Wednesday, June 25, 2014

XBLA - Dust: An Elysian Tail

Haiku-Review:

a wise invention-
tool of clout; of protection.
lo! a hittin' stick!

Additional Comments:

I love this game! Love, love, love...

Wait! What's this? A fresh game - something that hasn't been stinking up my backlog like a sack of old potatoes. Hot damn!

Thanks to Microsoft's Games with Gold, I was introduced to this gem of a game, though I wasn't exactly gung ho from the start. I was pleased to see an adventure/platformer mishmash, but I've often found myself leery of newer games befitting of the genre. All too often, these types of games come off as generic. Rarely do they ever introduce anything of note. Honestly, Dust is no different, yet I found myself strangely addicted to its vast amalgamation of game styles. However, it took some time before Dust grabbed me by its claws - or perhaps, his claws.

My initial observations of the game nearly soured my experience beyond the point of no return. Between the pop-up character scenes used to progress the story or for some quick witted banter - reminiscent of the cheesy storytelling tools found in some of the various RPG Maker's - and the game's emphasis on Metroidvania style design - a style I've never been the biggest fan of, though most of that likely stems from my general distaste for the two series that eventually spawned the portmanteau moniker - my expectations took an immediate dive. Add to that, the voice acting came off as juvenile, or perhaps it was just the script. Heck, the whole presentation felt rather puerile.

The game kept conjuring images of MapleStory or any other Korean made adventure/RPG bullshit saturating the web with its free to play atrocities. For much of the game, I was convinced Dust was conceived somewhere within the borders of South Korea. With its cutesy, anthropomorphic Disney-esque artwork, its cringing dialogue making me feel embarrassed lest I'm a tween, and even its adorable twin heart logo, I had a hard time imagining the game was anything but Korean. I was surprised to find out Dust was more or less a one man project dished out from the States. Maybe all my gaming facts have been given a good knock and I'm just confused over the whole matter. Anywho....

Despite my initial grumbling, I gave the game a whirl. By the time I got three screens in, the artwork completely won me over with those adorable deer prancing through the forest. Again, I feel a lick of embarrassment being lured in by such darling imagery, but it's so utterly captivating - the world, the characters, the details, the resplendent beauty of it all. Cutesy, anthropomorphic Disney-esque artwork? Sure, bring it on! Then again, I've always liked the early era Disney art style. It's true mastery of illustration.

When I learned about the Dust Storm and Fidget's ability to throw projectiles, I was sold on Fidget's annoying pre-teen banter. Her high hopes of impressing Dust with her three measly charged particles reminded me of one of my all-time favorite Calvin and Hobbes strips where Calvin hoped to belt Susie with a snowball only to see it fall inches from his feet thanks to gravity's abnormally strong presence on that particular day; also explaining his earlier breakfast mishap. Ah, imagination. Typically, adding characters purely for comic relief accomplishes nothing better than a plethora of bad puns and endless eye-rolling. I expected as much from Fidget in the beginning, but by the time I reached Aurora, I appreciated Fidget's worth in full, from her incredible attack potential to her childish sense of humor using modern sensibilities. Her uncanny ability to cull up the ridiculous: sleep combo, evil knife hands, stupid hat club etc left me chuckling with glee for most of the game. Her dialogue constantly teeters on the cusp of juvenile stupidity, yet entertains heartily.

For that matter, the dialogue in general was a nice escape from the typical heavy-handed drama found in most games. As a result, most games tend to suffer from overacting - Vay comes immediately to mind. Dust, feels far more natural in the dialogue department, though at times it may still feel forced, namely those dramatic scenes enacted by Dust himself.

Circling back to Fidget's comic relief and the general humor weaved throughout the game, it reminded me of The Bard's Tale. It's blatantly sophomoric at times, but careful not to overstep its bounds unlike the base attempts at laughs in, for instance, Fable. Additionally, much akin to The Bard's Tale, Dust was self aware, or insomuch that Fidget was self aware that she was nothing more than a character in a video game. I love when games do this, though obviously it has to be carefully done or it can go horribly awry. The Bard's Tale successfully "broke the fourth wall" so to say, and here, Dust managed similar effects with gusto, especially Fidget's astonishment when Dust manages to pocket one of Gappy's sheep. Besides Fidget's awe, Dust's response, or lack thereof, is priceless. After all, doesn't everyone have an unlimited inventory that can hold all manner of objects? Hmm, sudden memories of D&D's Bag of Holding are stirred.

