Metroidvania

Guacamelee! 2

Guacamelee! 2

Leftover Avocados

Success requires only one good idea. One idea can launch you into the limelight, and from there, you only need to update and edit it for more success. Call of Duty, Pokémon, Mountain Dew, Flex Tape, the flu: all of them had one original concept, and the revisions and sequels have maintained their popularity. The trick is to convince people that they’re buying something unique.

To do this, you must balance the old with the new. If your sequel veers too far off the path, you could alienate your fan base (looking at you, Paper Mario). Conversely, if the game doesn’t experiment with the formula, you’ll struggle to convince your audience to purchase what is essentially the same product (unless it’s Madden or an iPhone). Guacamelee! 2 falls into this latter category. It reinvents so little that it comes off as a player mod of the original, and even fans may be hard-pressed to buy what they’ve already played.

What is it?

Guacamelee! 2 begins with the final fight from the original, acknowledging that our hero, Juan, has saved the day once before. Then, the story jumps several years into the future to a new villain who not only threatens the lands of the living and the dead but the whole fabric of the Mexiverse. Dios mío, indeed. Unlike DrinkBox Studios’ other game, Severed, Guacamelee! 2 wants to maintain a light tone, offering dead memes, video game satire, and chicken-related gags.

In true Metroidvania fashion, Juan (and up to three others playing cooperatively) will traverse across dimensions, securing upgrades which allow him access to new areas. Most of these upgrades will come in the form of attacks which increase your maneuverability, such as the Rooster Uppercut which bashes enemies up into the air while allowing you to reach higher platforms. Stringing together combos is not only necessary to dispatching enemies but in overcoming tricky platforming sections. On top of this, your luchador has the ability to shift between the living and dead worlds, and he will phase through certain enemies or the ground if he isn’t in the same world as those entities.

Apart from the story and the new locations, chicken combat makes up the main difference between the two Guacamelee!s. In the first, your character could become a chicken (a la the morph ball in Metroid), which allowed access to small openings. In this second rendition, the chicken has its own moveset, enabling combat and platforming as complex as that which you would find as a non-chicken creature. Entire dungeons are destined only for pollo play, robbing you of your ability to become human once more.

Not chicken-related, but I hate this section.

What’s good?

  1. Combat continues to be the highlight of the series. Almost half of the game is devoted to it, forcing you into rooms which require you to clear all enemies before you can progress. You’ll face basic waves of enemies most of the time, but in several instances, traps and enemy positioning will require you to dispatch them in a certain order or way to succeed. Dodging, connecting special moves, and throwing monsters into each other requires a finesse, and once you find the flow, the experience is extremely gratifying. You’ll also have the opportunity to buy combat upgrades to further enhance your battles.
  2. Characteristic of any Drinkbox Studios game, the presentation is impeccable. The art style takes its influence from Mexican folklore while the music interweaves traditional Mexican music with typical video game beats to create a wholly unique soundtrack. Although the meme references will wear away at some gamers, Guacamelee! 2’s overall writing is witty and irreverent. That said, the story is pretty brainless, missing the darker and more touching themes of death and loss found in the first’s plot.
  3. Guacamelee! 2 offers a difficult adventure to those who want it.  Stay on the beaten path, and you’ll face a little challenge, most often presented by the spectacular boss fights.  If you wish to seek out every key piece (needed for the “true” ending), you’ll have to be a platformer champion to overcome quite a few nasty obstacle courses.  Unfortunately, some of these challenges may come off as unfair, especially when dealing with the inconsistent hitboxes of spikes.
Vines are also awful and stupid, and I hate this room, too.

What’s bad?

  1. Guacamelee! 2 is Guacamelee!’s identical twin but is the less successful one who still wants to wear matching clothing so they can be mistaken for the better sibling.  Almost all of the enemies are the same; the platforming challenges seem recycled; and the upgrades haven’t changed.  The developers admitted that they stuck with the original’s upgrades and fighting moves because their other ideas didn’t feel as intuitive, but this isn’t an excuse for why the rest of the game feels so similar.  More of the same may be a plus for you, but “déjà vu” isn’t exactly the reaction I want from video games.
  2. Vegetarians beware:  Guacamelee! 2 force feeds you chicken.  Although the chicken has expanded capabilities, the chicken challenges play about as well as the wolf sections in Zelda’s Twilight Princess:  they’re competent but play second-fiddle to the normal gameplay.  Both platforming and combat feel less precise, resulting in deaths which induce frustration rather than that “one-more-go” attitude.  It offers something different from the first game, but it also plays like a spin-off of Guacamelee! rather than an innovation for a sequel.
  3. The developer has locked two highlights from the original – alternate costumes which offered different stats/playstyles and a set of challenge levels – behind DLC.   They did the same with first game, and Wii U owners were spoiled by the “Super Turbo Championship Edition” which included the DLC free-of-charge.  Regardless, the game has a short runtime (around 10 hours), so it’s disappointing that we have to shell out extra cash for what feels like should be the full game. 

What’s the verdict?

Despite my gripes, Guacamelee! 2 still has the blood of the luchador which made the first so appealing, and fans of the original may enjoy wearing Juan’s mask once more.  Newcomers will have a better time diving into the first game.  If you’ve done that, check out Severed, another beautiful game by Drinkbox Studios which offers a radically different approach to combat and a darker story.  If you’ve dabbled in both and have already exhausted the Switch’s extensive library of fantastic Metroidvanias, then go play outside and get some vitamin D for once.  Then, you can check out if Guacamelee! 2 is for you.

Arbitrary Statistics:

  • Score:  7.5
  • Time Played:  Over 10 hours
  • Number of Players:  1-4
  • Games Like It on Switch:  Hollow Knight; Axiom Verge

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments
Hollow Knight

Hollow Knight

An Ode to the Worst Amazing Game

If I ever make my “Top Ten Saltiest Moments of 2018,” you’ll be on that list, Hollow Knight. Your cult of fans praises you with the fervor of a pyramid scheme recruit, but your Kool-Aid makes me ill. Your combat seemed imprecise; your map appeared overwrought; and your difficulty drove me to drink. I wondered why no else criticized you until I saw what befell those who complained online. Your cult tore into them, screeching “git gud” while putting on a display that would make the Salem witch trials blush. I haven’t seen devotion like this outside of the Church of Scientology.

This review isn’t a tender break-up letter like I wrote to Mario + Rabbids. I don’t like you, Hollow Knight, but you have an undeniable appeal. You’re beautiful, unique, and stand among the best Metroidvanias in existence. You’re also a sadist. Those attracted to your unguided exploration, hidden lore, and stiff challenge will undoubtedly think you’re great. I think you’re garbage. However, channeling my objective mind, I’ll give you a good score. That said, I’ll be damned if I have to cast you in a positive light because seriously, fuck you, Hollow Knight.

What is it?

Your story follows the nameless Knight as it explores the bug kingdom of Hallownest. It wields a lance-like “nail” to dispatch enemies and holds the power to harness Soul. The Knight can only attack and heal at first, but like any solid Metroidvania, it gains new attacks and abilities that allow it to reach previously inaccessible areas. Combat is never more complex than whipping the nail about, but careful observation of enemy attack patterns is needed to avoid being slaughtered.

Your true depth comes from your Charm system. The Knight will collect Charms on its expeditions through Hallownest like a moody Pokémon trainer grabbing badges. Each of these doodads gives a perk of some sort, anything from boosting health to extending the nail’s range to enhancing Soul collection. A set number of “notches” limits how many Charms the Knight can have equipped at any one point, so unique builds will favor certain play styles or pair well against certain threats. The Knight can even ignore its notches and force an additional Charm on itself (the equivalent of putting two socks on one foot), but it will suffer double damage.

This freedom to choose how the Knight lives and dies is what makes you, Hollow Knight, so tantalizing. You give the players a set of skills but let them figure out how to fight. You provide basic mapping and allow gamers to chart their own paths. You offer minimal guidance, forcing us to keep track of our surroundings so we remember where the next objective is. So many quests, storylines, and locations aren’t even necessary to beat the main game, but doing so unlocks new abilities and endings. You do so much right, so why am I driven to say, “Fuck you, Hollow Knight?”

What’s bad?

  1. Your map is a grueling purgatory for backtracking. You have trams and a giant stag beetle for fast travel to specific locations, but the areas between stations is still vast. The Knight has stubby legs, and navigating past enemies and through the same environmental obstacles needlessly pads out your play time.
  2. The Shade is soul-crushingly annoying. This nuisance spawns wherever the Knight falls in battle, and it holds the Knight’s currency hostage until it is vanquished. Best case scenario, players dispatch it easily when they redo the section or boss that killed them previously. Worst case scenario, the players have to backtrack to where they died before they can go elsewhere, unless they don’t mind losing all their money.
  3. To further aggravate your backtracking torture, collectibles pockmark you like bed bugs infest a dirty mattress: they’re everywhere, but you have to look closely to find them. It can be fun to find optional upgrades and bits of lore, but most of them are unreachable until the Knight acquires a certain ability. As such, players must mark suspicious areas on their maps with generic pins, hope to remember what they had been looking for, and make the journey back once they’ve grabbed the necessary ability. Because of this issue and the above making me trek through your map five complete times, I’m now only full of spite, so Jesus Christ, fuck you, Hollow Knight.

What’s good?

  1. For that first and second time, your world is amazing. The art direction and soundtrack expertly concoct the eerie but lush atmosphere, and the design of each room poses a challenge without making the environment feel inorganic. For example, one locale, the Deepnest, is a dark, claustrophobic labyrinth of tunnels infested with spiders and centipedes. This place unsettled me thoroughly, and each other location spurred a similar visceral reaction.
  2. Your lore is equally inventive and evocative. You don’t force-feed the story to your players, so some people will glide to the ending with a bare-bones narrative. Those who do take the time to talk to villagers, observe their surroundings, and unearth optional side quests will be treated to a somber but deep story. Without giving away too many spoilers, the plot focuses on a king’s efforts to suppress the feral nature inherent in each bug in his kingdom and how his failure led to the ruin of his society. The game’s final boss offers a startlingly poignant battle if players understand exactly what they’re up against.
  3. Your boss battles are also a highlight. Although common enemies eventually become nuisances, the bosses amp up the theatrics and challenge, thus creating memorable experiences. Each has a predictable pattern of attacks, but this doesn’t mean these adversaries are easy to dodge or counter. Because of this, you treat players to a difficult but ultimately fair fight. That said, lest we forget, my message doesn’t change: fuck you, Hollow Knight.

What’s the verdict?

Subjectively, I struggled to enjoy you, Hollow Knight, and although I don’t regret our time together, I certainly didn’t need this fling. However, in writing a review, I must set aside my personal opinions and speak objectively. A great many people will enjoy you, and a good portion of those people will rank you among their favorite games. The backtracking and other issues are unlikely to faze those who yearn for a hard-hitting Metroidvania without training wheels. Those who don’t find the Metroid or Castlevania format endearing will encounter a wholly frustrating experience. You’re not for everyone, Hollow Knight. A crowning achievement to most; to a few, a cancerous blight. To me, you’re the latter, so fuck you, Hollow Knight.

Arbitrary Statistics:

  • Score: 9
  • Time Played: Over 20 hours
  • Number of Players: 1
  • Games Like It on Switch: Hyper Light Drifter, Axiom Verge

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments