Game Ramblings #62.1 – Xenoblade Chronicles 2: Torna ~ The Golden Country

More Info from Nintendo

Xenoblade Chronicles 2 was a fairly enjoyable game overall. It had a great universe, enjoyable story, fun characters, and a ton of depth. However, it wasn’t without its issues. The game, like its predecessors was somewhat grindy. The UI was often in the way of streamlined leveling. Overall, despite its depth, the game often felt like it was pushing for more for the sake of more.

Torna however feels like they really embraced the idea of less is more, and the experience is much better as a result. This is an entirely standalone experience, billed as an expansion. It’s a much shorter experience with a significantly streamlined story, rips outs a whole bunch of extraneous systems to focus the leveling aspect, and narrows you onto two main titans. Some clever changes to the battle system really finish up the tweaks, and the total package ends up being much better than the base game, despite the reduction in bullet point features.

Welcome to Torna. After hearing so much about this land in the original game, it’s nice to finally be able to run around on it.

The most obvious immediate change is that almost all of the blade collecting, and therefore a lot of the metagame leveling is gone. You only get blades that are important to the story, and each party member ends up having two blades of different types. By the end of the expansion, you’ve basically got exactly what you need to finish the game with the full suite of ability types. There’s also no longer any special blades, no multi form blades, any robot blade replacements, and no mercenary guild to level up. This all sounds like a lot of removal, but that also meant that a lot of the tedious grind simply went away. It’s entirely addition by subtraction.

The rest of the leveling setup is maintained. You get XP from kills and quests, weapon points from kills, skill points from kills, and various things can be activated in each blade’s affinity chart. As a core set this ends up playing a nice balance between having a nice range of systems without having too many, and also gives you some specific subgoals to focus on, particularly with respect to the blade affinities.

Combat should feel extremely familiar to XC2 fans, though it has some tweaks.

The battle system has also been tweaked to generally feel more streamlined, as well as a fair bit quicker paced. For the most part, people familiar with XC2 will drop in quickly and feel right at home, and I suspect they will like the changes in place.

The first big change is that blade swapping is used as a way to switch the active passive attacker, and swapping between the blades and the driver activate an attack on swap. This is used to inflict a number of status effects, particularly things like topple or smash, as well as providing a full recharge of the blade artes. In practice, it basically means that you can do a combo as follows:

  • Activate Break on one character while using all of their artes.
  • Swap to another character to inflict Topple and quickly use the full suite of artes.
  • While this is happening, the AI will typically inflict Launch
  • Swap to the third character to inflict Smash, finishing a full chain combo.

This pattern is done way faster than any similar combo would have been done in the original release. In also having the blades be the primary attacker, there’s a much more direct feel to the swap, instead of it simply being the blade out of frame swapping out.

The elemental orb / chain attack setup has also been tweaked a bit to reduce clutter. There are still orbs applied on successful blade artes, elemental orbs can be broken in a final combo attack, etc. However, the elemental chaining no longer is used to seal attacks, so a big UI element that I generally ignored is no longer there, and honestly I didn’t miss it at all.

This is still a spectacularly gorgeous game, especially for an open-world Switch experience.

So in the end, this is both a great expansion on the XC2 universe, as well as a way to generally improve on the overall gameplay at the same time. As a prequel, this covers a bunch of story that was hinted at throughout the original game in a way that only improves the universe. On its own that’s enough for me to recommend it to fans of the original. However, the gameplay improvements definitely clinch it for me. This is a much better experience than XC2, and it’s clear that the dev team is learning some lessons from their past releases. Here’s to hoping whatever comes next continues that improvement.

Game Ramblings #71 – Donkey Kong Country: Tropical Freeze

More Info From Nintendo

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Wii U

TL;DR

  • Solid entry to the DKC series.  Doesn’t necessarily do new things, but does most things to a high level.
  • Difficulty takes awkward swings depending on whether or not you have a secondary character available.
  • One of the better pure 2D platformers available on any platform, and a great one to have on the go now that it’s moved to Switch

Admittedly, this isn’t the first time I played this one.  I got through a lot of it back on the Wii  U, but ultimately rage quit due to some of the weird difficulty swings.  This time around, I took a bit more measured approach to how I was playing the game, and realistically took advantage of knowing the sticking points, and got through it.  Ultimately this is a great game and a leading example of how classic platformers can move into modern times, even if it’s not without its share of balance issues.

DKC fans will recognize a lot, including your occasional old rhino friend.

The obvious thing to start with is the fact that this is very much a Donkey Kong Country game.  It doesn’t really do much new, does what is expected really well, and is a lot of fun.  Your move set is pretty basic, with roll jumps really being the only semi-advanced feature.  The only real addition on the newer games is the ground pound to stun enemies.  If there is any problem I’d point out there, having ground pound and roll on the same button led me to roll to my death by accident more times than I care to admit.  Given the Switch has 4 face buttons, it’s weird that they only use two of them (A/B for jump, X/Y for pound+roll).

However, beyond that input is as expected.  Movement is really tight, even with analog movement available.  Jumping is really predictable and as expected allows for some variance in height based on hold time.  Rolling off the edge of a platform and late jumping still works and is still crucial for speed runs, just as it has since DKC1.  That set of core functionality just feels good the entire time, and allows for the difficulty focus to be on not dying, rather than fighting mechanics.

Rockets are the start of things that look different from the past, with some of the changes working better than others.

By and large the things that are different still work just as well though.  On the ride front you still have your mine cart levels, but you also have levels with rockets that are just as fun, and provide nice distractions from straight platforming.  However, the biggest difference is that the secondary characters in the game aren’t playable.  They’re there to work as a backpack with a second ability, and it’s here that things start to work a bit less well.

On the secondary front, you’ve got Diddy with a short time jetpack, Dixie with her hair flip hover, and Cranky that acts as a pogo stick to avoid damage on some traps and allow for killing enemies with head protection.  There’s no easy way around this – Dixie is by far the most useful and should be the default option.  Cranky’s ability works fine but is extremely niche.  It’s just not that useful in situations where the additional jump protection provides a measure of safety.  Between Diddy and Dixie, Dixie is easily the obvious choice.  They both provide a built in amount of horizontal hovering, but Dixie’s provides the secondary help of either gaining height at the top of the jump, or allowing the player to jump under an enemy, then hover up to a platform.  It’s simply more versatile to do the same end action.

Difficulty can be rough if you don’t have a secondary character, but bosses really emphasize this issue.

However, it really feels like the game was balanced around having the secondary character at all times, and losing them is a punishing penalty.  While it’s not ideal in normal levels to lose a secondary, it will happen often and you’ll deal with it.  Most of the levels have fairly rare barrels available to get a new character, so you learn to deal with the limitations in Donkey Kong’s movement and simply slow down.  However, bosses exacerbate the issue.

The bosses are by and large 90s-era fights for better or worse.  They’re multi-phase fights, all 9 hits to win, and generally simple mechanics.  They’re definitely favoring a showcase of skill over spectacle.  However, they’re also full of one-shot death mechanics, questionable hit boxes, and having to learn untelegraphed attack patterns through repeated deaths.  For the most part it’s as expected, but it’s fairly frustrating.  Losing your secondary character just means that you go from a low threshold of danger to almost no threshold for danger.  Given how quick you can exit and re-enter the boss fights, it generally makes more sense to do just that when getting hit, and that’s probably not what the design team was going for.

This game is basically what the DKC series pulled straight into this era should be expected to be, visuals, gameplay, and all.

So end of the day this is a game that lives by the fact that it’s very much a 90s game.  Building off a series that was so mechanically fantastic as DKC puts you at a point where that will generally work fine, and Tropical Freeze doesn’t falter.  There’s definitely warts here because it doesn’t try to be something overtly modern, but at the same time I played and enjoyed it BECAUSE of that.  Do I think people that aren’t fans of 90s platformers will enjoy this? Not really.  However, that makes it pretty obvious who the target market is, and those folks will be happy again.

