Wednesday, November 28, 2018

Battle Chef Brigade


I was craving something a little different right around the time Battle Chef Brigade was offered as a free game via Twitch Prime. I streamed my entire playthrough and found that this game’s bizarre combination of RPG, brawler, and puzzle gameplay was a delight.

Overview
Battle Chef Brigade takes place in a fantasy world overrun with monsters. The people of this world decide that the only solution to this monster infestation is to amass a legion of Battle Chefs to slay these monsters and then cook them into fine cuisine in Iron Chef-like tournaments. Mina, the game’s protagonist, is an aspiring Battle Chef who must complete a series of challenges and competitions in order to be inducted into the Brigade. The main focus of the gameplay is the culinary tournaments in which players must juggle their time between gather ingredients by slaying monsters and cooking these ingredients into dishes to submit to the judges. Combat with monsters is in the style of a 2D side-scrolling brawler, while cooking takes the form of a match-3 puzzle game in which each color of blocks represents a different flavor.

Pros
  • My description may have not done it justice, but Battle Chef Brigade has one of the most original premises and gameplay loops I’ve seen in a game in many years. This game’s fantasy-meets-Food-Network world and brawler/RPG/puzzle mechanics all work really well together.
  • The gameplay is complemented by a story with quirky characters and strong writing. I found myself far more invested in the characters and story of this game than I expected.
  • I really like the voice acting in this game. Each character has a unique voice that conveys their personality even though the animation during dialog is often minimal. The standout performance for me was tournament chairman. His actor absolutely nails the corny and self-serious tone of an Iron Chef host. It brought a smile to my face during every bout.
  • The character designs are quite striking. Even minor NPCs have a distinct look. In crowd shots during story sequences, I’d often pick out a few individuals and find myself saying “I wanna know more about that person!”
  • Being a hybrid game, Battle Chef Brigade keeps each of its mechanics relatively simple. The combat only offers a handful of techniques, but they’re fun to pull off. Similarly, the puzzles build in their level of challenge throughout the game but the core is not complex.
  • I didn’t go into this game knowing what music would best go along with baking a dragon heart, but somehow Battle Chef Brigade figured it out.

Cons
  • Once you’ve gotten far enough to get the hang of all the mechanics, meet all the characters and figure out where the story is ultimately going to go, the gameplay begins to feel a little repetitive toward the end. Thankfully, this isn’t a game that outstays its welcome.
  • In one chapter you play as one of the side characters instead of the protagonist, Mina. This chapter offers some somewhat interesting one-time mechanics but otherwise feels like filler. I would’ve rather kept the main story moving.
  • The judges of the Battle Chef tournament judges use an inconsistent scoring system that takes getting used to. For example, dishes containing poison are penalized less than foods that contain the wrong balance of flavors.
Battle Chef’s interesting combination of mechanics and fun cast of characters make it a joy to play. While so many indie games are content to stick to formulas established in classic games, Battle Chef Brigade offers something new. I highly recommend it to any open-minded gamer looking for a truly original indie game.

Score: ⭐⭐⭐⭐⭐
Completion Time: 13 hours, 30 minutes

Thursday, November 15, 2018

Octopath Traveler Preliminary Review


 After writing two different sets of impressions (1, 2) and racking up over 60 hours of playtime, I’ve put a lot of time into SquareEnix’s Switch-exclusive RPG, Octopath Traveler. After all that, there’s still a lot left to do in the game, but having finished the campaign for my main character, Cyrus, I’ve seen the credits roll and feel comfortable writing a preliminary review. Similarly, to what I did with Ys Origin, if I return to Octopath and find the additional content changes my opinion of the game, I’ll be sure to update the review or write a follow-up.

Octopath’s art style and music continued to delight for the entire game. While the combat and story maintained their level of quality, it became clear to me as the adventure went on that what worked for the classic RPGs that inspired this game, doesn’t necessarily work for a modern game, especially considering that modern RPGs tend to have nearly twice the running time of their 16 and 32-bit forefathers.

The battle system of Octopath Traveler is built upon a strong foundation. Exploiting enemy weaknesses and figuring out the ideal combination of characters/classes to have in your party is a mechanic that I always find enjoyable. Octopath pulls this off well and builds upon its systems for the first half of the game. Characters gain the ability to equip secondary jobs and bosses pick up new mechanics such as increasing their shield point through the battle and changing weaknesses dynamically. Unfortunately, at about the 30-hour mark, I had seen every theme and variation that the game had to offer and had developed a playbook to handle any situation the game would throw at me. Thus, the second half of the game consisted of executing on the same handful of strategies as the game increased in scale with longer dungeons and bosses with even higher HP and shield points. All the classic RPGs (including my favorite, Final Fantasy 5) eventually get to this point, but usually that point is when 10 hours of gameplay remain rather than 30. That places a lot of extra burden on Octopath’s story to carry the player through the rest of the game. In my case, I finished Cryus’s fourth and final chapter, but set the game aside when I had the discouraging realization that I had seven more 30-45 minute long “final” boss battles ahead of me if I wanted to finish the remaining character’s quests.

Much like one of its predecessors, Saga Frontier, each of Octopath’s character’s stories vary in their tone and scope. Generally, the stakes are far lower in these tales than the world-ending crises that Final Fantasy heroes face. I think that smaller-scale stories can work well with the right characters and writing. However, halfway through the game, I knew which character’s stories I cared about and which ones I didn’t. Unfortunately, unlike a Saga game, it wouldn’t make sense to only play the Octopath characters that I was interested in because of the big jumps in recommended levels between chapters in each characters’ campaign. This made it such that playing all 8 chapter 3 stories was necessary to gain enough XP to be able to handle the chapter 4 enemies. Having to play through a few mediocre stories in order to continue playing the ones I was interested in robbed the best campaigns of their momentum. If I were to put on my armchair game designer’s hat, I would have made this game Quadpath Traveler or Hexapath Traveler and given each of the cream-of-the-crop stories an extra chapter to develop their characters.

This is probably sounding like a pretty negative review. The thing is, every positive thing I had to say about the game in my impressions (1, 2) is still absolutely true. Octopath Traveler is a great RPG at its core that, for me, began to feel like it was overstaying its welcome. If I were in a different stage of life, this game would probably be a strong Game of the Year contender for me, but in a time when I have to be so judicious with how I spend my free time and the shear volume of other games I want to play, Octopath needed to do more to justify spending the time that finishing all eight quests (and the option bonus dungeons) would require. All that being said, I’m glad that I played this game, enjoyed most of the time I spent with it, and am hoping that it gets a sequel with a little more focus.

Score:⭐⭐⭐⭐
Completion Time: About 61 Hours (Chapters 1-3 for 7 characters, and through Chapter 4 for Cyrus)

Note: There is a strong chance I’ll return to this game at some point in the future to finish off the chapter 4 quests for the other few characters that I liked. If that experience changes my perspective on this game, I’ll be sure to add an update to this review for write a follow-up post.

Tuesday, November 6, 2018

Rise of the Tomb Raider Review


 After crowning Tomb Raider my Game of the Year when I played it in 2016, I’ve been meaning to return to the series for a while. Playing through the sequel, Rise of the Tomb Raider, recently, I found that this installment was iterative of its predecessor, with a few tweaks that made the gameplay experience smoother and addressed the gripes I had (the main one being the heavily scripted events). Some thoughts from my time with the second installment of the Tomb Raider reboot trilogy:
  • The structure is nearly identical to the previous game. That’s not a bad thing when the core design is good! It took me no time at all to get hooked by the combination of exploration, puzzle-solving, and third-person shooting that the Tomb Raider series is known for.
  • Crafting is a much bigger component of Rise of the Tomb Raider than it is in Tomb Raider. I was initially concerned that I would have to devote a lot of time to farming for wood, feathers, animal pelts, and other crafting supplies but found that the game provided very frequent opportunities to gather these items while accomplishing other tasks, so I pretty much always had all the necessary ingredients for healing items and special ammo whenever I needed them. My favorite part of the expanded crafting system was the ability to create improvised explosives and Molotov cocktails in the heat of battle by picking up bottles and other debris on the battle field.
  • The game’s story was entertaining but not particularly deep. It was about on par with what you’d see in an Indiana Jones movie which is perfectly appropriate for this kind of game. Just don’t go into this one expecting to be hanging off every word in the cutscenes.
  • I was happy to see that Rise of the Tomb Raider largely cuts back on the quick-time events (QTEs) that were used in the previous game to make scripted scenes feel more interactive. This style of “immersive gameplay” may have been a novel concept in 1999’s Shenmue (a game I love, by the way), but now it feels dated and incongruent with a game like Tomb Raider. Fewer QTEs make Rise a smoother Tomb Raider experience.
  • Since Rise of the Tomb Raider takes place in Siberia, most of the environments are snow-covered mountains, glaciers, and tundras. The first few areas of the game had me concerned that each area would just be a frozen wasteland, but as the game went on, there were some truly beautiful vistas (even as rendered on the Low settings by my aging graphics card).
  • As you would expect, there are tombs to be raised in this game (I found 9, not sure if that are more). Some of the puzzles were pretty challenging. I enjoyed these and wish there was a few more on the game.
  • Each area of the game seemed to feature even more types of collectibles than the previous game. I found that this lessened my desire to get 100% completion on any given map, but I was still easily able to acquire enough stuff to upgrade my character and weapons to make the endgame combat manageable.
Overall, Rise of the Tomb Raider took the core game that I loved a few years ago and removed most of the sticking points. This makes it a comfortable 5-star game in my book. I thought I would be done with the Tomb Raider formula after this game but instead ended up putting the next game in my Steam wishlist as soon as the credits were rolling on this one.

Score: ⭐⭐⭐⭐⭐
Completion Time: 27 hours, 89% map completion




Tuesday, October 30, 2018

Little Nightmares Review


 The third and final game in my #HorrorGameOct lineup is one that I played through with my wife rather than on Twitch. Little Nightmares is a horror puzzle platformer that was originally released on PC, Xbox One, and PlayStation 4 in April 2017. The 2018 Switch version that my wife and I played featured the main campaign, "Six's Story", as well as the DLC campaign, "The Kid's Story".
 

Each of the two campaigns follows a different child's path through The Maw, a giant cruise ship full of grotesque semi-human cannibalistic creatures, as the kids attempt to escape before they wind up as entrees in the buffet. This unique premise and the twisted and unsettling imagery that come with it are the game's biggest strength. The creatures pursuing the young heroes are creatively designed and also deeply disturbing to look at. The Maw features dark industrial areas in the underbelly of the ship as well the passenger accommodations with banquet halls and giant furnishings. It all comes together in an appropriately nightmarish visual package that feels like a fusion of the darkest parts of Nightmare Before Christmas and Spirited Away.

While the premise and sense of style are very distinct, the story that Little Nightmares tells is minimalist. Outside of the game's conclusion, there are no cut scenes, dialog, or text within the game. I was initially disappointed by this since the game's trailer make it look like a narrative-driven game, but after a while I adjusted to the subtle and purely visual form of story telling the game was using. What's there is mysterious but very bare bones.

The gameplay of Little Nightmares is very simple. There's no combat; all enemy encounters are resolved by either speed or stealth. In the quiet moments, there are basic environmental puzzles to solve and light platforming. Most of this works out reasonably well, but there were a couple of persistent sources of frustration throughout. Despite the character's limited capabilities, the controls were cumbersome. The main issue was that the right trigger needs to be held any time the character is carrying an object, climbing ladders, or pulling themself up a ledge. After an hour or so of play, my right index finger would get sore since I had to be holding down the trigger most of the time. The other issue is that the camera has very limited movement, which meant that I had several occasions where I would miss a jump and fall to my death due to bad camera angles throwing off my depth perception.

Control and camera hangups aside, we encountered a couple of technical issues while playing Little Nightmares on Nintendo Switch. The most glaring of which is likely a Switch-specific problem: painfully long load times. The stealth and platforming sections of the game often involved some trial and error, with mistakes leading to instant death. These deaths were punished by having to wait up to a full minute for the game to reload the last checkpoint. This was very discouraging during the tougher parts of the campaign. The other technical issue was more general; glitches in the game's physics and collision would sometimes cause the player character or enemies to get snagged on corners or doorways. On a few occasions this would happen at an inopportune moment, and then we were staring at a loading screen once again.

For my wife and I, we had enough fun and spooky moments with Little Nightmares that we willing to tolerate the technical and design issues that occasionally got in the way. Little Nightmares is unique enough from an artistic standpoint to be worthwhile for fans of the weird and creepy but is probably not mechanically sound enough to please those who come to it purely for platforming or stealth gameplay.

Score: ⭐⭐⭐

Completion Time: About 8 hours (both campaigns combined)

Note: This review is specific to the Nintendo Switch version of the game. It’s possible that the PC game addresses some of the issues I had with this game by having faster load times and reconfigurable controls.


If you're curious about the #HorrorGameOct event, be sure to check out this blog post on Chic Pixel.


Thursday, October 25, 2018

Bloodstained Curse of the Moon Review


After finishing off Momodora last week, I decided to keep the #HorrorGameOct train rolling and jump straight into another Castlevania-inspired 2D platformer, Bloodstained Curse of the Moon. Since this is short game, I finished it off in a single streaming session. Both the stream and the game itself were a total blast! Now that I've laid the demon king to rest, here's my review:

Background
Bloodstained Curse of the Moon is an NES-style 2D platformer from developer Inti Creates. This game was released earlier this year as a prequel to the upcoming Bloodstained Ritual of the Night. Both of these titles come from former Castlevania director, Koji Igarashi, with Curse of the Moon being based on the NES Castlevania titles, and Ritual of the Night being based on the PS1 and Gameboy Advance entries of the series. Wearing its inspiration on its sleeve, Curse of the Moon, features monster-slaying heroes progressing through spooky linear environments such as haunted forests and vampires’ castles.

Pros
  • At first glance, Curse of the Moon looks like an NES game, but it features graphical effects than an 8-bit system could never pull off. The color pallet is much broader and backgrounds feature multiple layers of parallax scrolling to give the 2D stages the appearance of depth. Enemy sprites are larger, more detailed, and far more plentiful, than the NES would have been able to render. It makes for a beautiful retro-inspired presentation.
  • Unlike the original Castlevania games, Curse of the Moon features a set of four playable characters than can be swapped in and out on the fly. Each character has unique abilities that can be used for both traversal and combat. Switching to the appropriate character at the right time can provide access to shortcuts through levels and have a substantial effect on the difficulty of boss battles.
  • Curse of the Moon’s difficulty is much more forgiving than the NES Castlevania titles. There are options for Casual and Normal difficulty, with the former choice granting infinite continues and eliminating knock-back (i.e. your character won’t get pushed off a platform if he gets grazed by an enemy). Also, since each of the four player characters has their own HP bar, cycling through them allows you to take a lot more damage before seeing the Game Over screen.
  • This game has some really cool boss designs. The large detailed sprite make them visually distinct and most of them employ a unique mechanic during their battles. Rather than just memorizing patterns, dodging, and attacking, these fights often involve making use of platforming skills and knowing when to switch to the right character.
  • The level designs have some features that stand out from this game's 8-bit inspirations. I appreciated the way that utilizing each characters' special skills could significantly change the route the player takes through a level. I was also impressed with some of the visual set pieces in this game's levels such as the train barreling through the forest in the first stage.
  • While it might not have the iconic tracks like "Vampire Killer" or "Bloody Tears", Curse of the Moon's soundtrack manages to come pretty close to reaching the high bar set by its source of inspiration. Veteran Castlevania composer, Michiru Yamane, hasn't lost her touch! I'm looking forward to listening to her pieces for this game again as well as any orchestral or heavy metal covers that fans arrange.

Cons
  • Curse of the Moon is generally less difficult and frustrating than NES platformers, a plus in my book. However, the last stage or two represent a pretty big difficulty spike. Several areas feature instant-kill traps that require some trial and error to traverse. I ended up losing several lives in the last stage due to entering a room with a trap that would activate much faster than I could react if I wasn't already prepared for it. This felt a little cheap.
  • Like the original Castlevania, Curse of the Moon can easily be beaten in a single sitting. While I personally don't consider this to be a negative, as I felt the length was appropriate to the type of game it is, I'm listing this as a con since some players might not feel that a 2-hour game is worth $10.
As someone who has been a fan of the Castlevania series for a long time, I came to this game with a discerning eye and sense of cautious optimism. I was thrilled by the result! Bloodstained Curse of the Moon is an incredibly effective spiritual successor to Konami's horror platformer series that delighted an old-school fan like me and will probably also offer a fun, but manageable, challenge to newcomers as well.

Score: ⭐⭐⭐⭐⭐
Completion Time: 1 hour, 58 minutes (Regular ending, Casual difficulty)

If you're curious about the #HorrorGameOct event, be sure to check out this blog post on Chic Pixel.



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.


 

 

Thursday, October 11, 2018

Dragalia Lost Impressions

 

While I’m not the biggest mobile gamer, whenever there’s the opportunity to play something published by Nintendo (legally) on my phone, I’m sure to give it a shot. Their newest mobile title, Dragalia Lost, is an interesting one in that it’s not adapted from an existing Nintendo franchise, but is a new IP they created in collaboration with CyGames Studios (of GranBlue Fantasy and Rage of Bahamut fame). So far, I’ve been able to put a few hours into the game, which feels like just scratching the surface, but that's been enough for me to put together some early impressions.

Overview
Dragalia Lost is a free-to-play fantasy action RPG. The campaign consists of alternating visual novel-style story scenes and short overhead dungeon sequences in which the player fights a few enemies, gathers some treasure, and then fights a boss (like a very simplified version of Zelda or Ys). The player controls a party of four characters, most of which have the ability to transform into powerful dragons for a brief period of time. Dragalia Lost makes its money via microtransactions, primarily in the form of randomly drawn items, characters, and dragons (i.e. a “gachapon” or “loot crate” mechanic).

Observations
  • This game has very high production values for a mobile game. The graphics and character designs look very nice, many of the cut scenes are fully-voiced, the musical score includes several vocal tracks, and there are some TV-quality animated scenes sprinkled throughout.  The overall presentation is about on part with a late 3DS game.
  • In other mobile games I’ve played, including Nintendo’s own Fire Emblem Heroes, the story has felt like something cobbled together to justify the action and spur the player to put money into the gacha system. Draglia Lost’s story and characters feel richer, more like what I would expect from a more traditional video game. The depth of the lore, from what I’ve seen so far, almost feels wasted on a free mobile title.
  • I’ve been pleasantly surprised by the writing in the dialog sequences. I particularly like Notte, the protagonist’s fairly companion. Her humorous lines put her way ahead of previous similar characters like Navi in Ocarina of Time.
  • The voice acting for the main characters is solid, though some of the supporting characters sound a little off. Overall, it’s about on par with dubbed anime.
  • Dragalia Lost has systems on top of systems and I’m still discovering more after several hours of gameplay. Every character can be modified in several ways, each piece of equipment can be upgraded, the party’s composition can be changed around, and you can feed the dragons to raise their stats! I find myself too impatient to tinker with all this and instead just trust the “Optimize” button to do its job.
  • Touch screen controls aren’t ideal for an action RPG, but the implementation in this game gets the job done. I’m generally able to move, attack, and dodge with a reliable degree of accuracy. Some of the special moves that require specific holding and swiping gestures feel a little clumsy,  however.
  • In what I’ve played up until this point, using the gacha system or other microtransactions haven’t been essential. With the free stuff I collect by playing the game, I’ve been able to get the characters and items I’ve need and avoid running out of stamina. The impetus for microtransations may ramp up a bit in the future, but I’m thinking it will be quite some time before I’ll feel like the game is truly pushing me to spend money.
  • Dragalia Lost features some really catchy music. There’s a couple of Japanese vocal tracks that I would love to listen to outside of the game.
  • The dungeon level designs are pretty bland. Each one is essentially comprised of the same thing: about three kill rooms with weaker enemies, a treasure chest that is slightly off the main path, and then a boss battle. Since these sections are pretty short (less than five minutes), I can understand why they keep it simple.
  • The story-to-gameplay ratio seems pretty high for a mobile game. I would think that for a mobile game the idea is to get in, bash some enemies, and get out. Instead I've had many sessions with this game that are primarily watching cut scenes. This isn't necessarily a bad thing, since the cut scenes are enjoyable, it's just not what I would expect from a game on my phone.
  • Dragalia Lost does something that a lot of mobile games do that drives me crazy. The game requires installation of large mandatory patches on a regular basis. The game doesn't auto update, so if it's been a few days since you've played, be prepared to spend a large chunk of your gaming session staring at a download progress bar. This can be especially problematic for those on a limited data plan. (I had this same issue with Fire Emblem Heroes and UtaPri)
Despite some issues that are prevalent in free-to-play mobile games in general, Dragalia Lost has really impressed me. Its combination of fun characters, bopping sound track, and decent gameplay will mean that it'll probably be my go-to phone time waster (other than Twitter) for at least the next few weeks. Also, knowing that many other Cygames properties have been adapted into other media, primarily anime, I'm curious to see what fruit their partnership with Nintendo may bare in the future.

Since this post is about a free game, there's nothing to topical to advertise. However, if you'd like to pick up a new game while also supporting this blog, you can do so via this affiliate link: Amazon Video Games