Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Jun 20, 2019

My Friend Pedro Preview


By: Logan Manfredi on Nintendo Switch
Overview
        My friend Pedro is a new game out today published by the always reliable Devolver Digital and developed by solo dev Dead Toast Entertainment. Using a Genre to label this game would be reductive. Stylistically it's that of a dark comedy you'd find on Adult Swim. From a gameplay perspective, Pedro feels more like a highly polished bullet hell or arcade classic. The controls are easy to grasp but offer a level of mastery that I can see being all over Twitch and social media. Mission ranks at the end of each level provide an easy way to challenge friends and leader boards for high scores. 
Aiming two guns simultaneously while flipping through the air has never felt this precise. Every time you start to feel comfortable with the controls, a new unique mechanic is added. Items such as kick-able balls or gas cans add yet another layer to the intricate dance that is gameplay. Something that Pedro does excellently is keeping the player on their toes. What I mean by that is, every time a new mechanic gets added, there's a certain level of uncertainty and adrenaline the player feels as they try to complete the level as fluidly as possible. The stages are shorter than I imagined but work perfectly with the design of the game. Each level focuses on typically one new mechanic to learn and then master over a few obstacles. The subsequent levels then add to those concepts in a delicately beautiful snowballing fashion. After each significant chunk of levels, there are gorgeous set pieces that feel like an entirely new game. Things like motorcycles or sky diving replace the normal side-scrolling action and propel the eccentric story forward with each one. The story itself, which I won't spoil is worth experiencing and is consistently surprising me with new and exciting ideas. 

The first few levels
        The beginning of the game will see you the player learn all the basic mechanics of the game such as Focus, Split shooting, and dodging. Focus is the game's version of a bullet time effect in which time slows down so the player can plan and score higher combos.  Personally, I've been using this to clear certain jumps or if I know there a specific path I need to follow to get an impressive looking kill sequence. Split shooting is the act of dual wielding guns and aiming them at two different targets. This is handled the best I've seen in any game in Pedro and feels incredibly natural. Using Focus to slow time and aim your split shot, you can score some crazy combos and pull off some real John Wick style moves. Dodging is simple in design but combined with the other core mechanics adds a sense of flair to the gameplay. In order to dodge the player holds a button and spins. This is interesting because the player can still shoot when spinning or even reload and the animation itself makes everything you do look that much cooler. The start of the game is a great time to explore combining each of these mechanics and find precisely how you like to play without being punished by some of the more advanced features like intense platforming sections later on. 

**Mild Spoiler alert**

Sizzle reel


Mechanics to watch out for
        I'm enjoying My Friend Pedro just as much as I thought I would and will probably finish it tonight or tomorrow. That being said, it's not without some hiccups. There were a few small things that I found not necessarily bad, but they didn't fit the way they should with the rest of the game and some caused pauses in an otherwise action-packed game.  The skateboard functions like all the other kick-able objects except for the fact that you can ride and jump with it. 

The problem is that the jump with skateboard mechanic always seems to lose the skateboard and cause me to lose my momentum. The level design where skateboards are present clearly show paths for the entire level to be done in a swift kickflipping combo of death, but the skateboard itself is just too slippery to clear most obstacles. Instead, I found myself walking around them intentionally, so I could do more badass ninja flips, and 360 wall jumps in slow motion. I worry that the rest of the game feels so incredibly good to play that skateboards may be ignored so you can continue with your bullet ninja flow. I found a few other little things that were not game breaking but kept consistently killing me until I figured out exactly what was happening. Typically, the gameplay is quite fast-paced, and bodies are flying everywhere. I kept dying and not knowing why that was until I saw that enemies would sometimes get stuck behind other dead enemies and bullets in Pedro do not pass through bodies. This would result in me pouring clips into enemies never actually hitting them. This was easy enough to address by slowing down and using Focus to get a new angle on the corpse shield using jerks. 

Overall it took nothing away from my gameplay experience, but it seemed unintentional in design. The only other thing I found to be a nuisance was that the button control for Focus is to push down the left stick and that causes my heavy fingers to unintentionally trigger Focus more often than I would like to admit.

Tips and tricks

  • You can kick enemies for a melee attack that helps extend combos when reloading.
  • The larger the combo, the bigger your score. You can extend combos by killing enemies.
  • Switch guns often, certain situations are much more suited for a specific weapon.
  • You can dodge bullets and reload at the same time.
  • Levels are short if you're playing for a high score restart the whole level when you die to get the no death bonus.
  • Pay attention to your score screen at the end for ways that you can increase your high score. 




If you like it
        My Friend Pedro is a blast to play, and for the current discounted price of $16.99 until July 9th on Steam, it's completely worth picking up. There are hours of intense adrenaline filled gunplay to be had, and the Banana named Pedro is simply the man. The wacky story filled with comedy lends perfectly to the hectic yet rewarding gameplay, and I can see perfectionists getting tons of replay value from competing for high scores on individual levels. Frequent new mechanics and wildly varying level design pull the player in and make it an incredibly hard game to put down. As far as fun is concerned the game is an 11/10 and I can't think of any game quite like it. I highly recommend giving it a try and look forward to anything more from the developer.

https://store.steampowered.com/app/557340/My_Friend_Pedro/

Jun 17, 2019

Steam World Heist Review

By Logan Manfredi
on Nintendo Switch 

Overview
        The Steamworld games from Image and Form are some of the most interesting in modern gaming. We, as players, often see sequels and game series that update graphics or add a few new mechanics, but virtually the games stay the same. While the first two games in the series Steamworld Dig 1 & 2 follow that pattern, the third installment, Steamworld Heist flips the series on its head in a completely different way, and it’s magical. The third game in the franchise takes a 180-degree turn from its Metroidvania roots and finds itself as turn-based strategy game instead. Procedurally generated tunnels are traded for spaceships in the sci-fi continuation of the Steamworld universe. Heist is unique, 2d graphics and turn-based gameplay haven’t worked this well since the SNES. The core loop of the game is boarding ships, getting loot, and evacuating, and it feels different every time. Never was I bored being a space pirate. Heist follows a crew of Steambots who until now were just trying to get by. Circumstances beyond their control force the team into a daring quest that will determine the very fate of Steambot kind. Along the way, they will meet a charming cast of characters each with unique motivations entirely their own.
The story itself is minimal in exposition, but that doesn’t take away from the connection between the player and playable characters. These connections are made possible by the detailed dialogues that take place between missions on your home ship. Each time the player returns home, the crew from the previous mission will be waiting with an optional conversation that will either reference what just happened in the story or reveal a pivotal moment in the characters past. The most shocking thing about this game for me was the length of the campaign. Typically for twenty dollars, you don’t expect games to extend past the ten or twelve-hour mark. Heist shatters this expectation with a heap of content that will take the average player close to twenty hours just to complete the story. Beyond that, the game offers tons of replayability with a four-star ranking system for each quest and a new game+ mode that allows for players to max out each character and find all of the items and weapons available in the game. For twenty dollars few games hold up to Steamworld Heist in terms of content alone.    

