Game Ramblings #83 – SteamWorld Dig 2

More Info from Image & Form Games

  • Genre: Metroidvania – Action/Adventure
  • Platform: Switch
  • Also Available On: Windows, macOS, Linux, PS4, Vita, 3DS, Xbox One

TL;DR

  • Fantastic Metroidvania that mixes that genres typical features with a solid mining mechanic to push progression
  • Great visual style and audio kick up the presentation aspects of this title
  • Fantastic gameplay loop that really fits the on-the-go nature of the Switch

My ramblings don’t hide at all that I’m a big fan of Metroidvania titles. However, I typically stay away from playing them on portable devices since the gameplay loop doesn’t typically feel that good in short bursts. SteamWorld Dig 2 is definitely a big exception to that rule. In crafting a really solid Metroidvania title on its own, the team behind this game has also crafted one that encourages fast travel and exploration in short bursts with frequent returns to base to power up, and given us a title that is both a great Metroidvania as well as the perfect game to play on the go, even if that wasn’t exactly how I went ahead playing it.

This is 100% a Metroidvania, so of course you’ll be spending a lot of time in the map looking for new secrets.

Let’s get this out of the way – yes there’s a whole lot of digging in this game, but this is still a Metroidvania in every way. There’s a ton of secret areas to find, a ton of upgrades to get along the way, and a lot of little enemies to destroy for loot. You’ll spend a lot of time traversing and retraversing levels as you gain access to abilities to let you get through new block types, let you grapple hook, let you fly, and more. However, it is that little mining detail that really separates this game from the pack.

Digging is in the name of the game, and it’s what you’ll really be building your abilities around.

While combat is there to some extent, digging is the real core upgrade loop here and it isn’t as simple as it looks. Throughout the game you end up gaining upgrades to your pickaxe, but you also gain a bunch of other things with similarly destructive tendencies. This ranges from things like jackhammers to mines to grenade launchers, all set in a bid to blow up as much stuff in your way as possible, and the more destructive it gets the more entertaining the result. Throughout this entire process you’re also digging not just to clear paths, but to find gems to sell, upgrade tokens for obvious purposes, and the occasional treasure that can be traded for upgrade blueprints. Basically, you’ll want to always be digging somewhere in order to find every little thing that can be used to move you along the upgrade path.

There’s also a bunch of really smart passive upgrades that may sound weird to Metroidvania veterans, but really do a good job of smoothing out the grind as the game goes on. Just when you get tired of gems falling down into pits, you can purchase an upgrade to draw gems into the player. Just when you’re getting tired of searching every nook and cranny for gems, you can purchase an upgrade that visualizes these things on your active minimap. Just when you’re starting to get tired of searching for those last few little hidden spots, you gain an item that will show a sparkle in-world if you’re near a hidden breakable block. These are all things that simplify the experience to be sure, but they’re given at points well past where mechanics are learned as a reward for getting so far, so they end up feeling like a huge thank you to reduce grind mechanics at the point where it would start to become tiring.

Sometimes you just accidentally start up fire robots to take out enemies that are ahead of you. Oops.

However, the thing that most impressed me is how good this entire loop works for a portable device. Getting through this game is a huge bunch of effectively 5-10 minute sequences where you mine for a bit, fill your bag, and return to town to sell your loot and upgrade your abilities. This is smartly capped by other things that make you want to go back to town anyway, such as a lantern that runs out of fuel, water resources that can sometimes be hard to find, or health that can sometimes be a bit difficult to come by. Typically these things could be really frustrating, but in practice it really reenforces the loot, sell, upgrade loop that Dig 2 is pushing so hard for. There’s a ton of fast travel devices that you unlock all over the world, so there’s almost always somewhere near your start and end of a single loop to warp around which does a ton for minimizing unnecessary retravesal as well.

This basically then becomes the perfect portable title. Grab your Switch, 3DS, or Vita, play for 5-10 minutes, get a loop in, and put the device to sleep. You’re always making progress, always increasing your power curve just a bit, and always doing something beneficial to getting towards the end. With a typical playthrough clocking in at the 6-8 hour range, this gives you a whole bunch of little loot loops to take advantage of as well so you end up getting a bunch of mileage out of it when played this way.

Really this ends up being a great Metroidvania title, even if it’s a bit off the typical path for this genre. Even just from presentatin aspects this one hits all the right marks. Visually this is a looker, the audio and soundtrack are all fantastic, and the framerate and controls are solid throughout. From a portable perspective this is also the perfect way to play the genre, with a game loop that enforces a 5-10 minute mini-run setup instead of longer form gameplay that these can sometimes get stuck in. Would this game work fine as a console or PC experience as well? Absolutely. However, I think this one really nails it as something you’ll want to bring along with you as the perfect travel companion experience.

Game Ramblings #74 – Shantae: Half-Genie Hero

More Info from WayForward

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows, PS4, Vita, Wii U, Xbox One

TL;DR

  • Strong continuation of the Shantae series.
  • Action/platformer gameplay is as strong as ever, and the DLC brings in interesting new gameplay styles in smaller segments.

The Shantae series has been one that’s always focused more on the action side of platformers, and this one is no different.  While it has little bits that read of Metroidvanias, its focus is still tightly constructed levels, use of different powers to traverse obstacles, and really big three cycle boss fights to cap a level.  Its all here like past games, but the quality is better than ever.  The introduction of DLC campaigns for other characters only enhances the total package, giving new gameplay styles within the framework of the Shantae universe to enjoy.

Powerups are definitely out in force in this game, once again tied to Shantae’s ability to use genie dances.

While the last game got rid of dances for story reasons, the core of the Shantae games has always been the use of power ups to get through levels.  The core platforming elements have always been there, but powerups are the driving force behind getting through the world.  In Half-Genie Hero, we’re back to using the genie belly dancing to activate these power ups.  These can range from the bat power above to fly over gaps to an elephant that can charge through walls to a spider that can walk on ceilings.  As you gain these powers, new areas in old levels become traverseable, and you go back through levels multiple times to both find story items, as well as find additional power ups.

If this is reading a lot like a Metroidvania, it’s because it definitely is to some extent.  Previous games in the series have definitely been fully open Metroidvanias, but Pirate’s Curse and this one both followed a more linear single-level experience, with the ability to go back to levels through a world map for quicker access.  What this really gains for the game over a typical Metroidvania experience is really speed of access.  You can hop into any unlocked level at any time, get to the power up or item you need, then immediately hop back into the world map to go to the next place.  There’s no slog of going back and forth through the same areas repeatedly to get to a specific area of the world.  It also means that the first-time entry into a level is really tailored to the story.  You get cutscenes about what’s going on, mini boss fights as a way to slow progress, and ultimately a big story boss at the end of each level.

The bosses are all universally a lot of fun, and generally speaking also huge.

The boss fights are also where some of the more interesting gameplay mechanics end up happening.  While there’s definitely simple bosses (it wouldn’t be Shantae without an appearance by the Squid Baron), you get a lot more experimental stuff going on in these fights.  The one above takes place in a circular arena that the player will wrap around, lobbing cannonballs back at the boss.  Another one of the bosses involves fighting against a giant mermaid, using hooks to make your way towards the boss’ face to land hits, a lot like old Donkey Kong Country gameplay.  By and large it is these segments that show some of the best growth in the core gameplay of the series.

The DLCs really start to change the gameplay in interesting ways, even if the level themes are shared.

The biggest change with Half-Genie Hero though has to be the inclusion of support for DLC campaigns, which are all now included in the ultimate edition release of the game.  These are fun mini-campaigns using other characters from the series.  One has you running around doing the Risky Boots story in a very tight platforming-focused campaign.  One has you playing as the three friends Sky, Bolo, and Rottytops using their unique abilities to get through heavy puzzle-focused levels.  There are even a few mini aracde campaigns with things like a gun-based police campaign or a stealth-based ninja campaign.

The end result of all this DLC is that you have a really solid main campaign that is really less than half of the experience at this point.  While you then go through and play through the same core level themes, the experience is always completely unique in each of the DLC packs, so you’re always learning fun new ways to replay the same content.  From a sheer value standpoint, the ultimate edition released recently with all DLC really can’t be beat.

There’s a lot to enjoy in this release, particularly if you wanted more variety than previous games.

The previous Shantae games were always really high quality examples of action platformer gameplay, and this one is no different.  The biggest difference here is that they simply went with the motto of “more”.   There’s more powers to use, more gameplay variety due to DLC, and more total overall time to spend in the game.  Despite all of the variety, the core gameplay hasn’t suffered at all.  This is still a really mechanically tight game, and one that fans of the genre really shouldn’t miss.

Game Ramblings #72 – Owlboy

More Info from D-Pad Studio

  • Genre: Metroidvania
  • Platform: Switch
  • Also Available On: Windows, macOS, Linux, PS4, Xbox One

TL;DR

  • High points are non-gameplay.  Story, visuals, audio are all top notch.
  • Mechanically does enough to get the job done, but is pretty standard.  Bosses are pretty simple, not too many upgrades, not much reason to back track.

Add this one to the list of Metroidvania games that I’m always a sucker for, and it was definitely solid enough to be worth playing through.  This was definitely an indie darling as it was in development, and it properly earned a lot of accolades, particularly for its visuals.  However, in being a game that did its non-gameplay elements so well, it’s a bit unfortunate in that the gameplay itself is pretty much hitting the minimum standard, and not really doing much to separate itself from the pack.

Right from the start this game has fantastic pixel art, and it compares well against the best of the Metroidvanias of recent years.

It’s pretty easy to see from the start where Owlboy earned its biggest hype from.  This game is drop dead gorgeous.  It’s easy for pixel art games to become difficult to play at times from overly busy visuals, but this one escapes all of those traps.  The backgrounds are high detail, but use muted color palettes to separate themselves from the foreground.  Characters are all fairly low-resolution, but have unique looks of their own so you can immediately tell who is who.  Even more important, the character animation is phenomenal.  There’s enough frames of animation for everything to look really fluid, whether in normal traversal or in combat situations.  Even little details like character facial reactions during cutscenes lend a lot of life to scenes where 2D games typically have to depend more on text.

This high attention to non-gameplay detail also extends to the story and music.  From a non-spoiler perspective, the story focuses on the growth of the main character in trying to learn to be an owl, and how the world around him has gotten to the state it’s in.  The characters he meets with throughout, and those that end up travelling with him are all well written, each with their own motivations as to why they’re joining the party.  As for the soundtrack, it’s a well orchestrated set of pieces, ranging from lighter pieces in town to high action pieces in battle.  Overall, I recommend giving it a listen.

Bosses are the high point of combat, even if they tend to be pretty simple.

The gameplay on the other hand is a lower point in the game.  It’s not that it’s bad – in fact, it hits pretty much all the expected notes for a game of this style.  It just doesn’t really do anything to stand out.

Out of all of this, bosses really are the high point.  They’re pretty standard sort of 2 – 3 phase fights, with damage being the phase trigger across the board.  For the most part, the bosses also introduce new mechanics as they phase transition.  However, the bosses themselves are still fairly simple.  Typically speaking, you get a new upgrade, and face a boss weak to that upgrade.  In the one above, you’d basically just been using a spin move to knock armor off enemies a bunch, then immediately get this boss.  Spin hit the armor off the turtle, shoot it a bunch, repeat.  This was pretty much the same thing across all bosses, and it basically meant that they were never really much of a danger.  You knew going in what you were going to be expected to use, you’d have been given an entire level before hand to learn the ability, and you just have to use it to finish.

But again, it’s not necessarily a bad thing that it went that way.  Upgrades are basically in two forms; characters that you can carry with you, and health upgrades earned by collecting coins.  The characters were a unique way to handle the typical weapon upgrade.  You only earn three – a standard gunner, a shotgunner, and a spider web launcher – but their integration into the story and gameplay as a whole was a unique way to give a voice to the upgrades, rather than them just being a pickup in the world.  It also gave much greater weight to them coming and going from the party based on the story, and ultimately made the story a lot more impactful.  Losing a party member due to something occurring in the world wasn’t just part of the story, it also meant that your combat strategy was about to drastically change for a while.

However, it also meant that you never really had a reason to back track.  While getting 100% of coins to get all optional upgrades is a back track path, the core upgrades were guaranteed along the main path, and I never needed to do the full collecting since I was rarely in danger of being low on health.  The end result of all this is that I treated the game less like a Metroidvania, and more like a typical linear action/adventure game, which probably got me through it quicker than was really intended.

Sometimes you just end up riding a boss upside down through a cave. It happens.Realistically, the game is pretty typical of a lot of top tier independent titles.  The things where it stands out are pretty high end, and the rest of the game kind of sits in decent but average shape.  It’s obvious that visuals and tech around it were going to be the focus of this game, and they really nailed it.  In nailing those things, gameplay looks to be the thing that suffered a bit from lack of development focus, but overall it worked out well.  Would I consider this in the upper echelon of Metroidvanias?  Not really, but I still have a pretty easy time recommending at least a play through.