Showing posts with label Metroidvania. Show all posts
Showing posts with label Metroidvania. Show all posts

Sunday, March 28, 2021

Shantae and the Seven Sirens


In celebration of #WayForwardMarch, I played through the fifth game in the Shantae series, Shantae and the Seven Sirens, on my Twitch channel. Having played and enjoyed several other WayForward games in the past, including the previous two Shantae games, I had a fairly good idea of what I was getting myself into here but was still excited to check out the latest exploits of everyone's favorite half-genie.

Background:

Shantae is an indie 2D platformer series that stars the half-genie belly dancer, Shantae, and a colorful cast of supporting characters that include pirates, zombies, and mad scientists. In this entry of the series, Shantae must explore an island with a complex series of underground passageways to find her fellow half-genies that mysteriously went missing. Unlike previous entries in the series, Seven Sirens features one large continuous map rather than a series of separate smaller levels, which gives it a much more explicitly Metroid-like feel. Also in proper Metroidvania fashion, as Shantae progresses through her adventure, she gains new powers, usually in the form of animal transformations, that improve her ability to overcome obstacles.

Pros

  • Having been making 2D platformers for decades, WayForward knows how to make one of these games control well and Seven Sirens is no exception. Shantae's jumps, attacks, and special abilities all feel great. I especially liked her salamander transformation, which allows her to climb on walls and airdash.
  • Shantae's move set is complemented by cute and charming character art and animations. The attention to detail and personality imbued into not only the game's heroine, but the supporting cast, enemies, and NPCs do so much to make this game (and the rest of the Shantae series) so endearing.
  • While I missed the immediately danceable signature sound of long-time series composer, Jake Kaufman, I still found plenty of tracks to like from Seven Sirens' 4-person sound team. The overall sound is a bit more varied than the previous games with some traditional Shantae bops as well as some nice mellow pieces.
  • I'm not particularly invested in the story or "lore" of Shantae, but I definitely enjoy the humor in these games. There were quite a few scenes in Seven Sirens that gave me (and my Twitch viewers) a good chuckle.

Cons

  • Seven Sirens provides a big map to explore, but, much of the level design is fairly bland. It was not especially interesting to uncover new areas nor does it offer the platforming challenge of rgw previous games' more linear stages.
  • This game has really fun boss designs but the battles themselves aren't actually that exciting. I got through most of them just spamming attacks and using the plentiful healing items that are collected while exploring.
  • Dialog in Seven Sirens is only partially voice acted in a way that I found exceptionally jarring. Often within a given scene, characters would go back and forth between being voiced and silent seemingly without any rhyme or reason. I would have rather they had a few key scenes fully voiced and left everything else quiet.
  • At the beginning of my playthrough, the performance of this game on PC was quite rough despite it not being particularly graphically demanding. Load times were also quite long. About halfway through, a patch came out that mostly resolved this but this game was already a year old at that point.
Overall, Shantae and the Seven Sirens is a by-the-numbers Metroidvania that's elevated by an especially charming presentation. As a result, I got a lot of enjoyment out of playing it even though it's solidly in the middle of the pack gameplaywise. 

Score: ⭐⭐⭐⭐
Completion Time: 12 hours and 30 minutes, 67% item completion






Tuesday, April 28, 2020

Strider (2014) Review


Strider is one of Capcom's series that I've often admired from afar; I've watched Twitch streams of the 8-bit and 16-bit games, and I've looked longingly at the box art of the PS1 game as a broke kid in Walmart, but I've never really dug into any of the games myself. So to close out my celebration of #CapcoMonth, I decided to finally jump in with the most recent entry in the series, Strider (2014), which I was able to pick up as part of a Humble Bundle.

Overview
Strider (2014) is a 2D "Metroidvania"-style platform game that serves as a revival of Capcoms's classic ninja action series. In the game, an elite ninja operative, Strider Hiryu, must infiltrate a heavily fortified cyberpunk dystopian city to assassinate an evil dictator. As he explores the city to gain access to the dictator's stronghold, he acquires a variety of new abilities and faces off against the dictator's generals. This review is based on the PC version of the game.