The Details
        Cerebral would be a kind word to describe Steamworld Heist. The game at times feels more like chess than a video game, and that’s something I was not mad about. Incredible detail in character and level design allows for rewarding combinations of character abilities that can play out over multiple turns making the player feel like a strategic genius. That being said, there are some things I found that the game could do without, but nothing significant enough to stop me from enjoying my time with it. At the end of missions, once everything has been done, players must walk around and grab loot, being that the game is turn based this takes more time than I would like. Without enemies having their turns the act of taking endless turns to move slowly towards loot and back feels quite tedious. A simple fix would be if just after completing a mission you could get all the loot still left on the ground. In all reality, there is no need for an excess four or five turns just to run around and grab loot with no risk. 
item descriptions are hilarious and worth reading.
        Another excellent detail of the game is how the playable characters progress. Typically, in a game that’s this long by the end, the characters would be in the high double digits in terms of level with numerous passive and active abilities. Where Heist stands out is with its slow and methodical leveling that makes each level-up have a drastic effect on gameplay. Every new ability changes the core strategy of said character and allows for new and exciting ways to tackle missions. The game has a little bit of a dip towards the middle portion, but new characters and the wildly varying types of missions make the end of the game feel incredibly fresh and rewarding. The specific addition of Billy, the deep space diver, drastically changes the pace and style of the game, and after about 11 hours, he was just what I needed to remain invested.  On a lighter note, the game has some enjoyable features available on the Switch. The HD rumble of the Joycons makes the joining of airlocks and recoil of firearms feel great, and the addition of full touch controls not only makes aiming much easier but allows for a certain level of comfort when playing the game. I’ve been recovering from surgery as of late and was able to complete the game almost entirely with one hand. 

My favorite thing
        My favorite thing about Heist is the abundant variance in mission structure. No two missions are the same. From size and layout to number and type of enemies, every mission is uniquely its own. On top of that, depending on what characters the player decides to take on the mission, the same exact quest could have multiple different outcomes and paths to completion. Some missions require a single character, while others could require up to four, this allows for precise leveling of certain characters and creates a wonderful sense of variety throughout the game.
Variety in crew size.
Like most players, I found myself gravitating towards a specific crew and taking the same four characters out on most missions. It wasn’t until about eleven hours in that I started to experiment with mixing up my team and the way I played the game changed completely. Each crew member has specific skills such as self-healing, increased movement range, or becoming invincible for a turn. Combing different crewmates skills allowed for wildly different strategies and helped to keep the longer than average campaign from getting stale. Typically, I spend about a week reviewing a game, but the sheer variance in playstyles of Steamworld had me solely playing it for about two weeks. Every time I thought I was at the end of the game, I was pleasantly surprised by the addition of a new crewmate, items, or even entirely new zones to explore. 
Example of cutscene 

 In the end
        Steamworld Heist is an exciting new take on an already stellar franchise. The charisma of Steamworld and its characters match that of the others in the series perfectly. Entirely new gameplay mechanics introduce fans new and old to an exciting and fresh way to play this beast of a strategy game. Variety in gameplay is where this game shines, and no two players could expect to have the same crew. While the length of the game could deter some, I highly recommend switching up your team as often as possible because it creates fun and exciting new ways to play the game and the story is worth experiencing. The game is also often on sale, and at the already budget price of $19.99 few others match it in terms of content. I recommend it for any fan of strategy games like X-com, or Divinity or to anyone looking to mix up their gaming habits. 

I give Steamworld Heist 3 and a half snails out of 5.


May 29, 2019

The Way Reviewed

By: Logan Manfredi 
on Nintendo Switch


"A beautiful journey into the unknown"


***Mild spoilers ahead, nothing major just some examples of the design***

Overview
        The Way is as much of a novel as it is a video game. There is a level of detail present within the game world that offers a sense of immersion more attune to Tolkien than Nintendo. Subtitles present in the environment offer nuanced yet critical information to the overall narrative. Much like a book, The Way is not about killing a boss or a bad guy. The game focuses on Tom, a scientist/astronaut who recently lost his wife and is unable to cope with it. This is so refreshing because it's telling a story, not just feeding a gameplay loop. Moments like a giant alien beast chasing you until you, unfortunately, have to slay it, then seeing its young pup and immediately feeling guilty for your actions give this game an exquisite sense of immersion and refreshing look at character development that makes the player more easily relate. There are multiple times in the game where the narrative, along with the mechanics, take a drastic shift and flip the story and the player's expectations on their head. After making the decision to raise the animal you orphaned and losing your gun, the game redesigns its past mechanics and further progresses the story by now having you, the player coexist with nature rather than destroy it to get what you want. This is just one example of the many times the development of the main character directly affects gameplay. Shifts like this allow for the story to have a more significant impact on the player because the consequences of the story have a direct effect on subsequent game mechanics. 

