Steam-Rolling Through Dig 2!


It’s the first installment of Let’s Play Switch! Simeon and Scott sit down to take SteamWorld Dig 2 for a spin, the newly released digging Metroidvania Nindie title. Is it worth your $20? Yes! Is it worth you watching this entire video? Yes again!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Rise and Fall of Nintendo Power

We’re going to take a break from making NF videos after this one, so make sure to enjoy it and drop a comment!


Before NF, there was NP. Nintendo Power was a long running magazine, originally produced in-house at Nintendo. Over the publication’s many years, it evolved and changed with time as well as with new ownership. Simeon and Scott from Two Button Crew are here today to jog our memories on Nintendo Power’s storied history!

Footage credit: Nestalgia

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Will Odyssey Deliver on the Mario Formula?

It’s hard to believe, but this month marks another monumental game release from Nintendo! Joining the ranks of games discussed for decades like Super Mario Bros., Super Mario World, and Super Mario 64 is the newest game we won’t stop talking about for generations: Super Mario Odyssey. Link did a fantastic job carrying Nintendo’s new console through its infancy, but the torch is being passed to the plumber himself. Buckle up folks, this is gonna be big.

There’s no doubt Odyssey will sell millions, even a few tens of millions, or that it will be a hot topic for the entire Switch lifespan and beyond. But that’s not to say it’s a guaranteed hit. What we don’t know yet is: will it be good? Will it be truly great?

The potential is there. The track-record is evident in the series’ preceding entries. All Mario needs to do is avoid a few pitfalls, stick to what has worked, and wow us from time to time. A combination of tried-and-true best practices and fresh experiences will create a masterpiece.

Half of the puzzle has already been completed. The fresh ingredients: totally accounted for. We won’t be left wanting for any wow-factor, as already evidenced by numerous surprising trailer moments: Mario jumping out of a realistic city street’s manhole, Mario’s hat being alive, the game has T-Rexes… just to name a few.

Today, what I’m concerned with is this: Did the developers keep what worked from previous entries in the series? From the short time I’ve played Mario’s new adventure, and from what I’ve seen of others’ gameplay, I’m not so sure. I keep looking for those non-negotiable Super Mario elements, and unfortunately, some of them aren’t evident. Take a look for yourself.

Tight Controls

If we choose to ignore the Arcade Mario Bros. title, we can safely say that the Mario series has always featured tight controls. Whether you were making pixel-perfect adjustments with a D-Pad, or performing aerial cartwheels with an analog stick, the player always had complete and finite control over the mustachioed hero’s movements. However, Nintendo is pushing a control scheme on this game that will prove to be unideal. They say that disconnected Joy-Con with motion controls is the best way to experience Odyssey. However, that leaves us with the Switch’s signature small sticks (or S.S.S.S. for short). The analogue sticks on Switch aren’t very tall, and thus have a reduced range of motion. That’s fine for games like Breath of the Wild, where your character is often traversing in the same direction for long periods. But for intricate platforming, more range is needed.

I would recommend the Pro Controller as an alternative, but we run into further complications with that scheme, just like we do in Handheld mode: motion controls disappear (good), and are replaced with complicated combinations (bad). You would think with all the face- and shoulder-buttons at the Switch’s disposal, simple assignments would suffice, but unfortunately, performing the spinning-Cappy-throw (for example) requires you to physically spin Mario in a circle before hitting the Cappy button.

Another area you will notice the absence of tight controls is in 2D segments—you know—the really cool-looking 8-bit graffiti art portions? As attractive as those look in trailers, it’s really weird and off-putting to play with a modern controller. Imagine trying to navigate the original Super Mario Bros. with an analogue stick, and you’ll get an idea of the sensation. Furthermore, 3D “rules” of Mario still apply during these retro levels, which means running into a Goomba doesn’t make you shrink down, but you lose part of your life meter instead, resulting in a feeling of disconnect.