Pros

  • Being a ninja is awesome! From the get-go, Strider can climb almost any surface (including ceilings), slide, dash, and flip through the air. Even with his most basic starting sword, he can pull off rapid slashing attacks in multiple directions that have both ground-based and aerial variations. There area lot of games about ninjas out there, but this one really stands out for absolutely nailing the lightness, speed, and agility that you would expect of a classic anime ninja.
  • The game features a couple of cool set pieces, like fighting a dragon flying through the sky that breaks up the regular gameplay and solidifies this as a Strider game and not just a generic ninja Metroidvania.
  • While much of the music is fairly indistinct, the electronic remixes of classic Strider tracks are very catchy and kick in at just the right time to enhance the action.

Cons

  • With a few exceptions, the game's environments are primarily drab industrial areas that don't make for a particularly memorable setting.
  • Strider's difficulty was often inconsistent. In some cases, I would breeze through several areas and boss battles, only to be hit with an abrupt difficulty spike. However, on the normal difficulty level, even the spikes were approachable as long as you have a good grasp of the mechanics.
While Strider (2014) lacks some of the bells and whistles that many newer Metroidvania games might have, this game nails the most important facet of the genre: character locomotion. Ninja-ing my way through the dystopian future landscape and cleaving through waves of enemies always felt satisfying. For that alone, I can comfortably recommend Strider (2014) to any Metroidvania fans. This experience also has me interested to go back and try the older Striders that I missed; maybe I'll finally pick up that PS1 game that my younger poorer self missed out on.

Score: ⭐⭐⭐⭐
Completion Time: 6 hours, 17 minutes (Normal difficulty, 68% map completion)

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

Monday, January 27, 2020

Ori and the Blind Forest Review



Keeping the #PlatforMonth train rolling, I decided to play a game that I've had recommended to me by quite a few people, Ori and the Blind Forest. This Metroidvania from Moon Studios and Microsoft was originally released on Xbox One and PC in 2015. This review is based on the "Definitive Edition" of the game on PC. I live-streamed my entire playthrough of the game on my Twitch channel.

Observations:
  • This game features gorgeous painterly visuals. The aesthetic reminds me of Ubi-Art games like Rayman Origins and Child of Light. In general, I really liked the look of the game but in some cases, it was hard to discern what was an interactive object/platform and what was just part of the background art. A lot of stylized platformers have this issue, however. 
  • For a game that initially looks very cute, it goes to some very dark places thematically, both in terms of atmosphere and storytelling. The mysterious and forlorn tone of the game reminded me of classic European fairytales (i.e. the pre-Disney versions). I found this to be intriguing but could see it being offputting for children or players expecting something lighter from a platformer.
  • Unlike most other games in this genre, Ori features very few fixed checkpoints on the map but instead allows you save almost anywhere at the cost of a small amount of MP. Since it deviates from the norm, I initially found myself having to do a lot retraversal any time I lost a life because I kept forgetting to save. Once I got used to it, however, I came to really appreciate the flexibility of the system. In some of the tougher areas, it was nice to be able to save every few minutes.
  • Similar to a game like Monster Boy (review), Ori's world is comprised of a large main map with a few separated dungeon-like areas. I like this structure since it provides your exploration with defined destinations rather than just having the whole game be comprised of aimless wandering. Also, segregating these dungeons from the rest of the map allows them to introduce unique mechanics that help break up the gameplay. For example, there is one dungeon that focuses on manipulating the effect of gravity; this mechanic wouldn't make sense in the overworld but is a lot of fun within its own dungeon.
  • The gameplay of Ori focuses heavily on movement over combat. In fact, many of the boss encounters playout more like escape sequences rather than battles. Not only does this work well from a thematic standpoint, it also plays to this game's strengths. Ori is a nimble character with a robust move set of aerial maneuvers such as wall jumps and air dashes. After receiving a few powerups, Ori can traverse many environments without ever touching the ground. This approach to platforming reminded me of one of my recent favorites in the genre, Celeste (review).
  • The game features an RPG-like skill tree and experience points. While this gives you some flexibility in how you set up your character, I found this to largely be a superfluous feature. In a game so heavily focused on locomotion, I didn't see much point in putting points into anything other than the movement skill branch of the skill tree.
  • In order to be more atmospheric, most areas of Ori feature pretty minimalistic music. The moody soundscape is occasionally broken up by grand orchestral swells for dramatic effect. While I appreciated what this approach accomplished artistically, my preference tends to lean toward persistent melodic pieces that I can enjoy humming along to or listening to on their own.
If I had played Ori and the Blind Forest when it had come out back in 2015, I think it would have been a mind-blowing experience and an easy 5/5. However, in the Metroidvania-rich gaming landscape of 2020, it's hard not to compare this game to subsequent games in the genre that I liked a little more. All that being said, Ori is still a fantastic game and accomplishes everything it sets off to do masterfully; I highly recommend it to fans of Metroidvania games.