It can be said that the fighting in this game errs towards monotony. Attempting to draw inspiration from beat 'em ups or fighting games, Dust offers up a handful of combos in your fighting arsenal, but sadly they're all pretty useless. Beyond feverishly mashing the X button or making strategic use of the Dust Storm, I found little to no need for any of the combos. Still, there's something to be said for mindless button mashing. Sometimes, it just works - think any quality hack 'n slash such as Gauntlet or the Dark Alliance series. While I sensed the game was trying to reach out to its brawler roots, its pacing placed too much emphasis on quicker action sequences - quick enough to blur the line from strategic battle sequences to mindlessly murder everyone and everything. However, if the game's reliance on brawler tactics succeeded, my enjoyment for the game would have definitely waned. I enjoy a good beat 'em up but Dust is neither the time nor place. In my opinion the fighting works as is, and though it may be repetitive, I thoroughly enjoyed it - enough to willingly play all four modes to 117% completion back to back to back in rapid succession.

There is one gripe I have, and if you know me, it should be predictable: unnecessary retailers flooding the land. Other than the one or two keys you need to purchase in order to achieve 117%, I never bought anything from the shopkeep on all four playthroughs. There's no reason to - no reason to buy curative creations, weaponry, materials, anything. First off, the monsters dump more than enough items to satisfy even the most intent hoarder. Add to that a blacksmith that can craft any given item at a moment's notice, granted you have enough materials, which even if you only fight a bare minimum of evil denizens there's a good chance you do, and soon enough your inventory will be overflowing with a vast cornucopia of items. And if you choose to sell any of the excess items - which honestly, I see no point - you'll only add to your already overabundant wealth. At no time, other than perhaps trekking through The Glade for an initial blind run, is it necessary to visit the shops for anything. Oh, the shops do have one purpose I suppose: to catalogue all the newfound materials gathered along your journey which I think is necessary for 117% completion. I'm not entirely certain to that claim however as I defaulted to registering every material out of habit.

A related complaint can be made about any and all of the healing items. They're all useless, especially once you acquire an item with regenerative properties. The only time I relied on food usage was during the final boss on Tough and that's only because I treated Tough more as a speedrun and by the time I reached the endgame, my various attributes were on the weak end of the spectrum. Every other difficulty I maxed out my attributes, but on Tough I definitely felt the affects of marginalizing my abilities. Perhaps that's the key to experiencing difficulty - sandbag your abilities, or heck, just use the Ugly Pendant. No, that's just the key to needlessly dragging out each battle scene. Boring.

But if the shop is the only thing I can genuinely complain about, than this game is golden. And it is. I thoroughly enjoyed Dust despite my initial apprehensions that I was about to play some shitty Korean grindfest. Everything I initially brooded turned out to be the very reasons why I loved the game. The artwork is gorgeous, especially Cirromon Caverns - yes, Fidget, it is beautiful. The voice acting is enjoyable, and overall the scripting is fairly well done. It takes a little getting used to at first, especially Fidget's campy teenage nonsense, but it's far easier to forgive, appreciate, and eventually adore than any of the over dramatic abominations typically found running rampant in video games. The overall gameplay certainly isn't top notch or groundbreaking, but the controls are tight, the game's intuitive and there's more than enough fun factor to go around. And then there's the music. Ok, some of the music accomplishes the basic requirements of game music: decent quality BGM's. But then you have tunes like Cirromon Caverns. I often found myself revisiting Cirromon Caverns above and beyond what was necessary just to listen to this song. It's one of those perfect mood setting pieces and fits beautifully with the otherworldly scenery.

Nano-Rant:

Ah! But I can't let the game off that easily. In Hardcore mode the game decided to become a bit of a dick by removing invincibility frames after being hit. Removing invincibility itself is not the issue, and definitely no reason to complain, but there's a particular area in lower Cirromon Caverns where the lack of invincibility proves that even a lighthearted game like Dust can be a real asshole at times. Because of the lack of invincibility frames, environmental hazards can become serious deathtraps as you're no longer allowed the privilege of escape under temporary invincibility. Add to that the unpredictability of bubble sprouts and some serious knockback and you've got a formula for all sorts of evil. Uphill spike jumps, bubble sprouts, knockback, and lack of invincibility - hoo boy, did I ever face evil straight in the eye. My deaths were far too numerous to count just to try and pass this one area - far exceeding all the rest of my deaths combined not only throughout the rest of the game, but across the other difficulties as well. And, yes, I truly wish I was exaggerating this point but I'm not. The one time I passed it successfully without error, I succumbed to an ignorant death later on down the road before I came across the next save temple. In the end, I had to manipulate my knockback in hopes the bubble sprouts would help me cross the evil spikes of evil as opposed to further impeding any progress.

Nano-Win:

I can't possibly ignore the brilliance of Mysterious Wall Chicken, an obvious nod to Castlevania and/or everyone's favorite Castlevania II moment of stupidity: the secret red gem whirlwind. Huzzah!

Rating: 5 demon blacksmith's out of 5*

*The worst kind of blacksmith.

Thursday, June 12, 2014

GB - Kirby's Block Ball

Haiku-Review:

a test of patience;
trigonometric study-
blast my fucking luck!

Additional Comments:

Yep. Backlogs and such...

True, Kirby's Block Ball has been on the same backlog that's occupied much of 2014's victories, but I've also been playing the game off and on for quite some time. Why so long? Between the sheer test of luck, hopefully bestowed by the gaming gods, and the unforgiving Border Lines in the latter stages, this game is one agonizing take on everybody's favorite block buster, Breakout. Get it? Blockbuster? Oy vey, twas such a bad pun...

It appears Kirby has befallen the same curious quandary that has stricken the Pokémon franchise. That is to say, both series have been introduced into the world of Beat All Games with one of their odd spin-offs. Although, I will attest that I had the fortune of being formally introduced to each representative party in video game format via Super Smash Bros. Melee. Still, it's odd to complete a spin-off before one of the franchise's primary titles, though it must be said my first encounter with Kirby outside of SSBM was playing through a few levels in Kirby's Dream Land 3 some years back on an emulator. Sadly, my experience was negatively impacted by ZSNES's shitty coding and it's inability to properly render the translucent effects on layer 3. Yet my first Pokémon experience outside of SSBM? Pokémon Snap. o_O

I can't really explain why I've overlooked the Kirby franchise for so long - and still have. It's a brilliant platformer series. But there you have it. So what's so special about Kirby's Block Ball that it managed to break my mold of neglect? To be honest, it's an odd story stemming from my SMW hacking days. When the ability to add custom music was first introduced, one of SMW's hacking elite, FPI, ported some of the first custom tracks available and one of the tracks was a delightful port of Kirby's Block Ball's Stage 1 Theme. It's so jaunty - the song immediately grabbed me and from that point forward I always wanted to play the game from which it was sourced. Very rarely has a song led me to the desire of tracking down the original game. Then again, most video game tracks I wholeheartedly enjoy come from games I'm familiar with. Kirby's Block Ball, other than being yet another entrant in the Kirby universe, was pure conjecture on my part regarding game style. For the longest time, I kept confusing it with Kirby's Dream Course and was rather surprised when I found out it was a Breakout clone - and not pleasantly at that as I'm not a huge fan of the ball and paddle block buster.

Finally tracked down a copy of the game in a local store only to have my hopes dashed when I found out the battery was dead. Ugh! Why does it seem that battery replacement has become a common theme as of late? A short soldering session later, and away I go. Like I said, I'm not the biggest fan of Breakout - it's ok, but it's a little too steeped in luck for my liking. Fortunately, Kirby's Block Ball adds a number of interesting gimmicks and strategic nuances. Utilizing certain abilities, such as stone or needle, the gameplay is greatly enhanced and strategy easily overcomes luck as a mechanical priority, especially when trying to achieve some of those deviously high Border Lines in the latter stages. Still, luck plays a major role when attempting to clear a swathe of through blocks in hopes of acquiring maximum bonus potential, hopefully pushing the point's total withing 50k before squaring off with a stage's given boss.

