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<strong>Buddy Simulator 1984 – A Game about Glitches, Infested with Bugs</strong>

Buddy Simulator 1984 – A Game about Glitches, Infested with Bugs

It’s literally not like 1984

Pokémon Scarlet and Violet have faced criticism for their numerous technical issues and lackluster performance.  In the weeks since their release, they gradually fallen to rank as the worst mainline Pokémon games.  Mind you, they’re still sitting pretty at 73/72 on Metacritic, but almost every reviewer has lambasted these entries for their shortcomings. The consensus seems to be your enjoyment of these games will hinge on how much you can overlook their failings and focus on the highlights. Judging by the user scores, a fair number of fans (and review bombers) could not forgive Game Freak’s mess.

Buddy Simulator 1984 presents some intriguing concepts, and somehow these concepts managed to wow reviewers despite the game’s dodgy performance. I found more in common with the angry Pokémon fans, disliking the pervasive bugs which tainted what I thought would be my only playthrough. However, publisher Feardemic pushed out an update, promising a slew of fixes. Naively hopeful, I ventured into my second playthrough, discovering the patch did exterminate some bugs but not nearly enough to prove anyone seriously play-tested the game. One update likely means another will come soon, but I’m not returning for a third disappointment.

Fool me once, shame on you. Fool me twice, I’ll write you a bad review.

What is it?

Upon launching the game, you’re introduced to the Anekom computer, a callback to the Amstrad home computers popular in the 80s.  Like you would in those ancient times, you navigate the system’s files by typing in commands on an on-screen keyboard.  Fortunately, most commands will autofill, making the keyboard little more than a clumsy inclusion.  “Buddy Simulator 1984” refers to sole program initially available on the computer, one which promises an AI capable of learning from you, all in the effort to be the best buddy it can be for you.

You’ll begin by providing “Buddy” information, including your name, its name, your favorite color, and just about anything needed to answer security questions for your password.  It’ll then treat you to some rudimentary games (Hangman, Rock-Paper-Scissors, Guess the Number) as it begins to form its relationship with you.  Its desire to bond with you compels it to create more immersive gameplay, introducing a text-based adventure, then RPG elements, and followed by even more variations which probably shouldn’t be spoiled here.

Despite its genre-bending aspirations, Buddy Simulator 1984 plays most like a walking simulator, prioritizing story over any of its mechanics.  As Buddy desperately weaves a tale of friendship, in-game glitches rip holes into its work.  You can choose to listen to Buddy and avoid these problems, or you can defy it and further distort the program.  The narrative doesn’t quite descend into the pure horror, but dysfunction and unease lurk within the game’s seemingly whimsical environments.       

What’s good?

  1. An unsettling tone maintains tension throughout most of the adventure.  Small details or bits of text hint at morbid backstories, and the glitches present surreal scares.  Although they are no strangers to death and tragedy, the cheerful NPCs rarely react to these grisly elements, seemingly gaslighting you.  The soundtrack and sound effects further boost the eeriness, regularly distorting the playful ditties or giving way to discordant noise.
  2. The game’s turn-based battle system has promise.  It borrows the dynamic combat framework established in Super Mario RPG in which your attacks or blocks depend on hitting the right button at the right time.  Notably, in this game, blocking not only negates all damage but recharges your special move.  With varied enemy attack patterns and a cast of characters to choose as your partners, this gameplay stands out from anything else in Buddy Simulator 1984.  Its simplicity couldn’t carry an entire game, but it works for the short section in which it is featured.
  3. MINOR SPOILERS:  Buddy Simulator 1984 nails the discomfort of a co-dependent relationship.  Buddy is eager to please you but battles with self-doubt and a sense of inadequacy.  To cope, it gambles its self-worth on making you happy, even if it has to hurt you to accomplish its goal.  The relationship feels sickening and coercive, and Buddy makes for an unlikely antagonist who is as detestable as it is pitiable. 

What’s bad?