Another thing the game handles uniquely and beautifully is time. I enjoy the long stretches of time that pass in The Way because it adds to the realism and emphasizes the story that much more. It would take months or even years to decode an alien language or repair broken equipment, so the fact that the hero loses such essential time on his journey makes the player feel the same wear and weight that the quest has had on him. This connection between player and narrative is what makes this game stand out to me, and the reason I would recommend playing it. The gameplay itself is of quality and feels good, but doesn't hold up to the story in the latter half of the game. 
        Towards the end of the game, the quality of puzzles takes a sharp decline, and the player is expected to know things that only the developer could see. A large part of this I think is because the first two-thirds of the game has beautiful alien worlds and lots of contrasting colors helping puzzle elements stand out and make the player feel like they discovered the solution on their own. 
In the third act, each "generator" is a colorless pit that hides things like ladders and switches by being too dark and using an only grey color pallet.
Dark levels drove me mad.
Puzzles before were fun and trial and error would reveal the solution eventually. Later in act 3, puzzles expect players to know or remember long detailed sequences that are hidden in a shadow on the wall or not even mentioned period. Every room in act three feels exceedingly similar, and players are not introduced to a new puzzle mechanic for hours, rather subject to just doing more complicated versions of old puzzles in what feels like the dark. This was disappointing because until then the game was an incredible experience that required zero walkthroughs or guide help, but baring some luck (I did solve one puzzle by madness and just spinning the joystick in frustration) I see this game as impossible to get through without checking a guide at least once. 

Video Overview 

The Details
        The mechanics and narrative in The Way are continually performing a delicate dance, interweaving with each other and having direct cause and effect allows for both to shine brilliantly. Moments like, losing your weapon or getting injured would usually reset a checkpoint in a video game, but not in The Way. Facing such adversity is what pushes the player forward and advances the mechanics at the same time. Being a primarily puzzle based game progressive difficulty is harder to establish because there are not enemies with HP or damage to multiply. Increasing difficulty instead must be designed into each subsequent puzzles and always be in the developers' mind. That's where the narrative comes into play. By having a direct effect on how the hero has to overcome adversity, new mechanics can be introduced without tutorials or need for explanation. The lack of tutorials is a marvelous thing in that it makes the game more of an immersive experience. The gameplay itself is how the player learns exactly what's possible mechanically and it paces itself perfectly with the overall story.  Mechanics like The Sphere (alien tech that interacts with the world) replace your gun and are outstanding because they remove the cliché of the first step in every puzzle being shoot this or shoot that. A large part of what makes me like this game so much is how it's always changing and evolving from a gameplay perspective that runs parallel to the narrative. 

a stunning alien village 

My Favorite thing
        This game constantly makes me feel smarter than I am. It does so by having the progression in the game tied in perfect unison with the story so that it feels more like living it than playing a game. Generally, if I'm stuck in a video game for more than a day I break down and check a guide, but I never felt the need to with The Way (except once), each attempt felt like part of the journey, and I was glad to be experiencing it. The vibrant level design lends itself perfectly to the puzzles, and the diverse color pallet allows for information to be communicated almost subconsciously. What I mean by that is the sheer amount of colors in the world forces the players to take in more information and see patterns present even when not looking for or directly acknowledging them. A brilliant design like this makes it, so when the player does finally solve a puzzle, the success feels completely their own. This was my favorite part of the game and a large part of why I enjoyed it so much.
I could look at this game all day.
In the end
        The Way made me feel like I was reading a great book. The narrative is the core of this game and works perfectly as a pillar to support all other aspects of its design. Solutions to puzzles feel earned, and the art direction is stunning. Emotional set pieces trigger drastic turns in gameplay and give the story a sense of urgency that makes the player crave to see it finish. Towards the latter half of the game, a feeling of redundancy creeps up but is kept from becoming a significant issue with help from the compelling narrative. That being said, this game and its story are 100% worth experiencing for any fan of sci-fi. 

I give The Way Remastered 3.5 out of 5 snails. 




May 16, 2019

Super Mario Bros Review

By: Logan Manfredi

" An 8-bit titan that will stand the test of time."


Overview
        Super Mario Bros is the classic game. Countless iterations across numerous generations have made it the single most recognizable video game in pop culture. From arcade bars to jail-broken iPhones, Mario is everywhere, but how many people have really played the game? Sure world 1-1 is iconic, and I've personally played it probably ten thousand times, but it wasn't until recently that I dove in and experienced what the game had to offer. Immediately in world two, the game springs open, difficulty spikes up, and new enemies with entirely new patterns begin to test the players on the fly decision making. Even now, almost 35 years later, the level design and ramping difficulty are near perfectly paced and result in an outstanding platformer.
Example of variety in levels.
Currently available with the Nintendo Switch online service the game is more accessible than ever and should be played by every fan of the plumber. The version on Switch is a kinder experience than the original NES or arcade cabinet, but I think it's the ideal way to experience the game. The main addition being the ability to create save states at any point in time while playing. Now I know some people might say "That breaks the game," or "that's not how its meant to be played," while I agree with them somewhat I enjoy Save States because I feel they give the player the option to adjust difficulty without taking away from the game. Save states are as good or as bad as the player makes them, I used them to save before each world, or if I had a specific place, I wanted a clip from. This made getting through the game much easier because I wouldn't have to restart from 1-1 when I ran out of lives rather just the start of the world. Doing so did make the game more accessible, but didn't change any of the design choices or challenges I had to overcome. The diversity in levels even in the same world is years before it's time, and gives the player the feeling of always wanting to see what's next. The end of the game is as tricky as any platformer and will test a player's skill and patience to this day, which helps make it one of the most satisfying games I ever completed.

                                            "Seriously where did that block come from?!"
The Details
        There is a rhythm to Super Mario Bros that when found gives one the most satisfying gameplay experiences ever. This is accomplished by the brilliant level design and pacing of the developers. Each mechanic is so perfectly fine-tuned and complementary to it's accompanying features that the game feels like an instrument to be played. A few worlds in the player discovers an entirely new feel for the game. No longer needing to stop before the next enemy or imposing jump the gameplay becomes fluid and much more fast-paced. Moments like the bridge full of swarming fish reveal the rhythm I mentioned before and capture the brilliance of design perfectly. Panic would be a pleasant way to describe how I felt the first time I had to cross what I call the fish bridge.
I totally didn't die there

Fish come flying from every direction, and so fast that if you stop you'll succumb to the swarm. The momentum and pattern of the fish are designed perfectly in that it forces the player the move before they think and get past the obstacle using their new Mario sixth sense. The effect is made possible by the brilliant level design where the fish themselves and the stage around them force the player into taking the correct path, and when done correctly feels incredibly rewarding. Moments like this are abundant in the game and are a large part of why I think it's one of the greatest games of all times. 

Secrets like this Warp Zone and hidden vine are abundant.

My Favorite Thing
  My absolute favorite thing about this game is the ramping difficulty and the sense of accomplishment it makes the player feel simply by progressing in the game. From world 1-2 the game begins to test the player's decision making with a few moving platforms and new enemy types such as the Piranha plant hiding in the pipe. Easy enough to figure out on the first or second try, the real reason they are there is to teach the player the mechanic before testing them on a similar, but more advanced obstacle later on. Mechanics like this allows for the magic moment of seeing a daunting task in the game and knowing that you can get past it. This attention to detail in level design and difficulty has set a standard in the video game industry that many strive to match to this day. Never in the eight worlds is the player faced with a mechanic they weren’t first taught in a more manageable fashion, and that’s one of the key reasons this game is and will always be a classic.

