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Tuesday, July 31, 2018

Lagging Behind Greatness

A decade ago, Metroid fans were starving for exploration-based action/platformers. These days, that drought is over. Many developers are taking cues from Nintendo’s sci-fi classic, and Bit Kid is one of them. This studio’s take on the formula features a young knight on a journey to rescue a wayward mining town from the imposing creatures that occupy its caverns. Chasm features all of the Metroid hallmarks: creative upgrades, fearsome enemies, and gorgeous backdrops. Unfortunately, its twisting labyrinths feel randomly slapped together – which they are.

When you first set foot in this remote mountain town, it appears to be abandoned. The townsfolk have been kidnapped by monsters and locked away in a dangerous tangle of underground mines. You explore the depths to rescue the citizens, earning unique tools that allow you to overcome obstacles as you delve into haunted burial chambers and moss-covered underground waterways. Some of these upgrades are mundane, such as the lantern that lets you see in the dark. Others, like the climbing gear that lets you wall-jump up vertical shafts, are fun to use and open up a variety of new areas to explore.

Combat is straightforward, and each cavern is teeming with unique monsters like rock golems, mining ghosts, and scythe-wielding rats. Chasm’s attack-and-dodge battles are intuitive, and getting a handle on most creatures’ attack patterns is easy. However, your equipment can make a big difference during these encounters, and new weapon drops are frustratingly few and far between. I battled for every inch through two whole zones before I finally gained a new piece of armor that turned a previously unpassable hallway into a breeze.

These chasms are full of more than old mining equipment and ghouls, and you encounter plenty of townsfolk looking for a way out. Saving these civilians restores the above-ground town and gives you access to new stores like the blacksmith or the -alchemist. Rescuing these people was nearly as rewarding as finding a new piece of gear, and I loved seeing my town slowly come back to life.

Aside from battling monsters, Chasm features a number of exciting, handcrafted platforming sequences, and I held my breath as I white-knuckled my way across a series of spike traps or jumped across crumbling platforms above a poison-filled pit. Memorable sequences like these make Chasm’s moment-to-moment action compelling, but that occasional excitement doesn’t hold the entire package together.

In an effort to create an endlessly repayable game, Bit Kid designed Chasm as a procedurally generated experience. When you begin, the entire network of caves is randomly stitched together to provide a unique playthrough. The longer you play, the more issues stem from this lack of curated content. For example, save points are often spaced too far apart. The random nature also kills the pacing; I went for one long stretch without finding any upgrades and then hit three in quick succession. This approach to design can keep things fresh in games designed for quick runs, but Chasm doesn’t operate that way. One playthrough takes about 12 hours, which means you’re stuck with the same dull, random configurations that entire time.

I was happy to find new equipment and other treasures, but these caves don’t have enough hidden secrets to make scouring them interesting. You also backtrack a lot, which becomes a slog. On the whole, Bit Kid’s randomized structure undoes so much of what Chasm has going for it, and it drained my enthusiasm for seeing what was around the next corner, because I knew it was just another random chamber.

Chasm is full of great platforming moments and environments, but these elements are randomly assembled into an uneven experience. Bit Kid succeeded in creating a Metroid-style experience that unfolds in a new way every time you play it, but I would have rather had one playthrough that was consistently entertaining.

 

Friday, July 27, 2018

Only The Hits

When the original WarioWare released in 2003, descriptions made it sound like a bizarre Nintendo fever dream. Pre-release screenshots showed giant robot versions of Mario fighting Bowser right next to an image of fingers flying toward a pair of open nostrils. Playing the game led to similarly delightful confusion as you blazed through microgames doing tasks like twirling spaghetti or sniffing a runny nose at night in front of a lighthouse. WarioWare has always been strange and joyous, and WarioWare Gold rounds-up the best from its history while delivering enough new microgames to feel like a new installment.

A microgame is usually about three to five seconds and tasks you with completing a specific task as quickly as possible. You might have to insert a finger into a nose, or roll an egg under a chicken so it can be hatched. Plenty tasks veer into downright strange territory, like when you tickle a strong man’s armpit so he opens his mouth, releasing a rubber band to snap another strong man in the face. You also play snippets of Nintendo classics that include shooting an enemy in Metroid, tossing a shell at a goomba on the Virtual Boy, and using motion controls to squash Pikmin. Each one of the 300-plus microgames is a quick spike of weird joy, and even if you run into a few that don’t interest you, they’re off the screen before you can get annoyed.

