How’d It Age #11 – Epic Mickey: Rebrushed

More Info from THQ Nordic

  • Genre: Platformer
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Switch, PC
  • Originally Available On: Wii

I bounced off this game HARD when it originally came out. It’s not that the core game wasn’t good, but the forced integration of the Wii Remote really hampered the core painting mechanic. It made the camera miserable to control. It added unnecessary movement to painting. It was just a chore. Moving to standard controls frankly fixed the game.

Now I’m not necessarily saying that this is a modern masterpiece or anything but what a difference standard controls make. Platforming when you don’t have a good camera or good control of a camera just ruins the experience. You can’t hit your jumps quite right from lack of depth perception. You fall into danger because you couldn’t really see where you were landing. You get hit with things that weren’t necessarily in your camera view. It’s miserable.

Right on its own, having a camera stick fixes so much. You can run easily in different directions from your intended camera. You can look down when you jump to see the drop shadow for your landing spot. You can pan around during combat to make sure you have eyes on all the enemies. It just makes the game smooth. The worst part is that it’s not like this wasn’t solveable in the original title. Sure, the Wii Remote+Nunchuk combo was necessary as the default, but the Classic Controller add-on existed and offered dual-analog controls that could have been another useful control scheme to be used.

The other thing that really stood out to me was that this went beyond just moving to standard controls – it embraced modern touches with dual analog inputs. Since you no longer have pointer controls for the painting mechanic, it would have been easy for that to be incredibly imprecise. However, the game does two things that really improve the situation to do what I would argue matches the original game’s precision.

The first is simply that there is solid aim correction going on. The actual targetable area of things being painted is a decent amount larger than the actual target, and that sort of slushy space really makes quick targeting a lot more manageable. Obviously, this is something that most modern gamepad action games do, but it’s nice to see it here. The second is perhaps more important. The game just inherently supports motion controls during painting but not during normal movement. This is a really smart integration of that mechanic. Rather than the camera always darting around because of controller movement, the player is left to doing most camera movements on the stick. However, when the painting is activated, the camera stick movement is reduced and motion controls are enabled, allowing for really precise fine-tuned movement. This is a really smart touch as it makes combat precise in ways that even the original didn’t match and elevates it over a lot of “standard” action game control implementations.

What is on the surface a few small changes to core input really did end up fixing the game for me. It’s not like the original was all bad news anyway. The story and setting are wonderful, and that is still in place. The surprisingly dark story of Mickey effectively starting a cartoon genocide is still all here. It’s elevated by a pretty solid visual overhaul where everything is nice and high detail enough to now be a cartoon styled game in a modern engine. The platforming and combat are still good enough by modern standards and massively helped by the camera, so rather than being a downside it now serves to get out of the way of the really positive elements of the game.

The Wii was an interesting experiment to be sure, but now nearly 20 years later it’s pretty obvious that it didn’t really serve a lot of genres all that well. Wii Sports? Absolutely a banger for the console. First-person shooters? Metroid Prime on the Wii is probably the most precise way to play the game. However, more traditional genres like platformers really suffered from the lack of dual analog, and this is another example of that. Simply by moving to more standard controls, it took a game that had serious issues and made it pretty damn solid. It’s definitely no Mario Odyssey, but this is now a fun game on its own that can be played in a modern way without the frustration of poor input schemes.

Game Ramblings #195 – The Legend of Zelda: Echoes of Wisdom

More Info from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch

The big thing that came out of the pre-release press for this was obviously that you get to play as Zelda for a change. However, beyond it being set dressing that didn’t really make a huge difference to the feel of the game. What did was the core hook for the game – that instead of swinging a sword around (technically, kinda sorta….) you get to make copies of things that do the fighting for you. What you end up getting out of that is a 2D Zelda that feels like it’s Link’s Awakening by way of Tears of the Kingdom, and boy is it a lot of fun.

The thing that made this game work for me so well was the little moments. It’s the same thing that really worked for me about Breath of the Wild and Tears of the Kingdom. Sure, the core loop is still fun and classic Zelda – go to a general location, puzzle your way through a dungeon, get a heart container and a shiny upgrade – but the little moments within that are magic.

That screenshot up there is one of those moments for me. You gain nearly immediate access to spawn echoes – copies of things you’ve found or defeated in the world – so my initial instinct for combat was “lol army of bats”. And that is a perfectly valid way to play the game. However, you get to flying things that bats are simply not good against; they’re simply too fast. One of the other powers that you get is the ability to lock onto objects that move and pull or follow them around. They don’t explicitly teach you use it as a combat mechanic, but in typical confounding Nintendo fashion they put the mechanic in front of you so often that eventually it just clicks. I ran into these birds and they were just obnoxious to me because they were fast and swarming, so I locked one down to just stop it for a breather. That’s when the light bulb went off. Lock it down and send an army of whatever after it since it can’t move. And it just works.

Those little moments happen all over. Large gap that you need to clear but is too far to jump? Well, you can use an echo of a classic 2D Zelda flying tile. Or you can build a bridge of beds. Or you can grab a bird echo and float over the gap. Or you can make a chain of spider echoes and climb on their webs. Or you can create a chain of water blocks to swim across it. Swarm of enemies about to attack hiding in grass? Well, you can use your Link transformation and fight them directly. Or you can send a pack of wolves to fight them. Or you can set the grass on fire to kill them. Or you can trap them in water blocks and drown them. Or you can create an elevator block and simply go over the top of them. Need to move a block onto a switch behind a fence? Well, you can use your attachment power and push it along. Or you can use a fan to move it. Or you can create an unnecessarily complicated stack of objects to knock something else onto the switch. Or you can spawn an Armos to path onto it.

If this sounds very much like a “play it your way”, that’s because it is. What I ended up finding the most fun was nearly entirely avoiding using the Link copy powers and focusing entirely on spawning echoes in weird fashions to get through the game. Even on the last fight I went in this direction. My focus there was on spawning echoes to fight for me and avoiding damage, making the experience a defensive dance in minimizing health loss. The game is basically a tool set for you to screw around and find solutions where the end result as a player is laughing because your absurd idea actually worked. In that way, it feels exactly like the building toolset in Tears of the Kingdom.

However, all of these options really gets into what keeps this game in simply “very good” category than being truly great. The UX around selecting your echoes is miserable. The entire selection process is being presented with an enormous growing list of echoes, at least 75% of which are completely useless by end game, and a few basic sorting options (most used, recently used, recently found, category, ….and one I’m forgetting). Finding an echo you haven’t used in a while is a needle in a haystack and there’s really no reason this couldn’t have been at least minimized.

One option they could have taken? Simply reduce the list as the game went on. There’s a whole bunch of spots where you get level 1, 2, 3 variations of the same general monster (ex: Spear Moblin). When you first get the echo, it totally makes sense that they both exist as the newer one is stronger and costs more to spawn. However, one of the upgrades you get throughout the game reduces the spawn cost of specific echoes. Once the level N and N+1 match, there’s no reason that the lower one couldn’t simply be removed from the list entirely.

Another option they could have taken? JUST LET ME TURN OFF SOME ECHOES. There are just so many things you can spawn here, and a lot of them I never found a good way to work into my combat experience. I get that there would probably be some hesitancy that the player would turn off something important to progression, but at the same time Nintendo has shown in the past that they are incredibly capable of tutorializing important things in ways that remind the player that “hey this is important”. But 4 beds? I don’t need 4 beds. I don’t need the 8 or 9 types of moblins that I found. I certainly don’t need the 5 or 6 statues that I found beyond the one dungeon where they were a mechanic.

The game really just ultimately suffers a bit from too many choices that don’t have any impact, and cleaning that up would oddly enough have really elevated the experience, as digging through menus for the thing you want at any specific time is really a grating experience.

That said, the game was still an absolute joy. It’s both a path forward for the 2D entries in the series in terms of overall quality and a great title on its own. It shows that Zelda games can still be full of action without necessarily requiring a sword. It shows that there’s still legs in dungeon-focused experiences instead of an open world. I suppose it also shows that Zelda can be a star on her own, though I’ve never really been convinced that Link being the hero really matters beyond it being set dressing. It’s the perfect title for the Switch where it is in its life cycle, providing something high quality and experimental while we wait for the bigger next console to come out.

Game Ramblings #194 – Astro Bot

More Info from Sony

  • Genre: Platformer
  • Platform: PS5

I was debating how to really start this because for me the gameplay of the game in a lot of circumstances is not worthy of the Metacritic score that this got. However, I was then thinking of the gameplay under the less normal circumstances and how playing a fully functional Ape Escape or Loco Roco level with its own mechanics ported over was incredible. I was thinking of how the challenge levels, despite their simplicity, brought in a sense of danger and speedrunning that was unique to those sections of the game. I was thinking about how playing a level themed around the Horizon series made me excited not for another title in that mainline – but instead, excitement for the possibility of the Lego Horizon game and how the Lego series typically adapts the various IPs that it uses. I was thinking about how exciting it was to find bots themed around games like PaRappa the Rapper or Space Channel 5 or Resident Evil or Ratchet and Clank or Sly Cooper or etc etc etc. This game really is a perfect example of the whole being better than the sum of its parts.

If I was to just talk about the core game, it’s simply a really good platformer. The jumping is solid. The exploration is solid. You get some occasional powerups that give for some fun changes to levels – for example, a chicken-shaped rocket jump, frog-themed boxing gloves, among others. However, on its own it’s still simply a really good platformer. Still worth playing for fans of the genre? Probably. However, the rest of the experience is what really elevates this to something worth playing for anyone. Lets talk about a few of those examples, because they are really what make this game click.

The most obvious example is the pure themed levels. You get one at the end of each world where the entire level and the powers you get during it are themed after the IP. Sure, the mechanics are simplified, but they’re effective. For example, God of War is reduced to the axe throw and return mechanic; Ape Escape simply has the radar and net; Loco Roco does not have any of the collecting mechanics. However, each level has just enough of the original IP’s mechanics adapted to the Astro Bot gameplay to be effective in really hitting that nostalgia while still feeling familiar within the scope of the core game.

Uncharted, God of War, and Horizon were not surprises. Those are arguably the biggest modern PlayStation franchises. Loco Roco and Ape Escape were absolutely surprises. Sure, those are past storied franchises – Ape Escape was certainly a PS1/PS2 era core platformer for Sony, and Loco Roco was a core franchise for the PSP, but both series haven’t had a new core entry in 15+ years. However, that gets at the real win here for Astro Bot. There’s something for everyone. Older PS1/PS2 fans are going to get a huge kick out of playing these levels because they are past memories. Newer PS4/PS5 fans are going to get a kick out of playing something new to them, and maybe introduce them to some series they should check out on PS Classics or through remasters. It works for both sets of fans because the levels are fun on their own due to the changes in game mechanics, but can still kick at the little nostalgia or curiosity boost for people playing.

Those little nostalgia spikes then extend to the act of simply collecting the Astro Bots. Each one is from some PlayStation game of the past so each one is another little tie to history. In most platformers it’s simply a core mechanic of the game, since you have to rescue them to progress to the end of each world. However, dressing it up like this is another way to open up memories for older players or new games to explore for newer players. It’s the perfect way to elevate a simple mechanic – the act of simply hitting a thing in a platformer – to a new fun height.

The boss fights are also worth talking about as an extension of the idea of the whole being better than the parts. Each world generally has a handful of boss or sub-boss type fights, and it’s here where I would argue the best combat mechanics take place. The boss fights are generally restricted to a small arena space with some power up, so rather than leaning on your core powers you’re leaning on the powerup as the core mechanic. For example, the snake fight above uses the chicken rocket to continuously jump over the snakes tail as it sweeps the arena, while the dinosaur fight above uses the Horizon IP to give you a bow to shoot at moving targets in the fight. They all do a great job of having a high action, fast response environment that still feels fair because of the fact that the actions are obvious. The powerups you bring into the fight will clearly be the main thing used in the fight. The tells by the enemies are well telegraphed, so I never felt like being hit was anything but my own fault. The set theming is all appropriately connected between the boss and its arena. They really are just all well done.

I also think it’s worth noting the challenge levels that are scattered around, because these are the real hard platforming available. However, they aren’t hard because they are being dicks. They’re hard for two reasons – there are no checkpoints and they demand precision. If you screw up, you are going back to the start of the level, regardless of the fact that you may have the end in reach. However, that’s balanced by the fact that complete runs of these levels are all under about a minute long. While these are absolutely testing your ability to execute the mechanics of the games precisely, they very much act like a speedrunning experience – very much a normal person digestable version of a Mario Kaizo game. Because of this, they act as nice breathers between longer levels. You can do a longer exploration, finish it up, then jump out to do a challenge level for a bit. Once you’ve hit a stress limit with these, jump right back into exploration. It’s the perfect way to break up the pace of the game.

If Smash Bros is a celebration of Nintendo’s history, this is the PlayStation representation of that ethos. Similar to later Smash Bros, it’s not just a celebration of Sony’s games, but a celebration of everything that has made PlayStation the brand that it is. It takes that celebration and adapts it to a platformer that is always good and often great. However, it’s absolutely true that the nostalgia is part of the experience and elevates the game beyond being a simply good platformer. The experiences they’ve crafted around specific elements of PlayStation history are incredibly detailed and well put together in a way that would never have happened without the tie in to nostalgia. Do I think that it reaches the heights of something like Mario Odyssey? Not quite, but it’s far closer than it looks on paper. What the team has created here is nothing short of spectacular and will likely be considered my surprise of the year when all is said and done.