Game Ramblings #39 – The Swapper

More Info from Facepalm Games

  • Genre: Puzzle/Platformer
  • Platform: PS4
  • Also Available On: Windows/Mac/Linux PC (Steam, GOG), PS3, Vita, Wii U, Xbox One

TL;DR

  • Fantastically well crafted puzzle/metroidvania style game
  • Interesting sci-fi driven story presented with a light touch, invites players to connect a lot of dots on their own
  • Great visual style based on a unique clay-model construction

The Swapper at its core is a game that derives straight from its title.  You play a lost explorer that finds a tool allowing them to create and swap with exact clones of themselves.  This is wrapped in a set of pretty simple mechanics and a Metroidvania-esque traversal that expand out into a huge amount of puzzle depth.  This is combined with some good visuals, and a simple but effective audio backing to create a really fantastic game.

When dealing with a puzzle game, the obvious question is whether or not the mechanics work to create interesting puzzles, and in this case, the answer is a resounding yes.  The swapper tool that the player has can only spawn new clones (to a limit of player + 4 clones) and shoot a projectile to swap to a clone.  Clones then all follow the same inputs that the main player character is doing, moving as a largely controlled herd.  However, the lighting in the levels can disable these abilities; blue lights disable clone creation, red lights disable swap projectiles, and purple disables both.  On its own, these combine to slowly ease you into the gameplay, with some of the early puzzles being some clever mix, with the player creating and moving around to platforms that are out of reach of just plain jumping.

One of the first things I noticed when I got the tool is that when I was creating clones, the game would go into a super slo-mo state.  At first this didn’t make much sense to me, until the puzzles started requiring multiple swaps in mid-air, then it became another fantastically fun ability to use.  Later puzzles started introducing gravity manipulation and pressure pads, mixing all of them together into rooms where the control of your clone herd became the ultimate goal.  By the end of the game, the puzzles were becoming a devious mix of creating clones, warping between them, and finding ways to either recombine with or kill clones in order to keep up completion of the puzzles.

The puzzles are backed by a really strong visual style.  One of the things that brought this game so much acclaim was that they quite literally created clay models for their source art, and that’s very apparent while playing.  The lighting they used was typically extremely dark, allowing for a great use of a flashlight to lead the path in hallways, then the strong colored lighting for puzzle mechanics.  I’ve thrown just a few screenshots I took below to give an idea of what the game looked like, though it certainly looks even better in motion.

It’s also worth noting that this has one of the more hilariously fucked up story endings I’ve ever played.

Story Spoiler

Given the core gameplay concept, it’s not too big of a surprise that there’s the possibility of swapping with other people, and there were some hints throughout that it had already happened. The end of the game takes full advantage of that. After crash landing on the planet below, a rescue ship finally finds you, but cannot rescue you due to lack of quarantine facilities. The game presents you with two options, die on the planet alone, or swap with the rescuer without anyone knowing what happened. The second option then takes this a step further, and gives you control of the rescuer you swapped with, causing him to fall off of a cliff to his death. Because of the rescue ship’s lack of knowledge of the swapping device, they simply saw it as the player character jumping off a cliff as a suicide.

In the end, hilariously unexpected, and a pretty fantastic way to wrap up the core mystery behind how you were going to actually get home.

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In general, I was somewhat caught by surprise by how much I enjoyed this game.  I’m generally a fan of Metroidvania-style games anyway, but without combat I wasn’t sure where this would fall fgor me.  However, the game had a really smart difficulty curve, introducing one or two mechanics, then doing a series of puzzles to reinforce the new mechanics. Ultimately, there were probably 30 or so puzzles to complete, interspersed with general traversal where story elements were introduced, and it felt pretty appropriate in length.  As far as puzzle-based games go, I can’t think of another I’ve played lately that I’d recommend as much as this unless I go back to Box Boy 3, and I think that says all that I need to say about it.

Game Ramblings #30 – Shantae and the Pirate’s Curse

More Info from WayForward

  • Platform: PS4
  • Genre: Metroidvania
  • Also Available On: 3DS, Fire TV, Steam, Wii U, Xbox One

The Shantae series has been around for a while, whether as one of the most valuable Game Boy Color games, experimenting with digital distribution on the DSi, or getting Kickstarted for its latest entry.  This time around I played the third in the series, Shantae and the Pirate’s Curse.  As the series has evolved, it’s generally followed a Metroidvania style, with some key twists to stray a bit from the formula.

One of the key differences typical of the series was that Shantae gained Genie transformations, rather than the more typical weapon upgrades of the Metroid series.  However, that went away for Pirate’s Curse for some relatively valid story reasons.  This one uses the more typical gear upgrade path, but with a bit more themed variety.  Since this is ostensibly a game involving pirates, the gear upgrades end up being things like a pirate hat to slow falling, a cannon to allow multi-jump, or pirate boots to allow for speed boosts.  It all ends up feeling much like the Metroid upgrade path, with a very appropriate theme for the game.

Where this game highly differs from the typical style of the genre is that it is level based.  Each piece of gear is found within a dungeon hidden within a themed level.  The typical path is to get to a new level, explore and do some story quests to open up the dungeon, then head on in for an upgrade and a boss fight centered around the new piece of gear.  In a lot of respects, the game feels like it brings in a very Zelda-esque focus there, where the boss fight is clearly themed around the particular item you got.  There is some back and forth going to levels that were already finished for side quests and upgrades, particularly in picking up the effective replacement for health tanks, as some are out of reach without later upgrades.  Overall while the setup is very familiar to the Metroidvania genre, the breakup across different themed levels brings a nice change of pace to each new area as you get to it.

In general this is one of the mechanically better Metroidvanias in recent years that I’ve played.  Traversal is rapid, but easy to control.  Jumping feels extremely tight, and mixes in some of the Mario-style jump height differences based on how long the button is held.  The upgrades all serve noticeable purposes in enhancing the skill set available to get around the environment.  Generally speaking, the core melee attack is going to be the 90% usage, but there’s also upgrades available for it, so there’s a noticeable power curve as the game goes on.  The bosses are all pattern based, and by and large have some amount of challenge, but are fair and typically obvious in their weak points.  Despite its relatively short length (avg 7.5 hours), the time spent in the game will go fast due to its fun play.

All that said, the last dungeon nearly made me shelve the game entirely, and did stop me from completing a 100% run.  The tl;dr here is that its a multi-level dungeon with each level having its own mechanic to complete.  However, they were more often than not based around memorization, rather than pure skill.  One level had me using the boots dash to traverse across a set of spike traps.  Due to the speed of traversal, I basically couldn’t see where I was going, or which path was the valid one until I hit a wall and died.  Another level had me using the multi-jump cannon and destroying blocks in my way as I went through another series of spike traps.  However, there were a few spots where I couldn’t see ahead, and basically had to blindly jump and die until I shot out my perfect path to get through.  Once I got to the boss, everything was fine, but for a game that had to that point been so skill based in its traversal, it felt like a really strange turn right at the end of the game.  My as spoiler free as possible recommendation here is to finish the 100% run as much as possible before entering the last dungeon, as you need to be there to get the true ending.

In the end, the game was still worth playing, especially for fans of Metroidvania style games.  It’s mechanically sound, has a good story and soundtrack, and is visually fantastic.  Given the recent rarity of the genre outside the indie space, you could definitely do worse than to give this series a try.

Game Ramblings #25 – Shadow Complex Remastered

More Info from Epic Games

  • Genre: Action/Adventure, Metroidvania
  • Platform: PS4
  • Also Available On: Windows (Steam, Windows Store, Epic Games Launcher), Mac App Store, Xbox One, Xbox 360 (XBLA)

Back before they spawned the mobile juggernaut known as Infinity Blade, Chair Entertainment released a nice little Metroidvania title called Shadow Complex.  In honor of why the hell not, a remastered version has come out for PC and current gen consoles.  With the great folks at Limited Run Games releasing a physical version, I figured it was as good a time as any to make a run through this one again, and as it turns out, the game is still damn good.

If there’s one genre I’m a sucker for nearly as much as JRPGs, it’s Metroidvania-styled Action/Adventure games.  If you ignore the setting, this one definitely strays much closer to Metroid than a lot in the genre.  It’s got upgradeable guns and pickups that unlock ways to get through new doors, a computerized mech suit that tells you where to go, and eventually a chargeable dash that breaks through even more doors.  Basically, a lot of what is here is straight out of Metroid, but grounded in a somewhat more believable Earth-based setting.

That said, all its similarities are definitely not a detriment to this game.  They’ve captured a lot of the exploration magic that the Metroid series, and in the roughly 3-5 hour adventure, you’ll traverse a lot of the same areas multiple times, but always in new ways.  The pickups and upgrades are scattered all over the place, so returning to old places always brings side paths to grab things that were just taunting you out of reach before.  To some extent I was even going out of my way once I got some of my larger weapon upgrades just because I’d remembered a handful of upgrades that I wanted to get right away.  In addition, unlike some games in this genre, ammunition for secondary weapons (grenades, missiles, etc) are plentiful, and available for recharge at all save stations, so you never feel crunched into not using some of your more powerful arsenal.

That said, there’s definitely some things that are missing that I wish were explored more.  There’s really not much in the way of memorable boss fights in this game.  For the most part, you fight the same spider mech a handful of times, with a couple other fights that can be mechanically exploited to avoid difficulty.  As an example, one fight has you up against a giant mech wheel that is jumping around the walls of a ring-shaped room.  By positioning yourself just behind one of the corners of the room, you could avoid all damage, while still being able to easily shoot at the boss’ weak spot, giving an easy victory.  In addition, there’s some points, particularly in the final battle, where I would get shot at and effectively instant killed without much of an idea where damage sources were coming from.

All that being said, when this originally came out in ’09, it was one of the best Metroidvanias that had come out around that time.  In 2016, I’d still say that it’s one of the better Metroidvanias out this year.  While the upgrade didn’t bring much new to the table, other than some improved visual fidelity, the game itself has not lost anything in its age, and should definitely be played if you missed it the first time around.