Level Design

If there’s one thing Super Mario Maker proved, it’s that we all have a long way to go in becoming level designers. The community generated courses simply caused me to appreciate Nintendo’s internal team more, who have proved time and time again that they can carefully craft experiences that will pull newcomers and veterans through to the end. Each level in a Mario game has clear goals, features, and themes. In Super Mario Odyssey, this clear-cut level design might be ditched in favor of an overly-open, sprawling collection of miniature attractions. Places to earn Moons are abundant, which could be a detriment to more meaningful challenges.

Progression Structure

To be perfectly honest, I’m most concerned about this one. We just discussed the plethora of Moons that this game contains, and it doesn’t excite me. 120 Power Stars was a lot to collect in Mario 64, but it was manageable thanks to a cohesive overworld that guides you to specific worlds, and specific tasks within those worlds. The developers of this new Switch title tout the fact that gameplay is returning to a sandbox nature, but that implementation can be taken too far.

In past Mario games, you know if you’re missing something. You know if a world is incomplete, and if a level was too difficult to clear for the time being.

In Odyssey you are provided with a list of Moons collected (with dates), but how will you know where new ones are? How will you know if you got all the Moons in a certain area, except one that you’re missing one in the corner? How much backtracking will be involved, and how many Moons will I pass up simply because I didn’t think to ground-pound a certain summit, or break an inconspicuous box?

You see, I’m a Shrine kind of guy. I love counting down from 120, hearing my Sheikah Slate alert me to a Shrine’s proximity as I enter a new area of the map… but you’ll never catch me trying to collect all the Korok Seeds. And I’m afraid that Moons are more akin to Seeds than Shrines. I hope I’m wrong.

Power-Ups

Gotta love Mario’s power-ups, right? Fire Flowers, Capes, Penguin Suits, Boo Mushrooms, and more! Well, they’re gone, folks. At least, that’s what this quote from the game’s producer heavily implies:
So when we wanted to create Mario games this time around we wanted to focus on the actions Mario can do and in previous Mario games he was able to get power-ups and new abilities. But this time around when we were making many different prototypes and changed our approach that found capturing or “possessing” enemies worked well so we stuck with that. -Mr. Koizumi

It’s unfortunate, to see such a mechanic go. In 2D Mario games, getting a Super Mushroom and earning that feeling of added security and power is iconic. In 3D titles, power-ups haven’t ever been as strongly implemented, but as a result, getting a Fire or Ice Flower felt like a treat. These elements have been discarded in favor of Cappy.

Gimmicks

Speaking of Cappy, he’s the new gimmick! New entries often feature a defining “gimmick,” be it Yoshi, Fludd, or over-the-top new power-ups like the Cat Suit. These open up whole new gameplay opportunities and dictate much of the level design. Odyssey’s most prominent and promising mechanic is Capture, which satisfies this aspect of the Mario formula nicely.
Let’s just hope Cappy doesn’t turn out to be the new Navi, eh?

Music

Mario music typically accomplishes two things. One: it’s catchy, and it gets stuck in your head. Two: it provides strong location associations. You can close your eyes and know exactly when Mario is underwater, in a dessert, or in Bowser’s castle. Did you just hear each of those themes in your head? I haven’t seen enough to know if Odyssey will deliver on this front, but there’s a good chance it will.

Enemies & Bosses

Baddies in the Mushroom Kingdom are always fun to stomp, and they don’t usually get repetitive or bothersome like the creatures in Metroid: Samus Returns. Hopefully, this game’s design will still lend itself to some combat, rather than just Capturing the majority of enemies in sight.

Bosses, while providing a spectacle, are typically an easy three-hit affair. This is an area where the new Switch title could easily improve upon tradition, and make boss encounters more intricate and memorable.

Charm

What would a Mario game be without charm? Character design, animations, music, and polish all create a compound for charm. Mario may be formidable when facing the forces of evil, but he’s equally adorable.

So… what’s this about real tyrannosaurus rexes roaming around? And realistic, proportionate humans walking alongside Mario in New Donk City?

I’m really questioning these design choices, and have been ever since the game was revealed.

Conclusion

Overall, Super Mario Odyssey appears to be a hodge-podge.
That’s the word for it. Just a big stew of locations, art-styles, new and old Mario sensibilities, and certainly a gigantic mix of objectives and tasks.

Will such a recipe, with that many ingredients, actually turn out well? I sure hope so, because I’m a day-one customer and lifetime Mario fan. I do trust Nintendo, but I’m not fully sold on this new direction, and I know I won’t be unless I take the game home and it proves me wrong. If that happens, I’ll update you! Fortunately, I’m entering the experience with low expectations, and that’s the safest posture to take. We’ll find out on October 27th!

Why Smash Bros. Is Awesome

Two months ago I wrote about why Smash Bros. is stupid. While I stand by what I said, I think it is time to balance out the conversation. There are so many problems with the Smash Bros. series, but there are so many things to love as well. These are just a few reasons to love these games.

  • The Characters. While there are a few characters on everyone’s wishlist that have not made it to a game yet (I’m looking at you, real Geno), Nintendo has done a pretty awesome job bringing out the best fighters from their own games as well as characters from other companies. When they confirmed Sonic in Brawl, I completely lost my mind. The same thing happened again when they showed Mega Man in Smash 4. They even polled the players to ask what characters they wanted to see as DLC, and they listened! Even if you were not familiar with a character when they introduced them (like the Fire Emblem characters), it would be nearly impossible to think of playing these games without them.
  • The uniqueness of each game. Many people complain about Melee being too fast-paced, or Brawl being too janky, but, honestly, I do not think the series would be complete without every single (official) iteration. The original demonstrated that fighting games did not have to be put in a box. Melee showed just how serious a Nintendo fighter could be. Brawl showed how a fighting game’s story mode could be fun and interesting, and gave us the ability to customize it to no end. The 3DS version allowed us to take it on the go (also, one of the top players in our region used his 3DS as a controller on the Wii U version because he was more comfortable with it at the time). The Wii U offering gave us everything we want in a modern fighting game, including online play, balancing patches, and worthwhile DLC.
  • Custom combos. Any fighting game worth its salt has some sort of combo system; one attack leads into another to create a devastating string of hits. Smash Bros is like that, but there isn’t a set system. Any combo has to be “discovered”, and not only that, but almost all of them are situational and can be performed at certain damage percentages. This means that you have to be creative as time progresses; you cannot just use the same combo over and over without any chance of dropping it. Smash Bros. is exciting, dynamic, and will never be formulaic because of this custom combo system.
  • Killing people with Luigi’s down taunt. Hahahaha… Hahaha… HAHAHA! That is great.
  • Low tier heroes. Now, I know that this is nothing new to the fighting game scene, but there is always something exciting about seeing a player do well who plays a character you do not see played often, or a character often considered “bad”. Watching someone tear through the bracket with Ganondorf or seeing Nairo switch to Bowser for certain matchups gets everyone hype! One of my all time favorite memories was a thrown-together tournament in the Brawl days at my college. I made it to grand finals with Ike, and I was up against one of the top players in the region, playing Peach. I ended up winning the match, using my low-tier character. Years later, Scott had the chance to talk with him, and he still recalled the event, mentioning I had a great Ike. That victory meant so much to me, not just for who my opponent was, but for the obstacle I overcame as someone who played a “bad” character.
  • Jank. Yes, I know this was on my list of things that made Smash Bros. stupid, but who does not love to see a nice jank compilation? Things happen in Smash Bros. that would never happen in other fighting games, simply because of the variables involved. A hitbox that extends far past what it should? OK. Characters that randomly start glowing? Sure! Samus’s Up-B killing at 15% or less? Why not?! Part of the fun of Smash Bros. is wondering what unpredictable thing you’re going to see next…. and then raging about it.
  • The Subspace Emissary. I already mentioned this, but, did you know that Brawl had a story mode? It was even pretty good! In fact, probably the most common complaint I hear about Smash 4’s transition from Brawl is that it did not carry over a story mode. It felt like they put time and effort into the stages and the bosses, and might have made a complete game by itself (maybe at a discounted price). I have not played it in a long time, but I can still remember specific parts of the story and how epic the scale of it was.
  • D1. Who does not like D1? No one, that’s who. (He’s the guy that we get the DEEEESSSSSTTTRRRRRRUCTION meme from. If you’ve never heard of it, well, I can’t help you!)
  • A million ways to play. When I play Smash Bros. I typically play it one of two ways: tournament rules singles and tournament rules doubles. I enjoy that. But even if I did not, I would never run out of ways to play Smash Bros.! Break the targets, arcade mode, all items on, custom stages, events, eight players, amiibo, weird token-pushy-offy game, story, board the platforms, Crazy Orders (or whatever it is called), coins, All-Star, multi-man, handicaps, three-on-one, metal+stamina… the list goes on! You could play the different Smash modes forever and never see it all. There are things to collect, secrets to unlock, and styles to invent. Whatever way you play games, the Smash Bros. series has something to offer you.

There are so many things to love about the Smash Bros. series that I could never list them in a readable blog. Share in the comments below what you love about Smash Bros.

#3: Super Smash Bros. Melee

New character approaches… Metal Hand!


We’re working through some of the GameCube’s most popular games and today we’re studying Super Smash Bros. Melee! How will we break it?

Shot by Alex Campbell

“Reformat” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Beat It Blind: Snipperclips!

If we can accomplish this feat blindfolded, I think that means we’re a CUT above the rest. GET IT?!


Snipperclips is a fairly challenging game! This second-party title, uniquely created for the Switch console, is perfect for two players, but the difficulty does ramp up after only a handful of levels. So we thought… why not make this incredibly more challenging by having a blindfold on one of the players at all times?! I MEAN WHY NOT?!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Sonic is Back!

Let me begin with a disclaimer: I am a total Sonic the Hedgehog amateur and have very little experience with the games. I grew up with NES and SNES, while my neighbor across the street had Genesis consoles. This allowed us to get the best of both worlds without actually having to own both consoles. I was always a “Mario guy”, but when we wanted to get our Sonic fix, we would go to my neighbor’s house and play it there. That’s about the extent of my history with Sonic – I recall the first game, Sonic 2, and Sonic and Knuckles, but only vaguely. I have no history with the 3D games after I rented one as a kid and instantly felt ripped off. It’s a franchise I have always wanted to get into, but I just never felt the timing was right. Well, until now (I know, I jumped on the bandwagon).

Sonic Mania was everything I was hoping a new Sonic game would be. The developers (a small group of Sonic Fans), did an absolutely wonderful job of making the game appeal to series vets and newcomers alike.

You can tell this game was made with care by people with a passion for the blue hedgehog.

From the intro cinematic to the easter eggs, this game is bursting with fan appeal. With my lack of experience, I know I missed a handful of references, but the level design in this game is what kept it so fresh for me. If you aren’t aware, the level mix has old and new levels. The developers did such a nice job that half the time I couldn’t even tell if a level was new or a classic. Beyond that, it’s fast-paced, but not too fast. It’s tricky, but not too difficult. Everything about this game feels just right. The levels never grow tedious, and all of your skills are tested in the final level for a grand finale.

It’s apparent that everything in the game was handcrafted with care.

Even though it has been over a decade since I touched a Sonic game, after playing Mania for only a few hours, I felt like a veteran. Playing the game is so empowering, and it just makes you want to keep playing. At first, I was tremendously terrible at the ball collecting bonus stages and the race mode, but after a while, I found myself looking forward to these variations. Something about unlocking all of the bonus content and collecting those Chaos Emeralds just feels so good. Considering the many hours I put into this game, the $20 price point makes it a great value. Not to mention some of the music is among the best I’ve heard in recent years.

This game is filled with action-packed fun.

It will be interesting later this year when Sonic Forces releases as it will give Sega insight as to what the fans actually want. Will the developers be eager to create more classic sidescrollers, or will they continue to ride the rails and release 3D games? I believe the success of Sonic Forces will answer that question. One thing I do know is that Mania set a pretty high bar. Who knew that all Sonic needed to be revitalized in the eyes of gamers was a little fan service and a lot of passion. Regardless of the outcome, one thing is for certain; Sonic has a new fan.

The Final Episode – #600

We don’t want you to overdose on your Nintendose!