  1. Despite all of its novel ideas, the game struggles to ball them into a seamless narrative.    The majority of the horror elements occur within the game-within-the-game and rarely impact the relationship between Buddy and the player directly.  This results in a disconnect between the themes and the tone, and all the spooky moments have no plot payoff.  The gameplay can feel similarly detached from the story because Buddy’s monologuing steers most of the character development and tension while you jump through arbitrary hoops it sets before you.  The developers locked a metanarrative behind hidden collectibles, barring players from relevant backstory until they complete an aimless Easter egg hunt.
  2. Buddy Simulator 1984 may have four unique endings but doesn’t offer enough variation in gameplay to justify subsequent playthroughs.  Achieving a different ending is a matter of selecting specific dialogue options and following simple commands.  Otherwise, the experience is much the same, showcasing how wordy Buddy can be and how basic the game mechanics are.
  3. The game has more unintentional bugs and performance issues than narrative-driven glitches. Buddy complains how it needs to push the Anekom to it limits, but it certainly isn’t overclocking the Switch’s hardware, leaving no excuse for how the game stutters seemingly every ten seconds.  Sprites will be replaced with white boxes if you happen to exit to the Switch main menu and then return, requiring a reset to fix.  Based on where you save, you may softlock yourself because cutscenes or battles won’t trigger, necessitating another reset. The game can crash outright. The D-pad can only be used for the in-game keyboard.  The keyboard, itself, is a cumbersome gimmick on consoles and should have been left with the PC version.  Certain buttons commands (namely the B button) are incorrectly labeled during combat sequences, leading to failed attacks.  In one of the final sections of the game, keyboard prompts flash quickly after you input button prompts, further evidence of a poor port.

What’s the verdict?

I’ll give Feardemic the benefit of the doubt and assume they’ll eventually patch Buddy Simulator 1984 into an acceptable state.  If this happens, you can add a point to this score.  Taking the bugs out of consideration, developer Not A Sailor Studios does deserve kudos for their emotive tale which dares to experiment with its gameplay.  They may have fumbled at times in their execution, but their efforts stand them apart from the current slew of indie developers churning out metroidvanias, souls-likes, rogue-likes, and 2D side-scrolling platformers.  Those interested can check out the Short Games Collection #1 which features Not A Sailor Studios’ first outing, A Game Literally About Doing Your Taxes.  With both games, the developers have shown ingenuity and creativity, and if they can tighten their gameplay and storytelling, their next game should be a banger.

Arbitrary Statistics:

  • Score:  6
  • Time Played:  Just under 10 hours
  • Number of Players:  1
  • Games Like It on Switch:  Stories Untold, Undertale

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments
Super Bomberman R

Super Bomberman R

Delayed Release

A whopping 78% of games released on the Switch have received some sort of update, whether it added content or addressed performance issues. Keen readers will know I pulled that statistic out of my ass, but that doesn’t matter.  If this review ever becomes popular, I can always fix that statistic and make a better opening.  Until then, I don’t need to.  That’s the magic of post-launch updates:  you can release a half-baked product and fix it later if people end up caring about it. With this, you never have to submit a final draft.

Konami has milked this concept for Super Bomberman R. The series’ revival was a barebones package when it first released in 2017.  Over the past two years, it has sold rather well which likely incentivized Konami to produce more content. To the publisher’s credit, every update has improved Super Bomberman R, adding maps, unique characters (like Simon Belmont and Pyramid Head), and a new game mode. However, unlike Splatoon 2 or Arms, Super Bomberman R’s online component wasn’t strong enough to keep gamers playing, and the updates weren’t enough to pull them back. The updates did save Super Bomberman R from being a bad Bomberman game, but they didn’t necessarily make it a good one.

What is it?

Bomberman’s general gameplay tasks you with blowing up all other enemies in a maze-like arena.  Instead of attacking others directly, you must strategically lay bombs to ambush or trap opponents. A bomb will explode a few seconds after you place it, sending fire in the cardinal directions which can kill both you and others. “Soft blocks” can be destroyed, opening new paths and potentially revealing power-ups. These power-ups give you new abilities/bombs or increase your speed, the spread of your bombs, and how many bombs you can plant at one time.

Matches play out quickly as you to race for power-ups, dodge opponents, and lay down your attacks. Bomberman has always thrived in multiplayer environments, and Super Bomberman R allows you wage battle against up to seven other players/computers. In the standard Battle Mode, your goal is to outlast everyone else for a set number of rounds. In the Grand Prix modes (added post-launch), it’s 3v3 to reach a specific goal (get the most kills, capture the flag, secure the zones, snag the most crystals), and your characters respawn if eliminated. Both Battle Mode and Grand Prix allow for local, wireless, and online multiplayer, although you’ll be hard-pressed to find another player online.

For its single-player campaign, Super Bomberman R offers a cartoony story in which the Bomberman Brothers must prevent a dastardly evil plot. Captured in still shots and laughably bad dialogue, the story does little more than justify why you must tackle 50 stages across five worlds. Each world ends with two boss encounters, and most missions task you will blowing up all enemies (although you have survival and escort variants here and there). The campaign can be played cooperatively with another person, doubling the chances that one of you will die to your own bombs.

What’s good?

  1. The core Bomberman gameplay remains solid, barring some looser controls compared to previous games. Newcomers will blow themselves up a few times before adjusting to the gameplay, but they can eventually keep up with the explosive experts. When eight people come together, the gameplay is chaotic enough to get the room laughing yet still strategic enough to keep games competitive.
  2. Grand Prix offers an innovative alternative to the typical “last man standing” formula. Bomberman has rarely challenged players to work as a team. Even in the traditional team battle, your allies operate more as extra lives than parts of a cohesive unit. In Grand Prix, you will lose unless your team all cooperates to reach the objective. Each character also has their own stats and abilities, bringing a level of complexity absent in other entries. Matches could be improved by shortening them by a minute, and the modes could be more original, but any Bomberman innovation is a welcome one.
  3. Although often simplistic and tedious, the Story Mode can be entertaining. The environments are colorful, and the music is pleasant (even if it loops incessantly). You’ll encounter a variety of enemies with unique patterns, and the stages feature some interesting layouts. Co-op tends to try your patience with your partner more than it offers a new experience, but the option, itself, is still appreciated.

What’s bad?

  1. An expensive shop prevents you from accessing a good chunk of content. Although updates have made it easier to acquire in-game currency, grinding for a single character or map can still take an hour, especially now that online matches are almost nonexistent. Super Bomberman R may award players who invest considerable time in the game, but it pays minimum wage when its shop prices ask for human sacrifices.
  2. Super Bomberman R may be a reboot of the series, but this doesn’t justify less content and customization options. Unique modes from previous entities, like Air Drop (Dodge Battle) or Panel Paint (Reversi), are absent, and the same goes with power-ups (with several bomb variations excluded). You can’t randomize the stages or modes, make power-ups inflammable, include or exclude certain power-ups, or set handicaps. Now that indie developers are allowing us to finetune every aspect of local multiplayer (see Towerfall and Treadnauts), Bomberman feels out-of-touch with the current gaming world.
  3. Apart from Grand Prix, Super Bomberman R does little to change or improve the series. Bomberman still can’t make its single-player mode anything more than a side dish. Battle Mode is virtually unchanged from previous installments, and its stages are recycled from previous entries. If Super Bomberman R was released during the series’ heyday, it would be considered another mediocre sequel, nothing more.

What’s the verdict?

After nine years since the last Bomberman entry on a Nintendo home console, I’m glad to see the series return and perform so well financially. It’s just disappointing to see it return so meekly. In its efforts to reboot the IP for a new audience, Super Bomberman R has sacrificed innovation for familiar territory, despite the fact that this territory has been ravaged by mortars for decades. New characters and modes show Konami is interested in straying off the beaten path, but after sitting on the franchise for nearly a decade, you would have hoped they had forged a new path during that time.  We never demanded a perfect Bomberman, Konami, but these anemic blasts do little to blow our socks off.

Arbitrary Statistics:

  • Score:  6
  • Time Played:  Over 15 hours
  • Number of Players:  1-8
  • Games Like It on Switch:  Flip Wars, Towerfall Ascension

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments