The Binding of Isaac

Review Update #3

Review Update #3

Are We Done Yet?

Damn you, Solomon.  Damn you and your principles and your review updates.  I now know full well why other reviewers never look back on their past articles.  After a certain point, you forget what you’ve written, and you definitely won’t remember exactly why you handed out a certain score.  I am barely able to avoid repeating the same jokes or introduction paragraphs.  How can I be bothered to actually reflect on my life choices?

I’ve certainly questioned if I should adjust a score in the last five months.  Wonder Boy:  The Dragon’s Trap, Treadnauts, and Lovers in a Dangerous Spacetime are all games which I’ve considered.  After playing Firewatch and Gone Home, I now appreciate Night in the Woods more.  However, I won’t change a single score.  After reading Past Solomon’s critiques, I trust him more than Current Solomon’s nostalgia. 

Gone Home has also made me reassess the validity of my high scores.  Critics loved Gone Home, and after playing the game, I can confidently disagree with their lofty “88” rating on Metacritic.  I just don’t think the game is that good, and I recognize people could say the same about Katamari Damacy and Gorogoa, two games I’ve hammered with a 9.5 score.  Do I feel my ratings are off?  Hell no.  Based on my parameters, both games are near perfection.  That doesn’t mean others care about my parameters. 

This is why I like Metacritic and review scores.  No review can tell you if you’ll like a game, even if you read through it all instead of skimming the conclusion.  It’s a single opinion; that’s it.  If you are interested in a particular title, I recommend you go on Metacritic and read at least these three reviews:  one which gave the game the highest rating, one which gave the lowest, and one which scored somewhere in the middle.  This brief survey will give you a pretty clear picture regarding if you should go forward with the purchase.

And that’s enough ass-kissing for Metacritic.  In terms of updates, the Binding of Isaac:  Afterbirth + received the most content when Nicalis gave out the other booster packs (including a new character).  As a testament to how much I’ve played Isaac, the update has done little to make me interested in the game again.  GoNNER also earned a whole new underwater section (and some other knick-knacks) which just seems to pad out the game more than anything.  The developers for Treadnauts gave some extra love to their players in the form of new options for multiplayer plus the ability to shuffle all stages together.  It’s cool that they did this, but I haven’t really played more than a few rounds since the update.

I know in my last review update I promised to show how my review scores add up to other sites, but I forgot where I put my Metacritic template, and I’m too whiny and lazy right now to make it again.  Suffice to say that my more recent reviews have increased my overall average.  I’m still theoretically more negative than my compatriots, but I’m getting more neutral.

On a final note, I want to take some time to shit on the Jackbox Party Pack 3.  It’s the only game my family is willing to play, and out of the different games we could play, they only like Quiplash.  I’m sick of it all.  I’m done making witty penis-related jokes.  I have a website for that.  I don’t need this in the rest of my life, god damn it.     

Posted by Solomon Rambling in Other, 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
Solomon Rambling Plays the Binding of Isaac:  Afterbirth+

Solomon Rambling Plays the Binding of Isaac:  Afterbirth+

Computer Troubleshooting

My current laptop was a desperate purchase.  My previous laptop, a Dell, had crapped out earlier that day, deciding it no longer had any energy to power the screen.  Because Murphy’s law is a callous, calculated bitch, my device up and died at the beginning of my workday, leaving me white-knuckling my desk and staring into the black abyss that was my blank monitor.  The mountains of paperwork I needed to finish would inevitably avalanche into the rest of my week unless I addressed the problem immediately.

The Dell had supported me all through college and into my second year of work.  I probably could have salvaged it, but after seven years, Old Yeller needed to go.  Besides, fixing a computer would be much more time-consuming than outright buying a new one.  The only fatality would be my next paycheck, but that was a problem for Future Solomon.  The Present Solomon needed to relieve his nervous breakdown and get on over the Best Buy.

I bought my current HP laptop because the screen was big, it had a disk drive, and the price was exorbitant enough for me to believe I was getting a fancy product.  I didn’t ask an employee for help, partly due to my distrust of salespeople and partly due to an intense fear of store employees.  I could’ve done research, but that entailed work and did not satiate my need for instant gratification.  As such, I walked out with my HP laptop 20 minutes after having entered Best Buy.

My laptop was intended for YouTube, iTunes, and Microsoft Word.  Websites and video recording software were not even dreams at the time, but here we are.  To its credit, my HP accomplishes most of my computer needs; it just also happens to need half an hour to fully boot.  Skip that 30-minute warm-up, and the result is a stuttering video.  What I had intended to be a simple video ended up being a two-week long affair as I waited for Editor One to throw together something to make-up for my computer’s faults.

His additions have certainly helped the video feel presentable, but the glitchy sections remain.  It wouldn’t sting as much if I didn’t think the video was one of my stronger works, but hell, that’s life.  Continue to direct all feedback and questions my way, and feel free to send any viruses to my HP to make it hobble more than it already does.

Posted by Solomon Rambling in Video, 0 comments
Solomon Rambling’s Top Ten Saltiest Switch Moments

Solomon Rambling’s Top Ten Saltiest Switch Moments

Becoming a Pillar of Salt

Being a slug of a man, I hate being salty.  Anger, in general, isn’t a fun emotion unless you can destroy things, but then people say you have an anger problem and an assault charge.  When playing video games, anger tells you something is going horribly wrong.  Gaming should be cathartic, offering you a world away from your irritating real world.  When the gaming world becomes frustrating, you’re essentially just left to face the problems you experience in the real world, except now you’re in your boxers on your couch questioning what you do with your time.  A true nightmare indeed.

But that’s enough about my weekends.  Here, I present you with a top ten list of my saltiest video game experiences with the Nintendo Switch thus far.  Annoying readers will be quick to notice that I use “salty” and “angry” interchangeably.  Technically, “salty” is a specific form of anger that stems from embarrassment, but this definition also came from Urban Dictionary which claims “Solomon” is a funny, intelligent, well-endowed person.  Due to UD’s questionable accuracy and my sheer laziness, “salty” and “angry” are synonyms here.

10.  Human: Fall Flat – Forced Replay

Human: Fall Flat is one of the most refreshing experiences I’ve had on the Switch thus far.  Although each puzzle has a specific solution, you can take shortcuts and unconventional methods to solve each one.  Your character is purposefully difficult to control, so when you do overcome an obstacle which required precision and patience, you get a surge of relief and a sense of accomplishment.  When you lose that progress because your finger slipped, the resulting saltiness is just as potent.

Certain puzzles will require you to reset to your nearest checkpoint if you mess up.  On the pause menu, “Load Checkpoint” hovers just above “Restart Level.”  If you happen to hit “Restart Level,” you are flung back to the start without any confirmation.  There is no “Are you sure you want to restart?”  There is no “Press A to confirm.”  There’s just Solomon fuming on the couch as his character face plants at the start of the level, effectively losing 45 minutes of slow, painful progress.

9.  1-2-Switch – Buyer’s Remorse

Everyone knows 1-2-Switch is a joke. It was advertised as the next Wii Sports or Nintendoland, but even Wii Play looks like a AAA title in comparison.  Commercials were focused on people playing the game, largely because there is almost no gameplay to showcase.  Every Nintendo fan knew it was a cash-grab for the Switch’s launch, and an expensive one at that.

And I still bought it.  At full price.  As a digital download.  I’m still coughing up salt.

8.  The Elder Scrolls V: Skyrim – Save Point Salvaging

Spamming “Quick Save” should never be second nature.  For Skyrim, it is almost necessary, considering your saves act as your checkpoints.  Checkpoints are invaluable because Skyrim enjoys killing you, most of the time in the cheapest ways possible.  A single critical hit can wipe out 75% of your health, or a rabid pack of wizards can electric boogaloo the life out of you.  No matter your killer, you’ll end up dead.

Once dead, your soul is presumably sent back in time to your last save point.  If you’re lucky, you died close to a door where the game autosaves.  If you died ten to twenty minutes into a dungeon after meticulously raiding every barrel for sacks of flour, you’ll be booted back to the beginning unless you quick-saved at some point.  God knows how many sections I’ve replayed because of cheap deaths, but I do know I now quick-save like I have a hard-on for short-term memory loss.

7.  The Escapists 2 – Botched Escapades

Bugs and glitches will be a theme as we progress through this list because few things tick me off as much as a developer’s incompetence or laziness in producing a functional game.  It’s like a sin worthy of the fifth circle of hell or something.  I understand not all issues can be ironed out, but when a game runs poorly almost every time you play it, you begin to question if the developers murdered their play testers at some point.  The Escapists 2 is an example of an anger-inducing, game-crashing, bug-infested torture festival.

Bugs aside, escaping is an infuriating process, which is not a good sign when your game revolves around prison break.  You can leave most prisons through the cliché way (i.e. digging your way out), but each map also features a special way of escaping, be it through the mail, a plane, or a dolphin.  However, these getaways are rarely straightforward or clear, and you may often find yourself halfway through an escape attempt before you realize you needed some keycard or pickaxe or potted plant.  Oftentimes, your mistakes lead to being caught, losing all of your needed belongings, and starting from square one again.  Who knew prison could be so frustrating?

6.  The Binding of Isaac: Afterbirth+ – Ultra Salt

Afterbirth+ was notorious for adding several elements that made the game unfairly and frustratingly difficult, so much so the developer patched some of the issues out of the game.  The Ultra Hard challenge, however, has remained untouched, representing a big, fat middle finger faced toward the fan base.  In this challenge, you must make it to Mega Satan, arguably one of three of the hardest bosses in the game.  In a normal run, this is very much possible (albeit very difficult for anyone but very experienced players).

But Ultra Hard hates you.  You get no heart drops.  You have no map.  All of your items are replaced with question marks, robbing your ability to make strategic choices.  Every enemy is a souped-up version of itself.  You’re occasionally taken to random rooms after you walk through a door.  Anything that can go wrong will go wrong.  The online consensus is that the best way to beat the game is to restart until you find a S-tier upgrade in your first item room. When this is the best advice a fan base has to offer, you might as well start rubbing salt in your wounds to prepare yourself for the pain you will endure later.

5.  Lego City: Undercover – Crash and Burn

My partner does a lot for me.  For just one example, she is my test audience for most of the articles on this website, so if you think you have it bad, imagine the torture she faces.  Because we are devoted to each other, we make sure to suffer equally, and in exchange for all she does for me, I play games like Lego City: Undercover.  She is the reason I 100% completed the game.  God damn her.  I can say this because she will see this when she reviews this article before publication.  Hi, Player Two!

As for the salt, I had to play Lego City for over forty hours, enduring all of its bugs, crashes, long loading screens, and poor design choices every single play session.  I said it once and I’ll say it again: may Lego City melt to the ground.

4.  Super Mario Odyssey – Volleyblueballs

When I started Super Mario Odyssey, I was dedicated to collecting every damn Power Moon in the game.  Even when I started reading online that it wasn’t worth the trouble, I kept my eyes on the prize.  I have completed every 3D Mario game before it, so Odyssey wasn’t going to be different.  Then I encountered the volleyball mini game.  After a solid 20 minutes in the mini game, I still hadn’t achieved 100 consecutive hits in a row needed to win a Power Moon.  Defeated, I set aside Odyssey and didn’t touch it for a week.

When I learned you had to use Cappy (as player two) to feasibly win the Power Moon, I began my journey to 100% completion once more.  Within three or so attempts, I managed to overcome the volleyball challenge.  It was a hollow victory, however.  There was no sense of accomplishment.  There was only salt, as plentiful as the sand on that volleyball court where I lost my dignity.

3.  Splatoon 2 – Connection Lost

Losing connection mid-battle is an infuriating experience, whether you’re winning or losing when it happens.  Getting booted from a game rips you from the moment, disrupting your focus and creating an unsatisfactory, premature ending.  You went in expecting a complete experience, and instead you got—

2.  Spelunker Party! – Dead Ends

Once upon a time, there was a man named Spelunker.  He was a stupid, wretched thing, and his stupidity was only matched by mastery of death.  You see, just about everything could kill Spelunker.  Once a bat shat on him, and he died from shock.  Another time, he jumped while going down a shallow hill, and the fall broke his knee and instantly killed him.  He died several more times to the likes of spikes, fire, poisonous darts, and bombs.  It’s true that most would die if subjected to similar perils, but because Spelunker was a special kind of stupid, Solomon still blamed him for dying.  This was because Spelunker also died to poor controls and bugs (which were not of the creepy-crawly kind).

Solomon hated Spelunker and his ilk.  Many would think that Solomon would be happy if Spelunker died, but this was sadly not the case.  When Spelunker died, it meant Solomon had to continue playing Spelunker Party!  Unfortunately, Spelunker continued to die, day after day until Solomon exploded in a spray of salt.  The end.

1.  Nine Parchments – Nine Fucking Parchments

Frozenbyte is the first developer I have sworn to never support again.  The only other games I have played of theirs are the first and second Trines, and I found both to be monotonous, frustrating, and uninspired.  That said, they weren’t bad enough to blacklist the developer.  Nine Parchments is bad enough and has filled me such rage that my heart has crusted over completely in sodium.  No surgery can cure the shriveled husk that is now my soul.

Nine Parchments is a hot mess of bugs and bad decisions.  Connection issues plague almost every game session.  Maybe a player can’t respawn; maybe an enemy has magically teleported behind a wall; maybe the game refuses to progress to the next section; maybe it just outright crashes.  When the game does work, you’re confronted with finicky targeting systems, stupidly difficult side missions (anyone want to protect a suicidal sheep?), and enough friendly fire to burn any relationship you have to the ground.  My only comfort is that I have completed the game, so I can proudly and confidently say this game sucks harder than a black hole in hell.

Topping Us Off

That’s it for my first written Top 10.  If you enjoyed this article, be sure to check out my video rendition of it.  If you have a salty moment you would like to share, go tell WatchMojo.  They thrive off of using your ideas to make money.  Otherwise, feel free to leave your raw meat strewn about this page.  With the amount of salt here, we can keep everything preserved for a few weeks.

Posted by Solomon Rambling in Blogitorial, 0 comments
Solomon Rambling Talks About DLC and Patches

Solomon Rambling Talks About DLC and Patches

The First Step of a Semi-Attractive Relationship

 

This video has come two years sooner than expected.  I never intended to enter into the YouTube world until I had developed some sort of meager fan following.  Posting my articles online was a major accomplishment for me.  Before this website, I hadn’t written anything creative for a long time, and when I launched Solomon Rambling, I had fundamentally developed a forum for my writing to be criticized or lauded by people other than me.  Because I was uncertain about publishing my writing (I have a degree in it, for god’s sake), the thought of making videos—something I have never touched—gave me the nervous jitters.

Then I was gifted a video capture card and a microphone, and it felt wasteful to put off recording until I magically developed a spine.  So I spent a week doing test runs, playing with ideas for content, and grappling with the Elgato software.  A week won’t make anyone a professional, but it was enough for me to take the first dive into video.  After seven takes/failures discussing a variety of topics, above is the best I could manage for my first experience.

Even though this video is my child, I can recognize it is an ugly, messy thing.  Here are just a few of its issues:

  1. The video bugs out at the 2:20 mark.
  2. After the 16-minute mark, the in-game sound effects become louder than my commentary.
  3. My ability to talk and play puts the “par” in “subpar.”
  4. I stutter and umm like a heater with faulty wiring.
  5. Jokes are largely absent.

These difficulties will certainly not prevent me from creating videos in the future, and I plan to toss a video out every week.  I have hope that—with time—my skills will improve and speaking will become more natural.  Everyone needs to take a first step.  I may have twisted my ankle from the very start, but I’m fine with limping for a while.

If you have any critiques or comments regarding how to improve my strut, hurl them at me.  Let’s make a video man out of me.

Posted by Solomon Rambling in Video