Showing posts with label Indie. Show all posts
Showing posts with label Indie. Show all posts

Sunday, May 9, 2021

Capcom Month Round-up

For Capcom Month, I decided to color outside the lines a bit with three games from established Capcom franchises and two indie games that are heavily inspired by Capcom works. Taking this approach gave me a great variety of aesthetics and gameplay styles, which made for a really fun and interesting month. With the exception of Monster Hunter, I streamed all of these on my Twitch channel.  Here's a roundup of mini-reviews for each game that I played:

Gunvolt Chronicles Luminous Avenger iX

While technically not made by Capcom, I kicked things off with the third game in Inti Creates' Mega Man-like series, Gunvolt. Rather than playing as Gunvolt himself, this entry follows his rival Copen in his battle against the nefarious Sumeragi Corporation. While this entry still delivered the tight pixel art action the Gunvolt series is known for, I found that I enjoyed this one a little less than its predecessors. Copen's move set doesn't work quite as well for my playstyle as Gunvolt's does and I didn't particularly care for this game's supporting cast. Thankfully, the game featured a great rogues gallery of over-the-top villains and a kicking soundtrack which helped elevate things a bit. Ultimately, I'd say this is the weakest entry in a strong series but still a solid action game in its own right. 

(You can find my review of the original Gunvolt here: Gunvolt Review )

Score: ⭐⭐⭐

Completion Time: 6 hours

Devil May Cry

While I've been aware of the Devil May Cry series since its debut, I didn't actually have my first foray into Capcom's stylish character action series until Devil May Cry 5 in 2019 (DMC 5 review). I had such a blast with it that I immediately added some of the older games in this series on my to-do list and #CapcoMonth provided the push I needed to finally dive into DMC 1 via the Devil May Cry HD Collection. I was pleasantly surprised to find that despite this essentially being an anti-aliased PS2 game, it still holds up great in terms of gameplay and art direction. While there are a few elements that haven't aged well, namely some awkward camera angles and having limited lives with spread-out checkpoints, I still had a lot of fun on Dante's first adventure and will likely tackle DMC 2 & 3 at some point in the future.

Score: ⭐

Completion Time: 6 hours and 25 minutes

Resident Evil 3 (2020 Remake)

Similar to Devil May Cry, Resident Evil is a Capcom series that I didn't fully come to appreciate until fairly recently. After loving Resident Evil 2 Remake and Resident Evil 7 (but having mixed feelings on Resident Evil Zero), I was looking forward to playing another modern entry in one of video gaming's most beloved horror franchises. Gameplaywise, RE3 Remake plays very similarly to RE2 Remake, in that it's a third-person action-adventure game, however, the pacing of RE3 is much brisker than its predecessor. The focus on more linear level designs and big action set pieces gave this game a tone that felt much more like an action movie than a horror movie. Once I got used to that, I had a good time blasting zombies and other monsters as this game's especially badass depiction of the recurring series heroine, Jill. Ultimately, I think I prefer the more atmospheric adventure game approach of RE2 Remake and RE7 but this was still a really fun ride.

(You can find my review of Resident Evil 2 Remake here: RE 2 Remake Review )

Score: ⭐

Completion Time: 9 hours and 34  minutes

Monster Hunter Rise

You've likely noticed a theme at this point, but Monster Hunter is yet another Capcom franchise that I've been aware of for a long time but never really dug into before. In this case, Rise is the first Monster Hunter game I've ever played. I found right off the bat that while the basic gameplay loop is very simple (fight monsters, get crafting materials, make stronger weapons and armor, repeat), almost everything else about the game is needlessly complicated. It took me several hours to get through back-to-back tutorials, figure out the controls, and learn to navigate the clunky UI. However, once I managed to get through all that, I found Rise to be a really enjoyable experience. Having only a limited story and minimal world-building, the single-player campaign is fairly bare-bones but still satisfying, and the online co-op mode is a lot of fun whenever I actually manage to coordinate with other people to play. However, for me, what elevated this game from "good" to "great" was the presentation. I absolutely loved this game's medieval Japanese fantasy setting, catchy music, cute animal companions, and cool monster designs. I don't think I'm going to be someone who plays every MonHun game that comes out, but I'm really glad I took the time to get into this one.