WarioWare Gold splits its microgames into four types: button-pressing, motion controls, touch-screen, and microphone. All work well, and later modes that force you to swap between the types are frantic and fun. The microphone games are the weakest, as they all involve blowing into the microphone. Even though that is less enjoyable than rotating the 3DS or simply pressing buttons, they do still hit the goofy, absurd heights of comparable microgames.

 

The story offers fully voiced animated cutscenes, something few first-party Nintendo games have done. Wario speaks in full sentences, and characters like Jimmy T, Mona, and 9-volt (who in the past would say nothing more than their names) have goals and motivations that they share out loud. To hear all these characters is shocking and strange, but I like it. Hearing Wario formulate a plan to buy pizza using earnings from a questionable video game tournament is the perfect amount of weird.

Outside of the microgames in the main story, you can unlock additional modes, strange interactive toys, and details about Nintendo’s history. My favorite is a fantastic mode from Game & Wario where you play as a child sneaking extra video game time under his covers while his mom checks to make sure he is asleep. You also find oddities like a mode that speeds up or slows down the microgames depending on the angle you hold the 3DS. These extras are fun to play with, and mix up the typical gameplay while letting you still pursue coins.

Toys and additional games unlocked with the coins from a capsule machine are also worthwhile pursuits. Mewtroid is a game that plays a meow-infused version of the Metroid theme while you roll around as a cat shooting human faces for a high score. You can also get alarm clocks you can set to wake you up that won’t turn off until you complete three microgames, and unlock scenes from the story mode and use the microphone to re-record them with your own dialogue. Not every toy is as exciting as these examples (some are just cards with details about the characters), but each one is unique. Seeing what weird thing you get from the capsule machine makes replaying the microgames to earn coins worthwhile – and replay them you will.

For everything WarioWare Gold does well, it struggles to escape repetitious gameplay that surfaces the lack or legitimate depth. Longtime fans of the series will see plenty of new games but getting through the story only takes about two hours, and if you want to see every microgame and grab every unlock, you must replay the same modes over and over. Playing the same microgames to hopefully see one or two new ones isn’t ideal, and I lost my motivation to open every capsule shortly after finishing the story.

WarioWare has always been a fantastic oddity in Nintendo’s library and to gather much of what has made the franchise such a joy into one large collection is great. For anyone new to WarioWare, this is a great place to start. For veterans, it has more than enough new content to make playing it worthwhile, plus you get to have a greatest hits compilation of the best microgames.

Thursday, July 26, 2018

Hit And Run

Three Fields Entertainment’s games so far (Danger Zone and Dangerous Golf) haven’t strayed from the studios’ roots as the creators of the Burnout series and its fabled Crash mode. Danger Zone 2 is no exception: You hurtle your car towards an intersection and hope to create as much chaos and damage as possible when you detonate your explosive Smashbreaker and blow up everything around you. But this sequel adds on to the formula by also emphasizing what you do before you get there, and in the process, expands the playing field – if only a little.

The new objectives added to the levels (which are now set in outside environments) are not surprising, but they’re effective. They don’t just give you something extra to do, they fit nicely into the game’s existing framework. Who doesn’t want more ways to spread destruction? Destroying a requisite number of a certain vehicle type is often about controlling a semi and punting cars ahead of you like auto-projectiles. Racing through timed gates sounds boring, but when it’s into oncoming traffic in a fast-but-fragile formula-one-type car, you may actually look to scrub off speed just to stay alive rather than get to the gate as fast as you can. Increasing your speed also ups the fear factor when you chain together boosts, which is the only way to win in some levels. These examples also highlight how Danger Zone 2’s various vehicles influence gameplay in their own way, another welcome addition.

Regardless of how appropriate it all fits together, the gameplay isn’t deep enough to allow you to construct outcomes that lead to lasting satisfaction. For instance, the way you interact with cars and environment is limited, and the linear levels always end in a Smashbreaker detonation in a pre-designed zone. The reliance on a mixture of randomness and carefully orchestrated set pieces is definitely part of its charm, but the predominance of randomness only exacerbates the sense of shallowness and lack of thrills that go beyond an ephemeral dopamine hit.

Like the first game, Danger Zone 2 isn’t helped by its sparse feature set. Multiplayer consists only of leaderboards (not even pass-the-controller multiplayer) and there’s no progression system apart from medaling to unlock the next level.

Danger Zone 2 takes necessary, if limited, steps beyond its predecessor with new pieces that fit nicely into the structure of chaos. It makes a spectacle all right, but it’s fleeting.