Game Ramblings #229 – The Adventures of Elliot: The Millenium Tales

More Info from Square Enix

  • Genre: Action RPG
  • Platform: PS5
  • Also Available On: Windows, Xbox Series, Switch 2

My takeaway after playing this is that 2D Zelda can learn a lot about combat. This game doesn’t reach the same highs in dungeon design or puzzle design, but the combat is leagues above what 2D Zelda has done. That alone makes this worthy of consideration.

While it’s easy to pull in other action RPGs like Ys into the talks here, the Zelda games are much more obviously the target here. The dungeon layouts and combat pace are much more in line with Zelda games where everything is on a neat grid, attacks are singular instead of fighting-combo based, and particularly boss battles are focused on single screen experiences. In my head that puts it much more in line with games like Link’s Awakening than Ys.

Where Zelda always felt like it concentrated on tools and puzzles with combat largely being secondary, this feels the polar opposite. This is a game that concentrates on weapons the entire time. Some things that would traditionally be generally tools in Zelda like the bomb also appear here – and certainly have their traditional use to blow holes in walls – but are also generally weapon-forward as well. The more practical difference is that there is more than just a sword. This is a game that lives by giving you a bunch of weapons and letting you loose. There is a sword and it’s important to the story, but there’s also weapons like a spear or a sickle. The game provides the player with a bunch of options and then you just go and find which ones you like the best.

The weapons are backed by two things that are really important as distinct differences. The first is weapon charges. Zelda has its sword spin, but there’s more here. Each weapon has a core charge up ability to mirror Zelda. This then gets modified by each weapon upgrade to add additional stages of charge. Each charge ends up giving more power to the attacks or more range to a dash tied to the charge or something along those lines. This then extends to more modifications through the use of what the game calls Magicite, which are essentially modifiers added to weapons. Some are straight attack boosts, but others do more exotic things. The particular weapon I latched onto was the spear, which I then modified with Boar Rush that provided immunity while hitting a special attack, Three-Headed Dragon that split my attack into three providing more lateral range, and Magic Spear that provided an extra attack when I was at near full health. It’s this kind of flexibility that really brings a lot of life to what is often an overlooked part of gearing in Zelda.

It then extends to fights that are generally just better than 2D Zelda. The one thing I would say is obviously different here is that the bosses are much quicker to move and attack. It brings a sense of danger that really frankly isn’t present in a typical Zelda game. What it also does is bring pace. A lot of the boss fights were frankly quick to defeat, but not because they were easy. It was because I often had one of two choices – lay back and avoid attacks to play it safe or take incredibly stupid and risky chances to lay in full-charge special attacks and try to burst the boss down before it could kill me. I generally took the second choice, it was often a bad idea, it was incredibly fun.

The flipside of this is that the focus on combat has reduced the complexity of the rest of the game. Some of that is admittedly good. Everything is quick and efficient to run through, and like the pace of combat being fast, the pace of traversal is fast. However, that does also mean that dungeons are generally pretty compact and don’t really have puzzles to solve. You kind of just follow the one path, which will generally loop back toward the entrance to open a shortcut and give you a key to move forward. The game does get some legs out of re-use of locations through the time travel mechanic, but besides the core city the changes tend to be pretty minimal from time period to time period. It’s effective as a story telling device, but not much beyond that.

Where they did get some points back on this was the time travel mechanic. The core conceit of the game is that you are travelling between different time periods of the same area over a millennium in the past. The major changes all occur within the core city of the game and its transition from a small village to a magic city to a destroyed city to a rebuilt kingdom. However, there’s little changes throughout the world as you play through each time period. It all ends up being familiar enough to quickly traverse through but introduces enough new elements to still feel like you’re discovering things. At times this can just be a weapon upgrade that is in a branch of a cave that is unlocked for a specific time period, but in others it ends up being a completely new way to traverse the world. It fairly smartly takes advantage of expanding the use of a smaller set of content while avoiding feeling stale. Again, that’s not unlike Zelda with Ocarina of Time or the Oracles games.

What I would ultimately land on is that this is every bit a great competitor to existing 2D action RPG franchises, and particularly focused toward Zelda. I don’t know that I think it surpasses things like the Link’s Awakening remake, but I also don’t think that one is necessarily a better game. What they provide are two very different takes on the genre with different focuses, and which one is deemed better is something I would expect to come down to preference of pace. What it is is a great example of a gameplay style that is not seen often enough and one that can certainly hold its own in the industry today.

Game Ramblings #227 – 007 First Light

More Info from IO Interactive

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: Xbox Series, Windows, Switch 2

I’ve always been a general fan of the Hitman series and have jumped into the recent trilogy a number of times. The way that you could take things on in a number of different ways and carefully plan the missions has always been really engaging. However, I’ve never been a huge fan of how they handled failure. It’s always felt too cut and dry to me. When things go incredibly wrong you basically fail and restart rather than adapt. In making the game focused on the Bond IP, First Light solved a lot of that problem for me.

There are certain expectations around the Bond IP that come from decades of films and videogames. Sure, he’s going to be the ladykiller spy with cool gadgets and an ability to adapt to his environment. However, the important thing for this game is that when things go wrong in a Bond movie – and they always do at some point – he will action star his way out of trouble. That is the biggest thing about this as a difference against Hitman. I can carefully plan my infiltration to areas and make sure to stealth or fake or distract my way through areas, but when things go wrong I don’t reset. I punch and I shoot and I laser gadget and I explosive my way through. Sure, I can reset the scenario and try a different approach but it doesn’t feel like as much of a punishment as it did for me in Hitman because the action escape is simply another part of the experience and another tool in my bag.

This obviously wouldn’t work if the action parts weren’t fun. Luckily, the experience here is sharp. Melee is your typical experience at this point. The AI will generally line up attacks one at a time to avoid overwhelming the player. There are color coded tells for parry and dodge-focused defense. You can punch and grab and throw things to get in offense. It’s fine and it works. What surprised me is how good the gunplay was.

This plays a lot closer to something like a Tomb Raider than a Goldeneye 64 when gunplay is active, and that’s a huge benefit to the game. There’s a pretty narrow variety of weapons, but they cover a few specific wider types. There’s a couple pistols, a couple SMGs, a few rifles, and a couple shotguns. They’ve got enough coverage to be useful in generally different ranges but you also don’t really sit on them for too long. The game plays a pretty tight line where ammo is not overly abundant so you are frequently changing out weapons to kind of whatever is nearby. This also leads to the thing that I really liked in that careful targeting is very important, but the game is also generous with its aim assists. As an example, headshots are incredibly important in reducing ammo use as they are a guaranteed kill. However, there are a lot of enemies that wear helmets. These are a guaranteed two shot kill done well – the first shot pops the helmet off in a satisfying way and the second shot is your kill shot. All of this encourages the player to efficiently dispatch enemies and preserve ammo as it can become a hazard to get out of cover to find more weapons.

This would all be incredibly more annoying if the game wasn’t fairly generous with its aim assists. It doesn’t necessarily aim correct much but it definitely leans into camera magnetism in a way that lets the player pan and scan and get close enough to an enemy’s weak point before getting pulled in to the target. This obviously helps with general clumsiness of gamepad inputs, but it also helps more importantly in preserving the speed of gameplay. The skill is in identifying targets and getting over there, and the game provides that last push once you’ve gotten to the right spot, rather than fumbling around to hit the perfect final tap of the stick. It feels like the team approached the reality of gamepad-focused gameplay with a lot more realistic of a mindset of what benefits the game as a whole, rather than being focused on whether or not there should be a skill wall involved, and I think the game ends up being better on the other side of it as a result.

Where I kind of think this falls apart a bit is in boss fights. They all kind of felt too scripted and too heavy handed. You generally can’t just melee your way through these fights or shoot your way through these fights. They generally require you to use things like gadget moves to distract the enemy and get a hit in, then run away to find a new unique distraction to do. They generally require some specific melee combo of a parry of a very telegraphed attack into a single hit, then some waiting around for it to happen again. What they are is generally slow and not really presenting the player with actual choices they can make to impact the experience. In a game so heavily leaning into letting the player approach situations in any way that they felt like, the change to heavy scripting felt jarring in a negative way.

