Runner3

Runner3

Runner3

Running Like a Two-Year-Old’s Nose

The Bit.Trip Runner series is your childhood dog. You got it as a puppy—the original Runner—and it was new, cute, and fun. It could be annoying, but you knew the puppy couldn’t help it. Over the years, the puppy became a dog (Runner2), and you two developed a close bond. It was potty-trained, obedient, and loving, everything you could ask from your furry best friend. Then, your parents, Mr. and Mrs. Choice Provisions, accidentally ran over and killed it while you were away at summer camp. When you returned home, they had already purchased a new dog (Runner3) that looked just like your dead one, but it wasn’t Runner2. This new one was too stupid to develop a bond, humped every cushion in sight, and shat in your shoes every Tuesday. Cue childhood trauma.

Some may eventually find this new dog endearing in its stupidity and ugliness. If we pretend the original dog never existed, the current pet seems a little less annoying. However, no amount of grooming or training will hide the fact that Runner3 is bloated, disorganized, and misguided. Your parents may have tried their best to replicate your childhood memories, but they seemed to have missed what made Runner2 great. At this point, as I’ve covered in another article, it would’ve been best to let dead dogs die.

What is it?

The game opens with Charles Martinet—bless his Mario soul—vomiting alliteration and florid diction. His narration tells us that CommanderVideo and his female version are vacationing when they receive news that the sinister Timbletot has returned to do evil things. Like ban music or Runner games or something that justifies this game’s existence. Regardless, it is up to you trek through three locations to save the world and learn the true magic of platonic relationships.

The original Runner proved that auto-runners could be stellar, just before the mobile market killed the genre with its free-to-play renditions. Runner3 borrows many elements from its predecessors. Obstacles and enemies block your path, and their placement typically follows a musical rhythm which grows more boisterous as you collect floating radios. You must jump, slide, and kick to reach the end of each level, and colliding with something or falling into a pit sends you back to a checkpoint. The game requires precision and practice to beat the level, and it demands perfection if you wish to collect all the optional gold or gems which speckle the levels.

This sequel adds some new components, most notably vehicle sections, a double jump, and a hard drop. Gold and gems go to unlocking new costumes and styles for your characters, and additional characters can be unlocked by completing missions hidden in the stages. Traditional platforming worlds and the aptly-named “Impossibly Hard Levels” also become available based on certain doohickeys you grab in other levels.

What’s good?

  1. Runner3 is still a Runner game, even if it hobbles a lot. This means levels are still competently designed and dynamic, whether you’re scaling up a tornado or spelunking through a refrigerator. With a moderate to high difficulty level, the game promotes that “one-more-go” mindset usually caused by drug addiction.
  2. The music remains the main highlight of the game. The original Bit.Trip saga was an exercise in simplistic visuals and intuitive ideas encased in a chiptune soundtrack. Runner3’s music has progressed past its 8-bit trappings while keeping true to its pseudo-rhythm-based gameplay.

What’s a double-edged sword?

You can replay the game to death, whether that be a peaceful death or due to blood loss from a sandpaper back massager. Each level has a gem path and a gold path, requiring at least two play-throughs. To unlock characters and other rewards, you must search for quests hidden past blind jumps and unseen separate pathways. If it wasn’t painful enough to find these quests, you must then revisit other levels, collect a trinket in each, and then return to the original level for your reward. If dull monotony is your pleasure, then Runner3 and a desk job will suit you well. It’s just limbo for the rest of us.

What’s bad?

  1. Runner3’s new mechanics are more unwelcome than a colonoscopy. In the first two Runners, there was no uncertainty if you failed. You missed a jump or you responded too slowly. With the introduction of vehicle and double-jumping, gameplay no longer feels as precise. The vehicles control loosely, and learning when to double-jump is often dependent in trail-and-error.  Meanwhile, the unlockable “retro levels” took inspiration from bad 2000-era flash games with straightforward level design, floaty controls, bland visuals. Rather than showcasing the developers’ ability to wander into traditional platforming, these levels seem to prove why they haven’t ventured into the genre.
  2. Even with the new mechanics, the game feels like an unoriginal copy of Runner2. The placement of enemies and obstacles seem copy-pasted from previous games. As if knowing this, the developers force the camera angle to change throughout the levels, shifting abruptly to capture CommanderVideo’s most unflattering sides. Due to this inclusion, you won’t notice you’re playing Runner2 because you’ll be occupied by all the cheap deaths due to poor depth perception and objects in the foreground obscuring your vision.
  3. It’s ugly. The graphics, alone, have about as much definition and detail as cafeteria gelatin, and the art design is repellant. The developers visited the World’s Ugliest Dog Contest, searched for the most inbred creature they could find, and proclaimed, “This is how God designed angels. We shall follow His immaculate creation.” Every background object leers at you with vacant eyes and tacked-on smiles; visual gags strive to make you vomit; and the characters look like they’ve bathed too frequently in radioactive goo. These visuals do not make for a fun and imaginative world. Rather, they pay homage to whatever was left on the cutting room floor for a Ren and Stimpy episode.
Even the carrot is displeased with her character model.

What’s the verdict?

Runner3 hides the twinkle of its predecessors’ genius in its eyes, recalling the majestic soundtrack, the whimsy, and the frenetic gameplay. You’ll just have to look past the glaucoma and eye crusties to see it. For those who have not played a Runner game, you won’t notice these blemishes, so you can add a point to this score. For veterans, you’ll know this is not the beloved return of your prize pooch. In making Runner3, Choice Provisions strived for innovation while respecting their roots, and somehow, the two negated each other and spawned mediocrity.

Arbitrary Statistics:

  • Score:  6.5
  • Time Played:  Over 5 hours
  • Number of Players:  1
  • Games Like It on Switch:  Just Shapes and Beats, Thumper

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments
Quitting Before It’s Bad:  Video Game IPs in Need of an Indefinite Hiatus

Quitting Before It’s Bad: Video Game IPs in Need of an Indefinite Hiatus

Who needs Mother 4 when we can have Mario Party 19?

Super Smash Bros. Ultimate has stirred quite a bit of commotion over the last few months.  With 103 stages, over 70 playable characters, and a whole swarm of entitled fans, Ultimate has become a Cthulhu of the gaming world.  While the aforementioned fans demand more features and options, others have wondered how Nintendo will ever create another Smash Bros. after this one.  Some have suggested that the series could end with Ultimate, making way for “expansions” rather than full-blown sequels, similar to how Capcom has bled dry each Street Fighter.  Otherwise, Nintendo (specifically Masahiro Sakurai) would be tasked with making a new Smash game even more ultimate than Ultimate or face suffocation by the fanbase’s discontent.

The Smash series will continue until Nintendo dies, but the above conundrum presents an interesting question:  Should a successful series conclude with a spectacular entry or die in an implosion of critical and commercial failure?  Several video game franchises have fallen to a singular bad game whereas others have decomposed like the living dead, shambling on with subpar but commercially successful games.  Command & Conquer and Turok serve as examples of the former while Five Nights at Freddy’s and Dynasty Warriors (to a lesser extent) represent the zombies.

With this article, I intend to take a stab at video game IPs which may need to retire.  For many of these series, the retirement can be temporary, and the developers can use the time off to figure out what made their franchises truly great.  Alternatively, the developers could focus on new content.  By no means is it an easy task to determine which IPs should take a break.  In selecting my four suggestions, I focused on some basic questions:

  • Has the IP had a string of poor games?
  • Does the IP repeatedly recycle the same formula for each new entry?
  • Is the IP’s design space limited? In other words, can the IP’s core gameplay be expanded, or have the developers exhausted all relevant changes and improvements?
  • Have recent changes to the IP hurt the core gameplay?

I’ve considered several franchises, and not everyone will agree with my inclusions/omissions.  That’s called sentience.  I have a comment section for people to rage when they find I haven’t included Call of Duty or Mario Tennis.  I also have a Contact page for death threats, so your options are limitless.

Let’s get to it.

The Binding of Isaac:

Metaphysically, there has only been one the Binding of Isaac.  However, in the seven years since its release, it has spawned a remake, three expansions, four “booster packs,” an upcoming prequel, and a Kickstarter-backed card game.  Apart from releasing its own brand of craft beer, Isaac has done it all and then some.  That’s the problem.

As covered in my review and probably a video or two, Isaac has become diluted with its content.  With so many bad items, annoying enemies, and questionable gameplay mechanics, the IP has committed the sin of gluttony and strayed from the holy light of Rebirth.  A sequel won’t necessarily fix this issue.  If a sequel releases less content than the current Afterbirth+, it may feel like a step back.  If Nicalis goes the Smash Bros. route and produces an even larger game, the result may just be a messier, bloated version of Afterbirth+.  Judging from the recent booster packs, Nicalis may not even have enough ideas to support either type of sequel.

Isaac could potentially reinvent itself by transitioning from a 2D- to a 3D-perspective, but I doubt it could retain its identity with such drastic changes.  As much as I adore the game, I could accept the IP ending as it is now and never returning, barring a remaster or similar product.  Edmund McMillan and Nicalis produced a deeply intricate and satisfying cult classic.  Not all IPs need to grow into monster franchises.  Some can die young and pure in a chest.