Score: ⭐⭐⭐⭐
Completion Time: 9 hours

Acknowledgment: #PlatforMonth is part of the Chic-Pixel monthly game-along calendar. Check out this page for the full line-up: 2020 Master Game-Along List



Wednesday, September 18, 2019

Time Spinner Review


When I first signed up for Xbox Game Pass on PC, I had expected that I would be using the service to play through a lot of big marquee Microsoft titles (e.g. Halo, Forza, Gears). Instead, I’ve found myself primarily using the service as a way to try out indie games that I’ve heard good things about but haven’t been motivated to seek out and buy individually. One such title came out earlier this year, TimeSpinner.

Overview
TimeSpinner is an indie platformer that is heavily inspired by the Castlevania games directed by Koji Igarashi. The story follows Lunais, a time-traveler, who uses her time manipulation abilities and other magic powers to seek revenge against the Empire after they desecrated her village and wiped out her people.

Observations
  • I’ve played a lot of Metroidvania games, but this one is by far the most upfront about its source of inspiration. Everything from the UI to the controls looks and feels straight out of Symphony of the Night or Aria of Sorrow. 
  • Like the aforementioned Castlevania games, TimeSpinner has very nice pixel art. I liked the level of detail on the design and movement of the enemies. There were also some areas that used multiple layers of parallax scrolling to make for some very cool looking backgrounds. The color pallet in most environments is quite muted, which is not my preferred aesthetic, but it's fitting to the game's tone.
  • Lunais has a variety of weapons and special attacks that can be upgraded and swapped around as the situation requires. While the combat was very simple, customizing her loadout helped keep things feeling fresh.
  • The implementation of time manipulation mechanics ended up being much more minimal than I expected. At certain warp points, you can travel back in time, which brings you to an alternate version of the map. The other time power allows you to temporarily freeze time which is useful for avoiding attacks and using frozen enemies as platforms to reach high ledges. I was hoping that manipulating time would be used for puzzle solving, but that ended up not being the case. For the most part, time travel serves primarily as a plot device.
  • TimeSpinner has a surprisingly detailed story and very rich lore. While the player gets some of this via dialog in cutscenes, much of the material is delivered via letters, journal entries, and other text documents that you find by exploring the world. There are dozens of such documents to collect and each is several pages long. This might be appealing for some players, but for me, this method of world-building did not manage to grab me. The text file approach can work for me in lengthier games where it’s spread out over many hours of gameplay (for example, see my review of Final Fantasy 13), however, in a 9-hour platformer, I’m not looking to spend lots of time reading text in menus. 
  • Despite not reading the lore files, I was still able to follow and appreciate the story reasonably well. The characters felt a little bland, however.
Overall, TimeSpinner is a well-made platformer in the style of Symphony of the Night, whose main point of differentiation, it’s lore, didn’t really click with me. A few years ago, I think this game could have made a pretty big splash, but in 2019’s crowded field of Metroidvania titles, it doesn’t really stand out. For big fans of the genre, I still think playing TimeSpinner is well worth your time; for those just looking to play the crème of the Metroidvania crop, TimeSpinner can probably be skipped.

Score: ⭐⭐⭐
Completion time: 11 hours




Tuesday, August 13, 2019

Monster Boy Review


Monster Boy is a game I played back in winter, but I'm just now getting around to reviewing it. Normally, I review games shortly after finishing them, but in this case, I've come to appreciate this game more the longer I've had time to reflect on it.

Background:
Monster Boy is a hand-drawn 2D Metroidvania game and is a successor to Sega's Wonder Boy series. Throughout the game, the player character increases his ability to explore the environment by learning to transform into various animals. Each animal offers new traversal abilities such as crawling through tight spaces, swimming, or flying.

