Game Ramblings #192 – The Legend of Tianding

More Info from Neon Doctrine

  • Genre: Beat-em-up
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Switch, Windows, iOS

Sometimes my backlog randomizer just really hits the mark, and this is one of those cases. I’d recently played Double Dragon: Neon and was left disappointed by how slow basic movement felt to me so I had set it aside. My randomizer followed it up immediately by this one and it was like night and day. Fast movement, solid platforming, a good power curve, variety in combat styles – this one feels like a modern take on the genre that really just worked well.

The thing that will pull your attention first is the overall presentation of the game, and it’s pretty solid in that regard. The in-game visual style is incredibly solid with a lot of obvious inspiration from comics. That extends to the way the story starts being presented with small vignettes cutting through actual comic book panel layouts. However, when gameplay starts it becomes obvious that the quality is more than just flashy visuals.

At its core, this is a very melee-focused beat-em-up. The player’s main weapon a dagger that works fine on its own. Other melee-focused defensive maneuvers include the ability to dodge as well as the ability to deflect projectiles back at the firing target. However, the red sash is the real fun item here. This isn’t necessarily a weapon on its own (though it’s used for traversal mechanics like a hookshot). What it does is allow you to wrap a weakened enemy and steal their weapon. This is where combat in the game really opens up wildly.

Any combat situation is an opportunity to change how you’re playing. Big enemies coming around that cause a bunch of damage? There’s likely a large weapon available to steal that will stun them quickly. Bunch of environmental dangers that make movement risky? There’s probably an enemy carrying a gun or molotovs that you can throw instead of moving. The combat scenarios overall felt like they were crafted with far more care than is typical of the beat-em-up genre simply due to the wide array of weapon mechanics available through stealing.

The way this was pulled into bosses was also pretty clever. Boss weapons can’t inherently be stolen. However, at certain health transition points the bosses get stunned and then can be stolen. This gives the player something fun to beat the boss up with during the stun phase if they want. However, the more important thing is that because the player stole that weapon, the bosses have to change their mechanics turning those periods into phase transitions. The actual mechanic of phase transitions and attacks changing isn’t new, but implementing it via the typical weapon steal mechanic is a clever way to both reinforce the mechanic for the players as well as tie it hard to the mechanics of the game.

The rest of the game is a pretty standard sort of platformer, though it is well tied together. The player routinely earns upgrades to enhance their traversal ability (ex: double jumps, air dashes, etc). The sash itself can be used like something akin to a hook shot. There’s hidden and puzzle areas with upgrades to be found all over the place. Basically, the game keeps you busy between combat segments in a way that really prevents boredom and enhances the platformer part of the game that isn’t typically that present in beat em ups.

The upgrades themselves are probably also worth mentioning. They’re all relatively small upgrades, but they are present all over the place and have a wide array of effects. Some are increases to weapon durability (ex: +1 swings of a stolen axe). Some are upgrades to core capabilities (ex: +10% dagger damage). However, the effect of this is that it really smooths out power increases so that the player always feels like they are improving. Rather than being large steps and plateaus when gaining upgrades, the player is always just getting a bit more inherently strong. It really works as an effective way to make it feel like some progress is always occurring.

This was a pleasant surprise. I’d picked it up a little bit ago when I saw the disc version on sale and just hadn’t gotten around to it for a while. I’ve been in a bit of a run of just letting my backlog randomizer choose and it sure hit here. Games like this that have a tight mix of platforming and combat where both sides are solid are just so rare to find, and this really hits both. The combat is incredibly varied despite its surface simplicity, so it doesn’t get old through the 6-8 hours of play time. The platforming is incredibly fluid and makes good use of an expanding set of capabilities as you get to new levels. Overall this just hit all the marks I’m looking for in this type of game.

Game Ramblings #97 – River City Girls

More info from Arc System Works (Japanese)

  • Genre: Beat ’em up
  • Platform: Switch
  • Also Available On: PS4, Xbox One, Windows

If there’s any game that was ever a no brainer for me, it’s this one. I’ve played the hell out of the Kunio-kun series, whether it’s in the brawler River City titles, or the off the wall ones like Super Dodgeball. This one tapped WayForward as a developer, and I’ve played the hell out of the Shantae series. Combine them into one place? You better believe I’m all in.

If there’s any place to start with this one, it’s that the game is so mechanically sound in a way that 2.5d brawlers somehow always seem to stumble on. As a developer, it’s easy for me to dismiss the complexity behind making a few combat buttons feel good, but a lot of games seem to get it really wrong. However, this one just feels really smooth in action. It’s really easy to tell where I am in my combos, allowing me to mix light and heavy attacks effectively. Enemy tells are really solid, but not super easy, so my ability to block always feels really fair and skill based. There’s enough weapons thrown in the environment (and easy ability to use your enemies as weapons) to give a bit of fun extra chaos to the combat. It just feels really solid the whole way through.

If there’s any real tripping point in the control scheme for combat, it’s that the left face button (X on Switch) is really overloaded with contextual inputs. It’s your light attack button, but it’s also the button to pick weapons up, and it’s also the button to go to a new zone or enter shops when near them. It’s pretty easy in the chaos of a lot of people to accidentally travel or pick up a weapon, leaving you open to be attacked. Luckily the boss fights tended to be 1 on 1 encounters, so it was never really a big hazard.

Speaking of boss fights, that’s where the game really shines. You’ve got a few standard face smacking combat bosses, but there’s some really different mechanics at play here. There’s a boss at about the mid point of the game that is almost entirely a bullet hell fight, with the ultimate goal being to direct the boss to hit themselves with a deflected projectile to allow the player to damage them. There’s also a really fun boss that involves avoiding the buttons on a Guitar Hero-style running board in order to get between combat phases. Overall, these boss fights allow for some breathing room in the core mechanics to where the game isn’t just a core brawler the whole time. They exist both as large challenges that definitely have to be learned, but also exist as a way to introduce fun new ways to think about the player’s skill set, and end up breaking up the game in a way I wasn’t really anticipating.

The rest of the game’s core is pretty standard, but well put together. There’s a light layer of RPG leveling and stat improvement, giving the player a pretty concise and obvious power curve. There’s a wide range of accessory items that can be used to help the player pad out skills or damage based on their preferred play style. There’s a dojo to learn new skills based on your level. Most importantly, and very much hidden, there’s food shops to buy health items. However, the first time a specific health item is consumed, it gives you a permanent stat boost. This is extremely important to the player’s power curve, and it’s curious that it is not mentioned in-game (or I’m dumb and missed it), but it works extremely well in practice, as the player inevitably will need to hop into a shop to get some health along the way.

I suppose this is a bit of a short rambling, but really there’s not much to say here that would be a surprise. It’s a great developer known for making 2d action games in a series known for great 2.5d action, and it follows the formula it helped establish in a very modern-focused way. If you like anything like Turtles in Time, Double Dragon, or River City Ransom, you know what you’re getting into and you will definitely be happy. If not, I couldn’t think of a better place to start.