Friday, August 8, 2014

XB1 - Guacamelee! Super Turbo Championship Edition

Haiku-Review:

¡Ser un Luchador!
Bust Chozo(s) and venture on,
Mr. Bawkbagawk

Additional Comments:

What an incredible game! It's been some time since a game has been so frustratingly agonizing yet so gripping and entertaining to play. VVVVVV maybe? Even during the most nail-biting, hair-pulling moments of gaming pain, I couldn't find the will to put the controller down. I had to try again and again...and again...and again - so was the case especially in a few particular trials in El Infierno.

Again, thanks to Games with Gold, I could trial Guacamelee!, which if it weren't for Microsoft's free games program, I wouldn't have even bothered with this game. Between the box art, the name, and the allusion to Capcom's tendency to add ludicrous taglines meant to represent a newer, fancier version of essentially the same exact game - I don't care what anyone says, no matter how many Hyper Alpha Championship Turbo EX Remixes they tack on, Street Fighter II is Street Fighter II - I envisioned it to be just another fighting game, a genre of which I've never been a fan. Even after looking at a few snapshots showcasing some of the platforming elements, I wasn't exactly sold on the idea. I still suspected it to be nothing more than a fighter, but perhaps with some large arenas that incorporated platforming like construction - similar to some of the larger stages in the Super Smash Bros. series. Eh, I am a fan of the Smash Bros. series, and that was enough incentive to further investigate Guacamelee!'s true experience.

Coming off of Dust: An Elysian Tail, I was pleased to see another game that followed suit: Metroidvania level design with emphasis on brawler or fighting game style combos. I find it interesting that it should pique my interest despite my general dislike for both Metroidvania gameplay and combo insistence. After playing Dust and now having finished Guacamelee!, and thoroughly enjoying both, I have to admit, I don't take issue with Metroidvania design. I thought I did, but really it's the inference that all Metroidvania games are half-assed replicas of either the Metroid or Castlevania series, both of which I've never liked. It's only natural that my bias towards both of those franchises would carry over to any game that would dare carry a design style steeped in the aforementioned games. Yet, unlike the originators that lent their namesakes to the so-called style of free-roaming platforming, Guacamelee! is actually a thrill to play. I know to most if not all gamers this reeks of blasphemy, but you know what? It's my opinion and frankly, I don't give a damn what anyone else thinks.

While Dust introduced me to the gaming excitement to be had from this unique brawler/platformer mashup, Guacamelee! took the idea and ran with it. Not only does Guacamelee! focus on diabolical platforming requiring some serious finger legerdemain at times, but it utilizes a proper combo system that feels completely natural even with all the platforming chicanery mixed in. Using combos, throws, and other means of fighting strategy actually had purpose. On the whole, the fighting system never felt clunky, forced, or unnecessarily prioritized. It remained a perfect balance to the equally important platforming even as the game swayed from one end of the spectrum to the other either through closed arenas overflowing with a variety of skeletal builds to perilous autoscrolling deathtraps relying on quick reactions. This was best emphasized via El Infierno's numerous trials - equal parts fighting challenges and platforming challenges.

Coming from a gaming background where platforming has always reigned king, I found the platforming challenges for the most part, easy. Dodging the moving thorns for some reason got the better of me far more than it should have, especially considering I managed gold within two tries in Hard Mode. But the real kicker was the stupid chicken assist challenge. I hated that challenge. Surprisingly, it wasn't one of my more difficult challenges to accomplish, though still nasty, but I think it's the one that infuriated me the most. On the fighting side, I struggled with a number of challenges. It took me a good dozen or so times to properly memorize the patterns and best judge what moves should be used when for best effect. The no throws room proved to be my most difficult challenge. The room itself was fair and it was easy enough to make it through to the end without taking a hit to ensure I maximized my hit combo as much as possible, but I just couldn't muster the proper techniques to acquire 130 hits. Unlike all of the other rooms, where you were offered a margin of error, the no throws room offered no margin of error. In fact, without using some sneaky course of action, the room had a negative margin of error. If only gold required a 120 hit combo like the other two specialized fight rooms instead of the curiously amplified amount. I probably ran through that room a good 50 times or so before I started resorting to some really out of the box strategies. But after doing so, I think I managed somewhere in the vicinity of 150-160? Holy guacamole!

