Super Metroid – Critical Miss #15

Lost in Space

Getting lost in a video game is quite the balancing act for designers of adventure games. If a game is too linear, it can feel stifling and corridor-like, but if a game is too open, it can feel directionless and obtuse. Some game genres thrive on letting the players get lost and figure things out for themselves, mostly notably sandbox games and Metroidvanias. The term Metroidvania came to be after the release of Castlevania: Symphony of the Night, which had a world design and map strikingly similar to the Metroid series, especially the third game, Super Metroid, released in 1994. I enjoy the Metroidvania genre but had never actually played a Metroid game before. So to cut my teeth on the series, I decided to play the SNES classic.

A Metroidvania survives on the strength of its exploration and Super Metroid’s world seems deceptively small at first. When you find a map terminal, it only reveals a small portion of the surrounding area. It’s only after exploring the rooms, poking and bombing around for secret holes in the walls, that you see the true expanse of the map. The levels expand out like a spider web with hallways, vertical shafts, and rooms connecting and weaving together. The world is sectioned off into distinct biomes and interconnect throughout the game. With power-ups and missile increases hiding everywhere, you are incentivized to search every nook and cranny of the map.

Many of the power ups you’ll find often aid with the exploration. The high jump boots and space jump let you reach higher ground then before, the grapple beam lets you grab onto and swing from certain blocks scattered around the planet, and the ice beam lets you freeze enemies, turning them into platforms. Missiles and bombs work as a means to open up certain colored doors for progression. I’ve always preferred how Castlevania: Symphony of the Night and Hollow Knight upgrades were changes in movement abilities like double jumps, wall jumps, and dashes. These allow the game world to feel more real, like a place that might actually exist, as opposed to something constructed solely to block passage until the right upgrade is found. Obviously, the upgrades don’t change the fact that the game is constructed and might block the player in order to guide them, but later games like Hollow Knight hide that fact much better than Super Metroid with its more organic exploration.

With constant exploration, you should be finding power ups at a very consistent rate and it does work to give the player a sense of growth throughout the game. Watching your health or max missiles increase helps the player feel better suited for the increasing challenge of the game; it empowers them. The game is great about helping the player figure out what a new power up does immediately after acquiring it. If it’s a movement ability like the grapple beam, it will be found in a room where you must use it to get out, and this lets the player think back on all the other areas it can be used. If it’s a weapon like the plasma beam, there are typically enemies you must get past that are much easier to kill with the new weapon.

It is on these small scales, the rooms with power-up designed to teach the player their uses, where the level design of Super Metroid is genius. With the minor annoyance of progress being locked behind boring colored doors, the world crafted in the beginning of the game is spectacular. The game does a lot to lead the player. Signposting boss entrances with monster heads and important areas with interesting landmarks helps the player remember parts of the map to return to later. The game actually feels rather linear in the beginning, where there is usually only one way to go without hitting a dead end. But Metroidvania games need to be open and the game soon flings wide open when you have acquired the high jump boots, ice beam, and super bombs. Sadly, as the game world becomes more open and explorable, I feel it also starts to collapse under its own weight. There is one moment in the game I can point to when this feeling cemented itself in my head and that’s when you acquire the X-ray scope.

With the X-ray scope, you have the power to shine a light on any surface of the game and reveal its secrets. Destructible blocks, hidden passages, missile upgrades and health tanks, you can now find them easily. This leads to the main area explored after finding the scope, Maridia, being plagued by seemingly dead ends and secret passages that either need to be found with X-ray scope or by blasting every tile with every weapon you have. The later part of the game feels like the developers either came up with the idea for the X-ray scope and felt justified hiding all progression from the player because they have the tool to find it, or that they built the levels with too many hidden passages and added the scope so it wouldn’t feel unfair. Either way, it doesn’t work because the X-ray scope is just too slow to use constantly. The game pauses around you while you use it and you can move with it activated, but the beam is slow and finnicking to direct. I’m sure it was the best they could do with the SNES hardware and controller, but it kills the pace. It’s a shame too because Super Metroid is a very fast paced game when you get into it.

And I did get into the game. Even while all my frustrations were mounting with the game as it went on, I wanted to keep playing. I found it very hard to put down because it was so satisfying and immersive. Part of it was due to my love of 16-bit games, but mostly I kept playing because Super Metroid has some of the best atmosphere on the SNES.

It’s hard to find a 16 bit game that is truly immersive, that makes you feel like you are in the world displayed on the screen, but Super Metroid accomplishes it with atmosphere, through incredible sound design and pixel art. One of the first things I noticed when turning on the game, is the sound effects all sounding muffled. Samus’s footsteps, her blaster, the cries of enemies, they are all slightly dampened, like they are being heard through a helmet. Explosions are crunchy, but soft, as if you were hearing them with Samus’s ears through the metal of her power suit. The world you explore is always interesting to look at. While Super Metroid doesn’t have the best pixel art I’ve seen on the system, the different biomes are lovely rendered with fitting color palettes and interesting backgrounds.The boss sprites are large and intimidating. The whole thing helps the player feel completely isolated in the game.

The atmosphere of Super Metroid is one of loneliness and bleakness. You truly feel that you are in Samus’s shoe, fighting for her life. You feel her anxiety when exploring an unknown area and her triumph when defeating a tough boss. I think that is why Samus, despite being a silent character in a relatively small number of games, is so beloved. People praise her for her bravery and for being “badass,” but she has no real character. Mario has more character than she does. I think that players projected onto her. It’s not that she is brave, you are. She’s not the badass, you are. But this gets confused in the mind because of the level of immersion the game offers the player, where they are not playing as Samus, they are her. The fact that Super Metroid, a 25 year old game from the SNES, can offer that kind of emotional experience is incredible. 

Darkest Dungeon & Stress

I’m no stranger to mechanically deep games. Games like Dark Souls, Monster Hunter, or The Binding of Isaac have mechanics that run deeper than they seem at first and all take time to master. But if those games are as deep as oceans, then Darkest Dungeon is the Mariana Trench. There is so much to manage in Darkest Dungeon from party positions to their attacks and trinkets, provisions for quests and the effects of curios, character quirks and equipment. It often feels overwhelming and stressful and stress, funnily enough, is another thing you have to manage in the game.