3D Sonic:

Although Sonic may have experienced a comeback with Sonic Mania, his three-dimensional escapades continue to search for success in a dung heap. Sega won fans with the initial two Sonic Adventure games, but almost every other 3D Sonic outing since then has sucked. The Sonic Team seems to no longer understand how to handle the hedgehog. Instead, they appear hellbent on subjecting their mascot to increasingly strange situations. They’ve dabbled with hedgehogs with guns, hedgehog-human romances, werehogs, hedgehogs with swords, and playable DeviantArt fan fictions. They have yet to experiment with critical acclaim.

The fan base doesn’t ask for much. They want a straightforward Sonic game. We can long for a day when the blue blur once again rivals Mario in quality, but after generations of consoles of bad games, we need to let this animal die. Considering the success of Sonic Mania, you’d hope that an outside development team could create a stellar 3D Sonic game. That was tried once, and it’s called Sonic Boom.

With his two-dimensional personality, Sonic fits perfectly with his side-scrolling roots. While PagodaWest Games and Headcannon produce Sonic Mania 2 and Sonic Mania 3 with Knuckles, the Sonic Team can hibernate and dream how to nail the 3D formula. The Sega front man deserves to be remembered as one of the greatest icons in gaming, but if he follows his current trajectory, he’ll continue crashing as one of the biggest has-beens.

Mario Party:

Once October hits, Super Mario Party may make me regret naming the Mario Party franchise in this list. This entry does away with the everyone-in-one-vehicle stupidity and returns to the original formula. Nintendo has revealed an interesting new cooperative mode, and the Switch-to-Switch interactivity looks promising. There’s a ton of potential. It’ll probably be mediocre.

Despite its enduring appeal, the series has declined in quality since its debut. Each entry has its shining moments, but the IP has never overcome its core issues: slow gameplay, inconsistent mini-game quality, and limited customization options. Each sequel introduces a few new gimmicks while programming a few more annoyances. As such, the Mario Party series has made a profit shuffling forward and back in the exact same spot.

Although the Wii U iteration makes alcohol poisoning at a frat party seem appealing, none of the Mario Party games have been bad, per se.  They’ve just become gradually staler.  Like with Call of Duty, gamers will complain about each new Mario Party while paying full price for next entry. If any franchise deserves an “Ultimate” version like Smash Bros., it’s this one.  However, with the Top 100 being released last year, we likely won’t see this party to end all parties. After 20 years and 19 games (including the e-reader edition and Wii/Wii U Party), it’s time to lock the alcohol cabinet and endure the hangover before any more shindigs.

Runner:

The Runner series originated within another IP, Bit.Trip. This WiiWare darling produced six games rooted in simple yet inventive graphics, gameplay, and music. Apart from the Pong-based first and last games, each Bit.Trip played uniquely from the rest and demonstrated the creativity and genius in their developer, Gaijin Games (now Choice Provisions). Runner, the fourth Bit.Trip game, was THE auto-runner before the auto-running craze and stood out as the best entry in the series for many fans.

With Runner2: Future Legend of Rhythm Alien, the developers realized the full potential of the original idea. The game offered a massive slew of levels, an impactful glide mechanic, a lush soundtrack, and a quirky atmosphere narrated by Charles Martinet. Runner3 tried to further flesh out the auto-runner and ended up making the core concept obese. New mechanics felt like needless gimmicks; what once was quirky was now grotesque and strange; and players were forced to replay stages again and again for extra content like some Groundhog Day hell.

Similar to the Binding of Isaac, not all IPs need to grow into expansive franchises, and Runner deserved one sequel, nothing more. The lackluster third entry demonstrated that Choice Provisions can churn out sequels by simply swapping out graphics and music, if they so wish. However, no matter how many bells and whistles they might program, the Runner concept can only stagnate or deteriorate from here. This IP need not last for marathons.

Rounding to the Retirement Home

Given competent developers, ample resources, and sufficient time, all of these IPs could thrive, but we’re dealing with cold, cruel reality.  Zelda accumulates accolades like a black hole while Kirby skirts around mediocrity and greatness while Resident Evil claws its way back from obsolescence.  While these franchises endure, some of the stragglers can be left behind, allowing developers to revive dead IPs.  If Sega didn’t revolve around Sonic, imagine what they could do with another Jet Set Radio or Super Monkey Ball.  What if the next Advance Wars or F-Zero came out in a few months rather than Super Mario Party?  Wishful thinking or not, there are enough forgotten series and new ideas deserving of attention that current developers need not rehash existing concepts until all value is gone.  Let Old Yeller go.

Posted by Solomon Rambling in Blogitorial, 0 comments