But that's part of the magic of Guacamelee!. Any other game, and I'd likely leave the room in frustration. It reminds me of a couple of the special challenges on VVVVVV. Despite my total adulation for the game, I just couldn't bring myself to playthrough the no death challenge for the nth time or other such nonsense. Currently, I'm struggling with exactly that in Limbo. But here, in Guacamelee!, the gameplay excited me, even after the 50th time attempting the no throws room and escaping with a mere 129 hit combo on a damage free run. What the hell am I missing? Yes, there was some controller rage, but the game had me by its claws. No matter how frustrating, I tasted victory; knew I could best it, and enjoyed every single second of it.

Guacamelee! refuses to let up. It's out to challenge the player tooth and nail. Normal Mode's not exactly a walk in the park, but my god, Hard Mode really pushes the boundaries on some of the closed arenas. I could no longer half-ass my fighting expertise. It was time to get serious on precise combo usage and the dexterity required by some of the platforming areas definitely helped in that regard. Speaking of platforming dexterity, the top of the Tule Tree may very well take top honors for high agility demands. In a way, I was saddened I picked up my first sphere care of the Tule Tree as I expected the other entrances to Chac Mool to be all the more difficult, if not at least equal in sheer gaming frustration. I suppose I can at least commend the variety of trials meant to be overcome, but goddamn, Tule Tree's ordeal is exactly that: an ordeal.

The platforming is what really makes this game shine though. Sure, some of the platforming elements are basic or even nonexistent at times, but overall, it's challenging and makes terrific use of all your skills as hand. Now, I'm well aware the game, much like Dust alludes to its spiritual hero, Castlevania, time and time again, alludes to its own spiritual hero, Metroid - right down to acquiring new powers from old Chozo statues. Funny, I don't recall the Chozo ever being a part of Mesoamerican folklore. Must of missed that one. Then again, I was unfamiliar with Chac Mool's real life sculpture counterpart - at least by name - so I suppose it's only possible Metroid has its roots in ancient Olmec tradition. Anyway, back on point, what impresses most me about the platforming is how well it integrates every possible ability at any given moment. In a way, it reminds me of The Legend of Zelda: A Link to the Past, in that it never takes a single ability for granted. Everything has a purpose and the game sees to it that each ability is put to use seamlessly. Not only that, much like the fighting, the addition of each ability progresses comfortably enough so that the player never feels overwhelmed. On occasion, I found myself fumbling with controls, but it was more out of sudden lapse of concentration or attempting to overcome an obstacle in a way counter to its intended solution. I'm sure some may question why I'd even do that to begin with, but it typically happened out of exploration on my quest to 100% each area.

If there's anything I'd consider a fault, it'd probably be the default audio mix. But with the option to set the audio to your liking, it's a moot point. Still, why does the default setting have the sound effects so deafeningly loud compared to the background music? While I could hear short musical interludes fade in and out every now and then, it does make me wonder if there was much of a soundtrack at all. Often times, the sound effects were so loud that I had the TV set to low volume and as a result couldn't hear much as far as background ambience. Hmm, perhaps I should have taken advantage of those audio settings. Interesting useless fact about me: I try and fiddle with optional settings as little as possible in pretty much any game I play. Don't know why - just an odd little quirk of mine. Seems to have soured my overall listening experience with Guacamelee! though.

Unfortunately, I've never played the original Guacamelee! or even Guacamelee! Gold Edition, so I don't have first hand knowledge of what sort of updates are brought to the table. For all I know, DrinkBox followed Capcom's lead and pointlessly affixed additional hyped-up taglines into tricking consumers that Super Turbo Championship Edition is a whole new game. Although, from what little I've read online, it's not a whole new game, but did overhaul story, bosses, optional elements and the like. So whether it's an improvement or not, I cannot say, but honestly, I don't care because this game brought it as is. Perhaps one day I'll have a chance to play the original version and either feel disenchanted with it or perhaps unnecessary "fixes" performed by STCE, but somehow, I doubt it either way. Based on my experience with this game, all I can say is DrinkBox knows what the hell they're doing and I look forward to seeing more work from them. Additionally, while I thank Games with Gold for allowing me a free chance to play this game, looking back on it and seeing how much fun it exuded, I would have gladly paid for the game.

Rating: 5 DerpDerps out of 5

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