The stress mechanic in Darkest Dungeon ties into the games Lovecraftian themes and portrays the deteriorating mental state of warriors as they encounter unknown horrors. All characters have a stress gauge that goes from 0 to 200 and stress is inflicted by a multiple of sources: enemy attacks, curios, low torch light, and even walking backwards through a dungeon. When a character’s stress reaches 100, their resolve is tested. This either gives them a flaw, like paranoid or hopeless, which will make them act on their own during battle to the detriment of the party, or make them virtuous, which gives them a positive characteristic, like heroic, that they can use to destress or buff their party members. If stress continues to build for a character whose resolve has been tested and it reaches 200, they have a heart attack. A heart attack instantly reduces a character HP to 0 and puts them on Death’s Door or kills them outright if they already have no HP. Stress builds and builds on a character until they finally snap, like they were a rubber band being pulled too far.

A character’s stress meter basically works as a second health bar, but while wounds and HP are healed instantly after a mission is complete, the psychological scars and stress carry over. HP is the immediate concern in a battle because that will most affect if the character makes it out of a dungeon alive, but stress is, to quote the game, a slow and insidious killer. There are things that can be done during a mission to reduce stress on your team. Some characters have skills that will heal a small amount of stress, there are camping abilities for longer missions that relieve stress, and it’s always a smart idea to focus on enemies that deal in stress damage at the beginning of an encounter. 

The easiest way to relieve stress is in the hamlet, the main hub of the game. There, characters can take part in activities like drinking, praying, or gambling to forget their problems for a while and reduce their stress. It is in the town that stress becomes a resource management mechanic. All the activities that help characters require money and will take that character out of the action for a while, unable to go on missions. This works as a drain on your resources. You could buy equipment upgrades for your team or you could spend that gold relieving your main healer’s stress to get them out in the dungeons again. 

Having characters be excluded from missions to relieve stress guides the player to constantly rotate their parties for dungeons. Not only does rotating them help keep stress at a minimum, it will lead to a barracks of soldiers of consistent levels. It can be a real issue in the later game if you have a gap in levels between your main team of characters and your backups. The dungeons don’t get easier as the game progresses. The dungeon missions only get harder with each passing in-game week and sometimes sending out a lower level team is dangerous, but it’s your only option. If you have been diligent about rotating characters, the gulf in levels will be more narrow, meaning a losing a handful of high value characters will be slightly less catastrophic. 

The truly interesting aspect of the stress mechanic in Darkest Dungeon isn’t how it affects the characters on the screen, but the player. You will become attached to certain characters through emergent gameplay moments, like a character struggling through their stress to become virtuous and single-handedly save the rest of the party. Small moments like that make your party feel like they are really fighting for their lives and makes you appreciate the ones who rise to the occasion. But what happens to characters who never do that? Who seem to miss every important attack or whose building stress always becomes a flaw? Well, you might start thinking less of them. And when that happens, Darkest Dungeon adds just the slightest friction of morality in to keep things interesting.

Moral choices are nothing new to video games, but while most AAA games rely on a dichotomy of good and bad choices, indie games fare better. Darkest Dungeon presents the player with a nuanced, grey-area take on morality and, much like Papers, Please, it is solely based on the player’s beliefs and emotions. You can dismiss any character at any time for no penalty. This means you are basically a boss in a right-to-work state, but your employees’ only way of leaving is through death. So what you do with these people is completely your choice. You can take care of everybody, make sure that they are mentally stable at the cost of constant stress upkeep, or you can discard them, just toss them aside when they are at their breaking point mentally and of no use to you. There’s no drawback to this in-game; it solely relies on you to make the choice. When I first played the game years ago, I had no problem throwing away characters that were too much of a hassle or too expensive to keep, but in my most recent playthrough I found that much harder to do. I started dismissing less and less of my team until I was keeping everyone until they died. And even that isn’t necessarily a “good” thing to do. But I couldn’t let them go just because of high stress and bad traits. Those are caused either by my own poor decisions in fight or in the dungeons, or due to the nature of a chaotic, uncaring universe (e.i. the random number generator) which only heightens the Lovecraftian themes.

Darkest Dungeon is a game of staggering depth and the stress mechanic, how it affects the gameplay and the player, is just one aspect of it. There is so much to the game that I could easily make many more posts about it and probably will revisit it again in the future. What I just thought of at first as a neat idea to have two different types of health made me reevaluate the entire game. Stress in Darkest Dungeon is like a glass bottom boat tour: you can see what’s on the surface easily, but so much more lays in the blackness of the unknowable ocean’s depths.

Return of the Obra Dinn & Lateral Information

It fascinates how video games convey information to their players. I remember picking up Ocarina of Time 3D for my brand new 3DS in 2014 and having the toughest time with the dungeons. After not really playing video games for 10+ years, my knowledge of how games design puzzles was dusty at best. Like any form of media, video games have certain things they expect the player to know coming in, a sort of jargon almost. Red barrels will explode, if townsfolk keep mentioning a cave to the west then that’s where you should go, solutions to puzzles are most likely located very nearby. Besides mechanics that can be used throughout the game, a lot of information found by a player in a level tends to stay there. But recently, I replayed Lucas Pope’s Return of the Obra Dinn after finishing his other game, Papers, Please, and how that game tells the player important information through a concept I refer to as lateral information is truly incredible.

Lateral information is similar to lateral communication in an office. The term refers to how workers on the hierarchical level across departments will discuss and work to resolve issues that affect the company as a whole. Lateral information are details or information in a game placed throughout a playthrough to be used in different sections or at different times. It is information gained by the player through thoughtful level design or story. I don’t consider power ups or items to be part of this definition because those are more tied to mechanics than information.

The core gameplay loop of Obra Dinn is based around gathering lateral information. In the game, you play as an insurance agent investigating what happened to the titular ship, which has drifted to harbor with its entire crew and passengers either dead or missing. In your possession is a stop watch that transports you to the exact moment a death has occurred. With this ability to view deaths, you are tasked with two goals: figure out who each person is and how they died. A death memory feels like entering a diorama and it can be overwhelming at times when you first experience the chaos of sounds, still figures, and rooms. There is a lot to take in but it is important to study everything you can in a scene: who is present, items characters may be holding, what jobs they seem to be performing, etc. All this information is important and it is up to the player to notice the details.

