Game Ramblings #152 – Manifold Garden

More Info from William Chyr

  • Genre: Puzzle
  • Platform: PS5
  • Also Available On: PC (EGS/Steam), Apple Arcade (iOS, macOS, tvOS), Switch, PS4, Xbox One, Xbox Series S

This game broke my brain in the best ways. Any time you can look at an art style for a game and immediately know what you’re getting into, that’s a good thing. When you look at this one and recognize the Escher-esque style, you know you’re in for trouble. Good trouble.

This game does so much with so little, and it’s an amazing thing to behold. You can run, you can change what direction down is, and you can manipulate a small set of blocks. That’s it. That level of simplicity means that the game spends its entire time manipulating your brain, and not your hands. Every single puzzle is a set of maybe three or four steps, but figuring out what those steps are is always the trick.

In some places, it may be that you need to manipulate blocks of different colors to hold each other up and activate buttons. In some places, it’s using the blocks to redirect streams that you can then freeze and use as walkways. In some places it’s simply trying to figure out which up is the up that you want, and trying to rotate around to get there. However, none of this would work without the game’s use of portals to support the visual and gameplay style, and it’s by far the game’s most impressive – and most hidden – feature.

Everyone knows what a portal is in the hit Valve game sense. You have a spot on the wall that you can walk through to teleport to another spot. That tweet there is a very simple version of this, but it shows off the core of the tech. They have a portal in the door to allow the player to teleport from one room to a completely different room seamlessly. They use this for simple tricks like that, but they also use it for some core functionality in very non-obvious ways.

In this screenshot, they’re also using portals. The tower out there in the distance is actually the same tower. The little thing coming out of the ceiling above them is actually the bottom of the tower poking through the floor. In this case, there’s portals allowing the one tower to exist as an infinitely expanding world in multiple directions, but to the user it’s just a crazy never ending landscape to move toward. This version of their portals is used all over to support falling as a gameplay mechanic. Need to bring a colored block from the bottom of a tower to the top? It can only be moved while you’re on its plane of existence, so simply fall down to the top of the tower.

That is really where the game broke my brain. Contextualizing a 3D space not as something finite or fixed, but as something where it can stretch infinitely in arbitrary directions is weird. Down is down, but there’s also 6 planes of “down” that are all valid. Up is also down if you can fall. It gets even crazier when you start doing things like redirecting water flow to create a waterfall so you can get water to some wheel above the source of the water. It’s crazier when you get environmental pieces to fall left so they can get stuck on something to your right. It’s even crazier when they only way to hit a button is to get a block to fall up.

However, for as weird as it is it’s also incredibly natural. You get a piece of the game at a time, so you mold your thinking to a new mechanic in isolation. It’s a very oddly Nintendo approach. At the start, you only have the gravity shift in fixed hallways, so you get used to changing the meaning of “down”. They then introduce a spot where you can fall infinitely, so you get used to the wrapping environment. They then start introducing colored boxes, so you get used to bringing them around to triggers that open doors. Etc, etc, etc. It’s that little bit at a time that turns something that should be a complete mindfuck into something that is both completely manageable and completely natural. It’s incredibly well executed.

From front to back this was just an incredible experience. It’s extremely tight mechanically and extremely impressive visually. The puzzles are well crafted to take advantage of a limited set of mechanics. It’s long enough to feel good, but short enough to not wear out its welcome. It’s just really fucking good.

Go play it.

Game Ramblings #148 – Hot Wheels Unleashed

More Info from Milestone

  • Genre: Arcade Racing
  • Platform: PS5
  • Also Available On: Windows, Switch, PS4, Xbox One, Xbox Series

This is just a stupid fun game. It’s not deep. It’s not going to hold your attention for long. What it is is stupid fun. You’re going to hop into an event, drift around like an idiot, probably fall off the track a few times, probably want to kick the rubberband AI in the dick, and keep going back for more. It’s just that kind of game.

