Shelved It #19 – Sports Story

More Info from Sidebar Games

  • Genre: RPG
  • Platform: Switch

I really enjoyed Golf Story quite a lot, so I figured this was going to be an automatic home run. However, it just never hit for me. It’s not that the core game is really that different from the original, but some minor changes cascade into a lot of unnecessary-feeling drudgery. This then gets combined with day-1 performance, stability, and bug issues to turn into an experience that really just made me tune out. To say it was a disappointment would be a massive understatement.

I could probably forgive a lot of things about this game if it ultimately didn’t just baffle me with a lot of what was going on when I did end up in the golf portion of the game. The previous one had some pretty wild gimmicky courses, but they were fun because of the gimmicks. In what I’ve seen of Sports Story, the gimmicks are way reduced, so the golf is just kind of normal. However, it’s wildly inconsistent. Take these two videos from a desert course:

This first one shows what is effectively a shot from the rough in this course going completely wild. Does it have something to do with the terrain I shot from? Maybe, but it’s not entirely clear why that would be the result of a pretty good shot. Even if that is intended, why is that a good idea? It’s incredible player friction to randomly penalize them for doing things correctly.

This second video shows me hitting a mine on my shot. Again, am I hitting it purely because I’m doing a relatively low driver shot? Probably. Does that make sense at all from a gameplay perspective to penalize a player that much? Not really. I was taking an allegedly safe fairway shot and just got hosed from it.

That sort of decision making is present everywhere in this game. Where the original had some amount of RPGish mechanics to lead you through some fun interactions, this one leans way too heavily on fetch quests. Worse, the fetch quests are generally vague and offer no actual direction, so you’ll find yourself wandering around trying to find the right target instead of simply playing the game. It’s simply increased player friction that does nothing to serve improving the player experience.

So then this gets into another point of frustration for me. The couple of times that the game leans into doing dungeon-style experiences, it’s a lot of fun. There’s the one from the pic above where you go through a Zelda-style top-down dungeon playing minigolf to complete puzzles. This is complete with your usual assortment of keys to find and a boss fight at the end. Another one of them is an NES Metal Gear style dungeon built heavily around stealth mechanics. Both of these are really well-crafted homages to past games, so seeing the rest of the game around it falter is hugely disappointing.

That’s to say nothing of the other sports involved here. Tennis is the biggest star, with its own entire academy side story. Unfortunately, as seen above, the actual tennis experience is wildly inconsistent with reality. The core rules of tennis aren’t respected. Who gets points is sometimes hard to guess. I also managed to break the quest line in the academy, so I was never actually able to finish it.

In terms of other sports, cricket and baseball are lightly represented but aren’t more than single button mash to hit with timing being loosely important. I played volleyball once and never came back to it. I played soccer penalty kicks a couple times, but it was pretty much ball will always curve left so aim correct to win. There is a neat Excitebike-style minigame that comes up once in each world, and that’s probably the best of the bunch. However, none of them ever truly live up to the promise of this being a bunch of well integrated sports. They feel like they’re there for the sake of being there, rather than for improving the game.

I’m cognizant of the fact that it probably sounds like I’m being incredibly harsh on this game and there’s certainly a lot of truth to that. However, I want to make sure that I’m getting across how disappointed I am. This is easily my letdown of the year. It’s not even that new things didn’t pan out, but the core of what made the previous title so good also feels like it’s taken obvious steps backwards. The RPG progression is not as fun, the golf game is inconsistent, the game is not stable and has framerate issues that come up during shooting. It just feels like a game that missed the mark and I’m sad for that fact because I’ve so been looking forward to playing this one all year.

Game Ramblings #162 – Splatoon 3’s Single Player

More Info from Nintendo

  • Genre: Third-person shooter
  • Platform: Switch

Splatoon 3 sits in a weird spot. It’s far more involved than the base single player of Splatoon 2 thanks to it taking advantage of the sort of Portal chamber setup from the Octo expansion. However, it’s not nearly as inventive as that was. Because of that it’s simultaneously a lot of fun but also predictable, so I’m not entirely sure what to make of it.

It’s easy to get drawn into a game when it’s this stylish, and that’s always been a mark for the series. They get a ton of mileage out of bright colors, the cool painting mechanic, and a great soundtrack. However, that’s all stuff that we knew we were going to get. The Octo expansion for Splatoon 2 showed a certain level of play that the series really benefited from in a single player setting. Having a level where you play Breakout is unexpected. Having a level where you are pushing a ball around a maze is cool. It felt like it was taking the playful aspects of the shrines from Breath of the Wild and putting them into a shooter.

Splatoon 3 has the same meta game aspect as that, but it feels like it leaned too hard into the shooter aspects. The levels are almost entirely one of two things – physics platform puzzles around your ink jumps or straight up combat segments. The handful of times that it leans into something a bit more playful, it often feels like it’s just replaying ideas from Octo. It’s not that the mechanics are bad, because honestly the levels are a ton of fun in isolation. However, it’s disappointing. We already knew the mechanics would be solid, and we already knew how they work because this is the third game. It didn’t need to lean into reteaching that core.

The boss fights end up being the real highlight of the single player as a result. Some of them are purely combat focused, but really play well into mixing ink movement and accurate firing. The one above is a standout, not because it’s original, but because it is a 100% riff on the same manta ray ink fight from Super Mario Sunshine. Ya, it leans way harder and leans way more unforgiving, but it was fun to see something so obvious being done to great effect. The final boss just ends up being a complete spectacle. It’s got multiple phases, some ridiculous robot fighting, and all the story spectacle of something that belongs as a game ender.

It was also nice to see some more lore. The previous games have fed some aspects of this being a post-human post-apocalypse world, but seeing the full scope of how the world got into its current state and how the inklings came to exist was a nice little bonus.

In the end though, I was just wanting more. I’m not necessarily looking for something open world or more traditional third-person shooter, because I’m not convinced that it would bring anything beneficial to the gameplay. Splatoon as a multiplayer experience is such a specifically crafted core gameplay that I don’t think translates to a larger experience. What I wanted was just more creativity in making interesting puzzle chambers. The thing that they benefited from with Octo was being able to just do silly things because they were crafting 2-3 minute long isolated experiences. This just felt like it leaned too safe, despite the quality of what is there.

Game Ramblings #161 – A Little Golf Journey

More Info from Okidokico

  • Genre: Puzzle
  • Platform: Switch
  • Also Available On: Steam

It’s perhaps ironic that this one was published by Playtonic, because my enjoyment curve of this game reminded me EXACTLY of Yooka Laylee and the Impossible Lair. The game slowly added mechanics throughout that worked well. It felt like it had an appropriate challenge curve based on mechanics that enhanced the puzzle solving. I got to the end of the game with a high level of praise ready to be put to ramblings.

Then I hit the long level for the true ending of the game that felt like it turned the mechanics on their head.

This is a puzzle game through and through. Ya it’s got its golf coat on, but that part of it isn’t really the point. Each hole is a puzzle to figure out what specific locations you need to hit the ball to in order to finish it in the correct number of strokes. That’s ultimately all there is to it. Ya there’s some dealing with power. Ya you get some wind later on. Ya you’ve got to deal with some gravity shenanigans in a moon world. Ultimately though, it’s a puzzle. What makes this work is that the entire game is a zen experience. You’re thrown into a little diorama and can move all around to plan out your shots, but you go at your leisure as you plot your course.

The way I would describe this is that you’re succeeding through trial and experience. Failures in a case like this end up being a case of not having enough experience – whether that be a lack of knowledge of how wind is affecting your ball, or how a slope in an area will affect rolling distance. However, it’s never because you were lacking information. Succeeding is because you’ve learned and applied your knowledge. In this case, the variable involved is purely your aim and your imagination in getting through the course.

When this all is working well the game is phenomenal. It’s the type of game that you can just sit back and relax to. You’ve got a pretty light ambient soundtrack that adds to the relaxation. You’ve got a game that isn’t rushing you, but is instead just letting you enjoy the experience.

What ends up being the enemy of this is time. For the most part though, the time-based mechanics aren’t too egregious.

The main mechanic that hits this is actually the core power selection. If you aren’t specifically focusing, your power and aim selection occurs via a cyclic infinity symbol. You can use this to increase or decrease your distance beyond the core aiming, which adds a bit of flexibility to the aim selection. While this works fine, it largely feels unnecessary to me. I don’t see a case where allowing the player to select their power around a target wouldn’t be beneficial to the player. The challenge of the game to me feels like picking your shot selection precisely. You can still do that with the cyclic aim, but it adds a level of imprecision that adds friction to the experience. It doesn’t make the game harder, it just makes it slower. You’re missing shots that you shouldn’t miss purely because of timing.

Later on in the game, the levels start getting some time-ish mechanics. These largely revolve around some lights moving items – asteroids in the moon levels, blockers in a computer level. Things of that nature. Again, these largely work fine but don’t really improve the game. Your shot selection doesn’t change because of the moving stuff, it just causes your pace to slow down.

And then I got to the final level.

The thing about the last level is that it adds a bunch of dynamic geometry. In some cases it’s geometry being created in areas panning around the world, while in some cases it’s creating holes in geometry. I get why this is happening, because ultimately the last level needs some challenge. However, it just doesn’t work to me.

The first thing is that the core golf mechanic is just too dynamic for this. I can’t tell you the amount of times I would land a ball perfectly, then sit there having to wait for it to shed the last little bit of speed. By the time I was able to shoot again, the geometry would disappear underneath me and I’d lose my shot. I’d then do nearly the exact shot on my next attempt, but a little shorter or a little longer and the ball would immediately stop and give me plenty of time to shoot.

It also just adds a time crunch that doesn’t really vibe with the rest of the game. Instead of planning your shots and carefully aiming, you’re just kind of rushing to generally the right area for your ball to land, then rushing to the next shot. Rather than trialing and gaining experience, you’re kind of just flailing around and eventually succeeding. It’s less learning and more just doing and it feels awkward compared to the rest of the game.

I guess despite the last level, I still recommend the game. There’s enough there that I enjoyed that if I ignore the last level, I’m fine with what I got out of it. It’s the same thing that I ended up doing with Impossible Lair. Enjoy the parts that are great, and just don’t actually finish the game.