Game Ramblings #68 – Kirby Star Allies

More Info from Nintendo

  • Genre: Platformer
  • Platform: Switch

TL;DR

  • Really low difficulty continues to be the weak point of the series
  • Solid amount of content, lots of hidden secrets, really good end boss sequence
  • AI characters are surprisingly competent as co-op replacement; combinations of powers are a compelling addition to the Kirby formula

It’s been kind of the standard fare for the Kirby series over the last 10 years or so that the games end up being really solid, have one neat twist to their mechanics to stay fresh, but end up being really too easy.  Planet Robobot gained a mech suit to do occasional wrecking of things.  Triple Deluxe brought in a lot of use of multiple planes of depth.  Epic Yarn had the obvious visual style and strong environmental manipulation.  By and large they have all been really good games that leaned on just being purely fun, rather than difficult.  Star Allies doesn’t change that at all, this time playing into a multiple character theme where you can recruit enemies to help you out, as well as combine their powers to solve puzzles.  It’s definitely an easy game, but it didn’t end up hampering the experience in a negative way.

This game is flat out gorgeous right form the start.

I know this is a weird place to start rambles, but holy hell this game is beautiful to a point that really caught me off guard.  While the Kirby series has always held its own pretty well, and in some cases had some unique visual treatments, I was not expecting this one to impress me so much.  That screenshot above is the spawning spot for the first level in the game, and it continues to impress throughout.  There’s a large variety in visual themes from deserts to forests to fields and later on right into space.  Each level is distinct from the other, so as a player I never grew bored of the areas I was going through.  For a game built around keeping relatively similar gameplay throughout, this was a huge help to not feeling burned out on the experience.

Combos are the new thing in the game, and they end up working out really well.

But enough about that, let’s talk about what this game brought to the series; combination powers and multi-character gameplay, and how they feed into each other.

This game is 100% a four-character experience, and it doesn’t matter if that’s AI or players controlling it.  Anyone can drop in and take over a party member, but the AI are competent on their own to help you out.  However, the great part of the whole system is that everyone but player 1 is controlling an enemy archetype.  Combined with Kirby’s continued ability to copy powers, this gives the party access to 4 core powers at once.  This is backed by the fact that AI attack when needed and use their powers to clear puzzles, allowing the player to focus on simply exploring and finding secrets in most cases, rather than finessing the AI into precise spots.

The good thing that comes out of this system is that you can also combine powers.  The screenshot above is one of them (rock power +ice power), and this combination mechanic is used in a ton of ways.  Weapon-based powers can all gain elements to do new things.  The ninja power can gain wind to throw air columns.  Swords can gain fire to burn everything it touches.  The rock gaining ice allows it to slide along killing enemies.  However, this is also backed by some clever environmental mechanics.  The ice power can freeze waterfalls.  The bug power allows you to throw characters through breakable walls.

The end result of all of this is that the game’s difficulty can be low without negatively impacting the game.  The challenge becomes the puzzle solving involved in using your party to find secrets in the environment, whether it be switches to open secret levels or puzzle pieces to collect for pictures.  It’s by far the most puzzle solving I’ve done in a Kirby game, and it makes for a really satisfying loop in trying to find all the little secrets in each level.

Classic bosses return, but that shouldn’t be a surprise at this point.

In no surprise though, this game also doesn’t steer away from some classic expectations of the series.  Standard bosses return, like the Whispy Woods tree or Kracko.  You still romp through Dream Land for a while.  The majority of the enemies that are there are still powers from past games.  However, it never feels dull.  It reuses what is expected of the series in new ways, either through new mechanics added to the bosses, or clever new uses for the absorbed powers.  It gives the right blend of nostalgia and new, which has been a hallmark of the series for a long time.

Admittedly though, I did mostly play this game as a sort of no-thought gap game.  I knew there were games coming out soon that I wanted to play (looking at you Ni no Kuni 2), so I didn’t want to play something long.  This was a quick hitter, easily finishable in 6-8 hours.  It’s also not difficult, so the level of frustration is low.  However, it’s just flat out fun.  It doesn’t take itself too seriously, once again brings some new mechanics into the series, but still plays enough of the old beats to be familiar.  While it’s hardly going to be a game of the year candidate, it’s pretty easy to recommend taking a look at this one at the very least.


Also, as mentioned in the Kirby: Planet Robobot ramblings, Nintendo has once again put in an updated little adorable Kirby icon for their website.  Nice touch.