This is as good a gif to describe the game as any. I spent a lot of time drifting and boosting in this game, and it’s kind of core to the experience. You boost to keep your speed up and you drift to get your boost up, so there’s a lot of time spent trying to alternate between the two and not really spend time simply driving. In a lot of ways it’s reminiscent of Ridge Racer, albeit with a weird visual scale. Like Ridge Racer, it’s helped by the fact that the drifting is distinctly fun. It’s got the right amount of looseness that makes it feel slightly out of control. However, it also gives you the ability to modify your drift mid-turn giving you some precision capability. That bit of flexibility really allows for long duration drifts through varied courses in a way that feels far more natural than I expected.

If it was just fun though, I don’t think I would have ever really picked up the game. There’s enough arcade racers that I really don’t need to jump into them that much. Through all of this I was generally just constantly baffled by the fact that the game exists in such a high quality form. There’s just so many things that mask the fact that this is ultimately hot a huge AAA production that are all extremely smart but also impressive to see in use.

Let’s start with the tracks themselves. There’s 5 main themes which may not sound like a lot but is more than enough. The themes themselves have a ton of useable space within them. As an example, there’s a construction theme with a ton of vertical space. Some of the tracks in theme have you at ground level, zipping around equipment and debris. Others have you up in the rafters going along beams and supports or using magnet tracks to zip around on the ceiling. In that regard, they get a ton of mileage out of a small amount of themes. The tracks have some background level of familiarity, but have a much different feel just based on how the track is sent through the environment. This is combined with a high potential to really find shortcuts via boosts and launches to make the racing feel extremely dynamic and different with each race.

The vehicles themselves also just have a ton of detail in them, both in gameplay and non-gameplay bits. The level of detail in the vehicles is astounding. The way they modeled the various surface materials is fantastic. Visually speaking, there’s a ton of difference between the plastics, metals, different paint types and more to where these just look incredibly realistically like their in-hand counterparts. However, at the eye level of a race, these look like they are driveable cars.

The detail extends to the gameplay level though, and the balance act here is impressive. The cars all run from the same general stat pool, so you would think that a high speed, high acceleration car is generally going to be the way to go. However, the slower cars are also generally the ones that have more boost availability, so they have a lot of potential to really keep up with the pack in the hands of a player comfortable with drifting. To some extent, the shape of the car is also a factor. I really fell in love with a wedge-shaped little roadster, and if I hit my boost right, I could go underneath cars in front of me and launch them off the track. It was a nice bonus to my selection that was inherent to the car, and not necessarily something obvious that came out of stats.

This is a game that punches far above its weight. It’s an inherently AA-priced licensed racing game, but it’s so much better than that. It has such an ability to just be picked up and played, then played for far longer than was intended without growing old. It’s got a great drift model combined with fun vehicles and even more fun track design. It’s got a light heartedness in its theming that really just comes out of it being based on a kid-focused license, but has such a quality that any fans of arcade racing – particularly drift focused racing – will be able to have a lot of fun. It’s just the surprise of the year for me.

Also…..that map design 😍

Game Ramblings #147 – Tales of Arise

More Info from Bandai Namco

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

The Tales of series has always been one where the combat has always trumped any other problem I’ve had with the individual titles, and this one really isn’t that different. The stories of the various titles have always been fine to good but generally fall into pretty typical anime cliches, and this one isn’t really different. The presentation aspects have always been a bit behind the AAA curve and as much as this one is a huge step forward for the series, it’s still distinctly AA. Where this one again greatly succeeds is that combat is a lot of fun – and for probably the first time in the series for me, I’ve found a defensive style to actually be extremely fun while still being practical to play.

Games like Berseria started really pushing the game away from the mana-heavy skill usage of prior Tales games, and this one definitely kept that going. Where it kind of differentiates from that title is that basic attacks are split into their own chain separate from Artes. Functionally though, it’s very similar to Berseria. You attack, you try to break the enemy’s defense, and if you can break them you get a big attack and go AOE ham on the field. From an attack perspective, it still has a great flow in terms of chaining attacks with your team to keep the enemy in a hit chain and increase the chance of stunning them. In general I was able to quickly fall into a nice rhythm to where I could get in my attacks while keeping an eye out for the enemy’s incoming volley, then get out of the way as it came through.

Where this game really separates itself from the past is that it finally feels like 3D navigation is here to stay. General in-combat movement is more typical of recent action RPGs, with left stick being independent movement and right stick being the camera. It’s a small change, but it makes the game flow less like the generally fixed in/out movement of even 3D Tales games. This one also felt like it really had the biggest mindset towards defensive maneuverability in the series to me. Past titles had side stepping and that sort of thing, but the feel of it is much more natural to me. A heavy focus on dodging became part of my default toolset, rather than being an oh shit button that I used on big fights. Avoiding incoming damage and not relying on healing was a big difference for me, and it really encouraged active participation in the fights, rather than simply being a button spam with little damage mitigation.

Healing in general also went through some big changes here. Where Berseria encouraged character swapping to let characters heal out-of-combat, this one is kind of a more typical experience. You’ve got characters that are fairly traditional healer mage types. However, healing is tied to a single resource pool for the entire party. Having two healers has choice benefits, but it doesn’t have resource benefits. What it ended up doing was allowing me to bring in a dual-healer approach on bosses while using a more damage-focused party for regular combat, without really being able to cheese the game with a double mana pool for healing.

It’s an interesting change that had some ramifications on overall item and resource balance. Your typical orange+ potions that refilled MP in past games are now tied to that new resource, and given the stack limits (still 15 like past Tales titles…), double healers can burn through the resources incredibly fast. This ties all back into the damage mitigation, where reducing the need for your healers to actually use the resource becomes incredibly important.

Unfortunately, some of the negative parts of combat have been carried over as well. Put simply, the AI are incredibly stupid. They will not reliably dodge incoming attacks, even if there’s a giant obvious laser line tell going right at them. The healers will not first get away from the enemies to start the healing, even if it’s clear that they are in danger range. They do not have good target prioritization, and the tools to manage AI decision making don’t really do a good job of exposing this functionality to the player. It ends up in a situation where combat works great against single targets, then falls into chaos as more targets enter the fray. Luckily, bosses are largely party vs 1 affairs, so it’s generally not a big issue.

Some of the power curve decisions are also interesting, but I’m not sure I particularly liked them. There’s typical weapon/armor/accessory slotting, but there’s also now skill points tied into title trees. As you earn titles for doing things (ex: finishing specific character-focused side quests, doing specific activities, etc) you’ll earn the series typical titles. However, they’re now tied to four additional skills that can be purchased with SP. Earning all skills for a title will then unlock a larger passive stat boost that sums to the character.

Compared to the mastery stats on gear that Berseria used, this felt oddly boring to me. It’s an effective system, but it didn’t really encourage me to do anything. I kind of found the most useful next stat, then bought the skills for it as I could. The titles are kind of naturally gained by just playing the game normally, and you really don’t have to go that out of the way to get them all. The mastery stats in Berseria, despite being similar in practice, felt a lot more influenced by player completion than this. In that system I was still effectively building SP to get a skill but I was only getting one per piece of gear, so I was spending more time focused on making sure that I had backup gear ready when I left towns, and spent more time trying to make sure I wasn’t missing any chests that might have more gear. It’s a subtle change, but the title skills just got rid of a small stress factor that I feel really let the system down in Arise.

Overall though, this was a fantastically fun game to play. I could sit here and nitpick the story and make notes about how it was pretty cliche, but frankly I don’t play these games expecting a great story. I jump into them because I want JRPG math combined with an action-focused combat system and I got a heavy dose of that. 50 hours later, I was still enjoying jumping into battles, and if that’s the only thing I have to say coming out of a game, that’s a pretty good indication that they did it right.