Observations:
  • The animation and artwork are gorgeous and impressively detailed. Each of the animal forms of the hero feels like they could be a main character in a kid's cartoon and even background NPCs have a distinct sense of personality.
  • In addition to being cute and charming, the different animal forms are a lot of fun to use. The game provides you with ample uses for each one and switching between them is a snappy process. I had so much fun changing between the animal forms, I was actually a little bummed out when I gained the ability to turn back into a human (i.e. the lamest animal).
  • Most Metroidvania games are content to provide a mix of exploration, platforming challenges, and light combat. Monster Boy adds an extra layer of depth by incorporating environmental puzzles into each area. I thought this was a great addition to the standard genre formula even though there were some situations where it wasn't clear what I was supposed to do next.
  • Compared to any other Metroidvania I've played, the game world of Monster Boy is absolutely massive. In fact, it took me over 24 hours to finish this game's campaign; a little over twice as long as any other game I've played in this genre. While I'm glad it wasn't any longer than that, I feel like it kept things interesting for pretty much its entire running time.
  • The story of this game is nothing particularly interesting but it does a good job of introducing the player to the world of Wonder Boy (which I had no prior experience with). I also got a good chuckle out of some of the dialog.
  • I finished this game back in March and I still find myself humming some of its music. Monster Boy has a very strong soundtrack.
When I went to Best Buy to pick up a copy of Monster Boy, I initially balked at the $40 price tag, a heftier price than I've ever paid for a game of this type before. However, after seeing the level of polish in this game's presentation and gameplay, as well as the sheer amount of content on offer, I'm really glad I was able to get over the sticker shock! I think anyone who considers themselves a fan of the Metroidvania genre owes it to themselves to give Monster Boy a shot.

Score: ⭐⭐⭐⭐⭐
Completion Time: 24 hours, 33 minutes (78.5% completion)

Acknowledgment: This post is part of the #Blaugust2019 event held by Tales of the Aggronaut. In fact, this year's Blaugust marks the third birthday of this blog! For more info about Blaugust, check out this article.



Thursday, October 18, 2018

Momodora Reverie Under the Moonlight Review


 As I had announced last week, I played through Momodora Reverie Under the Moonlight on Twitch as part of my #HorrorGameOct streaming series. Since it was a relatively short game, I ended up finishing it in two streaming sessions! Here’s my review of the game, now that I can put ot in the “completed” page of my backlog.

Overview
Momodora Reverie Under the Moonlight is an indie Metroidvania game that was originally released on PC in 2016. The game follows a priestess tasked with snuffing out the source of a curse that has caused the kingdom to be plagued by witches, skeletons, ghosts, and other Halloween-appropriate baddies. Though Reverie Under the Moonlight is the fourth installment of the Momodora series, it represents the point at which the series gained mainstream recognition and is thus my first exposure to the series.

Pros
  • Momodora features gorgeous pixel art and animations. The player character in particular has detailed animations while in action as well as a variety of charming idle animations.
  • For a colorful retro-style game, it pulls off a creepy atmosphere quite well. The spooky environment is enhanced by NPCs that express fear, anxiety, or malice even with relatively limited dialog.
  • The music is fairly low key but tends to kick in at the right times to give a sense of dread.
  • The protagonist’s mix of close and ranged attacks is fun to use. The game script describes the heroine’s weapon as a “magic maple leaf” but wielding it feels more like pillow case with a brick in it, giving landing a combo strike a satisfying sense of weight. I also enjoyed using the bow to juggle enemies and shoot down their projectiles.
  • Level designs in Momodora are not revolutionary for a Metroidvania, but offer enough variety and secrets to uncover to make filling in the map feel worthwhile.
  • Most games of this type offer some sort of traversal enhancement partway though (traditionally something like a grappling hook or jet pack). In this game you can transform into a cat!

Cons
  • The game’s difficulty didn’t scale consistently, especially when it came to boss battles. Some of these battles required full use of my action platforming skills, but there were also bosses where I could get away with just crouching in the corner and spamming arrows.  
  • Since the heroine’s strikes carry a lot of weight, positioning her during attacks felt a little imprecise, leading to a handful of accidental deaths during the first half of the game (I eventually learned to compensate).
  • The game has two endings. The bad ending is very unsatisfying. Getting the good ending requires following an obtuse process that I wouldn’t have been to figure out without consulting a guide. While the good ending is an improvement, it still felt anticlimactic compared to the buildup from the game’s atmosphere and NPC dialog.