Most memories require information discovered during other memories to solve. The game becomes more and more open design-wise as the player discovers new memories, and it is left to them to gather the information and make the deductions needed to solve the fates of the crew. This gives the player plenty of time to investigate memories at their leisure, plenty of time to find the important clues, and plenty of time to think of how everything is tying together. This is lateral information. Using clues in memories to solve other questions in the game, all while treating all information as equally important, is the lateral information that Lucas Pope uses to great effect in Obra Dinn.

As a board concept, lateral information can be used in many different ways. As mentioned before, one use is to incentivize players to investigate everything in a memory. Since there is no way for a player to tell what they’re looking at will prove to be a useful piece of information, they have to comb through every little detail and commit what they can to memory. This does wonders to draw the player into the game world. By focusing on everything, players will naturally learn the structure of the ship and the peoples’ relationships aboard it. Add in the unique, monochromatic art style and you have a game world that is deeply immersive that keeps players grounded in it through constant focus.

Lateral information also helps structure progression through Obra Dinn. As you visit memories and discover the fates of the crew members, you will write down their identities and deaths in a book. Each disappeared person has a portrait for themselves and those portraits will be clear if you have found enough information to determine their identities or cloudy if you have not. This helps guide the player through the game before they have found all the memories because it tells them that either they haven’t found enough information, therefore needing future memories to solve, or they have found enough so they could puzzle out that person’s identity right there. Identities do have levels of difficulty to solve so it is often better to save difficult ones for later, but the picture system tells players that all the necessary information they need for that particular character can be found in previously discovered memories.

The greatest strength from lateral information that Obra Dinn gains is how it leads players to organically revisit and explore past memories once they have all been found. Since the bodies can be found in a nonlinear order, it’s nearly impossible to solve all the fates before the storm comes over the ship, indicating that all the memories have been discovered. This means that the player will have to go through memories they think have important information and reexamine them. In most other games, the solutions to a puzzle would be in the general area of the puzzle or there would be a near linear path to the solution. Obra Dinn is not like this. Since the whole design of the game is based around collecting lateral information from everywhere throughout the game, it’s natural that players would need to re-explore past areas and the game encourages this simply by how it is designed. Since the players have already been exploring the ship at their own pace and learning how to look for and collect important details, they are completely ready when the reigns are let off entirely. Even other puzzle games tend to increase the challenge by changing the mechanics whether it be through adding more rules as the game progresses, adding more variables to levels, or making the movement to complete the puzzles more complicated. Obra Dinn is different to these too because the gameplay and mechanics are the same throughout the entirety of a playthrough. Difficulty is only determined by the details players are expected to find. 

I hope games start to utilize more lateral information in their design. Not just puzzle games, but all types of games. This style of giving the player information helps the world of a game feel more organic and less constructed, it helps players become immersed in the world, and it helps them feel clever after solving a puzzle by recalling information found previously in the game without any indication to do so. Lucas Pope utilized lateral information so well in Return of the Obra Dinn, that I, someone who is usually pretty bad at puzzle games, managed to complete it. Not only that, but it has become one of my favorite games from a design aspect because it just fascinates me how the game feeds the player information.

Monster Hunter World & Player Knowledge

I’ve come to learn a secret about myself: I tend to enjoy difficult, sometimes even obtuse games. If a game strikes me right, I tend not to have a problem with taking the time to learn it, its mechanics, UI, etc. Learning a game that doesn’t hand out its secrets easily breeds a special kind of familiarity and satisfaction with the player. Dark Souls and The Binding of Issac are two of my favorite games because of their difficult to grasp or even hidden mechanics. Dark Souls is especially polarizing due to its refusal to explain things to its players. But while Dark Souls might be the prince of obtuse game design, Monster Hunter has always been the king.

I had a friend who laughed at me when I said that Monster Hunter World is much more user friendly than previous games, but it’s true. With a more intuitive quest system, hunter notes displaying monsters’ weaknesses and drops, and upgrade trees clearly laid out at the blacksmith, the game is much easier to parse than the 3DS games I’ve played or even the newest game on the Switch. That’s not to say the game has been dumbed down. Simplified, yes, but the game is so deep that there is plenty it still relies on the player to figure out on their own.

Even before a hunt, the player will have to prepare. This includes choosing equipment if you don’t have a preferred set, but also grabbing the correct items like antidotes if you’re hunting a monster that poisons or nulberries in they inflict blight. The player should also stop at the canteen to eat, which grants stat increases. A seasoned hunter will know the best stat to buff for a hunt like getting more defense while fighting a Diablos, who is a heavy physical hitter. You’ll have the best chance of success by preparing before a hunt and that can be difficult for new players who are unfamiliar with useful items or the monster to choose the best gear. Even learning where things are in the hub takes time. The hardest thing for me when starting up Iceborne for the first time was learning where everything is laid out in Seliana as opposed to Astera.

Another thing you can do before a hunt is practice your weapon. Monster Hunter World has a training area where you can try out any of the 14 different weapons and even provides combos to perform on the side of the screen. This is a good thing because while some weapons are easier than others, they all have unique combos and qualities that the game isn’t great about explaining to you. I personally main the Charge Blade because I like its speed and defense in sword and shield mode, its power in axe mode, and just the overall variety the weapon brings. However, this weapon is so complicated, with its charging phials to make axe mode stronger and  finicky controls, that I had to look up a few Youtube videos early in my playthrough to get the most of it. Yes, there are actual 20+ minute long videos on Youtube and essays on forums dedicated on how best to use a weapon. A player can get by without knowing all the little nuances of their preferred weapon, but that’s just another mechanic you need to put the time in to learn before heading out on a hunt.

Once on a hunt, the player’s knowledge of the game is truly tested. They will need to track down the monster with help from the scoutflies and fight the monster to submission. After a while, players learn the areas monsters tend to appear. For example: Rathalos will start in the leafy canopy of the Ancient Forest and Diablos can typically be found in the caves of Wildspire Waste. Players will also learn where useful materials spawn in areas the longer they play. I always like to stay well stocked on Armorskin potions, so every time I find an adamant berry, I make a mental note of its location.

An oversimplified way to describe Monster Hunter World would be to say it’s a boss rush game. The core gameplay loop is fighting giant monsters, be them dragons, dinosaurs, or whatever the hell Pukei-Pukei is. Like Dark Souls, Cuphead, or any other game where bosses are a major component of gameplay, the monsters take a lot of learning to master in fights. There are attack patterns to commit to memory, blights monsters can inflict, tells when they are enraged, exhausted, or close to death. The first time you hunt a monster is the most dangerous. You won’t know any of its attacks or inflictions it might cause. But each time a player hunts a monster, they learn a little more, get a little better, until fighting opposing beasts like Nergigante are second nature. Nothing feels as good as breaking an attack swing to dodge a monster’s attack and watch it miss by millimeters.

There has always been a big focus on breaking the monsters’ parts in the series. Things like wings can be damaged, horns can be broken, and tails cut off. This damage doesn’t just feel satisfying to do, but also affects the rest of the battle. The monster’s abilities and attacks will change depending on what have been damaged on their bodies. A monster with damaged wings will have a harder time flying and spend more time on the ground. Breaking Diablos’s horns is a good way to lessen the damage it can do with charge attacks. Learning what parts of monsters can be broken and how that affects them is important to success in a hunt. Barioth is a mix between a saber-toothed tiger and a dragon. It’s also a real bastard. It took me two or three attempts to finally slay this beast, but I learned to focus on specific parts of its body with each attempt. At last, during my successful hunt, I attacked him in a learned pattern. First, cut off the tail because it neuters many of its attack’s range. Second, take off the spikes off its wings to make sure it stumbles while using certain attacks. Finish it by focusing on attacking its head where it is the weakest.

Monsters in the game will start to seem easier, but it’s not in the same way it feels in a standard RPG where your character can take on tougher foes because they leveled up a few times and their stats increased. You get better at Monster Hunter World as a player. You get better at hunting monsters after studying their attacks, you learn how to prep better or collect the materials you need, you’ve mastered your weapon and know how to get the most out of it. It’s an interesting bit of ludonarrative connection that your hunter character in game gains more and more recognition as the story progresses and as you the player become better at playing the game. It makes the praise the characters layer on you feel less like it’s scripted and more like you fought hard through the trials and earned it.

Resident Evil 2 (2019) & Mr. X

It’s now on record that the Resident Evil 2 remake was one of my favorite games of 2019. Lately, I’ve become enamored with the classic Resident Evil formula and the Resident Evil 2 was a perfect update to it, adding more RE 4 shooting mechanics to the level design of the PS1 style games. But there’s one mechanic in the game that fascinates me more than any other and that’s the character that fans affectionately refer to as “Mr. X” and which I will be referring to as such because it’s shorter to type than the tyrant. 

Mr. X appears in the station at some point during a playthrough and stalks the player in select sections of the game. If he gets line of sight on the player, he will chase after you until you outrun him, which isn’t easy to do since he walks about as fast as the characters run. If he doesn’t know where the player is, he will search throughout the station for them. You can hear his heavy boot steps thumping on the floors and the crash when he throws open doors. Even though you can hear him stomping around, it’s never completely clear when he is, and it’s very startling to open a door only to find him on the other side, ready to deck Leon or Claire in the face. Knowing where you are safe from him is invaluable knowledge. You can take a quick side path around him when he’s spotted down a hall or dip into the S.T.A.R.S. office or a safe room, where he can’t follow you, when being chased down.

He pushes the player to rush. No longer can you slowly inch down a possible dangerous hallway and you have less time to decide whether to shoot a zombie down or wait for the right moment to juke pass them. If he’s not coming up on you at the moment, he could be always be entering the room at any second. The worst areas are the halls with Lickers in them, who are aggroed by the sound of the character running. If Mr. X is running you down through one of those, yous can choose between going slow and being pummelled by Mr X or running and being clawed by a Licker.

Puzzles and inventory management must also be done quickly. Sure, you are safe in the pause menu to arrange your items all you want, but if Mr. X was standing right in front of you with fist raised when you paused, he’ll still be waiting and ready when you unpause. Luckily, he doesn’t show up in a lot of the inventory management puzzles, like the chess piece puzzle, but during the puzzles where he is bearing down on you, he will make you feel every second lost as you stand in place, pausing and unpausing.

Hearing Mr. X thundering through the rooms helps accomplish two things. The first is letting the player know where he is in the station. While it is difficult to pin down where exactly Mr. X is at any point, the sounds he makes gives the player a relative idea of his location. This helps them know when they are in relative safety. If you hear him across the station, you’ll probably safe to go slow for a while, but if the footsteps are nearby, it’s best to be on guard. Being able to always hear Mr X. also works as a constant reminder that he is out there, he is hunting for you. This keeps the tension high while playing in areas of the police station where the players know they’re safe.

This constant tension builds until Mr. X suddenly appears. Whether he bursts through a door you were heading to or you spot him at the other end of a hallway, it is a very distressing occurrence. He usually appears standing between the player and where they were trying to go when they run into him, forcing them to figure out on the fly another path through the station to their destination.

It can’t be understated what an imposing presence Mr. X has in the game, as he hulks toward you, eyes angry and shoulders squared. But I think what makes him the scariest is that he in not a fully known entity. After multiple playthroughs of the Resident Evil 2 remake, I still don’t know what determines Mr. X’s behavior. I never figured out for sure if he actually has to look and find the player when he is off screen, or if he’s always making a beeline to their location. I believe it is the former because there was a time I was standing above the ladder in the library and I watched Mr. X enter through the main hall, stopped and looked around, and exit out through a side door. This moment, character standing in a room with this monster and me holding my breath in real life, stands out to me because it was totally unscripted to my knowledge and actually scared me as I waited to see what Mr. X would do. 

There was another moment, while playing through Claire’s A scenario on hardcore mode, that stands out to me. After progressing to the point where Mr. X is introduced, I did not see him at all until leaving the station for the orphanage. I didn’t even hear him that entire time. I started to wonder if the range you can hear Mr. X in hardcore mode is reduced or if my game was bugged somehow. Was I just getting lucky not to see him? I was filled with uncertainty during that entire section of the playthrough because I wasn’t sure if the game was taking advantage of my incomplete knowledge. This playthrough became more stressful than any other because, as it turns out, not hearing Mr. X and not knowing where he’s located is scarier. 

While Mr. X stalking the player throughout the police station is designed to create fear in the player, it also helps reinforce the knowledge of the game they’ve learned and give the players a sense of growth. When he pops into a hall unexpectedly, Mr. X works as a roadblock. The player then must figure out a way around him, a side path to get them where they were heading, clear as possible of additional threats. After hours of playing the game and exploring the halls of the station, they can easily do this in a single moment. When players first enter the police station, it is confined and narrowed by locked doors and puzzles. The player will slowly open up the station as they progress through the game into a complex web of halls and rooms. The developers were smart to introduce Mr. X into a playthrough when the station is mostly open. By that time, the players will be well familiar with its layout and all the quickest, safest paths throughout. If Mr. X appeared earlier in the game, before the players had a chance to get a mental layout of the station, it would feel unfair.

The real strength of putting Mr. X in the game is that he gives the players moments of satisfaction as they backpedal away from him and use their knowledge gained throughout a playthrough to map out a new route through the police station. The true genius is his dual purpose design that creates a constant sense of fear but also a sense of knowledge in the player and how easy his design accomplishes both these purposes. 

Top 5 Best Games of 2019

2019 was a weird year for video games for me. Most games I played this year felt strangely similar to other games I’ve played in the past. Remakes, sequels, spiritual successors were abundant. However, I did play a lot of great games in 2019. So much so that I didn’t have room for all of them. 

So honorable mentions go to Slay the Spire, Streets of Rogue, and The Outer Worlds, all games I sank too much time in to. There is also one game I want to mention for my biggest miss of the year and that’s Disco Elysium. I feel Disco Elysium would have a good chance to be my game of the year, but I don’t have the means to play it until its PS4 release slated for 2020. 

With all that out of the way, here are my top five games of 2019.

#5) Pokemon Sword

My number five spot was tricky to decide on. This is a very biased pick because of my love for the Pokemon series, but Pokemon Sword is one of the few games I’ve beaten this year that I still want to play. It’s a standard Pokemon game, but the new Pokemon introduced are some of the strongest in while, Raid Battle are surprisingly addictive, and I’ve lost too many hours to count in the wild area while trying to complete my Dex. I love this game so much, I already want to start another playthrough with a whole different team.

#4) Astral Chain

This year, I played two games that involve themselves with the astral plane: Control and Astral Chain. Out of those two, Astral Chain is a clear favorite for me. Developed by Platinum Games, it has all their hallmarks I love: varied and satisfying combat, perfect dodge mechanics, a variety of enemies, and an over-the-top, ridiculous story. The best part of the game are the Legions, though, and the many ways they can be utilized in and outside of fighting. 

#3) Resident Evil 2 (Remake)

I never played the original Resident Evil 2, so I had no nostalgia for the game when the remake was announced. But I picked it up based on my love for RE 4 and after playing through the RE 1 remake, and this new remake plays like the best aspects of those two games combined. The shooting is satisfying while the over-the-shoulder camera provide a claustrophobic feeling in the tight halls of the police station. The station, where most of the game takes place, is expertly crafted and the survival horror balance is pitch perfect, ensuring the player is always low on supplies but can still scrape by if they play smart.

#2) Untitled Goose Game

2019 was a landmark year for me because Untitled Goose Game released. It was my most hyped game since I saw it a few years back and it was everything I wanted. It’s a funny game with an interesting take on stealth gameplay and a dedicated honk button. The levels are solidly designed and they even open up upon completion, connecting them all for more open playthroughs after the first. The game is effortlessly charming with a pleasant art style.The only drawback to the game is the short length. It helps the humor not overstay its welcome, but it does feel sadly lacking. But then again, it has a dedicated honk button.

#1) Sekiro: Shadows Die Twice

Like my review of Majora’s Mask, what impresses me most about Sekiro: Shadows Die Twice is how it feels similar to the Dark Souls series, yet completely different at the same time. The additional of the hookshot is great, adding a huge amount of verticality to levels and enables more stealth options and quick escapes. The exploration is still present even with the more linear level design and the rewards for searching can be truly gratifying. The game strips out all the different weapons, armor, and classes of From’s earlier Souls games, but it still manages to be as challenging as those other games. With a more narrow move set provided to the player, the bosses and enemies were created with laser focus. Honestly,there were times while fighting some bosses where I thought I might not be good enough to beat them. Genochiro, the Guardian Ape, Demon of Hatred, the Corrupted Monk, all beat me now to the point of despair. But no game gave me a better feeling than taking out each and every one of Sekiro’s bosses.

Shovel Knight & Difficulty Curves

Shovel Knight by Yacht Club has become one of my favorite 2D platformers since its release in 2014. The game is near perfection with great music, 8-bit art style, and level design that focuses on shoveling through dirt blocks and pogo jumping off enemies and obstacles. It is funny to think about how I picked the game up on a whim when it released. I hadn’t played many NES platformers at the time so there was nothing about Shovel Knight that I was nostalgic about. It’s also funny to think about how I couldn’t beat the game the first time without an invincibility cheat enabled. Since that first playthrough, I have beaten Shovel Knight a handful of times and I’ve come to realize that Shovel Knight might have the most perfectly crafted difficulty curve of any game I’ve played.

When talking about difficulty, it is important to first acknowledge that the term is completely subjective. People all have different skill set and levels of experience with games that lend certain games or genres to be more or less difficult. To use myself as an example: puzzles games are typically difficult for me, games like Fez and Grim Fandango I had to put down when I couldn’t wrap my head around certain puzzles, RPGs and action games like Person 5 and Bayonetta 2 always seem to click and I manage to play through no problem, and games like Bloodborne, The Binding of Isaac, and Megaman titles are second nature after playing through those games or similar ones, many times. Shovel Knight was extremely challenging for me during my first playthrough, but has become much easier after multiple playthroughs and playing other, similar titles.

Basically what I’m saying is Shovel Knight’s difficulty is hard to discuss. I can’t say what makes the game difficult for everybody overall. However, there are things in the game that make certain levels in the game more difficult than others. This is what creates a difficulty curve in a game.

Difficulty in a video game can be defined as how the game applies pressure on the player and Shovel Knight does this in two main ways. The first is by making jumps trickier. This is usually done by adding spikes or bottomless pits, which work as an instant death, around platforming challenges. This is most noticeable with the spiked ceilings in the Iron Whale, the many lava pits in the Lost City and the long sections of the Flying Machine over bottomless pits. The second way the game pressures the player is by restricting their time to be still and process their surroundings. This is done a lot in the Clockwork Tower with the conveyor belts and auto scrolling sections, but this method also appears in the Explodatorium in the section with the birds drop bombs on you and with the ice physics in the Stranded Ship.

A difficult curve in a video game is a tricky thing to get right. If things get too hard too quickly, players might not be able to keep up, but if it takes too long to increase the challenge, players may get bored. Shovel Knight’s difficulty curves raises at a perfect rate by starting with a tutorial level that teaches the player all the basic mechanics while lacking most hazards besides enemies until the end. Then the game increases the pressure on player a little more with each passing level. But Yacht Club games also did something very smart with the difficulty curve, that being they didn’t have the difficulty just consistently increase throughout the entire game. 

A standard difficulty curve equates to the difficulty of the game increases with every level the player completes, but Shovel Knight has what I call a wave curve for its challenge. The game is split into three main sections and once you’ve completed all the levels in one section, you move to the next. With this structure, the first level of a new section will be slightly easier than the last level of the previous section. The slight dip in challenge before raising it again does wonders to keep the player engaged because it gives them a moment of slight rest after a difficult level, let’s them feel that they are improving at the game, and makes the difficulty of the game feel more dynamic and less predictable.

Shovel Knight takes a lot of queues from the classic Megaman series. This show mostly in the level design, but also appears in its nonlinear structure when choosing level. Each new section of the game presents few levels that can be completed in any order. Most the time, nonlinear games like this have a tough time constructing a satisfying difficulty curve. Either the difficult is very erratic because there is no structure to what levels can be completed or it’s flat, with every level being on the same difficulty level. Besides sectioning off later levels until after the early levels had been beaten, the developers at Yacht Club utilized a very subtle and smart choice to silently guide the player. When each section is revealed, the clouds on the map screen wipes away from left to right. When this happens, the players eyes will be drawn to the top left of the map and they will scan across the same way the clouds move. This mean the first levels they see will be the easiest in the section: Pridemoor Keep, Explodatorium, and Clockwork Tower in their respective sections. These levels are also the shortest distance for the players to travel when entering the next section.

The last thing to discuss on the topic of Shovel Knight’s difficulty would be the bosses. Honestly, I find all the bosses to be on the same level of difficulty. Later ones add more mechanics to the fight, like Plague Knight changing up the terrain or having to dig through dirt in Mole Knight’s fight, but none of them are very challenging. The only time I died to a boss was when they introduced instant kill elements to their fights. Propeller Knight has bottomless pits, Polar Knight  has spikes, and the Enchantress, the penultimate boss, will destroy the floor beneath you and creates pits to fall into. I am not a fan of any boss with an instant death mechanic, but since Shovel Knight waits until the final few bosses to use them, I don’t find it that intrusive. It is the natural time a player would be expect a meaty challenge.

Shovel Knight excels at keeping the player engaged. The incredible soundtrack fuels them through levels with constantly new mechanics and obstacles that are all still tied to the central mechanic of the little blue knight and their shovel. The player keeps playing to see what the next level will introduce, but there is another guiding force working behind the scenes to engage the player. That is the perfectly crafted difficulty curve that knows the exact rate to introduce new challenge, what levels should be completed before players can access others, and even when to let off on the player to give them a breather. All this combines to a difficulty curve that make Shovel Knight one of the most consistently challenging games of its type, but also one of the most fun and rewarding ones to play through.

The Legend of Zelda: Majora’s Mask – Critical Miss #10

What do you when you’re expected to make a follow up to what is considered to be one of the greatest games ever made? This is the question Nintendo had to answer after Ocarina of Time. The developers must have decided to create something that is familiar and different at the same time because they created The Legend of Zelda: Majora’s Mask. It’s impressive that Majora’s Mask was built largely on Ocarina of Time’s assets, but feels completely different, not only to Ocarina itself, but to all other Zelda games.

The main mechanic that makes Majora’s Mask click (pun intended) is the 3 day cycle and the clockwork schedules of the citizens of Termina, the game’s world. After 3 in-game days, about an hour in real time, the moon crashes into the clock tower, destroying Termina and erasing all the progress you’ve made. You can restart the cycle by playing the Song of Time and that allows you to keep important items and upgrade while losing consumables like rupees, bombs, and arrows.

This mechanic turns a lot of new players away because it adds constant tension to everything you do. A lot of players don’t like being timed and while it is frustrating to have to restart a dungeon or quest because you ran out of time, this mechanic works extremely well. First you can slow the flow of time by playing the Song of Time backwards. Second the game typically has ways to skip parts of dungeons or longer quests if you don’t finish in one cycle. Examples of this would be getting Kafei’s mask to skip talking to his mother and skipping the pirate’s fortress to get to the Great Bay Temple once you learn the tadpoles’ song.

The third reason the 3 day cycle works well is because it makes the world of Termina feel more alive. Unlike other action games, most NPCs in Majora’s Mask don’t just stand in their determined spot. Many walk around, have conversations with other folks, drink at the bar at night, or don’t open their shops until the next morning. Since this game was made for the N64, these schedules are rather limited and rigid, but even a little bit of movement from the characters goes a long way.

The story of Majora’s Mask is not focus on Link or his quest, like it was in Ocarina of Time, but on the world of Termina itself and the character’s who make it up. Termina is just more interesting than Hyrule in Ocarina. It’s more colorful and varied with a surrealist feeling to much of the imagery that helps foster a sense of unease and fascination. The character’s too are more interesting than they are in Ocarina, all live lives of contained sadness and frustration, lost and fear. I wanted to help the characters with their problems, not only for side-questing to acquire upgrades, but also to see where their story goes and what help, if any, I could provide them. This extends to the main antagonist, Skull Kid. I’ve always been interested in villains who are basically children that are granted unimaginable power and don’t know what to do with it. That’s why I find Porky from the Mother games and Tetsuo from Akira so compelling. Skull Kid being corrupted by the power of Majora’s Mask and crashing the moon into Termina fits the bill. He’s more sympathetic than Ganondorf in Ocarina because he’s just a lonely child that wanted friends.

In the beginning of the game, Skull Kid transforms Link into a Deku scrub, leading to him acquiring his first transformation mask, another new mechanic in Majora’s Mask. Link will acquire three masks in the game that transform him into a race from the Zelda series and grant him new abilities. The aforementioned Deku mask lets him shoot bubbles for an early ranged attack, skip short distances across water, and use launch flowers to shoot into the air and hoover across gaps. The Goron mask makes him hit harder and gives him a very fast rolling ability while the Zora mask grants Link the power to swim and attack underwater. These masks cut down on many dungeon specific items that where throughout the end half of Ocarina of Time because many of the uses for those are now rolled into the transformation masks. For example: the hammer needed to press heavy buttons is done with the extra weight of the Goron and the blue tunic and iron boots needed for the Water Temple are gone in favor of actual swimming as the Zora.

Majora’s Mask contains only four main dungeons, one of the lowest amounts for the series, but, much like Breath of the Wild, gaining entrance to the dungeons is a part of the puzzle. Every dungeon has a small section or side quest that has to be completed to learn a song to enter. Be it stealthily infiltrating a Deku castle or saving Zora eggs from pirates, the dungeons are only half of solving each areas infliction. 

That being said, however, the dungeons in Majora’s Mask might be the strongest in any Zelda game I’ve played. Woodfall is the perfect beginning dungeon with a pitch perfect balance of puzzles, rewards, and progression. Snowhead and the Great Bay Temple are both rather vertical in nature and require the use of the Goron and Zora masks respectively. The game culminates in the Stone Tower Temple which might be one of the most interesting and fun Zelda dungeons. The two central mechanic for Stone Tower is the use of the light arrows and flipping the dungeon upside-down to walk on the ceiling. The dungeons aren’t perfect, of course, and do have their moments of frustration. Falling down Snowhead leads to a long climb back up before getting the fire arrows, backtracking through the Great Bay Temple can be tedious do to clunky swimming controls, and having to flip Stone Tower no less than 3 times get all the fairies takes forever.

There are issues with Majora’s Mask and a lot of them stemmed from playing the game in a post-Breath of the Wild world. While that game felt fluid and smooth, Majora’s Mask feels very clunky at times. Watching a short cutscene every time Link transforms or travels through time becomes grating, even if you can quickly skip them. The main action button being contextual can lead to frustrating moments where you keep rolling into a block you mean to grab or grabbing a block you mean to climb. This also the Zelda game that made me realize how boring combat is in the games. I spent the time with the sword master learning the vertical, horizontal, and jumping slashes only to spam attacks when faced against an enemy. Even the final boss, Majora’s Mask and its multiple forms, was so mindless after acquiring the Fierce Deity’s mask that I had wished I had gotten it. 

Majora’s Mask has a lot of little issues, but a lot of little issues can mount up to big problems. Luckily, the game’s issues ever resulted in more than mild frustrated. The game is engaging. With its emphasis on the world and its people, limiting dungeons and items to focus on side quests and transformations, and its overall surreal and creepy tone, Majora’s Mask isn’t just an extremely interesting Legend of Zelda game, but an extremely interesting game in general.   

Astral Chain & the Legions

I got Astral Chain for my birthday from a couple of friends. It was a great gift because it was something I fully intended to get myself, but they came in and saved me $60. Every since playing Bayonetta 2, I’ve loved Platinum Games and the reviews I saw for the game were glowing so I knew it would be quality. When I picked up the game, going in as blind as I could, I found an over the top, outrageous plot, deep and fluid combat mechanics, and a perfect dodge mechanic (which I’m on the record of being a sucker for), all things that Platinum excels at. From the trailers I saw, I was iffy on the monsters all the characters were throwing around, but they become the most interesting and unique thing about the game.

The central mechanic of Astral Chain are the Legions, armored beasts used for combat and puzzle solving. They are attached to the player character by a chain and are invisible to the general public, as are the Chimeras you battle. You’ll start with just one Legion, but since your character is anime special (this is: special in a way that is never explained and is just meant to be accepted) you’ll acquire more Legions as the game goes on. Each of these Legions have special abilities. Some help in combat, like a shield or powerful range attack, and others are utilized for police work, like tracking scents and lifting heavy objects.

A lot of games with different gameplay styles like Astral Chain’s combat and police work would have them separated, with different mechanics for each playstyle, and those systems would only affect each other tangentially. Platinum Games, however, did something very smart by having the Legions work as the main mechanic for both types of gameplay. It makes the gameplay feel connected, each style feel equally important, and the whole game overall feels very consistent, even when switching between combat and puzzle solving.

The thing about Astral Chain that impresses me the most is how fleshed out and fully realized the Legions are in terms of gameplay mechanics. The developers explored every possible use a giant, invisible creature attached by chain would be in combat and investigation work. This creates a fighting system that is deep and encourages experimentation while also having side quests and police cases that feel varied and fresh.

For example, in combat you can go in by yourself and never summon your Legion at all. However, the fights will be brutal and long (not to mention less fun) so you are encouraged to summon your Legions to help fight. When summoned, the Legions can act independently and attack the nearest enemy, or you can command them to focus down a specific foe. You can perform powerful co-op attacks with your legion after performing a 3-hit combo, after performing a perfect dodge, or have your Legion save you from being knocked to the ground after being hit by a nasty attack. The chain comes into play as you can pull yourself to your Legion with a press of a button, enabling you to cover large amounts of ground quickly. You can even wrap the chain around enemies to stun them for a few free attacks or trip the enemies who perform a charge attack. Along with each of the five Legions special abilities, the combat system is vast and very fun.

The combat can feel overwhelming at times, I feel it’s slightly over-designed, but the coolest thing about Astral Chain is that a lot of the same mechanics that are used in combat are also utilized in the exploration and investigation gameplay. Using your chain to pull yourself across gaps is used both on the Ark and in the Astral Plane, many police cases involve you constraining fleeing criminals by wrapping them up with your chain, and the Legions’ special abilities are all used in some way or another. Examples of this would be riding the Beast Legion to traverse areas faster, using the Shield Legion to pass spewing fires or poison gas, or hitting switches by aiming with the Arrow Legion.

Despite all the abilities and mechanics that are used in both combat and the investigation gameplay, there are still mechanics that are only used in the latter. I’ve mentioned before that the Beast Legion can track scents and this becomes a go to ability to track down both criminals and lost civilians alike. The Sword Legion can remove red shifting, a disease that slowly turns humans into Chimera-like monsters, and the Shield Legion can break open barriers to access chests and new areas. The Legions are also invisible to the general public, so moving them to a suspicious person and using them to eavesdrop is a great, organic mechanic that stems from the rules of the Legions and the context of being a police officer.

