Game Ramblings #85 – The World Ends With You: Final Remix

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Originally released on: DS
  • Also available on: iOS, Android

TL;DR

  • Input and visual remake ported over from mobile both work fantastically well for a handheld Switch title
  • Still one of the most memorable soundtracks for an RPG from the DS’ run

This is a pretty interesting game to play on a second system if you originally played it on the DS. While the story is the same and the gameplay clearly takes its base style from the DS release, in practice it’s a much different experience due to the lack of a second screen. What this ends up being is a mix of nostalgia and new that somehow succeeds just as well as the original did, despite the years in between.

The obvious starting point here is combat. The original game had two screens of combat, the bottom which juggled manipulation of touch screen elements, and the top which used d-pad button combos to simultaneously attack two different areas at once. Since the top screen is gone, this version goes all-in on the touch elements. That tweet is just a small example where one of the player’s attacks (via equippable pins) involves dragging around environment obstacles to damage enemies. There’s a whole slew of tap, drag, slash, and hold attacks to equip and it’s all up to the player to find a mix that works best for them.

The combo attack is the reward for playing the game well, and it ends up being core to the changes to the battle system.

What’s most interesting for me was how they replaced the top screen manipulation. Under normal circumstances, the second party member is now just a normal pin. However, alternating each player’s attacks also builds up a meter that allows for a large combo attack to occur. Importantly, this combo attack also heals the party, so it doubles as a defensive maneuver as well. This completely changes the flow of battles compared to the original.

On the DS, my pattern was generally to switch my focus back and forth between each screen, doing a combo on one screen, moving the character to a safe area, then switching to the other screen. Here the focus is on one spot, and the peak way to fight is to find ways to build out your pin set to allow you to smoothly alternate between each character. In practice, this made my playing style a lot more aggressive than the original release. I was no longer too worried about avoiding damage, and in many cases encouraged taking damage so I could stay in close range. I’d maximize my attack alternation, get my combo built up, heal and do big damage to eliminate everything. It made the entire battle system feel completely new, and meant the loss of the unique second screen gameplay was not a negative.

Some of the old top screen gameplay does show up in bosses, and it’s a nice way to make boss fights feel unique.

Boss fights do bring in some of the dual-screen mechanics in a good way however. Boss fights in the original game generally revolved around one or the other character having to do specific actions in order to make the boss damageable or expose weak points. In this remake, that happens through transition points where you gain control of one character at a time to activate these actions. In the example above, the fight takes place in a music venue where one character is on the floor fighting the boss, and the second is in the rafters fighting adds to turn on lights to expose the boss. It basically ended up that the boss fights still felt really familiar and brought in some of the solid dual screen gameplay in a way that didn’t feel forced.

The mobile remake’s visuals really work well on the Switch. Everything is super crisp in handheld mode, and is a significant upgrade over the DS.

I suppose the short version here is that this is a game worth playing. I put way more hours into the DS version than I care to admit, and even for me playing this in the new format was a treat. The mix of old and new gameplay styles from the DS and mobile versions still left me playing an RPG that feels like nothing else on any system. The story was still super engaging, and the soundtrack is one of the best RPG soundtracks I’ve ever heard. If there’s anything I’d hold against this, it’s that playing it in anything other than handheld mode is a terrible idea, but I think it’s worth pulling that Switch over to your lap to give this one a whirl.

Game Ramblings #77 – Assassin’s Creed: Odyssey

More Info from Ubisoft

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: Windows, Xbox One

TL;DR

  • Another great entry in the series that iterates on the new AC style established in Origins
  • Stealth was still the most fun way to play, but both melee and bow combat were not detriments
  • Ancient Greek environment is a lot of fun to run through, especially for history nerds

Sailing is back, and it’s gorgeous.

While it would be easy to look at this game and assume it’s simply a mashup of Origins and the sailing from Black Flag, there’s a lot more going on under the hood here.  Where last year’s Origins explored the starting point of the assassins, this year’s Odyssey explores where some of the series artifacts come from.  In doing so, the game leans way into the supernatural/alien elements that have been hinted at for so long in the series’ back story, and really give us a game that fans of Greek mythology can dig into.

