Tag Archives: 2D platformer

Celeste: jump up, jump up, and get down

I went into Celeste with hesitation. It’s a splatformer, also know as an extremely difficult type of action platformer, and while I somehow was able to beat Super Meat Boy and VVVVVV, I’ve never been great at these games. They require steady fingers and precise timing and, above all, patience, a quality I pride myself on having…but only to a point. For instance, I really don’t like unnecessarily aggressive drivers; here, let me tell you a recent story of an interaction I had the other week. A light was turning yellow, and I didn’t believe I could make it through so I slowed and stopped just as it turned red. The car behind me was annoyed at this; the driver was a middle-aged man on his cell phone, and he threw his unoccupied hand up in disgust and then flipped me the middle finger. My response? I waved cheerfully at him. There’s just no need for any of that, sir.

Anyways, Celeste is a platformer in which players control a girl named Madeline as she makes her way up a mountain while avoiding various deadly obstacles, such as spike pits and shadow beings. Along with jumping and climbing up walls for a limited amount of time, Madeline has the ability to perform a mid-air dash in the eight cardinal and intercardinal directions. This move can only be performed once and must be replenished by either landing on the ground, hitting certain objects, such as replenishing crystals, or moving to a new screen. Throughout each level, the player will encounter additional mechanics, such as springs that launch the player or feathers that allow for moments of brief flight.

Celeste is at its core a 2D platformer–you run, jump, climb walls, and air-dash. There’s no picking up special items, upgrading stats, or finding costumes that give you the power to shoot lightning from your hands or spit fireballs. You may occasionally grab strawberries, which are mostly collectibles to boast about your excellent masochistic platforming skills. They serve no greater purpose than tempting you to perform non-mandatory challenges liberally sprinkled onto each stage, and I’ve gotten a few here and there, but have no intention of going after all of them, as some definitely look extremely tricky to grab.

Here’s some light praise: Celeste has some of the best 2D pixel art I’ve ever seen. Clearly inspired by the sprites of the SNES era, the characters and environments are both vibrant and memorable, adding a beauty to a genre known for being somewhat ugly or more focused on killing you so quickly you have no time to take anything in. These gorgeous visuals are backed by a soundtrack from Lena Raine, whose synthy chiptune beats will time travel you back to the days off Donkey Kong Country and, more recently, Fez and FTL: Faster Than Light. Lastly, the adventure is constructed together by a low-poly 3D model of Celeste Mountain that helps to convey the scale and trajectory of the climb, as well as serving as a level select.

I’m not that far in Celeste, just a couple chapters, and a part of me worries that it is only going to get more difficult as I climb higher. I mean, that would only make sense; games often ease you into the challenge, unless you are Dark Souls then there are no rules. Still, there’s something called Assist Mode, which I may need to look into further. Evidently, there’s a handful of options available to cycle through at will, like becoming invincible, extending the all-important air dash ability, and slowing the whole game down in 10% intervals. Assist Mode allows for any combination of these to work at any time; for example, if my redheaded-climber keeps landing on spikes, I could just turn her invincible for a hot second to alleviate the pain and bypass the obstacle, and while some might see this as cheating or cheesing the game…I certainly don’t. In fact, this type of stuff allows me to experience more of the game, which is a good thing.

With that, I can hear the mountain calling me back. May I reach its top in due time, all in one piece, perhaps with a strawberry or two to munch on along the way. Perhaps.

2019 Game Review Haiku, #22 – Pikuniku

Start revolution
Against tyrant, free money
Bouncy jumps, tunes, talk

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

In Even the Ocean, an unassuming power plant technician rises up

even-the-ocean-early-impressions-gd

Even the Ocean has a lot to say. Sometimes the game says it out loud, other times it’s in the silence, the awkwardness, the looming dread. To be honest, it wasn’t everything I thought it would be, but in 2016, in this age of Internet spoilbreathers and big budget over-promoting with trailers every odd week, that’s a welcomed surprised. For starters, I entered Even the Ocean‘s beautiful if troubled world without having touched Anodyne, the previous independent videogame from Sean Han-Tani-Chen-Hogan and Joni Kittaka, also known as Analgesic Productions. Seems like I’ll need to work backwards for now.

The easy, one-two punch is that Even the Ocean is a heavy on the narrative, puzzle platformer about balance, about balancing. Not just the light and dark energies that hold the world together and keep Aliph, our unassuming power plant technician of a protagonist, alive, but also the balance of work and free time, of not overdoing it, of dreams and demands. Basically, Whiteforge City goes from good to bad after a routine maintenance trip to a local power plant takes a wrong turn, leaving Aliph in a position to show what she can do. Mainly, maneuvering safely through dangerous puzzles and solving those light-bouncing conundrums we’re all familiar with after things like Beyond Good and Evil and every Professor Layton title. With Mayor Biggs backing her, she’ll travel the continent, moving from power plant to plant and elsewhere, to save the city she now calls home from total destruction.

Gameplay is structurally straightforward, possibly on purpose, a mix of puzzles, platforming, and chatting. Mayor Biggs will assign a number of downed power plants to Aliph to investigate, and then you can pick which one she’ll tackle first. Each plant (or location) is more or less a puzzle maze, with learning how to navigate rooms blocking your progress. These places have their own theme and teach you, the player, something new about Aliph’s abilities, something vital. One area focuses hard on her maintaining the right balance of energy as she moves between energy-sapping blocks of color, another is all about timing jumps on moving platforms, and one will have you carrying items while avoiding heat-seeking enemies. I personally liked the puzzles involving using her shield the most. There are also non-platforming sections, like in Whiteforge City, which has you exploring different areas via menu selections and speaking with locals to learn more about the world and your place in it.

Let me explain more about the energy system since it is Even the Ocean‘s big draw. Aliph has a shield and bar of energy, represented at the bottom of the screen as chunks of blue and purple. The energy bar greatly affects her maximum running speed and jump height. When the energy slants one way too much, she’ll either jump higher and run slower or vice versa. Sometimes this is inevitable, and other times you’ll need to drop or increase to a certain amount for puzzle reasons. Discovering the when and where for this is a lot of fun and extremely rewarding, though a part of me had a hard time trying to constantly keep the bar sitting pretty at 50/50. If you go too far in one direction, the energy will consume Aliph, reloading you at the last checkpoint, of which, thankfully, there are many.

Even the Ocean is stylish as heck, both in its looks and sounds. The music is oftentimes soft, but moody, lingering behind every jump Aliph makes. It can get real pretty too, soothing, safe-sounding notes to provide comfort in dark times. I really liked a lot of the sound design too, from the noise the statue makes when saving your progress to Aliph pulling up her shield to even the simple pit-pit-pit of the dialogue boxes. The pixel art is…look, I love pixel art. I am never afraid to say pixel art is beautiful, is great, and Even the Ocean‘s art design is stellar. Commonplace locations, like a forest or beach, are enhanced with weird, unfamiliar flora. Many might see this whole thing as yet another 2D indie platformer with retro graphics, but it is more than that. The locations are unique and interesting, like Clearbreeze Island, home to a giant telepathic starfish. Also, every character portrait feels plucked from real life…though I have no way to prove that. Hmm, I wonder who Humus actually is.

Truth be told, not everything worked for me. I didn’t understand why there couldn’t be a single map or mini-map when traversing the overworld. Now, after exploring it fully, the world is not that big and it is impossible to get lost, but having to equip specific maps was a tad tedious to the point that I only relied on it for one puzzle-pertinent part. I also found the inclusion of an inventory misleading and unnecessary, as the number of items added to it over the adventure is slim, and it is as functional and as fun as reviewing your “key items” in any ol’ RPG. Y’know, the ones you can’t do anything with, but carry to the credits. Lastly, I was hoping to find more in the world, in the “dungeons”…some secrets or hidden doodads, but Even the Ocean isn’t about wasting time on inconsequential pick-ups to satisfy us collectible fanatics. At least you unlock some dev commentary buttons after completing the game to explore at your leisure.

At times, over my six hours with Even the Ocean, I was reminded strongly of other adventures, which shouldn’t be shocking. Everything is linked, in one way or another. As Aliph entered each new environment brimming with locked doors, unreachable floors, dangers, and offbeat characters, I thought of Knytt Underground. As Aliph jumped from wall to wall, shifting her energy balance to allow for extra speed, I thought of Super Meat Boy and Mega Man X. The game, at least on the normal playthrough setting, never becomes brutal or punishing, though a few puzzles did take a few tries until I learned the trick to making it through them alive, if leaning hard towards one color of energy. As Aliph took breaks after each plant to check in with Whiteforge City and her friend Yara, I thought of Persona 4 and schedules and the use of repetition. Of its story and conclusion, I couldn’t help but think of Shadow of the Colossus and The Last of Us, of our current political landscape and the hardships many face every day, of persevering against unlikely odds.

Here’s my suggestion: dip your toes into Even the Ocean. Wade in slowly, letting your skin become used to the temperature, to the ripples. When you are ready, comfortable enough, dive down. Submerge yourself. The flood is coming. Now it’s time to find out how well you can swim. Don’t worry–if the waves are too rough, too relentless, you can always play through it on Story Mode. In fact, I plan to do just that for my second go-around.

A review copy of the game was provided to me by Sean Han-Tani-Chen-Hogan and Joni Kittaka from Analgesic Productions LLC.