Game Ramblings #196 – Metaphor: ReFantazio

More Info from Atlus

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Xbox Series, Windows

All I want to do right now is complain. I don’t want to talk about the great evolution of the SMT/Persona combat system. I don’t want to talk about the fantastic world design and writing. I don’t want to talk about the immaculate class system and the tons of variety you get with the class interactions. I don’t want to talk about how fucking incredibly cool the boss designs are being pulled from late 1400s paintings. I don’t want to talk about the fact that I managed to squeeze 60 hours out of this game. I just want to complain.

Metaphor: ReFantazio_20241105210729

This is an Atlus game to its core, and that means a lot of things to me that I’d have hoped in the past 20+ years they would have started to improve on. The pattern for me with Atlus titles is always the same. I absolutely ADORE the first half of the game as combat finishes opening up and the game really settles into a pattern of diving into a dungeon and improving your party. I dig into the class designs and figure out party patterns that really fit my play style. The game then starts to add some dungeons that are just a little longer than it feels like they should be. It then starts throwing bosses at you that just….don’t have weaknesses, ruining the fun part of exploiting them during combat. It then throws dungeons at you that are egregiously long, making you fight the same 7 enemies for several hours. It then really pushes the power curve of enemies so you have to spend far more time grinding than you want to for very little reason other than what feels like game time padding. I then fight with not shelving the game, and just cranking it to the easiest difficulty to finish up the story.

That is my Persona path. That is my Shin Megami Tensei path. That is my Metaphor path.

Metaphor: ReFantazio_20241107163359

You know what isn’t fun? Long dungeons. And I mean that in the literal sense. A dungeon really has a pretty specific shelf life. You go in and enjoy it for a while because you’re fighting new enemies, figuring out their weaknesses, and tweaking your party to fit the pattern. You then enjoy it for a while longer because you feel powerful having cracked the dungeon, able to go through effectively one shotting anything that comes your way. You then start running low on mana because you’ve been at this pattern for a while, and frankly you’ve killed the same things so many times that now you just want to see something new. That lasts about 30-45 minutes on the high end. The first half of the game, that’s about the length of time that you’re probably spending in the dungeons and it’s ideal.

The second half? Dungeons start creeping into an hour, then an hour and a half, then two hours, then three hours. Eventually they’ve just become so long that I was dreading going into them. The gaps between safe rooms that you can warp back to on a return trip become so far apart that it feels like a slog, rather than a bit of a stretch to get just that little bit further. That is not a fun way to end a game.

Metaphor: ReFantazio_20241102224427

You know what isn’t fun? Bosses that simply have no weaknesses. The entire core of the Persona/SMT combat system that is present here is that you figure out weaknesses and exploit those weaknesses to get more turns and beat the enemies quicker. The entire power fantasy here is playing smart, making sure your party can counter most things, then hammering on it. For the first half of the game you can generally be sure that most bosses have at least a physical weakness and a magic weakness and things are fun.

As the game goes on, sometimes the bosses just reflect all magic which isn’t ideal if your play style is based on doing heavy magic burst. Sometimes they just have no weakness, which means the fight is simply a grind where you can’t really take advantage of anything. Then they start doing things where you’re chasing debuffs (wasting turns) while not being able to hit a weakness (not gaining extra turns) while also requiring specific focus fire mechanics so your party ends up being a bunch of Almighty magic dealers that can clear debuffs and at least most of them can heal, because at least THAT can’t be countered by anyone and gives you a safety net. It takes a fun combat system and distills it down to a really boring stripped set of mechanics – presumably because the big bad can’t have a weakness for story reason. It’s not a fun way to end the game.

Metaphor: ReFantazio_20241114132030

You know what isn’t fun? The final dungeon of the game having a 15 level separation between the starting enemies and the final boss. What that immediately says to me is “hey, we ran out of time to really smooth out the power curve and the big bad had a target, so grind away.” The first half of the dungeon had enemies so weak that they could be killed in the overworld, the second half of the dungeon had stuff that was still reasonably strong and good for XP, but still a good 8-10 levels below the final boss, then the boss had a huge unnecessary jump that if I was to grind to get closer to it in level would have had the ENTIRE dungeon as too weak to even fight. By this point I’d already dropped the difficulty because I just wanted to finish but if I was playing on a normal difficulty I’d have been pissed at having to claw over that difficulty spike.

Metaphor: ReFantazio_20241022232417

There’s some part of me that was thinking that a lot of my gripes simply came down to me getting older and less patient with games that take so long. With small kids in the house I just can’t really sit there and grind in JRPGs like I used to. I can’t really remember everything that I was doing the day or two or three days ago when I had to suddenly drop the game in the middle of a dungeon. I can’t really remember what I had intended my path through the game calendar to be when I had last picked it up. However, those things were not my problem with the game. My problems with the game are the same problems I had with Persona 4 when I was in college. They are the same problems I had when playing Shin Megami Tensei IV on the DS living alone in San Diego at my first videogame industry job. They are the same problems I had playing Persona 5 as an increasingly jaded game developer. They are the same problems I had when I shelved SMT 5 after my first kid was born when it was clear that it was just going to be about grinding.

I guess I just don’t understand why Atlus games are increasingly successful when they feel so hostile to the player. Maybe that is me growing out of touch with the general gaming public, but it’s a weird thing for me to look at from a developer perspective and not just go “you can smooth out these handful of things and have a much better game.” The SMT series and its offshoots just continue to feel like games that are literally small tweaks away from being great and despite it all their review scores just continue to improve. I just don’t feel like reviewers are actually completing the games and are instead stopping at the half way point where I still love the game.

But hey, maybe I am just that out of touch.

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.