The place to start really is to just point at my ramblings about Origins last year as it covers a lot of what I normally would have said about combat.  That’s not to say that Odyssey is a straight copy, but really this is a solid iteration on the ideas from last year.  What this does differently is brings back the large scale sailing of Black Flag and really leans into the RPG side of things through skill trees, even more emphasis on gearing, and a lot less hand holding if you decide to go with the developer’s recommended options.

The game generally gives you an idea of where to go, but it’s up to you to find the goal.

It’s going to sound weird that such a simple change drastically changes the game, but the default style of this game doesn’t really give you goal locations.  Because of story reasons, you’ll often have a rough idea of where to, but if something isn’t in the dialog options presented to you, it’s often up to you to find the location.  What this ends up doing is really encouraging the thing that Origins started; the push to simply explore.  On your way towards a general area, you’ll run into any number of areas that can be cleared out of enemies and treasure, and it’s generally worth going through them.  One of the systems that was added to this game to also encourage exploration is a series of hunts against the Cult of Kosmos, which is basically a precursor to the series’ templars.

These cult leaders are the driving force behind the game’s story, and a number of them simply show up as targets during the story.  However, the rest have to be found.  They might simply be leaders of the various cities.  They may be out living on their own, taking care of a fort or a farm.  They may also be mercenaries sent to try and kill you.  However, behind all of it are clues that you can find by completing the small invasion areas; clues that lead you to the cultists location so you can take them out.

War is active, and it’s up to you to fight in it.

There’s also a large emphasis on war in this game, and you can generally get yourself directly involved in the battles.  This game takes place a few decades after the events of the movie 300, and Athens and Sparta are nipping at each other’s heels.  One of the consequences of you taking soldiers out is that the regions you’re in become weaker, exposing their leaders to be killed, and eventually the region for invasion.  In doing so, you can open up battles like the above screenshot for extra rewards, as well as to potentially turn over the region to the opposite side.  It’s a neat system that exists effectively as a distraction, but offers up something to do as a result of all the sneaking around you’re doing.

Mythology comes to life here, including a really fun fight against Medusa.

However, the lore behind the world is also a huge driving factor in exploring.  There’s fights against creatures like Medusa or Theseus’ minotaur.  There’s an entire segment of lore around the city of Atlantis and how it ties into the greater Assassin’s story.  There’s also the historic locations to see like the Parthenon in Athens or the famous people you meet like Sokrates or Hippokrates.  Basically, the entire game is a historian buff’s dream, and you’ll consistently be seeing things that you’d only ever seen in books.

All said, this is another great entry in the series.  It takes everything that worked about Origins and iterates in great ways.  The game has really leaned further into RPG territory than ever before, but it’s working out well for the series.  The fact that I can sit here having played it for 80 hours and still want to do more is a testament to them having really perfected their formula.  I guess I’m basically recommending this, especially if you liked Origins or Black Flag.

Also for what it’s worth, sync points are still great.

Game Ramblings #70 – God of War

More Info from Sony

  • Genre: ARPG
  • Platform: PS4

TL;DR

  • Phenomenally well made game that brings the series out of its brawler roots and straight into a full blown action RPG.
  • Well written characters and story, to the point where they effectively make you hate the son when he’s acting like an ass.  Does a good job blending in Norse mythology to what was previously a Greek-focused series.

God of War is one of those series that screams Sony first-party, but it’s been eight years since the Greek timeline games ended.  Ya we had Ascension, but that was a prequel and even that was give years ago.  After such a long gap, announcing a Norse reboot / sequel was already a head turner.  Announcing it as a drastic genre departure was another, with this game now being very much an action RPG with all the free roam trappings that come with it.  Side quests, item collection, crafting, upgrades, skill trees and more are all there.  Despite it all, this is both extremely fitting for the series, and quite possibly the best entry of them all.

The entire game is the story of Kratos and his son’s travels, and that’s where the differences begin.