Score: ⭐

Completion Time: 25 hours (Single-player campaign and few co-op sessions)

Nina Aquila Legal Eagle 2

Nina Aquila 2 cover art


After seeing the foundation established by the first game (see my review of Nina Aquila 1 for more info), I was keen to see where this indie Ace Attorney-like series would go next. Improving on the original in almost every way, Nina Aquila 2 offered a much more interesting case to investigate, a more complex story, and some new investigation segments to break up the courtroom drama. However, what set it apart was the scene of the crime: a hotel hosting an anime convention and trading card battle tournament. This opened up a lot of opportunities for humourous writing that mixed legal drama with anime fandom. I also enjoyed the Yu-Gi-Oh-inspired minigame that is integrated into the campaign as Nina gets dragged into the world of competitive trading card battles. While both the minigame and puzzle-solving parts of the mystery felt a little too easy for my tastes, Nina Aquila 2 was still an overall fun and charming package. I'm looking forward to playing the third game sometime in the future!

Score: ⭐

Completion Time: 9 hours



 Note: This post is part of the Chic-Pixel community's #CapcoMonth event. For more info and their full list of events, check out this page: Community Game-Along Master List

Friday, February 12, 2021

Adventure & Puzzle Game Round-up

Over the past few months, I've really been going all-in on Community Game-Along events on my Twitch channel. I've found they're a fun way to keep my queue varied and interesting. The previous two month's themes, #AdventureGameMonth and #PuzzleGameMonth, smoothly flowed into each other to provide 60+ solid days of putting my brain through its paces!

Here's a roundup of mini-reviews for all 7 games I streamed for these events:

Day of the Tentacle


As someone who really enjoyed other Lucas Arts adventure games such as Grim Fandango and the Monkey Island series, I've been meaning to play this classic title for quite some time. Once I started playing, I was immediately struck by the distinctly 90s cartoon aesthetic and sense of humor that reminded me of shows such as Animaniacs and Hysteria. The gameplay, however, took a while for me to get my head around. Switching between controlling 3 protagonists exploring the same environment in 3 different time periods made for some novel puzzle designs but also made it much easier to get stuck than in a more conventional point-and-click adventure game. As a result, I found myself alternating between having fun engaging in cartoon antics and being frustrated when I kept having to wander around the same locations over and over to figure out what the game wanted me to do next. That being said, I'm really glad I played this but it hasn't displaced Monkey Island and Grimfango among my favorite Lucas Arts games.
Score: ⭐⭐⭐



Nina Aquila Legal Eagle (Chapter 1)


This one was a real curiosity for me. Essentially, Nina Aquila is an indie developer's recreation of the gameplay of Phoenix Wright Ace Attorney using the RPG Maker engine. While Nina Aquila still looks and feels like an RPG Maker game, I was quite impressed with how well Tanuki-sama Studios managed to work the engine to create a game with the same general structure and mechanics as Ace Attorney. As for the content of the game, the court case itself is entertaining but much more straight forward than Phoenix Wright. Nina Aquila was released episodically on itch.io and the first chapter that I played during #AdventureGameMonth was an effective proof-of-concept that has me looking forward to trying out the subsequent chapters in the future.
Score: ⭐⭐⭐
Note: The first two chapters of this game were included in the itch.io Racial Justice Bundle 

Call of the Sea


Taking a break from my usual indie and retro games, I decided to check out this highly regarded Xbox Series X launch title via Xbox Game Pass for PC. As you would expect from a brand new game first-person adventure game, it featured beautiful and lush environments that were really cool to explore. I also found the 1920s Lovecraft-inspired story to be quite interesting. The game's puzzles featured a good range of difficulties, however, there were one or two that just didn't make sense to me at all and I ended up having to look up the solutions. Unfortunately, the overall very positive experience I had with Call of the Sea was marred by some pretty serious performance issues despite my PC comfortably meeting the system requirements. This is a game I'd definitely recommend playing, but on Xbox Series X, since supposedly that version runs much more smoothly, or waiting until the PC version has been out longer and gets patched.
Score: ⭐⭐⭐
Note: This would have been an easy 4-star game if not for the technical issues. 

Carto


Another recent Game Pass release, this indie puzzle adventure game stars a character who can edit the game map, thereby changing the layout of the world around her. Throughout the game, you collect new map pieces that you can fit together in different ways to create new environments, solve puzzles, and help various NPCs. It's a short and sweet game with a unique hook, cute graphics, and a quirky sense of humor. I definitely recommend checking this one out.
Score: ⭐⭐⭐⭐

Manifold Garden


When I first saw previews of this game, I immediately knew it would be a must-play. Manifold Garden is a first-person puzzle platformer that, at first look, might seem similar to Portal. However, only a few minutes of playing it reveals that it's a completely unique experience. For starters, your character cannot jump but can instead instantly change the direction that gravity pulls, suddenly making walls, ceilings, and the surfaces of any object in the environment traversable. On top of that, each level is a maze of surreal Escher-inspired environments that loop back upon themselves This means that if you fall into a pit, you'll soon find yourself falling through the sky rather than hitting the bottom of the level. Manipulating the gravity and exploiting the looping level design leads to some really interesting puzzle scenarios. In addition to the mechanics, I really loved this game's visual design which increased in intricacy along with the puzzles. Overall, this was easily my favorite game that I streamed during both #AdventureGameMonth and #PuzzleGameMonth and in general, is one of the best puzzle games I've played in a long time.
Score: ⭐⭐⭐⭐⭐
Caution: If you are at all prone to motion sickness, there is a strong chance that this game could trigger it.

