Tag Archives: platformer

2013 Game Review Haiku, #42 – Tower of Heaven

2013 games completed tower of heaven

Reach the tower’s top
By jumping, but the rules keep
Adding up, amen

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Persist, a backwards platformer with spirit

persist final impressions image copy

First you lose your arms, stripping away your ability to swim. Next, the Goddess takes your legs, leaving you as a simple head, only able to roll left or right, deeper down into a dark abyss. And she doesn’t stop there either, relishing in your torture. Persist is a backwards kind of platformer; basically, the further you get, the more standard abilities you lose, reducing you down to nearly nothing, and as the story plays out, it sort of makes some sense why such a being would do this. Don’t be deceived by the game’s retro look and minimalist gameplay–it was designed that way for a reason, and it is totally worth playing.

Again, Persist follows the story of a lone spirit, trying to reach a mysterious Goddess to ask for forgiveness for his past sins so he can ascend to the higher plane of existence. Unfortunately, this Goddess really resents him, which becomes somewhat clearer by the end, and constantly puts him into increasingly dangerous situations, both as a test and a bit of torture. This game was created in just under 48 hours by @AdventIslands for Ludum Dare 26, wherein the theme was minimalism. A couple of other games to come out of that jam that I talked about here on Grinding Down were TOOM and Gods Will Be Watching. It’s absolutely awesome how much can be crafted from the idea of “how little,” and I suspect I’ll keep finding little gems from this jam as time marches on.

For those interested, I played a bit of Persist in my new speculative YouTube adventure called Paul Plays…, and you can check out my lackluster jumping skills in the video below:

 

I did immediately keep playing after the video ends, as there were only two sections left to complete, the one where you’re just a detached head and another that I won’t spoil here. They are very enjoyable and more puzzle-based than everything before it, which is more classic platforming of the Mario kind. The story comes to a head immediately after the last level, and it takes a surprising turn, but it really could have been something more if the writing was stronger and more effectively narrated throughout. I understand that there was a time limit to abide by, but I’d love to have seen a few more levels added or lengthened to stretch Persist out, especially when you’re just a head, as figuring out how to time your rolls from platform to platform was a lot of fun. The small amount of music in the game is quite good; not loud enough to be distracting, but soft enough to jump against, and helps create a rather somber ambiance, which is quite fitting once you learn what the spirit did.

Either way, give Persist a play, and do it sooner than later or else the Goddess might take away your hands, and you’ll have to give up gaming entirely.

2013 Game Review Haiku, #37 – Persist

2013 games completed persist

Must find the Goddess
To make amends, who needs arms
Legs, eyes, a lost soul

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Epic Mickey: Power of Illusion plunges into an ocean of thinner

epic mickey power illusion water levels rant

For last year, there were two potentials vying for the Most Disappointing Game of 2012: Game of Thrones: The Game and Epic Mickey: Power of Illusion. I still don’t have the heart and/or energy to extensively rip apart Cyanide’s stab at trolling around in Westeros–though you can check out previous posts for some clues to how I feel overall–so let’s spend today talking about Mickey Mouse and his lackluster painting skills and strangely unwavering glee-driven mentality.

It started with gorgeous preview screenshots that showcased a love and attention to detail for all things retro and Disney-esque, and then came the news that DreamRift was working on the game. For those that don’t know, those are the folks behind Monster Talewhich I thoroughly enjoyed–as well as Henry Hatsworth in the Puzzling Adventure, which I’ve not gotten to try, but sounds stellar. This developer loves the DS/3DS scenario, building entire games around using both screens simultaneously and with purpose. And so, with confidence, I tried out the demo and found it to be an all right time, with what looked like the promise of a Suikoden-style castle that you’d be upgrading over time as you found lost cartoon characters and did mini-quests for them. Ultimately, that didn’t turn out to be exactly it, but whatever. The game had the look and sorta feel of those older Mickey Mouse games we all played in our younger days, and between the console version and the portable one, I knew which version I’d enjoy more. Or at least I thought I did.

There are many problems with Epic Mickey: Power of Illusion, but let’s start with its pacing. It’s slow, bogged down by endless screens of exposition or contrived dialogue from Disney characters you’d expect more from. Mizrabel the Witch has stolen a bunch of cartoons, and it’s up to Mickey to rescue everyone. Simple enough, I guess, and the witch can take on the appearance of other Disney villains to keep you guessing for a long while. The opening of the game takes at least ten to fifteen minutes before you are even doing anything platformer-like, and basic abilities like “jumping” and “attacking” are doled out one by one to keep things moving at a glacier’s ramming speed.

The pace is further hampered by the game’s main touting point: painting. Mickey has the power to paint and/or erase objects in the world. To do this, you use the bottom screen to either trace the outline of an object or erase it fully. This takes a few seconds to do, and then a few seconds more to actually see your work realized. Now, a few seconds here and a few seconds there don’t seem like much, but you are literally pausing the action every few steps to paint or erase something, and it eventually becomes a bother, to the point that you no longer care about getting “Perfect” ratings with your tracing, scribbling around the outline as fast as possible just to get it over with. I ended up despising the painting aspect so much that I actively avoided it wherever I could; before each level, you can bring certain “sketches” with you, such as Goofy or a treasure chest, which, so long as you have the paint, you can use over and over again. I think I used the treasure chest once, and never bothered with any other sketches as, again, they just weren’t worth the effort and the time-sink.

Let’s talk about side quests, as they surprisingly make up a large chunk of Epic Mickey: Power of Illusion. They come in two forms: fetch quests or draw something. You are either fetching someone an item or straight up drawing it into existence for them. Oh wait, there’s a third category: go down the hall and talk to X, which should be self-evident. The fetch quests are probably the most annoying of the three, as they require you to hop back into levels you’ve already completed to find something that wasn’t there before. They aren’t difficult–well, depending on the level’s design–but they are a bit of a waste of time, especially since you can use a special currency to basically overwrite these quests and move on with your life. I did that a lot. There was no other reason to hoard these special star things, and so I cheated my way through many questlines. One of the more important quests is to get Uncle Scrooge back on his feet so that he can operate an upgrade store, which provides bonuses to melee damage, health, paint and thinner capacity, and so on; this is where you’ll spend all those Disney dollars you collect in every level.

Without a doubt, the breaking point for me was getting to the Castle South Wing, also known as the water levels. These are based around The Little Mermaid and someone’s love for Satan and masochism. To begin, Mickey’s jumping is floaty, and not in a good way. You spend the whole game getting used to it, only to then be in a water level that takes his floatiness to a whole new level. Now you have to deal with extra float, spikes on cavern ceilings, swimming enemies, and maneuvering around tiny platforms. Hands down, these were some of the worst water levels I’ve suffered through, and I’m the guy that actually enjoys them in Super Mario Bros. 3 and Donkey Kong Country. These are such pains in the butt that each one took multiple attempts and then, once discovering that new fetch quests opened up in all of them, I said “eff off” and never went back once. I suspect a lot of gamers might even just give up here. I nearly did.

The greatest thing Epic Mickey: Power of Illusion has going for it is its visuals, which never fail to wow. Seriously, every screen is colorful and layered, with hand-drawn and scrolling backgrounds that really make fantastic use of the system’s 3D tech. It looks, in my opinion, superior than its console counterpart(s), and the long stretches of exposition are made slightly more enjoyable thanks to great looking art. I don’t remember who said it exactly, but concept art for Disney Epic Mickey has always looked better than the final product. Here, that “concept art” is the game. So…that’s a win.

But that’s about it for Epic Mickey: Power of Illusion, a disappointment in all meanings. Supposedly there was a fourth section of the castle to explore, but it was cut due to timely deadlines. Not sure if that would have saved the game or not, as surely it would’ve been more of the same, but with new things to look at it. Just goes to show that strenuous development cycle this adventure went through though. Even if you’re the biggest Disney fanatic, the magic won’t last long. Try Monster Tale or dig out your Sega Genesis and a dusty copy of Castle of Illusion Starring Mickey Mouse instead. Trust me.

2012 Game Review Haiku, #31 – Disney Epic Mickey: Power of Illusion

2012 games completed Epic Mickey power of illusion

Mizrabel the witch
Kidnapping cartoons, only
Mickey says, “Oh boy!”

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

2012 Game Review Haiku, #29 – Ratchet & Clank: Size Matters

Otto Destruct plots
To steal everyone’s knowledge
Ratchet, Clank stop him

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Super Meat Boy is the beefiest platformer out there

Quick, look over there! It’s another Indie Impression, and this one’s based on Super Meat Boy.

As you’ll soon read, I was able to beat all the levels in the first world save for the final boss. I gave up after too many fruitless attempts to slide down a vanishing wall into a hole before a sawblade turned Meat Boy into bits for a shish kebob party. But it was still a good time, and I can see why many love the beefy platformer, but I just can’t see myself going on, especially if I was getting stuck so early on. But yeah, great controls, great style, great boy made of meat. Eat it up, you masochistic fanatics.

Playing the Ludum Dare 22 Winners, #7 – The Last Geek

The Last Geek–the number seven spot from the top fifty Ludum Dare 22 winners–is quite impressive, but I don’t like it. Made by Robotic, this challenging run and jump and escape death by a fraction of a centimeter platformer certainly wears its influences proudly for all to see. And that’s kind of funny, considering the main character, the titular last geek, is naked save for a scarf and a generously placed leaf. But yeah, this is another take on Super Meat Boy and I Wanna Be the Guy, where gameplay is punishing and controls are crisp, requiring precise timing and endurance and quick reflexes. Alas, I’m terrible at those kind of games, being not quick enough to wall-jump my way to safety let alone make it to the tea kettle in time before it starts shrieking.

Okay, so in The Last Geek, there’s a story. No, really. It’s completely random and amorphous, told with some mediocre drawings that go by a little too fast to actually be read, all leading to our nudist stumbling across the factory of a mad scientist who is harvesting body parts. For what? Your guess is as good as mine. World domination, probably. This is a neat story device though that it makes for great division, devoting a room to each body part. Eyes, arms, legs, a heart, a soul, and more. The last geek must remake a girl to repopulate Earth, I guess.

Unfortunately, out of all the The Last Geek‘s rooms, I could only complete one of them, earning a single body part: the left arm. A nice touch in the game is that your dead forms remain on the spikes, often leading to a room filled with multiple versions of the last geek, all dead, all pierced and poised. At one point, I tried to make enough piles of myself on a set of spikes to be able to safely jump on them and get across a tricky gap. Didn’t work. I know, I know. I am teh suckiest. But it’s hard as heck to wall-jump using only the directional buttons and avoid buzzsaws of death. You try it. No, I insist. Go here and try it.

Playing the Ludum Dare 22 Winners, #8 – Locked Away

Next on our list of top dog Ludum Dare 22 creations is a mostly vertical platformer called Locked Away. Made by MoltenMustafa, it starts out strong, asking the player to choose a color before a difficulty setting. I really liked that, and I went with green and Easy for my first run. We then get some side-scrolling text: They locked me away in here. On Christmas day. All alone. Poor kid. And with that, we’re plopped into the game, ready to make our little lonely avatar climb to the top of the map while avoiding enemies. The graphics are retro and crisp, and the controls and movement speed of the avatar is surprisingly fast and responsive. Touching an enemy kills you, bringing you back to an unannounced checkpoint–all of which happens in the blink of an eye. That helps to keep one playing as you can just keep trying to make that jump up until you get it.

Easy is definitely easy. You learn some of the game’s tricks here, like how to time jumps and hit semi-hidden platforms to open up a new path. It doesn’t take terribly long to get to the end of the map. Normal difficulty, however, proved to be problematic for me; I ended up getting stuck between two platforms of moving enemies and just couldn’t squeeze by them without getting hit. I decided to try Hard out, sticking with the good ol’ green, and this time, you’re falling, trying to avoid hitting obstacles. Kind of like in ‘Splosion Man. You basically have to learn where everything is and memorize it; beating Hard got me an end game screen, which had a house and present box on it, but these were upside-down. Not sure if that was intended or some faulty coding

So yeah, I beat Easy and Hard, but can’t get past one part in Normal. Go figure. Y’all should play it though as it is quick and enjoyable, with tight controls. Just remember to choose green as your color. Green is the only way to play.

VVVVVV coming to the Nintendo 3DS via my favorite eShop

I already own VVVVVV, and it runs fantastically on my much-complained-about Macbook. I’ve played it a few times, and I won’t tell y’all how many times I killed our 8-it captain. A lot. A lot a lot. That’s not a slight either, as dying is important to learning. The little flippy platformer was part of Humble Indie Bundle 3, and it’s an adorably hard game, where flipping from floor to ceiling gets increasingly challenging, demanding that your timing be perfect. You play as Captain Viridian, who must not only save a dimension on the brink of collapse, but also find your ship’s missing crew members–all of whose names begin with the letter V. The game has some great chiptunes to move to and really pushes retro aesthetics and gameplay down your throat. Plus, tons of secrets and a Metroid-style map. Creator Terry Cavanagh stuffed a lot of awesome in it.

And now, thanks to developer/publisher Nicalis, Inc., fans can get their masochistic VVVVVV fix on the Nintendo 3DS. Guess the success of their bringing Cave Story to the system helped. This marks the first time a game Cavanagh’s created is making it on a console. Kudos to all.

So, what’s included in the 3DS version? Here’s a bulleted list using someone else’s words:

  • Open-world environment with six unique levels
  • Twenty trinkets to locate and collect
  • Full 3D awesomeness integrated into the retro-looking art style
  • Dual screen functionality with a real-time map!
  • Music by Magnus Pålsson
  • New featured levels
  • Future content updates

Given that I already own the game, I’d really like not to pay too much for VVVVVV on the 3DS. Maybe $4.99 or so. Please don’t price it as high as Cave Story. Please, please. If it’s more than $10.00, I will invert myself into a ceiling of spikes. THAT IS A PROMISE, ESHOP. It’s just that I don’t like playing a lot of games on my Macbook; the keyboard and trackpad are on the verge of failing, and I can’t have anything else open if I want stuff to run smoothly. Can’t wait to move on from Macaroni. VVVVVV, with its minimap and simple look and controls, seems rather fitting on a handheld device, and I suspect I’d give it much more time there than cramped over my work desk.

Anyways, VVVVVV for the 3DS is slated to come out before 2011 ends, which is awesome considering there’s only like three months left. Adding it to the DO WANT list. So much to play!