Saturday, November 25, 2017

A few thoughts on three digital Switch games: Elliot Quest, Lovers in a Dangerous Spacetime, and Slime-san

I don't know about you, but I've spent a lot of time with a lot of different games in the last month.

For instance, I returned to Yomawari: Night Alone for Vita and started through that system's just-released ports of VA-11 HALL-A and Undertale in that time. Also, I both began and finished Golf Story and Super Mario Odyssey for Switch.

I'm still plugging away at the Vita titles, of course, but that doesn't mean I'm letting my Switch collect dust as I do so. In fact, I'm enjoying more Switch games than ever thanks to some kind publishers (which provided me with press codes for the following titles).

Speaking of which, here are a few thoughts on the trio of digital Switch games currently doing their darndest to gobble up my free time:



Elliot Quest--Many have heralded this game as a Zelda II: The Adventure of Link clone. Those are hollow words to me, as I don't have a high opinion of that particular NES "classic." Still, Elliot Quest's art style has appealed to me since I first laid eyes on it, so I promptly added it to my lengthy "play as soon as possible" list despite my lack of love for the first Zelda sequel.

As for what I think of Elliot Quest now that I've put about two hours into it: it's very nice--although perhaps not as compelling as I assumed it would be? I'm not entirely sure why I feel that way about the game, to tell you the truth. It may be due to its rather languid pace, or it may be its overall lack of tension. And it doesn't help, of course, that I'm not yet clear as to why I'm working my way through the sprawling stages of Elliot Quest's beautifully pixelated world.

Another element of Elliot Quest I don't exactly love: I keep getting stuck. I know that's supposed to inspire me to use my noggin, but the tactic only goes so far with me. If I spend, say, 45 minutes trying to figure out what I'm supposed to do or where I'm supposed to go to advance a game's story, I'm not going to stick with it for very long.

Which is a shame, as I really do appreciate a lot of what Elliot Quest offers. As I said earlier, it looks great, it controls well, and its basic gameplay is solid (if not spectacular). Despite all that, I'm not finding it as interesting as I expected to before I first booted it up and thus won't be surprised if I walk away from it long before I reach its credit roll.



Lovers in a Dangerous Spacetime--It should be clear with one glance at the screenshot above why this game has intrigued me ever since it was first made available to PC and Xbox One gamers back in late 2015.

Of course, a dayglow, 1980s-inspired aesthetic doesn't mean much if the accompanying gameplay sucks. Thankfully, Lovers in a Dangerous Spacetime impresses in that area, too. Rather than speed through levels like you do in most side-scrolling shoot 'em ups, here you alternate between slowly advancing your spherical ship through each labyrinthine stage and utilizing its bevy of weaponry to take out evil oncomers.

In a way, Lovers in a Dangerous Spacetime reminds me of both the Mii Force 3DS StreetPass title and an old NES cart called Solar Jetman. Given my love of those games, I guess I shouldn't be shocked that this one has sunk its claws into me as deeply as it has in the short time I've spent with it.

Granted, I'm tackling Lovers in a Dangerous Spacetime all on my own, and the vibe's sure to be different if at least one other person joins in the journey. (I believe four can play at once, if you have the right setup.) Regardless, I'm really digging how it feels like a thoughtful, methodical take on the ages-old shmup genre when experienced solo.



Slime-san--While Elliot Quest apes The Adventure of Link, this game apes Super Meat Boy. Or so I've heard, at least. I can't say if that's true or not as I've never played that supposedly masochistic platformer. At any rate, I've had my eye on Slime-san since I first heard it was coming to Switch, as it seems like the perfect play-whenever-you-have-a-few-free-minutes game.

Is it? Based on my experience with Slime-san so far, I'd say the answer is yes. In fact, you can easily breeze through a number of its levels in a few minutes--or at least you can if you're properly skilled. Some of Slime-san's bite-sized stages are absolutely brutal. Expect to die a lot. Expect to die so many times, and so often, that dying no longer means anything to you. That's not a critique, by the way; in fact, I like that dying in this game doesn't bother me in the least. If anything, it prompts me to chuckle and then grit my teeth in anticipation of yet another run at a particular level.

My only complaint about Slime-san: it ramps up in difficulty surprisingly quickly. Walking away from it for a bit has helped me overcome most of the obstacles (aka seemingly insurmountable stages) the game has thrown my way, but there's no guarantee that tactic will continue to help down the road. Oh, well, I'll deal with that issue if and when it becomes a reality. In the meantime, I'll chip away at it whenever the fancy strikes.

See also: 'seven 3DS, Switch, and Vita games I'm determined to at least start before the end of 2017'

Wednesday, November 22, 2017

Hirokazu 'Hip' Tanaka's first album is everything an EarthBound, Kid Icarus, or Metroid fan could want

I've been a fan of Hirokazu "Hip"--now apparently "Chip"--Tanaka ever since I discovered he was responsible for Kid Icarus' glorious soundtrack.

My admiration of and belief in his talents blossomed when I found out he also had a hand in crafting the music for classic Famicom and NES games like Balloon Fight, Wrecking Crew, Metroid, and the first two Mother (aka EarthBound) titles.

Tanaka now serves as the president of Creatures Inc., although that lofty position clearly hasn't caused him to turn his back on his first career.



His just-released (not to mention first-ever) album, Django, is the perfect case in point.

Its 13 tracks are everything a "Hip"--or "Chip"--Tanaka fan could want. My favorites: the chunky "Beaver" (listen to it and watch its video here), the jazzy, laid-back title tune, the ethereal "EMGR," and the blippy, breezy "Prizm."

Really, though, you can't go wrong with any of the game-inspired soundscapes offered up by Django. Speaking of which, you can listen to the whole album at chiptanaka.bandcamp.com.

See also: my '10 Most Influential Games' write-up about Kid Icarus

Saturday, November 18, 2017

Seven 3DS, Switch, and Vita games I'm determined to at least start before the end of 2017

It's that time of year again, folks! And, no, I'm not talking about the winter holidays. I'm talking about the time of year where I wring my hands over all the games I failed to play this year.

Sadly, the games discussed below are just the tip of this particular iceberg. They're the ones I most want to experience before 2017 comes to an end, though, so that's why I decided to single them out here.

I guess I'll have to publish a follow-up post early in 2018 that reveals whether or not I actually spent time with these titles and, if so, what I think of them, eh?

In the meantime, here's a bit of commentary on why I so desperately want to put at least a couple of hours into each of these 3DS, Switch, and Vita games in the next month and a half.



Dragon Quest XI (3DS)--I was so excited about this game's Japanese release, and yet I forgot about it shortly after it arrived on my doorstep in August. OK, so it's possible my memory issues were aided  a bit by my wariness of the endless lines of barely decipherable Japanese text it'll surely throw at me. Also helping matters, or maybe I should say making them worse: the potential for this version of Dragon Quest XI, or even the supposed Switch port, to be released in North America sometime in 2018. Still, I spent good money on this Japanese 3DS copy, so I should at least attempt to play it before the year is out, right?



Hey! Pikmin (3DS)--This side-scrolling, platforming offshoot of Nintendo's popular Pikmin series hasn't exactly garnered rave reviews since it first hit digital and retail store shelves earlier this year. I had a lot of fun ambling through its demo, though, so I ignored the negative word of mouth and picked up a copy a month or so ago. Anyway, I have a feeling Hey! Pikmin will prove to be a good game to play in small spurts, so I'll do my best to at least boot it up over the upcoming holiday weekend.



The Legend of Zelda: Breath of the Wild (Switch)--Here's the first game of this post I don't yet own. I have a feeling that won't be true for much longer, though, as it's basically the only thing I asked my parents to buy me for my rapidly approaching birthday. Assuming a copy of Breath of the Wild does find its way into my hands soon, it'll be interesting to discover if the game's my cup of tea or not. I haven't often loved Link's three-demensional adventures, after all, with the Nintendo 64 version of Ocarina of Time being the lone exception. I'm completely enamored with this one's aesthetic, though, so hopefully that'll help it worm its way into my heart.



Skyrim (Switch)--At the moment, I feel like one of the few people in the world, or at least one of the few people in North America, who has yet to play some version of Skyrim. That's mainly because I've only owned one console capable of playing it--the Xbox 360--and the only boxed game I bought for it was Deadly Premonition. Even if I'd been more willing to build up a catalog for that system, though, I doubt I would've added this title to it. It just doesn't look like my kind of game, if you get my drift. That said, I'm currently finding it intriguing enough that I'll probably ask for it as a Christmas gift. Surely I'll have (mostly) burned myself out on Breath of the Wild by then?



Stardew Valley (Switch)--My original plan was to purchase this Switch port of Eric Barone's Harvest Moon clone as soon as I wrapped up my Golf Story playthrough. (Speaking of which, here's my Golf Story review.) Right after that happened, though, Super Mario Odyssey was plopped onto my doormat. And now I'm done with Odyssey, but Breath of the Wild and Skyrim are right around the corner. Maybe I should just bite the bullet and buy it this weekend, even if doing so wouldn't be the wisest way to spend my hard-earned cash. Worst-case scenario: I barely devote any time to it this year, but then thoroughly dig my teeth into it early next.



Undertale (Vita)--Do you ever buy a game and then forget you bought it? That's basically what happened with me and this recently published port of Toby Fox's genre-busting role-playing game. Actually, I've now forgotten I own this portable version of Undertale a few times. Which is pretty darn sad, as I've wanted to play it on my Vita ever since I worked my way through its first handful of hours on my laptop a couple of years back. Given my rejuvenated interest in the Vita--thanks in large part to the game that follows--I think it's a pretty safe bet I'll make it much farther than that this time around.



VA-11 HALL-A (Vita)--OK, so I'm already playing this one. In my defense, I started this post before I began the game. Regardless, I've been itching to play VA-11 HALL-A, which is best described as one part bartender simulator and one part visual novel, since I first became aware of it last summer. As I generally despise playing games on my laptop, I held out for this just-released Vita port. All I'll say here is it's been more than worth the wait. (Don't worry, I'll share some initial VA-11 HALL-A impressions in an upcoming post.)

Have you bought any games this year that you desperately want to at least start before 2017 ends? If so, let me (and others) know about them in the comments section below.

See also: 'Five long-awaited 3DS, Switch and Vita games I wish would be released already'

Thursday, November 16, 2017

The Great Gaymathon Review #76: Golf Story (Switch)



Game: Golf Story
Genre: Sports/RPG
Developer: Sidebar Games
Publisher: Sidebar Games
System: Switch
Release date: 2017

Is Golf Story really the second coming of Nintendo's Mario Golf series? Or does it really blend Scotland's national sport with the kooky, quirky, cult classic, EarthBound? My answer to both of those questions is a fairly resounding "no."

That's not to suggest Sidebar Games' maiden release never delights. It does. I wouldn't go so far as to say it delights as much as either of the aforementioned efforts, though--in large part because it lacks the kind of polish associated with most games made by Nintendo and its development partners.

Nowhere is this more clear than when a bug or glitch pops up and interrupts play. Thankfully, most of these are simply aggravating, but a few are game-breaking. Regardless, you won't find either variety in the games that supposedly inspired this one.

There are other aspects of Golf Story that keep it from reaching the heady heights of EarthBound and the Mario Golf GameBoy Color and Advance titles, too. One is its lack of direction or clarity--as in, the game frequently fails to be clear about what you're supposed to do or where you're supposed to go next. Another is its soundtrack, which is far from terrible but also isn't what I'd call enjoyable.



Still, despite these shortcomings, and despite the fact that I don't consider it to exist in the same space as the best Mario Golf titles and EarthBound, Golf Story is an entrancing game.

Its story and protagonist aren't anything special, to tell you the truth. At the starter, you're plopped into the shoes of an "average Joe" kind of guy (you can't choose a gal instead, unfortunately) and then tasked with helping him live out his childhood dream of becoming a pro.

Thankfully, once you get the ball rolling on that journey, the clichés that support it tend to fade into the background. That's a testament to its accessible and appealingly breezy gameplay, which does, in fact, recall Nintendo's first two portable Mario Golf titles--to a point. Granted, most arcade-y golf games control similarly these days; you know, hit a button to get a cursor moving along a linear gauge, hit it again when the cursor nears the gauge's peak (this determines the power of your swing), and then hit it one last time as the cursor approaches its starting point (this determines your timing).

Beyond that basic gameplay element, though, Golf Story feels pretty unique among casual golf titles. You're occasionally asked to play nine holes against another of the game's characters (once per course, to be more specific), but that cornerstone of the sport often takes a backseat to the less traditional--not to mention less time consuming--challenges nearby NPCs offer up as you stroll around each locale.



Some are merely intriguing--like, "I'll bet you can't hit the green from the bunker five times"--while others are downright silly. (A couple of noteworthy examples: using your clubs to feed hungry fish and to hit eyeballs into skeleton skulls.)

On top of all that, Golf Story also allows you to "tee up anywhere." As in, you can drop a ball and take a crack at a hole whenever and wherever you'd like. Or you can simply smack balls in random directions, if that's what you prefer. Regardless, I personally think that press release bullet point is more interesting in theory than in practice.

So, what about the rest of this indie darling? It certainly looks the part, with graphics that evoke the better (cartoonish) sports games of the late 1980s or early 1990s. As for its story, it may not be as brilliant or as "out there" as EarthBound's, but it's well crafted and stuffed with text that elicits a chuckle. In other words, it's deserving of the attention and praise that've been heaped upon it to date.

The same can be said of Golf Story as a whole. Sure, it's not quite the blend of EarthBound and Mario Golf many claim it to be, but it's still charming and addictive and an overall joy to play--even with its bugs, glitches, and other rough edges.



See also: previous Golf Story impressions and previous 'Great Gaymathon' reviews

Wednesday, November 15, 2017

I think I'm going to back another Kickstarter (for a musical puzzler called Bit Band)

You may remember the post of mine from mid-October in which I declared my interest in a Kickstarter that, if successful, would bring the curious Order Land! (for Steam, Switch and Xbox One) to the West in early 2018.

Sadly, developer and publisher Poisoft pulled the plug on the campaign on Nov. 1. It's vowed to try again after retooling its appeal, but who knows when that'll happen or if it'll succeed during its second go-round.

Why am I bringing that up here? Because it was the first Kickstarter I actually attempted to back. Which means that if I back the one highlighted here, for a musical puzzler called Bit Band, it would be my second such attempt.

What's so great about this crowd-funding effort that I'm willing to throw some of my hard-earned money at it? I'm mostly into Bit Band's aesthetic, to be perfectly frank. I know some are over the whole "chunky sprite" retro look, but it's done so well here that I can't help but be impressed by it.



Don't get me wrong, I'm also pretty keen on Bit Band's gameplay. The developers describe it as being like "Tetris meets Rock Band," and I'd say that's pretty apt based on the gameplay displayed in the trailer above.

The only thing giving me pause at this point is that I'm not thrilled the project page mentions a "goal for the Nintendo Switch console," but then never explains it further. That bothers me because I'm not interested in backing the campaign, only to receive a Steam key in return.

Gavin Reed, who's handling Bit Band's art, animation, music, and game design, told me on Twitter the other day that a Switch version is this Kickstarter's first stretch goal. That makes me feel a bit better, but not entirely.

Anyway, despite my misgivings, I'll probably toss some money at this campaign before it ends on Dec. 8. If you'd like to do the same, or if you'd simply like to learn more about Bit Band, visit kickstarter.com.