On my initial run, I gave little to no heed to the Border Lines; thinking them to be nothing more than bragging rights. Little did I realize they were required achievements in order to meet Dedede in a final showdown. This information came after a few weeks of on and off play. A shame really, though in the past couple of years I've been pretty adamant about making sure I get manuals with any purchased games of yesteryear. Therefore, since I lacked the appropriate information on my original playthough, I enjoyed the game for what it is: a delightful re-imagining of Breakout. The overall experience felt so casual - in a way mirroring my interpretation of Kirby games in general. I took my time with the game, allowing myself to soak in the abundant gaiety throughout. Even the boss fights rang of cheerful exuberance as Kirby bounced from one side of the arena to the other. And I was given free reign to experiment with Kirby's various abilities at my leisure, impacting by appreciation for this new mechanical twist melding the world of Kirby and...er, brightly colored blocks, or as the Game Boy would present it: four shades of green. Sigh.

But wait, I must clear those contemptible Border Lines if I'm to open up Stage 11 and finish the game properly. It was time to shelve my casual play. Maybe I'm putting too much emphasis on devilish tricks when it comes to outshining the required scores as the first five or six stages played fairly equivalent to my original run. While the early stages necessitated bonus rounds à la through block accumulation just as much as the latter stages, there was minimal reliance on pure luck. I felt relatively in control of Kirby's trajectories through the early stages, especially if I had the stone ability. The latter stages, even with needle's ability to more or less reset Kirby's point of origin, caused rampant hair pulling as luck became more invasive in my game play tactics. Stage 9 proved to be a nightmare as its lone bonus chance fell on deaf ears, er, hands. Whereas the early stages offered appropriate amounts of wiggle room, Stage 9 pulled the net from under you. Then again, we're talking about one of the final stages so it should only be expected, but it felt like there was a dramatic shift from Stage 8 whereas prior there was a gradual increase in difficulty requiring Kirby's various abilities to garner as many points as possible before facing the boss. Still, it wouldn't be a point of focus if Stage 11 wasn't so easy to attain Border Line status in comparison. On my first run through Stage 11, I managed to come up just shy of the Border Line by a measly thousand points. Stage 9, however, took a fair share of attempts to masterfully complete thanks to its dreadfully annoying bonus run, of which there was only one and was damn near impossible to muster a halfway decent score on - rather similar to the shitstorm disguised as a cleverly designed bonus round in Stage 3-2. At least they had the courtesy to offer multiple options for obtaining some of those much needed points elsewhere throughout Stage 3.

Overall, I found the game enjoyable, but not exactly entertaining enough to ever return. Perhaps in my younger days while playing Game Boy on long car trips, as I did, I'd probably have the will to return, but in today's world of gaming, Kirby's Block Ball has its own certain unique charm, but that's about it. Sure, the game further develops the basic Pong-like block busting relay into a vast assortment of interesting, and at times, frustrating arenas, but now that I'm done; looking at the game as a whole...? Well, it's Breakout, but so much more, yet...somehow muddled as though the core fundamentals of the original game got swept up in the ether. In fact, even the paddle physics seem to have gotten lost in translation as the ability to judge a desired angle is purely speculative. Every time I thought I understood that frustrating bar of trigonometric evil, it suddenly defied all logic. Essentially, what it all comes down to is that I had very little confidence in the game's physics. I'd blame my lack of confidence on the controls, as they were a bit dodgy themselves, but I really think the misunderstanding of basic angular theorem is at fault. And the only reason I bring it up is on the few versions of Breakout that I have played over the years, I've always felt confident with the ball's rebound direction - at least far more confident than I felt here. Perhaps if the game better instilled a sense of confidence in its workings, I'd have no reason to fault anything - even when the game was at its worst regarding its luck-based endeavors.

Still, Kirby's Block Ball is a decent time waster and offers enough enjoyment as a casual play. Anything more, however, just isn't worth the trouble. Great music though!

Nano-Rant:

I've already mentioned Stage 3-2 and its ridiculous bonus setup, though the whole stage is of horrid design. Already having to rely on capricious angle physics, trying to get Kirby inside either of the two shelving units is a test of patience - and a lot of it. But worse still is Stage 11-5. Who designed this bullshit stage!? I may have spent upwards of twenty or thirty minutes both times I played the area because of those stupid crevices off to either side that are damn near impossible to enter thanks to the long overhangs of solid blocks. If there was ever an act of futility, this is it.  11-5 exemplifies Kirby's Block Ball's wish to be nothing more than a game of chance. Strategy? What strategy? It's not a frustrating stage like 3-2 or 9-3 - two stages whose difficulty is culled mostly from their respective bonus games - but instead is a trial by utter boredom.

Rating: 2.5 apples out of 5*

*How do ya like them apples?