Witchway


Compared to most of the other puzzle and adventure games I played, Witchway was pretty simple and straight forward. As a witch with telekinesis, you navigate a Metroidvania-style world by moving blocks around to create platforms and activate switches. While not anything particularly revolutionary, it sported great music, adorable pixel art, and just enough puzzle complexity to fit its 3-hour run time. This game did what it set out to do and was a nice break from the meatier games I tackled during #PuzzleGameMonth.
Score: ⭐⭐⭐
Note: This game was included in the itch.io Racial Justice Bundle 

Hue


My last game for these events was another 2D puzzle platformer, but with a bit of a twist. Hue takes place in a mostly black and white world with few key interactive objects rendered in bright colors. The protagonist has the power to change the background color of the levels which makes any object in the environment of the same color disappear as it blends into the background. By carefully switching colors in the right sequence, the player can navigate obstacles and avoid deadly traps such as spikes and lasers. I found that the way this game brought a unique mechanic to otherwise traditional puzzle platforming gameplay was enough to set it apart from other games in the genre. I also really liked the game's crisp high-contrast aesthetic and very well-balanced puzzle difficultly. 
Score: ⭐⭐⭐⭐

Putting my puzzling skills to the test for two consecutive months was a real challenge and a lot of fun! That being said, I feel like my brain earned some much-deserved rest. Time to go watch some anime!

Tuesday, May 19, 2020

Wandersong Review


While I've always enjoyed short sessions of traditional rhythm games like Dance Dance Revolution, especially in arcades, it's not a genre that I tend to engage with at home. However, games of other genres that incorporate music into their gameplay are something that I can get into in any context. That's where Wandersong comes in. This adorable-looking game came strongly recommended from IGN's Tom Marks and my streamer pal, BogusMeatFactory; with two ringing endorsements from people with such unique tastes in games, I had to give Wandersong a shot.

Overview:
Wandersong is a music-themed adventure game. It tells the story of a bard on a quest to learn the scattered pieces of the Earth Song; a magical piece of music believed to be capable of staving off the apocalypse. The bard's primary ability is to sing 8 different notes based on the direction the player tilts the right thumbstick (the number pad or mouse is used if playing without a controller). This review is based on the PC version of the game, which I played via Xbox Game Pass.

Observations:
  • While music is a central theme throughout the game, rhythm gameplay makes up only a minimal part of the gameplay. Instead, the gameplay takes two forms:
    • In towns, the game plays like an adventure game in which player talks to NPCs and explores the area to gather information about the location of the next part of the Earth Song. As far as adventure gaming goes, these sections are fairly rudimentary, but the game's presentation is so strong that it was enjoyable just to see the sights and meet the quirky inhabitants of the world. 
    • In Spirit Realms (i.e. dungeons), where each Earth Song piece can be found, the focus is on puzzle-platforming gameplay in which the notes that the bard single manipulates various features of the environment. I really liked the way each dungeon presented a unique puzzle platforming mechanic; this helped keep the gameplay feeling fresh.
  • Graphically, there are two especially distinct things about Wandersong:
    • Wandersong's character designs are very simple; the player character is made up of just a handful of flat geometric shapes. However, the game manages to get a lot of expression out of these designs through some very cute animations. It didn't take long for them to grow on me.
    • Something that had more immediate appeal was the game's color pallet. The use of bright contrasting colors, including lots of neons and purples, really gave the scenery a distinct and vibrant look.
  • Despite its simplistic and cute appearance, Wandersong features in-depth character development and touches upon some fairly heavy themes. Some indie games try to shoe-horn darker subject matter into otherwise cute-looking games for shock value or to give the appearance of extra depth. However, in the case of Wandesrsong, the more and less serious elements of the story play off each other very well and I found that I was invested in each of the major characters' plot arcs.
  • One of the buttons makes the bard dance at any time (including during dialog). It serves absolutely no gameplay purpose and it is highly entertaining. By finding a certain character in hidden locations in each chapter of the game, you can learn more dance moves to expand the bard's repertoire.
  • Even though this is a game about music rather than a music game, I still came into it with high expectations for the soundtrack. I'm happy to say the soundtrack is just as charming as the characters, writing, and graphics.
I often divide my observations in reviews into pros and cons, but when it comes to Wandersong, there is really nothing bad I can say about it. This game's graphics, music, writing, and gameplay all come together in a delightful package that I can comfortably recommend to just about anyone.