The best moment of the game, for me, comes in one of the last few chapters. Before heading out for the final raid against the big bad, you can walk the city streets one last time. If you do so, you can take on a quest from a mother to watch her daughter while she is away. To help keep the girl entertained, your friend tells her that the player character is magical and the little girl tells them to prove it. Following your friend’s lead, you summon your Legion near a stack of boxes to blow them apart, take a neon sign and hurl  down a busy street, and use the Arm Legions ability to hover off the ground. This moment is just brilliant. It uses all the small mechanics you’ve learned throughout the game in a completely new way. When I first picked up Astral Chain and started to learn each new Legion ability and mechanic tied to them, I knew I would be fighting giant and impressively design enemies. It’s a Platinum game; that’s what they do. But I would never have expected to be using those same learned skills to convince a child my character was a magical being. 

That is what’s truly special about the game, the central mechanic of the Legions is varied, yet well realized enough that it can still throw new things at you even at the end of the game and have they fit perfectly. Most games either lose steam halfway through after all the mechanics have been introduced or feel disjointed as they continually introduce new gameplay styles all the way up to the end. Astral Chain stays fast ahead of the curve by exploring a strong central mechanic and how it could be used for both of its gameplay styles. It truly is like two beings working as one.

Spyro 1 & 2 (The Reignited Trilogy) – Critical Miss # 9

I’ve  always had a soft spot for 3D platformers. Mario Odyssey is one of my favorite games ever, I played the Crash Bandicoot games with the N’sane Trilogy, and I played a lot of Gex 2 as a child, even though I never made it far in the game. There was one series I games I played a bunch on PS 1 demo discs, but never got around to playing until now. That series was Spyro the Dragon

Like Crash Bandicoot, the original Spyro trilogy recently got remade for modern platforms. The Reignited Trilogy did for Spyro exactly what the N’sane Trilogy did for Crash: update the visuals and controls of the Spyro games while keeping the levels and mechanics exactly the same. I can’t honestly say whether the levels are exactly the same as the original games since I’ve never played them, but by all accounts based on reviews, they are nearly identical. These are the versions of the games I will be using to review the first two Spyro games.

Both games excel at presentation. The music is ambient but catching and was composed by Stewart Copeland, the criminally underrated drummer of The Police. The visuals got a huge overhaul from the original games and they are gorgeous. Everything is colorful, cartoony, and full of expressive detail. While the games use the same art style throughout both of them, Spyro 2 has more variety with locations which brings along with it more variety in landscapes and enemies, making it the more memorable of the two.

A great thing about the games is that they truly go the full distance in exploring what a dragon can do through mechanics. Spyro has two attacks. He can breath fire at enemies, searing them to a crisp, or he can head butt with his horns and send them flying. Head butting metallic pots and enemies in armor is the only way to deal with them, since fire is deflected by the metal, so the player is constantly switching between attack styles instead of just favoring one.

There are flying levels, which are iconic for the series, where Spyro soars through the air unabated, but in standard platforming levels he is only able to jump and glide with his tiny wings. This was a huge missed opportunity. So many platformers feature characters with double jumps despite the laws of physics, but Spyro lacks one. Even with his wings that could realistically give him another jump in the air, Spyro has a very strict jump arch. This lead to a lot of frustrating moments, especially in the first game. Many jumps require Spyro to be at the very top of his arch to land on a platform but holding charge makes him plummet like a stone. There was some Mario muscle memory I had to unlearn to play Spyro because it’s nearly impossible for me not to hold the run button the entire time while playing a platformer. The player does get a small flutter in Spyro 2 and that lets them make up a few inches at the end of a jump for more precision, but it feels clunky since it requires hitting the triangle button (on PS4) away from the jump. It helps but doesn’t make up for a full blown double jump.

At the bone, the Spyro games are 3D collectathons. Throughout the levels, there are hundreds of gems to pick up with your firefly friend, Sparx, who will fly out to grab gems near you. This is a great mechanic is a 3D platformer because it requires the player to be near the gems, but not super precise, which can be challenging in a 3D space. But the more damage Spyro takes, the shorter the distance Sparx will fly to pick up gems. Sparx also works as a visual indicator of Spyro’s health and is a great example of an integrated UI that I completely forgot to mention in my last post. 

While both games use gems as the moment to moment collectables, both Spyro 1 and 2 have different main collectables that lead to different level design. Spyro 1 had crystalized dragon you need to free from their geological prisons. This is done simply by walking into them. This leads the levels in the first game to be more linear, with a path leading to the end of the level and having most the dragons along the critical path. Levels in the first Spyro game feel akin to the levels in the Crash games. They are linear halls to the goal, but unlike Crash, Spyro’s levels have secret paths that branch out and across the main path.

Spyro 2 has a mission system for the main collectables. To bet a level, you just have to get to the end where a member of the local population will get you a talisman. Once you have all the talismans, you can beat the game. But If you want 100% in Spyro 2, you need to get all the orbs and that is where the changes in the level design spring from. There are two types of orbs to collect, orbs hidden in the levels behind platforming challenges and orbs you have to complete a mission to collect. These missions can vary from collecting a number of items for a character, killing all the enemies in an area, or scoring a set number of goals in hockey within a time limit. This leads the levels to be more open, with many more paths to explore and secrets to find

While both games are very easy to complete, there’s difficulty to be found in each and the difficulty curve is another difference between the games. Each level in Spyro 1 seemed to have one jump or obstacle that was extremely frustrating. Whether is be a jump from across level that needs to be lined up perfectly and drops the player into a bottomless pit to take a life if missed or using the boost paths to run extremely long distances with messing up to make one jump to a new area, there was always something in the first games levels that seem to take much longer than they should. And they come as soon as the first levels.

Spyro 2 has its fair share of difficult missions, but the truly frustrating mission come near the end of the game when the difficulty would be expected to ramp up, and they are more fairly designed. The difficult missions in the game are built around how well the player knows the mechanics of the game and level layouts they take place in. This means to beat them, you don’t don’t have to find a perfect angle to jump, you just need to practice the challenges a few times. I enjoyed both games a good amount, but with its mission based collectathon, challenges designed around the mechanics of the game, and more variety in locations and enemies, Spyro 2 was my preferred game of the two.