Exept for the water levels, they are evil.
In the end
        A shining pillar of video game history, Super Mario Bros, laid the groundwork for what would become one of the most popular gaming genres in existence. Giants of the industry refer to it as "the reason they got into gaming," and the game has been enjoyed by countless people of all walks of life. To this day, it remains a fun and rewarding platformer and offers an exciting insight into the birth of the industry as a whole. With numerous iterations available across a wide range of platforms, there is no reason to skip this game. My advice to you the player is this, take your time with it and save Princess Peach. All eight worlds of this game have so much to offer it would be a shame to stop before getting the full experience. If you have not played this game, I highly recommend it.

Super Mario Bros for NES gets 5 out of 5snails.


Apr 4, 2019

Messenger Review (Spoiler free)

The Messenger in Review
By Logan Manfredi
***Picnic Panic DLC update video***



         "The last time a time traveler was this badass he became the Governator, and I can only hope this ninja takes a stab at politics when he's done saving the world."


        The Messenger is a beautiful tribute to classic games that have shaped the platformer, Metroidvania, and side-scrolling genres into what they are today, and how it stayed true to that formula without feeling repetitive won my heart. So often today with 2d games I find developers are trying to make their game standout by adding mechanics that can more often than not distract from what at the core makes us love games in the first place, an engaging story with likable characters that make the player keep coming back. That is where The Messenger truly shines, booting the game up for the first time that wasn't what I was expecting, but almost immediately I was met with a story vibrant and humorous enough to reel me in. The shopkeeper delivers a majority of the narrative, and his sense of humor is on par with many of the video game greats. His witty quips and occasional breaking of the 4th wall was the first time, in years, a game audibly made me laugh, and it did it more than once. I found myself more and more eager to find checkpoints just so that I could see what hilarious story or piece of information would be waiting with the Shopkeeper. In-between checkpoints and the witty prose of the shopkeeper is a responsive and rewarding platformer. The controls feel familiar, like something out of a 16-bit childhood, but not repetitive and the level design is that of a modern game.


        When I was in school for game design, the teachers taught us that a good tutorial would inform the player how to play the game, but a great tutorial will show them. The ladder is the case for the Messenger and one of the key reasons I would call it an instant classic. From the first obstacle, the game instills a sense of determination rather than a challenge. Typically when I fall in a pit ten times in a row, I start to question if the level design has trouble conveying difficulty or if I'm just trash at video games. Luckily I was never faced with that question during my playthrough of The Messenger.  Each death was so clearly a learning experience, and the level design lent to that perfectly by edging the player forward with every try. Every time I fell in a pit or landed on a patch of spikes it wasn't to punish me or make the game feel extra challenging, it was slowly teaching me each obstacle merely by doing. Now full disclosure I died about 970 times before completing the game so safe to say there is a ton to figure out, but it never felt like a chore. Unlike most modern games death has consequences to the player beyond a simple game over screen. Consequences made evident by the brilliant addition of Quarble. He is a demon with the ability to control time and a hunger for time shards (the currency used to purchase skills).

     When Quarble saves The Messenger from death, he expects payment accordingly. That's where the cost of death takes its toll. For after each "death" Quarble will follow the player until he has been fed enough time shards and will disappear until the very moment he is needed again. Every obstacle felt rewarding to conquer and made each subsequent obstacle more intriguing by teaching you a new way to look at it. By the end of the third level, I was already noticing multiple ways to complete puzzles by merely using solutions the game had already shown me in the past. Each death felt brutal, but not spirit breaking because I knew of the consequences, and there were multiple times where I found myself on my last leg sweating to make it to a checkpoint and buy the upgrades I'd been saving for.

Here's an example of Quarble in Action from my second playthrough:
(Mild Spoiler warning, like 2 out 10)


        The Messenger is a not so hidden gem that personifies what gaming is all about. A golden tribute to the greats of old and a heavy hitter in today's ever populated indie market. The developers had a passion for this project, and it is evident every step of the way, whether it's poking fun at themselves or the genre as a whole you can tell these people had fun making it and want you to have fun playing it. The Messenger is an absolute blast, and it can not be missed by anyone who enjoys rewarding gameplay and an original comedic story.

5 out of 5 Snails!