Game Ramblings #84 – Unravel Two

More Info from EA

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Origin, Xbox One, Switch

TL;DR

  • Mechanically fantastic puzzle platformer that works just as well in single player or co-op
  • Not as big an emotional impact as the first game, but is mechanically far better as a game

It’s worth noting that I pretty much did a marathon of both the Unravel games in a few sittings. Where the first game was a solid puzzle platformer with a fantastic emotional arc straight out of Journey, the second was a much more laid back affair. However, it added a few mechanics that made it a much more solid game experience and added on a great implementation for couch co-op, so I decided that this one was the one I would ramble about. Really though, both are absolutely worth playing.

Most of the core mechanics of the game are present in this one screenshot, so it’s a good place to start.

Unravel is entirely a game about yarn, it’s the core visual feature of the main characters, it represents the binding of the two background story characters, and it’s the core limitation that keeps the players from being separated throughout the game. Like the first game, it’s also the big core physics piece that allows most of the puzzles in the game to work. Where the first game gave you limited yarn between checkpoints, this game gives you limited yarn between the two characters, which is also why this game works so well whether in single player or co-op.

The big physics mechanic that you gain with the yarn is swinging. You can hook up to points in the world and swing from them. Like the screenshot above, you can also create points by wrapping your yarn around objects that block the yarn. However, the swinging in the sequel feels a bit less physically realistic, and the game is much better off for it. The first game was generally alright for swinging, but there were a number of points where it definitely felt like I was battling the physics engine for just the right swing. In the sequel, swings feel much more set on perfect arcs (although they definitely massage this visually), so my swings and especially my jump releases were far more accurate. This move away from super physics realism also extended to some core movement. Running was distinctly faster and jumps were more rigid, giving the game a much more distinctly typical platformer feel in practice. It was definitely to the benefit of the game for them to go this direction.

The yarn can also be used just to hang, and like the screenshot above this can be used for other sorts of maneuvering. Since the two characters are independent, one can hang and move around on the rope while the second player physically swings them along. It’s a clever use of the typical platformer moving rope mechanic in a way that the player has significantly more control over the result. Done in co-op, it also means that the two players work together in a way that gives great instant feedback to what they’re doing.

The other big game mechanic added for the sequel is wall jumping. It may sound weird for something so simple, but this tremendously improved the pace of the game. The first game had a lot of sections where there wasn’t really a whole lot going on between puzzles. By simply adding wall jumps, the design toolbox was allowed to expand in a way that encouraged more simply fun platforming set pieces between puzzle areas, so the overall fun factor of the entire game improved as a result.

Puzzles definitely require both players to be doing something, which really makes co-op work well.

It’s also worth noting how literal the Two in the game title is. The entire game is playable in single player where the player switches between the two characters, or in co-op where each character is controlled separately. This co-op extends to the entire game, and the puzzles really take advantage of this. The screenshot above is a pretty simple example, where the players take turns distracting the bird to move to the end of the puzzle. However, these extend to areas where the co-op players activate weights to move set pieces around, to puzzles where the players have to heavily use the yarn rope physics to swing themselves to the right spots and help each other up, and more. This is as good of a couch co-op experience as I’ve ever seen in a platformer, and unlike New Super Mario Bros U, this is definitely designed to make co-op fun instead of frustrating.

I can’t leave this without mentioning the visuals – this game looks fantastic throughout.

The two Unravel games are pretty damn special. The first is an emotional gut punch that follows a similar arc to Journey, and in doing so gives a really strong puzzle/platformer game. The second makes the game mechanically far better, and at the same time adds one of the best platformer co-op experiences I’ve ever seen. This is on top of great visuals, great audio, and a phenomenal soundtrack backing it all up. These two games have been pretty easy to miss, especially on PC where they’re relegated to Origin, but it’s absolutely worth putting in the effort to seek these out, especially the sequel.

Game Ramblings #59 – RiME

More Info from Grey Box

  • Genre: Adventure/Puzzle
  • Platform: Switch
  • Also Available On: PS4, Xbox One, Windows

TL;DR

  • Light puzzle-based gameplay feels like it aspires to be Ico/Journey, even if it doesn’t quite reach those heights
  • Fantastically good soundtrack and beautiful visual style
  • Disappointing performance problems on the Switch, even in docked mode

Admittedly this is a game that should be played on something other than the Switch.  At the end of the day this is more of an experience than it is a straight game, with the bulk of the gameplay existing as small and simple puzzle segments wrapped around a lot of audio and visual mastery.  As such, it deserves to be played in as high fidelity as possible.  That said, I’m an Unreal Engine developer, and this is using UE4, and my curiosity got the better of me.  While the Switch did an alright job keeping up, it was clear that the folks couldn’t quite wrangle the hardware in a great fashion, but the downfalls there couldn’t stop this from being a worthwhile play through.

The story runs through the five stages of grief, with visuals matching the appropriate area. In this case, depression carries the theme with rain and dark lighting throughout.

Any game that tries to be more of an emotional experience than a typical game needs to carry a strong theme, and RiME does a lot to succeed here.  In this case, the story takes place going through the five stages of grief, with each of the four main levels and epilogue covering one of these.  While your typical gameplay was the same in each area, the dangers associated with each spot tended to carry towards the theme.  In bargaining, for example, the player is attempting to resurrect robots in a series of dark caves while attempting to avoid a horde of faceless humanoids.  By the time we get to depression, these faceless creatures have stopped even attempting to interact with the player, leaving him to his own as things start to crumble around him.

In the anger level, the player is constantly harassed by a bird-like creature, attempting to stop his journey.

The best use of this though is the anger level.  Immediately upon entering it, the player character is thrown by a flying creature down into a small desert area.  Throughout the rest of the level, he has to dart from hiding place to hiding place avoiding being attacked, and never really being allowed to rest.  While there’s no actual dialog in this game, the idle animations make it clear that the player is afraid of his situation, and the direct anger shown by the creature plays right into the theme of the area.

The fox partner is an important helper in showing the player where to go, which is often necessary due to somewhat inconsistent level design.

That said, the gameplay doesn’t quite keep with the rest of the presentation aspects.  One of the most obvious problems is that it can often be REALLY easy to get lost.  While there is some merit to exploring and finding some hidden artifacts and collectibles, there were quite a few times where I simply didn’t know what direction I was supposed to be going.  The real main clue that something is the right direction tended to be looking for climbable ledges in weird spots, rather than more elegant environmental solutions.  This is solved through the use of a fox, which tends to place itself in the direction you want to go, yelping away to lead you in the right direction.

Beyond that though, the rest of the gameplay is pretty basic.  The pattern has a tendency to be a single room puzzle, followed by a bit of traversal, or a single room that can be looped back into itself in multiple vertical layers.  Puzzles run the gamut from block pushing to light manipulation to the use of physics to get through the environment.  However, they don’t really ever get to a point where the solution isn’t pretty easy to arrive at, and feel like they serve more as pacing instruments than actual gameplay.

While the Switch version doesn’t lose as much visual fidelity as I expected, performance suffered as a result.

Having played this on the Switch, I can also only recommend to play it elsewhere.  It’s not that the Switch version is bad, but the performance was pretty typically under 30 FPS.  In general, as an Unreal developer this was a disappointment.  There’s some areas where things could have been obviously cut to improve frame times (sight lines in open areas are huge, and could have used more aggressive LODing).  The level streaming the other platforms use to break up the levels is also in place here, but causes a much more significant framerate impact.  That wouldn’t typically be a huge issue, but a lot of the streaming points took place at areas where more important interactions with the environment were occurring, rather than at more passive hallway areas.  In general, it doesn’t feel like a game that should be suffering from the sort of performance issues I was seeing, especially relative to its competition on the system.