As a whole, this is a really impressive experience. On its own it proves to be a really fun mix of Hitman stealth/planning with more typical action-oriented gameplay possibilities when things go wrong. It feels a lot more weighted toward real time adaptation over resetting than Hitman and that’s a huge win. Add in the fact that this is a Bond game that feels like how I imagine Bond would be and that adds up to an incredible experience. Goldeneye was fun, but it was distinctly an action FPS and had nothing else to really feel like Bond. The games that came after it never really stepped out of its FPS shadow. First Light feels like the franchise finally merging the movies with videogames in a way that feels correct to the IP and all it took was bending the rules of Hitman a bit to make it more shooty.

Shelved It #23 – Saros

More Info from Housemarque

  • Genre: Third-Person Shooter
  • Platform: PS5

This is a somewhat unusual shelved it in that this is a really well made game and I really have enjoyed my time in it. The…problem as it were? I just don’t enjoy roguelite loops. I can deal with it to a certain extent if the loops are quick but I usually hit a point where the growth of the experience has either stopped because it’s out of new mechanics or because it’s at a wall and I grew bored. I’m more at the first for this one at the 6th boss. However, for me it’s a bit of a miracle that I’ve played a roguelite for 11 hours and counting to begin with, and I can see this one slotting into the type of game that I occasionally return to and eventually just get through via time.

The thing I will absolutely call out here is how good the combat is and I think it comes down to one specific thing – despite being a “shooter” I’m not often doing a lot of aiming. Saros recognizes that it’s first and foremost a game about dodging projectiles, and not so much about creating projectiles. The entire experience is then built around that. You have a rapid dodge that allows you to go through some projectiles. You have a shield that allows you to absorb other projectiles to return as attacks. You have a parry that allows you to block other projectiles. Choosing the correct defensive maneuver is by far the most important part of combat with offense then being a secondary consideration.

This only works because the attacks that are coming at you are very clear and give you enough time to react. Blue can be absorbed, yellow can be dodged through, red should be parried (and additionally, red shields should be hit with a melee attack with the same button). You constantly move to stay at a range where you can still attack but have time to react and never stop being in some form of fast action. It’s fast and relentless but always feels fair. In the classic roguelite pattern it also feels like I’m constantly learning and using that to reinforce the upgrades I’m getting to move further every time.

The lack of aim is completely built into the weapon system. Most weapons have auto-hit with large aim correction built-in, with some specific weapons being instead built and balanced around auto-hit being off. Despite not really aiming though, the weapons still had important variety in letting me build the way that I felt comfortable. There’s things like shotguns and chakram discs that I totally disliked using because their damage felt so inconsistent around how much I was playing a run and gun style. On the other hand there were rifles and pistols that were reliable damage dealers if I needed an upgrade. When I got particularly lucky I was getting one of the crossbow types which were universally a ton of fun for my preferred style, putting out slower shots but much larger damage at a time.

This is then backed by the stat upgrades typical of the genre that have interesting modifications when in the eclipse state. This morphs upgrades from simple stat increases to things with drawbacks. Sure you might get some resilience, but now you take fall damage. You might get increased weapon power, but now you can’t stay still. You may bet better shields and absorption, but now you may have decreased damage at low health. It adds the type of fun decision making typical of the genre in a way built very well around the core gameplay of Saros. I knew I could always comfortably take the penalties standing still or the fall damage penalties because avoiding those things was crucial to my more run and gun play style and tailoring my build to that always felt incredibly effective.

However, the roguelite part of the game caught up to me at around the 10 hour mark near the 6th boss. Each biome introduced new mechanics but over time they were becoming less important because they were starting to become minor modifications to combat instead of large changes. I started seeing fewer new enemy types, and those that were new started to be some clear combinations of existing enemy types. It’s typical of the roguelite meta loop, but for me it doesn’t really work unless the loop is fast, and here it isn’t.

The death loops here are typically 25-30 minutes and that is just far too long for me. It works fine when I feel like I’m making progress, but I just zone out when I get some bad RNG and make no progress in a loop of that length. But that’s the genre expectation and it just doesn’t typically work for me. Getting the 11+ hours I got out of this one is highly unusual. Getting that far was only because the core combat in the game really was simply that good.