes this one feel like a modern videogame. They didn’t have to fundamentally change the gameplay to be like Mario or Ratchet or A Hat in Time. They didn’t have to artifically make the game easier and leave their nostalgia blast behind. They didn’t have to change genres to appeal to a modern audience. They simply had to take friction points and get rid of them. I know that sounds easy to say, and I guess to some extent it is, but it’s not a choice without some level of care behind it. The points of friction that got removed are all things that have a very specific purpose – they allow people who are masters at the game to still earn rewards and have a sense of accomplishment for completing levels in a “perfect” manner, but allow the game to gracefully adapt to skill levels down the chain. It’s a shedding of tired things like lives and regression in progress in order to favor a less careful and higher pace of gameplay. It’s keeping simply what worked the best, and getting rid of things that worked the worst. In doing these things, what pops out is a game that is simultaneously retro and modern, and much better than the core trilogy that precedes it, despite largely being the same.

Game Ramblings #116 – Ovivo

More Info from IzHard

  • Genre: Platformer
  • Platform: PS4
  • Also Available On: iOS, Android, Steam, Xbox One, Switch

Ovivo is the perfect kind of indie experience for me. It takes a single mechanic, polishes it to a brilliant shine, and lasts as long as it needs to. It doesn’t start adding a bunch of cruft. It doesn’t add 20 hours of extra shit purely meant to extend gameplay. It doesn’t try to be something it isn’t. In focusing on what makes it special, it ends up being better than games that push higher and fall hard.

This is an early level that I was playing, but I figure it’s a good place to start. The only mechanic available to you is the ability to switch between the white and black gameplay spaces. As you go further in the game, there’s some amount of nuance there, but it really is that simple. You can move left and right, and you can press the one button to switch between color planes. However, it’s the nuance that ends up giving the game a lot of depth.

Early on they give you those curved platforms and elevation changes. In swapping planes, you start to see a bit of momentum from the swap. It intuitively pushes you to preload your swap, which then teaches you about really using that momentum change to get to new spots. Meanwhile, this is all being taught in complete safety. Later levels start adding little pits that you have to use momentum to get around, giving you a spot to experiment with. It then proceeds to moving platforms and moving traps, giving another layer of depth to the interaction.

It’s that little step at a time push forward in complexity that works really well. You hit a new wall, have to experiment a bit, learn a little bit more, and move on. You see it in games like Super Mario Bros – can’t run left, always move right; jump before the first Goomba and hit your head on a question mark block – where new mechanics are introduced in a spot where you intuitively learn something, rather than being hand fed something. In the case of Ovivo, they do it extremely well. The complexity they get out of the one simple mechanic is astounding.

This is all helped by the fact that the game is visually stunning AND the visuals are core to that single gameplay mechanic. The entire game is presented in black and white, and everything you see is part of the gameplay space. The transition in colors literally acts as the collision boundary. Things that rare visually spiky and dangerous looking are literally dangerous and will kill you. Nothing is wasted in the layout of the levels, and it’s all important to the experience.

The fact that it is visually interesting leads to the one other sort of mechanic, which ends up being the light collection aspect. There’s two types of collectible items to find in the levels, and they’re a mix of on the core path and off of it in unique side areas. They end up playing a nice role in forcing you to pay attention to what’s going on around you to find those little side spots. In general, the ones off the path are also the ones that have the most interesting puzzle and momentum tricks, so it ends up being fun to find them anyway.

Each level is followed by a zoom out, showing both the entirety of the level you went into, and the art theme around it. It’s always impressive.

These kinds of short indie experiences are the type of game that I really like playing, and also the type of game that I’m glad to see coming to physical releases. In this case, I got this one from Red Art Games. These types of indie releases usually have a pretty small audience, so seeing them on disc is always a nice treat. Despite the small release number, it’s still getting it out to an expanded audience, and in a way that it will continue to be preserved. This definitely fell on the positive side for me. They really took their core mechanic to a polished state that isn’t common in many games, and it results in a game that feels truly unique in execution.