While Momodora Reverie Under the Moonlight doesn't do much to deviate from the formula established by similar games that came before it, I enjoyed my time with it quite a bit thanks to its strong mechanics and presentation. It’s generally a solid-by-the-numbers Metroidvania that'll please fans of the genre but won’t win over holdouts.

Score: 🎃🎃🎃🎃
Completion Time: 6 hours (98% map completion)

Disclaimer: As of this week, Tales from the Backlog is no longer participating in the Amazon Affiliates program. I'll be sure to include a new disclaimer if I enter into a new advertising/sponsorship arrangement in the future. Any Amazon links in older posts will still work for shopping purposes but no longer serve as a revenue source for this blog.


 

 

Sunday, October 7, 2018

#HorrorGameOct Streaming Series


Final Fantasy 5, Ys, Beyond Oasis, and Battle Chef Brigade... I've been on a long streak of RPGs on my Twitch stream and it's time to change things up. Thus, for the rest of the month of October, I'll be switching to one of my other favorite genres: 2D platformers! On top of that, this month is #HorrorGameOct, so I'll be focusing on platformers with a spooky Halloween theme. (If you'd like to know more about #HorrorGameOct, check out this post on the Chic Pixel blog).

The first game in the line-up will be Momodora: Reverie Under the Moonlight, a Metroidvania game set in a world of monsters, witches, and curses. This game has been on my radar for a while for its great pixel art, so I'm really looking forward to digging into it. If I manage to finish Momodora before the month is over, the next game in the lineup will likely be Bloodstained Curse of the Moon, a spiritual successor to the 8-bit Castlevania games.

Streams will be on my Twitch channel on Tuesday nights from 8 - 11 PM ET. I hope you'll look forward to joining me for some spooky platforming fun!

 If you'd like to pick up a spooky game of your own while also supporting this blog, you can do so via this affiliate link: Amazon Video Games

Thursday, August 16, 2018

Steamworld Dig 2 Review

Ok, after my recent streak of personal and retrospective posts, it's time to get back to a good old fashioned review:


Steamworld Dig 2 was an acclaimed Metroidvania when it came out on Switch last year. I put it off after getting a little burnt out on the genre. Eventually, I got the PC version for free via Twitch Prime and decided to give it a go as a buffer between all the RPGs I've been playing lately.

Pros:
  • Charming character and world design. I really liked the vibrant colors and quirky cast of NPCs.
  • The controls feel really good. Maneuvering Dot around is fun in classic Nintendo-like fashion. This especially true once you acquire upgrades like the grappling hook and jet pack.
  • The puzzle rooms add some clever challenges and let you explore all the different ways you can use your gear.
  • Exploration leads to collecting the items needed to upgrade your character, which opens up even more places to explore. This makes for a very satisfying gameplay loop.

Cons:
  • I felt that the game overly limited exploration in the beginning. Having to frequently return to town to recharge the lantern and empty your backpack was kind of irritating. Thankfully, you can get upgrades after a while that ease up these restrictions.
  • Many areas of the game  are traversed by digging tunnels (think Dig Dug). This was a novel idea at first, but eventually, I found having to smash rocks all the time got a little old. This made me appreciate the freedom of exploring the open areas a lot more.
  • Metroid and Castlevania would break things up periodically with big boss battles. This game has very few boss battles and they weren't particularly memorable.

Overall Steamworld Dig 2 is a quality Metroidvania and I think any fan of the genre should check it out. However, I couldn't help but feel like it was over-hyped by the time I got to it.