This first screen shot says a lot about the differences in this game relative to the original.  For one thing, Kratos now has a son and he hasn’t managed to accidentally kill him in a rage.  Beyond that though, you start to see little details.  The son brings in a set of ranged combat possibilities that add some new depth to the core combat.  Kratos is wearing gear that was crafted at a vendor.  We’re clearly no longer romping around in Greece.  On the far left, Kratos is using an axe instead of blades (although the blades come back later).  Basically, this is still God of War, but it’s not quite what we’re used to.

The combat front straddles that line between familiar and new in a really good fashion.  This is still melee-chain combat, but it’s not quite as high speed as the original.  You still have your light and heavy attacks, but there’s a much larger focus on parrying and dodging.  Later on in the game, you end up juggling between frost and fire weapons based on the enemies that you are attacking, so there’s some built-in strategy.  The skill tree that is there brings in some familiar special attacks, but the risk of being hit during them is much higher, so their timed use becomes much more important.

It’s the son that ultimately brings in some of the big changes.  While his positioning isn’t directly controllable by the player, his basic move set is.  He’s got arrows that can be fired at enemies, sometimes for additional damage, sometimes for the use of crowd control, sometimes for the use of stunning to allow Kratos to get damage in.  He’s also got some special attacks that can be triggered on cooldowns.  However, it’s his passive skill growth that becomes the most useful.  By late game, he’s got skills that allow him to engage in melee combat more often, including things like hopping on enemies backs as distractions and doing his own quick hitting melee.  Basically, as the son grows as a plot device, he becomes inherently more useful as a combat device, and it eliminates the frustration that typically comes with escort-based secondary characters.

Now, that’s not to say that moving to more of a core RPG combat has removed some of the flashiness. Case in point:

The big flashy scenes are largely reserved for finishers in battle, and more specifically generally against bosses and minibosses.  Stun kills on trash enemies also have mini-cutscenes, but these are quick hitters and don’t try to keep you out of combat for very long.

Despite the changes, the flow of combat feels phenomenal overall.  Most engagements are going to be a heavy mix of attacking, watching for enemy tells to parry, or really large attacks to dodge.  Its a system of constant movement, rather than a system of waiting for moments, and it really works well.

If you want to, you can spend a lot of time in boats exploring

If you really have that RPG itch though, this is also a great game for that.  Beyond the main story line, there’s side quests and collection galore.  For the most part, these simply exist for purposes of getting more gear, but that becomes important for the post-game content.  The end boss is by a long shot easier than some of the creatures out in the world and some of those fights are among the most fun in the game to engage in, so you have a lot of reasons to get out there exploring.  If you’re a lore or collection nut, there’s also a lot there.  Shrines, treasure hunts, rare ingredients, dragons to free, and more are there for exploring.  If you’re really feeling brave, there’s also two realms that exist purely for the sake of side quests.  Basically, once you finish the game you aren’t really finished if you think you want to get a bunch of hours out of this one.

At this point in the game I wanted to kill the kid, and that’s a lot larger of a complement to the developers than it sounds.

However, the thing that kept me coming back is that this was a well told story.  The interplay between Kratos and his son starts off as somewhat hilarious on the surface as Kratos pretty much spends hours yelling BOY GET OVER HERE.  However, once the boy finds out what he really is, he becomes effectively a pompous ass for an arc of the game.  The fact that I was legitimately pissed at the kid says a lot about how effective their writing was.  The gods they meet throughout, the secrets beneath the surface, and to the end of the game the little plot twists that were thrown in were all part of what would make this one great, even for folks watching it like a movie alongside someone playing.

So, I guess I’m somewhat surprised even if I shouldn’t be.  The God of War series has always been somewhat of a hallmark for the quality of Sony’s first-party teams.  However, it always was kind of a brawler with a cool theme, and not necessarily a super deep experience.  This one turns all that on its head, giving us an extremely deep action RPG that still feels familiar despite all the changes.  The fact that they so fundamentally evolved this series is a phenomenal achievement.  This is the type of game that turns other platform traditionalists into PlayStation owners, and I can’t recommend it enough to go out and play it now.