Shelved It #20 – Tunic

More Info from Isometric Corp Games

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Switch, Steam

Tunic is one of those games that just convinces me that somewhere along the way I’ve been left behind by a certain subset of games. It’s the type of game that I can see why people enjoy, but for the life of me I just cannot wrap my head around. There’s little things that annoy me that should be relatively minor, but as a whole just frustrated me to the point where I go, “nope, this isn’t for me.” I guess for me it comes down to too much Souls in a Zelda game ruins my fun.

This is absolutely the type of game that I should love since I’m a huge fan of the 2D Zelda games. It’s got a similar approach to combat. It’s got a similar approach to world design. It’s got a similar approach to exploration. However, I just could not grok any of that in the same way that I could a Zelda game. In a couple of nights of sitting here trying to suss out my frustrations playing this, I’ve been able to narrow it down to two specific things that really got under my skin – core combat delays and overworld design.

Core combat is really down to one thing for me, and it’s an inherent difficulty of the game, not necessarily because the game is hard, but because of how they handle specifically the attack animation. Anything that happens after the attack animation must wait for the animation to complete. In particular that means you can’t dodge and you can’t defend with your shield. Because of this, I found myself taking a lot of what I thought were unnecessary hits. I could start an attack, see that the enemy is about to attack themselves, and be unable to do anything about the incoming damage. I would just have to eat the damage and hope for the best. This is the same issue I have with the Souls series, which is another one that has me convinced that some part of gaming has left me behind.

Ultimately, I guess my frustration here isn’t so much that I can’t dodge when I want to and cancel the attack animation – although frankly I think that is a good option to have – but that it slows the pace down in a way that feels not fun. Rather than being in the attack and actively using my defensive measures, I’m staying back in a full defensive posture, making sure that I’m in an absolutely safe position to attack, and getting in a single swing. If I happen to notice that I knocked an enemy back I could go for a combo, but it often wasn’t worth the risk. There’s too many situations where the game has you fighting 1v3 or more, so getting a combo in on a knocked back enemy just opens you up for damage from other targets. This sort of pace of play is something that I never enjoy, and having it be because I simply can’t play at a faster pace safely is something that I really don’t enjoy in modern Souls-ish games.

The other thing that really killed a lot of my enjoyment ended up being the overworld design, and this can be traced to a culmination of a few things. The first is that there’s not really an effective map in place. You get a sort of overworld map early on, but it doesn’t show where the player is so you have to contextually know roughly where you are to make much use of it. It also doesn’t extend to the sort of dungeon areas at all, which is less helpful. The second part is that the overworld is intentionally built like a maze, so it doesn’t exactly match up with the provided map anyway. This is then tied to a distinct inconsistency in finding save points. In the main overworld area, the only one that I actually found was the one in the first picture, which I happened to accidentally keep looping back to while I wandered around lost like an idiot, or when I died running into something that I wasn’t ready to fight.

I guess ultimately I feel like you kind of have to pick your poison. If you want difficulty, I feel like you need to be consistent in the player’s ability to save their progress as they make it. If you want to avoid hand holding their progress, then you need some clarity over where the player has been. If you want to not really give an effective map, the player should have a pretty clear path through the world. It’s not like the genre has never had these things. Even the old Game Boy Zelda games had pretty clear maps, pretty clear idea of what the player needed to do (follow the dungeons in order, but we aren’t telling you precisely where they are), and pretty fair difficulty. The combination they picked is none of that, and in doing so it just kind of felt like the worst kind of 90s gameplay where you’re wasting time for the sake of wasting time in trying to figure out what you’re doing, and more often than not accidentally going the right way eventually.

As I was playing through the first sort of side dungeon area, I thought I was getting to a point where I was starting to wrap my head around the game, but getting back into the main overworld made it clear to me that it just wasn’t coming together for me. I think there’s something there when the game works, because a legitimately harder 2D Zelda I think is something I want to like, but this one just didn’t hit for me. It felt like the worst combination of things that I don’t enjoy in the sort of Souls-adjacent rush to market that’s happened in the last few years and it just left me wanting to move on.

Game Ramblings #175 – Armored Core VI: Fires of Rubicon

More Info from Bandai Namco

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

I get that this is an incredibly early ramblings for me. At the point that I’m writing this I’m not even halfway through the game. Normally at this point I’d be shelving a game and yelling about it or continuing on. However, I think I’ve already hit on what is sticking in my mind about playing this game – I totally love the core loop here, and it often feels better than any game in the series, but it feels like they stopped halfway modernizing the moment to moment gameplay, and it feels like a missed opportunity.

The actual core mech movement feels INCREDIBLY better than it did in past titles, and a lot of that is down to modern hardware allowing them to do more graceful and faster moving combat overall. It’s incredibly easy to pick up the game and be dashing around dodging stuff. Movement is incredibly fast and the mechs feel incredibly nimble to a point that it feels kind of weird for the series. However, in terms of it trending toward a modern action focus, I don’t think it’s particularly unwelcome.

The weapon buildout is as good as it’s ever been, and I’ve been enjoying the process of building out a mech tailored toward the particular mission. It’s pretty clear after getting your face punched in whether or not a boss is more tailored towards a safer ranged approach or an aggressive melee approach, and getting used to the different types after years away from the series has been the best part of being back in it. Each type has obvious strengths and weaknesses with different approaches, and being effective at them is simply fun.

However, where I think things sort of fall apart is a little bit in the balance of what I’ve played so far combined with a camera that just feels ancient.

In saying balance, I don’t actually mean difficulty. Yes, the game is often hard but it doesn’t often feel completely unfair. Where I say balance it’s that overall it feels like the game is leaning incredibly far into combat being twitch focused – see a warning of an incoming attack and immediately dodge – with huge penalties towards missing those dodges. What this ends up doing is creating this wide range where I either have no problem at all with a mission or feel like I’m slamming my head against a luck barrier based on whether or not the incoming attack pace is fast or not, and that often comes down to whether or not I can actually see what is incoming.

In terms of the camera itself, it’s a pretty standard 1P/3P dual-stick camera. It’s got a bit of user options in terms of camera speed, but it’s pretty barebones. The weapons themselves use the core camera aim with a bit of an angle to allow for soft targeting assists and make aiming a little bit less precise. There’s a lock on R3, but this is my biggest gripe. The lock is not a traditional hard lock in so much as it doesn’t really pull your camera, and it is incredibly easy to lose the lock target if they get anywhere near the edge of your view. Frustratingly, some weapons are also just better if you don’t have a camera lock because they will aim more effectively without a fixed target. It all feels like penalties to playing on a gamepad, which is weird given the series past on the PlayStation family.

The strange thing about the game is that it feels like it wouldn’t actually be that hard playing on keyboard/mouse where I had more ability to rapidly change my viewpoint. Where I’m kind of struggling on console is in actually achieving both defense and offense in equal measure. I’m finding that I can concentrate well on audio cues and really have no problem staying alive for extended periods of time, but then I’m fighting the camera to even find my target, let alone have consistent lock ons. Even at max camera speed, I’m finding that by the time I rotate towards my target on sub-boss/boss combat, they are already dodging past me again, causing me to need to heavily rotate my camera again. This has been somewhat alleviated by the quick turn upgrade, but that ultimately feels like a bad patch to the problem.

I think there’s sort of two things in my mind that are solutions here if the current pace of the game is where they want to take the series – less reliance on aiming to achieve offense, or really leaning into the fast-paced combat and making dodging the core focus. For me, I’d like to see the second one, despite the fact that it feels like it would pull the series even further away from what it used to be.

If I look at two early bosses that I didn’t necessarily find hard but found frustrating – the Juggernaut and the Sulla portion of the Watchpoint mission – the thing I found frustrating wasn’t that they were hard, but that they dodged out of view. This more often than not resulted in me having to pan my camera, figure out where they ended up, and plod my ass over there. In the first example you’re getting back onto a camera stick, removing your ability to rapidly dodge. The Juggernaut was also pretty clearly setup as a boss that required dodging to get behind the enemy and quickly do burst damage with melee, which was made difficult by the fact that I was spending most of the boss’ vulnerable time just trying to adjust my view. Even with quick turn on the second one, the process of quick turning feels pretty clunky to pull off (hold sprint button and move in that direction). If I then compare it to what’s supposed to be a harder boss (Balteus at the end of Chapter 1), that boss didn’t feel frustrating because I had a much better ability to track the enemy through the attack patterns and spent my time simply getting better at recognizing what the boss was doing.

I think what I’d much rather see at this point is a distinct hard camera lock option where the game then leans into dodge as a core mechanic, allowing the player to remove the whole stick <-> button transition and lean into smart avoidance of incoming attacks. In the two noted examples, it would allow me to spend less time adjusting my camera and more time fundamentally attacking, which opens up opportunities for there to be more difficult attack patterns. Under the current attack setup for those bosses, I think they would be fundamentally easy with a hard lock in place, so their perceived difficulty to me feels like an artificial setup caused by a camera that does not feel in sync with the rest of the gameplay.

The problem of important things being on both the sticks and face buttons is something that I think a lot of modern games are running into, and unfortunately I don’t have a good solution at this point other than tailoring the experience around using only one of them at all times. Having camera panning being a core feature and dodging be a core need means that the player needs quick access to both simultaneously, and moving from sticks to face buttons is always going to be clunky. The unfortunate thing is that because they have four possible attacks, the other control schemes that are offered just create different problems. Type B puts dodge and jump on the shoulder triggers which is great, but puts shoulder weapons on the face buttons which is not great if you need to also aim. Type C swaps shoulder and hand weapon slots from Type B. Custom mappings on standard pads don’t solve the problem because of the same thing – you only have so many shoulder buttons. Ultimately there’s just too many things for not enough buttons and there’s bad compromises in any selection. The best solution here unfortunately is a pro style controller that moves bindable face buttons to back triggers so you never have to leave the stick.

I guess in a lot of ways what I’m getting at here is the same problem I have with the Souls games. They have extremely good fundamental core gameplay that didn’t always click to me because of one or two very specific things. In the case of Souls, it was always the large periods of time where I couldn’t readjust what the character was doing because of an existing action – for example, being able to better dodge cancel a long attack. Armored Core in general has always been a series that was closer to my heart in terms of core gameplay anyway. In the case of AC6, it feels like they’ve tried to modernize things but haven’t really settled in a place where it quite nails it, so rather than feeling like a better version of past AC games or a reimagining of the core game, it feels stuck a bit in the middle. I’m ultimately enjoying it but spending a lot of time thinking about what it could be instead.

Game Ramblings #172 – One Piece Odyssey

More Info from Bandai Namco

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

I kind of played this one on a whim. I’ve watched some of One Piece here and there so I was familiar with the series, but I wouldn’t call myself exactly a fan of it. However, I am a sucker for JRPGs and it fit well within that. What it ended up being was a game that I enjoyed far more than I expected because of decisions they made around their core combat that really worked out to the game’s benefit.

This being a JRPG, the combat had to be good to make it worth playing. The series that immediately came to mind here was Shin Megami Tensei/Persona. It didn’t have that complexity, but the core feeling is there. The entire combat loop is around exploiting weaknesses to maximize effects. There’s the core unit type, which is a rock paper scissors mechanic that applies to most attacks. Most of the units then have some elemental attacks (ex: Nami has lightning, Sanji has fire, etc) that can be an additional layer of weakness against some units.

While this doesn’t have the same turn skipping functionality of the SMT series, the end result is similar due to the balance of the attacks. Simply put, you want to take advantage of these weaknesses because it’s effectively double damage. In SMT you’d add turns by attacking weaknesses, thereby getting you through more enemies safely. Here you’re just nuking enemies, again getting you through more enemies safely.

The other place this comes into play is with the regeneration of TP – this game’s mana stat. Most of the high end special attacks take up a significant amount of the player’s TP to the point where 3 or 4 attacks with them will often drain the entire TP pool. In a typical JRPG, I’d probably just hold onto those special attacks until a boss fight rather than spamming items to get the resource back. However, in this game TP regenerates on basic attacks. Because of this, you’ll often want to nuke as much stuff using AOE on turn 1, then finish off fights to regen TP as you mop up the rest of the enemies. Against bosses, you’ll do a bit of a back and forth where you go back and forth between heavy damage and regen phases, or in the case of the healer you spend time trying to determine when it’s the best chance to heal vs. regenerating TP to avoid running out. It’s another good way to really tie combat together.

The second piece of combat that I found smart was their use of a bonus XP mechanic. The short version of this is that a lot of fights ended up introducing some small mechanic to throw off the balance of combat – could be something like kill strengthened enemies before someone in your party dies, kill an enemy before it uses a strong attack, use a specific person to finish a boss, etc – that grants bonus XP if successful. The thing that threw me off initially is that this gave a ridiculous amount of XP, often being 400-500% of the XP of a fight. It seemed exploitative. However, over time it became clear to me that the balance of the leveling curve was actually built around achieving these to avoid grinding.

What these things do in practice is really just throw off your patterns and make combat more engaging. Yes, the enemies end up being the same as in many fights, but having to switch gears to figure out how to get people into the right position to clear out groups of specific enemies fast is fun. Having to figure out how to get just the right damage to make sure the very specific person kills a boss on next attack is fun. Having to suddenly have your party focus on something they may be weak to to get bonus XP is fun. It’s small constant tweaks to the core combat that make things just different enough to reduce repetition in a genre that is typically bound to repetition.

The final piece that just worked nicely was party hot swapping. During combat you can swap party members at any time as long as they have not yet attacked in the current turn. This could include just switching where party members are on the field, but it also includes swapping party members in from the reserves. It extends to hot swapping out party members that get knocked out, which comes in particularly handy against bosses. In practice what this does is always allow you to focus on having the right people in the right spots at all times. You don’t have to worry about figuring out what the best min/max party for an area is, but instead can just focus on having the right people for the situation. It reduces a lot of what is typical party stress in the genre and actually allows and encourages you as a player to try a bunch of different combinations. It results in the entire cast being familiar to you by the end of the game, because you’ll have been using everyone often throughout the game. It’s a smart way to integrate everyone into the experience while still only capping combat to 4 members and really goes against what is typical in a lot of JRPGs.

However, where the game nearly lost me was in the stuff that is tied to the narrative. It’s not that the narrative was bad, and honestly I enjoyed it a lot, but it was often forced in a way that didn’t feel right for the genre. There were long segments of 3-4 hours where I couldn’t explore. I couldn’t fast travel. I couldn’t go back to places that I had side quests in. I couldn’t really do anything but stick to the core narrative. In a lot of these places, there was also very little combat as it would often be sections of the game where you’re interacting with people in cities and dealing with One Piece-universe story segments that simply didn’t belong in the overworld.

As a pacing thing, this just felt off. It led to a bit of a weird situation where any time I was given the opportunity to freely run around, I felt like I had to do everything that was optional at one time. I couldn’t just go “ya I’m going to take 15 minutes to screw around” because I would often be stuck. The result of this was that a couple of the longer narrative-forced sections nearly had me shelving the game, simply because I wanted to be given a break to just do anything that wasn’t a fetch quest. This was another thing that felt a bit atypical of JRPGs, but in this case it felt like a negative to the experience.

Overall thought I was pleasantly surprised by this game. I figured it’d fill the gap between XB3’s DLC and Final Fantasy 16, but I ended up enjoying it enough to delay starting FF16 instead. It does a solid job of blending the One Piece IP with a really solid representation of the JRPG genre by borrowing combat reminiscent of Persona while doing a couple things here and there that broke some genre conventions, and it ended up being a better game for it. If you’re looking for something new to check out in this genre, I’d feel pretty good throwing this one out for a recommendation.