Score: ⭐⭐⭐⭐⭐
Completion Time: About 14 hours

Note: This post is part of the Chic-Pixel community's #MusicGameMay event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020






Sunday, April 5, 2020

Azure Striker Gunvolt Review


Long time readers know that I am a regular participant in Chic-Pixel's Community Game-Along events. With April's theme being Capcom games, I had a lot of options. For my first #CapcoMonth game, I selected Azure Striker Gunvolt. This game wasn't developed by Capcom itself, but by ex-Capcom employees at Inti Creates. Gunvolt is heavily inspired by Mega Man, which isn't among my favorite retro series, so I had previously looked the other way when Inti Creates decided to take their own spin on this style of game. However, after getting some hands-on time with one of the Gunvolt games on the show floor at MomoCon last year (impressions), I could immediately tell this was more than a simple Mega Man clone and the first game ended up on my Steam wishlist as soon as I got home.

Overview
Azure Striker Gunvolt is a 2D action game in the style of Mega Man. The game is comprised of action-platforming stages that culminate in a boss battle; the order that these stages are played is up to the player. However, unlike Mega Man, Gunvolt does not defeat his enemies purely by firing projectiles at them. Instead, he tags enemies with a needle gun that does minimal damage but increase's the target's electrical conductivity. He then emits an electric field that strikes down each tagged enemy with lightning. (You've probably figured out by now, why the main character is named "Gunvolt".) Azure Striker Gunvolt takes place in a dystopian cyberpunk setting with heavy anime influences. This review is based on the PC version of the game, which is available via Steam.

Pros
  • I really enjoyed the game's core mechanic. Loading up as many enemies as possible with conductive needles and then unleashing the electric field to zap them all at once was very satisfying.
  • For an otherwise pretty straightforward action game, it has a surprisingly involved story. While this story leans heavily into anime and comic book themes and tropes, I found it to be entertaining and a good way to break up the action. I would absolutely watch an anime series or movie with this cast of characters and setting.
  • This game has a kicking soundtrack that features synthy instrumental tracks for the general action as well as vocal electro-pop songs that play during certain story events or when certain criteria are met during gameplay. The vocal tracks are very catchy and would always get me hyped whenever they would come on.
  • Gunvolt has great 16-bit-like pixel art that is embellished with higher quality effects for certain elements like the electric field. This can make for a pretty chaotic display during the heat of battle, but I found that I really liked the way it looked once I learned to be able to keep track of the action. During dialog and cutscenes, characters are represented with nice-looking anime portraits in a visual novel-style presentation. 
  • As someone who struggled with some of the Mega Man games, I appreciated that Gunvolt adds several features that make getting through it a little more manageable:
    • Each level features multiple checkpoints including one right before the boss room. You can continue from these checkpoints as many times as you would like until you beat the level.
    • The game includes some light RPG mechanics that allow you to level up your character and upgrade his gear. I only made minimal use of this feature because I felt like the game's difficulty level wasn't high enough to necessitate replaying each level multiple times to grind for XP and crafting materials, but it's nice that it's an option for players who get stuck and want to increase their chances of success.
    • Every once in a while, an angel-like character will appear and resurrect you when you are about to die via a mechanic called "Anthem" (there's a justification in the game's story for why this occurs). In addition to resurrecting you, Anthem temporarily powers you up and changes the music to an especially catchy song. Sice Anthem occurs by random chance, it only triggered a few times for me during my playthrough, but it often saved my bacon during multiple-stage boss fights and the song that played added to the excitement of the battle.
Cons
  • Gunvolt has some dialog that takes place during gameplay. This dialog is voiced in Japanese and displays in textboxes with English subtitles. With how busy the screen can be in the midst of the action, I found this dialog to be very distracting and ultimately had to disable it. For example, in one case I had a character exclaim "Watch out for those spikes!" while I was platforming; the problem was that the dialog box displayed over the spikes, causing me not to see them and skewer my character as a result. Thankfully, the mid-action dialog didn't seem to be essential to the story, so I don't feel like I missed out on much by disabling it.
After loving the last Inti Creates game I played, Bloodstained (review), I was pleased to find that this studio had knocked in out of the park with another excellent 2D action platformer. I'm already looking forward to playing the next two games in this series! I highly recommend Azure Striker Gunvolt to anyone who enjoys retro-style action, even those who aren't fans of Mega Man, Gunvolt's source of inspiration.