All that said, this is absolutely a game worth playing.  While it’s not quite the classic that Ico or Journey have been recognized as, it’s still a pretty solid example of a game as a piece of art.  Visually it uses a simple art style to very cleanly represent the emotional state of the player’s story arc.  The audio design is fantastic, and its soundtrack is one of the best of the year.  However, play this one on as high-performance of a platform as possible; it’ll be absolutely worth the bump.

Game Ramblings #39 – The Swapper

More Info from Facepalm Games

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Windows/Mac/Linux PC (Steam, GOG), PS3, Vita, Wii U, Xbox One

TL;DR

  • Fantastically well crafted puzzle/metroidvania style game
  • Interesting sci-fi driven story presented with a light touch, invites players to connect a lot of dots on their own
  • Great visual style based on a unique clay-model construction

The Swapper at its core is a game that derives straight from its title.  You play a lost explorer that finds a tool allowing them to create and swap with exact clones of themselves.  This is wrapped in a set of pretty simple mechanics and a Metroidvania-esque traversal that expand out into a huge amount of puzzle depth.  This is combined with some good visuals, and a simple but effective audio backing to create a really fantastic game.

When dealing with a puzzle game, the obvious question is whether or not the mechanics work to create interesting puzzles, and in this case, the answer is a resounding yes.  The swapper tool that the player has can only spawn new clones (to a limit of player + 4 clones) and shoot a projectile to swap to a clone.  Clones then all follow the same inputs that the main player character is doing, moving as a largely controlled herd.  However, the lighting in the levels can disable these abilities; blue lights disable clone creation, red lights disable swap projectiles, and purple disables both.  On its own, these combine to slowly ease you into the gameplay, with some of the early puzzles being some clever mix, with the player creating and moving around to platforms that are out of reach of just plain jumping.

One of the first things I noticed when I got the tool is that when I was creating clones, the game would go into a super slo-mo state.  At first this didn’t make much sense to me, until the puzzles started requiring multiple swaps in mid-air, then it became another fantastically fun ability to use.  Later puzzles started introducing gravity manipulation and pressure pads, mixing all of them together into rooms where the control of your clone herd became the ultimate goal.  By the end of the game, the puzzles were becoming a devious mix of creating clones, warping between them, and finding ways to either recombine with or kill clones in order to keep up completion of the puzzles.

The puzzles are backed by a really strong visual style.  One of the things that brought this game so much acclaim was that they quite literally created clay models for their source art, and that’s very apparent while playing.  The lighting they used was typically extremely dark, allowing for a great use of a flashlight to lead the path in hallways, then the strong colored lighting for puzzle mechanics.  I’ve thrown just a few screenshots I took below to give an idea of what the game looked like, though it certainly looks even better in motion.

It’s also worth noting that this has one of the more hilariously fucked up story endings I’ve ever played.

Story Spoiler

Given the core gameplay concept, it’s not too big of a surprise that there’s the possibility of swapping with other people, and there were some hints throughout that it had already happened. The end of the game takes full advantage of that. After crash landing on the planet below, a rescue ship finally finds you, but cannot rescue you due to lack of quarantine facilities. The game presents you with two options, die on the planet alone, or swap with the rescuer without anyone knowing what happened. The second option then takes this a step further, and gives you control of the rescuer you swapped with, causing him to fall off of a cliff to his death. Because of the rescue ship’s lack of knowledge of the swapping device, they simply saw it as the player character jumping off a cliff as a suicide.

In the end, hilariously unexpected, and a pretty fantastic way to wrap up the core mystery behind how you were going to actually get home.

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In general, I was somewhat caught by surprise by how much I enjoyed this game.  I’m generally a fan of Metroidvania-style games anyway, but without combat I wasn’t sure where this would fall fgor me.  However, the game had a really smart difficulty curve, introducing one or two mechanics, then doing a series of puzzles to reinforce the new mechanics. Ultimately, there were probably 30 or so puzzles to complete, interspersed with general traversal where story elements were introduced, and it felt pretty appropriate in length.  As far as puzzle-based games go, I can’t think of another I’ve played lately that I’d recommend as much as this unless I go back to Box Boy 3, and I think that says all that I need to say about it.