Score: ⭐⭐⭐⭐
Completion Time: 8 hours, 45 minutes

If reading this post has put you in the mood to pick up a new game while also supporting this blog, you can do so via this Amazon affiliate link: Amazon Video Games 

Tuesday, October 24, 2017

Shin Megami Tensei Synchronicity Prologue Review


Surprising pretty much everyone, last week Atlus of Japan released a new freeware spin-off Shin Megami Tensei game for PC. Unlike most SMT games, which are usually turn-based RPGs, Synchronicity Prologue is a non-linear action platformer in the style of Metroid and Castlevania (i.e. a “Metroidvania”). While my exposure to the Megami Tensei franchise is minimal, I’ve been interested in it for a while and could not pass up the opportunity to grab a free game, especially from a series that is rarely seen on PC. Here’s a rundown of my thoughts on the game:
  • While it’s my understanding that regular Shin Megami Tensei games have a pretty dark and serious tone, Synchronicity Prologue stars cute-looking cartoon mascots Jack Frost and Pyro Jack. Despite the kid-friendly appearance, when your character takes damage there’s a pretty distinct blood splatter animation which struck me as a kind of out of place.
  • If you’ve ever played any of the Castlevania games on the Gameboy Advance or Nintendo DS, the gameplay of Synchronicity Prologue will immediately feel familiar to you. The playable characters have standard and special attacks and collect upgrades that strengthen them and allow them access to new areas of the map. The level design and placement of hidden rooms are also very similar to Metroid and Castlevania games.
  • The game’s mark of differentiation from other Metroidvanias comes from its character switching mechanic and use of elemental strengths and weaknesses. As you can probably guess, Jack Frost is immune to ice but weak against fire and the reverse is true for Pyro Jack. Each enemy also has its own set of elemental strengths and weaknesses. Later on, special moves introduce wind, lightning, and non-elemental attacks as well.
  • During boss battles, enemies will often launch a massive barrage of ice and fire projectiles in bullet-hell fashion. Studying the bullet pattern and quickly switching between Frost and Pyro to avoid taking damage is the key to survival. This mechanic, reminiscent of Ikaruga, makes for an interesting addition to the otherwise standard Metroidvania format.
  • Much like other aspects of this game, the music sounds like something straight out of Castlevania. It’s well-composed Castlevania-esque music, though, so it fits nicely.
  • Even though I know very little about Shin Megami Tensei, with the help of the English translation patch (see notes below), the game’s simple plot was easy to follow. It wasn’t anything special, but it got the job done.
As you’ve probably gathered, SMT Synchronicity Prologue is essentially a Castlevania clone with some bullet-hell elements mixed in. In this case, however, that isn’t a criticism since Synchronicity Prologue is an exceptionally well-made clone. The game is quite short (~ 3 hours) but this keeps its simple mechanics from getting stale. There’s also the fact that this game was completely free, so you’ll hear no complaints from me. I’d highly recommend checking out Shin Megami Tensei Synchronicity Prologue, especially if you're a fan of the Metroidvania genre.

Score: ⭐️⭐️⭐️⭐️
Completion Time: About 3 hours (92% map completion)

Note:
  • If you’re interested in playing this game, it can be downloaded for free directly from Atlus of Japan. Click either of the blue rounded buttons midway down the page to download the game. It will be available until December 24th.
  • The game was originally in Japanese, but a translation patch was created by @Brento_Bento on Twitter. The patch and installation instructions can be found in an article from Destructoid. Small amounts of text remain untranslated, such as some character names and item descriptions, but the patch still provides more than enough English text for a Japanese illiterate player to be able to understand what's going on.

Monday, October 3, 2016

Stealth Inc 2 Review


A victim of the Metroidvania craze

Stealth Inc 2 is a puzzle platformer that plays somewhat like a 2D version of Portal. The player character is a clone from a scientific research center that must complete a series of puzzles and avoid traps in order to escape the facility to freedom.

The game is comprised of a series of test chamber stages that are linked together by a Metroidvania-style overworld. The test chambers are by far the star of the show here. Each one features a combination of puzzle-solving and platforming combined with some light stealth elements. Every ten stages focuses on a different experimental gadget in the clone's arsenal, thus keeping any one mechanic from getting stale. While some of the challenges can get a little frustrating, the puzzles are generally pretty clever and I found myself looking forward to trying the next set of chambers and unlocking new gadgets. Unfortunately, getting from one chamber to the next requires traversing a rather bland overworld. Since all the gadgets are received automatically by progressing through the stages, there's very little to do in this overworld beyond finding the next chamber's entrance. This causes  me to question why the overworld is there at all. While it would probably reduce the total playtime (which wouldn't necessarily be a negative for me),  I think this game would be a much more enjoyable and streamlined experience if there was just a simple level-select screen rather than a shoehorned-in Metroidvania map.