Score: ⭐⭐⭐⭐⭐
Completion Time: 9 hours, 52 minutes (includes reaching both the "normal" and "true" ending)




Note: This post is part of the Chic-Pixel community's #CapcoMonth event. For more info and their full list of events, check out this page: Community Game-Along Master List 2020

Sunday, March 8, 2020

Giana Sisters Twisted Dreams Review


For my third game during #PlatforMonth, I decided to pick up a platformer starring the gaming world's second favorite pair of super-powered Italian siblings, the Giana Sisters. While this series may have started off as a very blatant ripoff of Super Mario Bros, it has since grown into a distinct franchise with its own unique personality and mechanics. The fourth game in the series, Twisted Dreams, was the result of a successful Kickstarter campaign in 2012.

Overview
Giana Sisters Twisted Dreams is a 2.5D platformer with a linear level structure. The game's signature mechanic is that you can switch your character between two forms, "Punk" and "Cute". Changing between these forms changes your character's abilities and also the behavior of objects in the environment.

Pros
  • This game gets a lot of mileage out of its central switching mechanic. Switching between the two forms occurs instantaneously, seamlessly, and changes your move set, the visual aesthetic of the level, the background music, and the behavior of platforms and enemies. It somehow all feels very natural quickly and I found that it remained an enjoyable mechanic throughout the entire campaign.
  •  Twisted Dreams has a kickin' soundtrack. In Punk form, the music has rock instrumentation with electric guitars and in Cute form, the music takes on a more electronic synthy sound. Both sounded pretty good, but I found that when the situation didn't require a specific form, I would stay in the Punk form to listen to the shredding guitar.
  • With how much the switching mechanic changes things, I thought navigating the levels and picking the right form could get confusing. Thankfully the game signals to you when it's time to change forms via color-coded gems that you collect throughout each level. This comes in handy with some of the very technical jumps that could require several mid-air transformations!
  • Punk form's special move is an air dash and Cute form can twirl to glide through the air. Using both of these moves in tandem with each other works very smoothly once you get used to it.
  • Being a challenging 2D platformer, I was very thankful that Twisted Dreams is very generous with checkpoints.
  • This game is tough, but not in a way that ever feels discouraging (with the possible exception of the final boss). The game often asks you to pull off some very tricky maneuvers but the game gives you tools you need to succeed and doing so feels very satisfying.

Cons
  • Twisted Dreams gives you a rating of 1 to 3 stars at the end of each level. Earning a certain number of stars is needed to unlock the later levels of the game. However, the scoring system that determines your star rating is very opaque. I had to look up how it worked in order to earn the last few stars I needed to unlock the final level.
  • Like many modern 2D platformers, the game can be quite busy visually. I lost several lives due by missing a platform or crashing into spikes in areas where it was difficult to discern whether an object was in the foreground or background.
  • The campaign is split into three "worlds" but there is no cohesive visual theme to separate one from the other. Levels tended to switch randomly from a forest, castle, cave, or beach settings regardless of which "world" they were in.
Other than a few minor issues that occasionally slowed me down, I blasted through Giana Sisters Twisted Dreams and had a great time doing it. I give this game a strong recommendation to fans of platformers like Rayman, Donkey Kong Country, or Mighty Switch Force.

Score: ⭐⭐⭐⭐
Completion Time: 10 hours

Notes:
  • This review was written as part of the Chic Pixel community's #PlatforMonth event. For more info about their events, check out this page: Community Game-Along
  • For the majority of my time playing through Giana Sisters Twisted Dreams, I was convinced that I was alternating between a "punk" sister and a "cute" sister (i.e. two different characters). It turns out that you're only playing as one sister who changes her appearance; the other titular Giana sister is the character you are trying to rescue from the villain.

Monday, July 1, 2019

Cris Tales Impressions


 As I had mentioned in one of my E3 posts, one of the games that came out of nowhere and caught my eye was the indie RPG, Cris Tales. Since a demo became available on Steam during the expo, I made a point of downloading it and giving it a shot while it was still fresh on my mind.

Overview:

Cris Tales is a turn-based RPG in which the main character, Crisbell, works to prevent a calamity from striking her town by using her powers as a Time Mage. Cris can see the past, present, and future at once and manipulate one time period to affect the others. This ability can be used during combat as well as during interactions with NPCs and the environment.