The music is a mixed bag and the story is bare-bones, but in a puzzle platformer these elements are of lesser significance anyway. I did find myself appreciating the graphics, however. The character designs are simple yet cute, but the impressive part is the use of light and shadow. The dynamic shadow effects give the game a moody atmosphere and also play into the stealth aspects of the action.

While I was underwhelmed by many parts of Stealth Inc 2, the clever puzzles of the test chambers kept me engaged enough to stick with it. For those who enjoy puzzles and are absolutely smitten by the Metroidvania formula, this game should provide a pretty desirable package overall. However, for players like me who just want to get in, beat a few puzzle stages, and get out, they may find themselves wishing Stealth Inc 2 stuck to its strengths and cut the padding.

Score: ⭐️⭐️⭐️
Completion Time: 16 hours (skipping bonus stages and arbitrary collectibles)

Friday, August 26, 2016

AM2R Review


A remake of a classic that retains some old-school frustrations

Background:
For those unfamiliar, AM2R is an unofficial fan-made PC remake of the 1991 Gameboy game Metroid II Return of Samus. This particular entry in the series is an especially dark chapter in the adventures of Samus Aran in which she is tasked with traveling to the home planet of the Metroids to slaughter every last one with the hope of rendering the parasitic species extinct.

Review:
While I haven't played the original version of Metroid II, I've spent enough time with Metroid and Super Metroid to have a pretty good feel for classic 2D Metroid gameplay. Based on gameplay footage I've seen of the original Gameboy version, this remake does a great job of updating the somewhat crude and clunky mechanics and presentation of the original to a Super Metroid-like level of quality. Not only are the graphics and music greatly improved, but there are other more significant upgrades such as the addition of an auto-map, improved UI, and a revised control scheme. The overall level of polish on this remake is so high that I had to repeatedly remind myself that I was playing a fan project rather than an official Nintendo-developed remake.

Quality of the package aside, my actual experience of playing the game was a somewhat mixed bag. For most of my play-through the basic cycle of exploring an area, eliminating the Metroids, getting a new ability, and unlocking the next area was a simple yet satisfying process. The remake's designers did a great job updating the design of each area such that what was once just a series of monochromatic hallways has become alien ruins, abandoned factories, mazes of vines, and other such varied settings. However, in each of these areas you will be doing pretty much the exact same thing. While there are over 50 Metroids to exterminate, there are only about 4 or so types of Metroid; so be prepared to fight the same handful of mini-bosses over and over again.Thankfully there are a few unique bosses spread throughout the game that do help to break up the monotony somewhat, but most of these bosses are bullet sponges so you'll be in for some long fights. Also, this game commits one of my biggest videogaming pet peeves: not having save points immediately before boss battles. Several of the late game bosses will require a 5+ minute hike from the last save point every time Samus gets killed in action. All this being said, most of these are structural issues from the original Metroid II that are preserved due to the faithfulness of the remake. While I certainly have my fair share of gripes, there was definitely some fun to be had here, so if you have fond memories of the Gameboy game, or have been craving classic 2D Metroid action, this well-made fan remake should more than fit the bill. In the event that you're not a Metroid hardliner and are just interested in this style of game in general, there are much more well-rounded "Metroidvania" games on PC that you could be playing. I would suggest giving Guacamelee or Shantae and the Pirate's Curse a look before you get around to AM2R.

Score: ⭐️⭐️⭐️
Completion Time: 7 hours, 52 minutes (finished story w/ 72% of items found)

Other Observations:
Playing AM2R got me thinking about the Metroid series overall and the fact that while I've generally enjoyed each game in the series that I've played (AM2R included), it's never quite grabbed me the way other Nintendo franchises have. I think what it comes down to is this: Without signigicant supporting characters, plot arcs, or changes in tone to keep things fresh, all that reamins is the core gameplay loop which inevitably gets repetive long before a given Metroid game is over. The world of Metroid has not really ever been fleshed out, so every game pretty much boils down to Samus alone on a desolate planet battling aliens.  As cool of a character as Samus may be, the entire weight of keeping the series going rests  soley upon her broad armor-plated shoulders, and for me, that's just not enough to keep me engaged anymore now that we have such a wealth of more colorful and varied Metroid-likes to choose from.