Observations:
  • I love this game's art style. It's a nice hybrid of anime and the illustrations in a kid's storybook. The way the game visually divides the different time periods on a screen is a pretty neat effect. The game also does a good job of working its 2D designs into 3D environments.
  • The animation looked a little choppy. I'm not sure if this is a style choice or a limitation of this early build of the game. I have a fast PC and was running the game on the low settings, so I don't think it was a performance issue.
  • Combat is turn-based but also allows for timing-based button inputs to get critical hits (similar to the Paper Mario series). I think this has the potential to make battles more engaging, but I found the timing to be hard to judge. This may be due to the choppy animation.
  • Using the time manipulation powers could lead to a lot of interesting possibilities in the full game. At one point in the demo, Cris sees that two NPCs homes will collapse in the future but only has the resources to save one of them with her time powers. The game makes it clear that who you choose to help will have consequences later. I'm curious to see how this will play out in the full game and what the true scope and impacts of decisions will be.
  • In battle, the use of the time powers is usually pretty straight forward. Against standard enemies, you can increase or decrease their age to make them weaker. The boss in the demo, however, exhibits puzzle-like elements in battle. In this case, the foe is wearing impenetrable iron armor, but if you get it wet and move forwards in time, it will rust, making the enemy vulnerable. I'm interested to see what other kinds of time puzzles the full game will incorporate into boss battles.
  • I had mixed feels about the story and dialog. Some of writing was entertaining, but I kind of felt like the characters were over-explaining things or talking down to the player. However, since this game seems to be going for a kid-friendly vibe, it could just be that I'm much older than the target audience for this game. Cut scenes are fully voiced but sounded a little stilted. I suspect this is because the game requires the player to press a button after each line of dialog, which adds extra pauses (Octopath Traveler had a similar issue). An auto-play option in cutscenes would definitely be nice.
  • I played this demo on PC, but I think this game would be a good fit for Switch, so that will probably be my platform of choice if I end up getting the full game when it releases.
I came away from this hour-long demo really impressed by its art and intrigued by the possibilities its mechanics present. While I have some reservations about the story, I think it could improve as the game progresses.  Cris Tales is slated to come out sometime in 2020, so I'll be sure to check in on it again then.

If you're interested in trying the demo of Cris Tales for yourself, you can find it on the game's Steam page.




Wednesday, June 5, 2019

MomoCon 2019


 Having attended a general nerd/pop culture conventions like Dragon Con for the past several years, I've been interested in attending a convention that focuses a little more narrowly on my main nerd fandoms: video games and anime. Conveniently, Dragon Con's sister convention, MomoCon, happens to be focused on those two very things! While the anime parts of it were a lot of fun and the cosplay, of course, was on point, it was the gaming events that really stood out to me. In particular, I really enjoyed meeting indie developers and trying out demos of their games.

Here are some of the gaming highlights from the con:

Inti Creates (website)

Among the devs with displays on the MomoCon floor, Inti Creates was one of the largest and most well known. They make Bloodstained Curse of the Moon, which was one of my favorite games of 2018. As one of their employees stated, they are the makers "of fine 2D action games... and also Gal Gun."
I was able to demo four of their games at the convention:
  • Dragon Marked for Death (Switch) - The newest game from Inti, an action RPG with 2D platforming elements. It's hard to get a good sense of an RPG during a brief convention floor demo, but it felt solid and had very nice sprite work. The combat was quite tough, so I think learning combos would be key.
  • Azure Striker Gunvolt 2 (Switch, 3DS) - My favorite among the games I tried at the Inti booth. It's similar to Mega Man but with more of an over-the-top anime flavor. The character I played as, Copen, had an interesting mechanic in which you first dash into an enemy to lock on to them, and then jump back to fire homing shots at them. I may end up making space in my queue for a Gunvolt game in the near future. 
  • Blaster Master Zero 2 (Switch) - I have very limited experience with previous Blaster Master games, but this one appeared to stick quite closely to the formula of the original. This series breaks up the Metroidvania format by having vehicle combat and occasional overhead shooter segments. Since the game controls differently depending on whether you're on foot, in a tank, or in the shooter segments, I would likely need to spend some time with it to get the hang of it.
  • Gal Gun 2 (PS4, Switch) - This was probably the strangest game I played at MomoCon. It's an on-rails light gun shooter that also features dating sim elements; your character apparently is shooting crazed anime girls with pheremones?! Unfortunately, the floor demo used a PS4 controller, which I found really difficult to use to aim the gun. Also, the suggestive themes in this game made it a little awkward to play on a convention hall floor surrounded by thousands of people! 



Mega Cat Studios (website)
I had never heard of this studio before, but they had a rather prominently positioned booth with more games to try than any other developer. Most of their focus seemed to be on making new games for retro systems like the NES, SNES, and Genesis. I appreciated that each demo station uses a vintage CRT TV set. They also had a demo for one game for modern consoles.

Games Played:
  • Log Jammers (NES, PC, Switch, PS4) - A lumberjack-themed sports game pretty clearly inspired by Pong and Wind Jammers. It was pretty basic I liked the work they put into the customer NES cartridge.
  • Little Medusa (NES, PC, Switch, PS4) - A puzzle game in which you turn enemies into stone and knock them into the water to form bridges. A fun game for shorter sessions. I liked the cute and colorful graphics.
  • Old Towers (Genesis) - A puzzle platformer in which your character zooms up vertical stages along rows of coins. The way the character moves coupled with the fact that you have to get every coin to reveal the exit reminded me of Pac-Man.
  • Crunch Out (SNES) - I watched my wife play this one. In this area arcadey management sim, you play as the manager of a video game company and run around the office making sure your coders keep working by feeding them and keeping them awake. There's definitely some commentary being made about the state of the game industry here.
  • Bite the Bullet (PC, Switch) - A 2D shooter like Contra or Metal Slug but with a twist, eating your downed enemies allows you to upgrade your character and charge up special moves. As their only game on modern hardware, it takes Mega Cat's retro designs and adds a lot of embellishment. The controls and character movement felt a little sluggish but I'm hoping that's just due to the floor demo being an in-work build of an unreleased game.
 
 

 

 

Studio Soft Colors (website)
This studio only had one game on display, a visual novel:
  • Aquadine (PC, mobile) - This visual novel set in a Venice-like city had really pretty artwork. It seemed to have some pretty deep lore about mermaids, Atlantis, and other mythological concepts in addition to a more typical romance plot. The con floor was far too loud and busy to really focus on a visual novel, but what I saw has me interested to try the demo. 

Blue Bomber Games (website)

This developer's game won Momocon's Best Georgia Indie award!
  • Looking for Heals (PC) -  A dungeon crawling action RPG in which the player character is the healer for a group of wreckless AI-controlled warriors. Most of the gameplay involves following your party around as they battle their way through skeletons and demons casting various healing and resurrection spells on them to keep them alive. It's a simple but novel concept. Only a limited demo was available, but the game seemed like it will feature some humorous writing as well.

Pixel Nicks (website)
Pixel Nicks also only brought one game, but they made it count by winning Best Overall in the Momocon Indie Showcase!
  • Eagle Island (PC) - A Metroidvania with Rogue-like elements. The player character has very limited abilities, so he relies on his pet bird to attack enemies and pick up items. I liked the lush look of the environments despite the fact that they're procedurally generated.


 Cosplay
While I mostly focused on indie games for this con, of course, it wouldn't be a real con without some cosplay. Most people were cosplaying as anime characters (a little out of scope for this blog), but I did happen to snap photos of my two favorite video game characters cosplays that I saw.

Majora
Bayonetta

Sunday, December 23, 2018

Helen's Mysterious Castle Review

 
The community game-along events held by the Chic-Pixel blog provide a great opportunity to diversify my gaming queue and #DoujinDecember was no exception. While the Western indie scene has been getting a lot of coverage lately, Japanese indies (aka "doujin games") tend to be a bit more obscure. For my selection for this month's theme, I picked out Helen's Mysterious Castle which was available from Playism for only $2 (US)!

Overview
Helen's Mysterious Castle is a turn-based RPG made in the RPG Maker engine. With only one playable character, the combat focuses on the strategic use of Helen's assortment of weapons. In addition to the typical attack and defense stats, each weapon has a "Wait" value that represents how long it takes for Helen to use that weapon. Since enemy attacks have their own Wait values that are displayed on-screen, managing turn time is the key part of combat strategy. From a story standpoint, Helen's Mysterious Castle drops the player right into quest immediately, letting the player uncover the context for the action later.

Pros
  • The combat's mechanics are simple but still add an extra layer of strategy when compared to many other turn-based RPGs. Playing this game has really impressed me with the flexibility of the RPG Maker engine. 
  • Unlike many other RPGs, with only one type of gear to equip (weapons) and only one character, very little game time is spent in menus managing equipment and items. I found the briskness of this game's systems refreshing.
  • While some of the game's assets are the default ones included with RPG Maker, the original sprites on the battle screens look really nice. There are also some lush environments with great use of lighting and color.
  • Helen herself is an old-school silent protagonist, but some of the supporting characters have really amusing dialog. I especially got a kick out of the quirky and sassy villains!
  • The game features some pretty solid music.

Cons
  • Helen's Mysterious Castle features a few very obtuse puzzles and hidden doors on the critical path. On several occasions, I had to resort to using a guide to figure out where to go next rather than sink a bunch of time into wandering around aimlessly.
  • The game takes a minimalist approach to story-telling until the third act when it decides to dump most of the exposition and lore on the player all at once.  I found it hard to get in invested in this knowing I was already nearly at the end of the game.
  • The unique twist on combat manages to keep this simple game entertaining for most its duration, but I it began to feel like it was outstaying its welcome a few hours short of the finale. (However, some of this might be my fault for playing this game when I was short on time. I was also given the impression that this game would be a six-hour experience when it was actually closer to ten)
Despite some rough edges, Helen's Mysterious Castle was a satisfying little RPG. I'd recommend it to anyone looking for something a little different in the JRPG genre, or to anyone interested to check in on the modern RPG Maker scene.

Score: ⭐⭐⭐⭐
Completion Time: 9.5 hours, good ending path



Monday, December 10, 2018

A Hat In Time Review


 Spend any amount of time on Kickstarter, and you will encounter countless projects that claim to be revivals of classic game series or genres. One of the most high-profile of these was A Hat in Time, a game whose goal was to bring back 3D “collectathon” platforming in the style of Mario 64 and Banjo Kazooie. After raising almost $300,000 and spending 4 years in development, developer Gears For Breakfast ended up delivering a product that I found to be a remarkable contribution to the 3D platforming genre. I played through this entire game on my Twitch channel and it really hooked me. Now that I’ve collected all the magical McGuffins, here’s a breakdown of my thoughts on the game:

Overview
In A Hat In Time, a young time traveler, Hat Kid, lands on a strange planet to collect her missing Time Pieces that she needs to power her ship. The game is structured similarly to Mario 64, with the ship serving as hub world that grants players access to Chapters that represent different locations on the planet. Each Chapter is composed of several Acts that advance the story and provide the opportunity to pick up another Time Piece. There are also bonus Time Warp stages that offer short platforming challenges with additional Time Pieces as a reward. There are a total of 40 Time Pieces in the game, however, it’s possible to reach the final boss after collecting 25. The “Seal the Deal” DLC campaign adds a new chapter with an additional six Time Pieces to collect.

Pros
  • The website for A Hat In Time describes it as a “Cute-As-Heck 3D Platformer” and it delivers on all three of those fronts (i.e., the cuteness, the heck, and the platforming).
  • The Cute: The world of A Hat in Time is full of colorful cartoon characters. Exploring the game’s vibrant world and meeting the zany cast of characters is a big part of the appeal of a cutesy 3D platformer, and A Hat In Time pulls it off exceptionally well. I was always excited to unlock a new chapter to see where the game would go next.
  • The Heck: While A Hat In Time might look like a Saturday morning cartoon, it goes to some fairly dark and mature places. For example, in one chapter, Hat Kid’s soul is stolen by a monster and she is forced to complete a series of quests through a spooky nightmare world to get it back. The monster’s taunts about the torture that awaits Hat Kid get pretty grim. Other levels don’t get as dark but feature subject matter and humor that would likely only appeal to adults (e.g. there’s a level full of commentary about cybersecurity). I got a kick out of this content, but some of it may be too scary or confusing to young children.
  • The Platforming: Most importantly, A Hat In Time gets 3D platforming right. Hat Kid is an especially agile 3D platforming character and moving her around the stages just feels good. She starts off with a double jump, diving leaps, and wall kicks that allow her to cover a lot of ground right off the bat. Throughout the game, the player can collect yarn and pons (money) that allow her to craft or buy new hats and badges that expand her arsenal of abilities. Two of my favorites were the grappling hook badge, which features great swinging mechanics, and the scooter badge which allows Hat Kid to summon a moped out of thin air. The level design features a balanced mix of items and secrets to find as well as challenging, but approachable, platforming sections.
Cons
  • Considering that this is a Kickstarted indie game, it’s quite polished, however, there are a couple of times when the game’s tech struggles to keep up with the action. I had a few occasions where the camera would get stuck at awkward angles that would throw off my jumps. I also had a case or two where a glitch would cause my character to fall through the floor. In general, these issues were rare enough to have minimal impact on my enjoyment of the main game but were quite prevalent in the DLC.
  • Some of this game's boss battles seemed overly long to me. Late game boss enemies had far more forms and took far more hits than I've typically seen in 3D platformers.
I had an absolute blast playing A Hat In Time! Its tight controls, fun mechanics, and bizarre sense of humor comfortably place it in the upper echelon of 3D platformers.

Score: ⭐⭐⭐⭐⭐
Completion Time: 19 hours (All 40 Time Pieces in the main campaign)