#600 – Six hundred episodes later, this chapter of Two Button Crew is coming to a close. It’s been a wonderful ride, and we thank everyone that has supported us over the years. But we’re not going away! No, you can’t get rid of us that easily. Simeon and Scott have a masterful plan to come back with a vengeance. Watch for all the details on why we decided to wind down the daily show, as well as what’s to come. Lastly: thank you for everything.

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

The Metroid Conspiracy

Warning: The following blog contains spoilers for both Metroid Fusion and Metroid: Other M.

A while back, I made a cryptic remark along the lines of, “it’s almost as if Other M was an attempt to rewrite Fusion in hopes of removing the latter from the series continuity.” While the announcement of two new Metroid games at E3 back in June was exciting—and certainly bodes well for the franchise—I can’t help but think something’s off about the whole thing. This is just a hypothesis, but I think Nintendo really did try to retcon Metroid Fusion!

Motive

But why would the Big N try to remove Fusion from the series continuity? Well, first let me just point out that the Metroid series is rather unique among Nintendo’s repertoire in that it actually observes continuity. Unlike other series that either only present plots that span a few games before moving on to another setting (such as Fire Emblem) or are designed “gameplay-first” with timelines being a mere afterthought (e.g. Zelda), the events of each Metroid game are closely tied to those of the games previous to it. So unlike other series, plot developments have consequences moving forward.

The events of each Metroid game are closely tied to those of the games previous to it.

This makes Fusion problematic for a company that’s rather fond of maintaining status quo. Metroid Fusion shakes up the series in a couple ways. Firstly, it ditches the heroine’s iconic appearance, potentially disrupting the franchise’s branding. Samus now sports a rubbery, blue suit instead of her iconic orange, metal suit and pilots a spindly, purple spacecraft instead of her more rounded, orange ship. Moreover, Fusion ends with her still using this equipment. Even when she regains her powers from SA-X, Samus is still wearing the fusion suit, now just with an orange color palette.

I can't tell you how happy I was to find two pictures of Samus in striking the same pose in different suits.
Years of branding makes one of these more marketable than the other.

Of course, this isn’t that big of a deal, as redesigns are reversible or even welcome at times (I’m looking at you Breath of the Wild). No, the biggest problem is what the game does to the continuing Metroid storyline. Metroid Fusion ends with Samus directly defying the Galactic Federation. She not only destroys their metroid breeding program, but foils their attempts to weaponize the X-parasites. By the end of the game, she’s most likely angered some very powerful people. I think it’s safe to say that after Fusion, Samus is a wanted criminal.

Metroid Fusion has far reaching consequences for the series, fundamentally changing the relationships between the Metroid universe’s various factions and thus the types of stories that can be told. This presents an intimidating challenge, as these new stories would require the writers to accept that they can’t rely on the plot conventions of previous games. Furthermore, shifting the focus to combating a corrupt industrial-military complex instead of the unilaterally evil space pirates may radically alter the tone of the series, potentially alienating fans.

Method

I’ve already gone on at length about how Other M is essentially a retelling of Fusion, but let’s look at one of the ways the two are different: the ending. As mentioned, Fusion ends with Sammy triumphantly thwarting the federation’s misguided efforts to weaponize the lifeforms of SR-388. Other M ends on a much more somber note; after Ms. Aran and co. manage to defeat the malevolent (and possibly “just misunderstood”) A.I. controlling the bottle ship, the federation arrives and starts sweeping up. Samus is allowed to go freely, but knows that the federation will take whatever data it can find and continue to research bio-weapons. It has a very different “you can’t beat the system” kind of feel to it.

Other M‘s ending has a very different “you can’t beat the system” kind of feel to it.

Other M‘s ending is much more open ended: Samus isn’t implied to be an enemy of the state, thus allowing her to take more jobs from the federation. This means that if Other M replaced Fusion, Nintendo could easily continue with the typical Metroid plot structure of taking assignments from the federation, which in turn means future games need not revolve around governmental conspiracies.

Supporting Evidence

This brings us to the present day. Nintendo has just released a remake of Metroid II: Return of Samus and Metroid Prime 4 is on the horizon…somewhere. Notice anything strange about that? One’s a remake and the other is a continuation of the Prime series. For those of you who don’t know, the Metroid Prime games take place between the events of Metroid and Metroid II. That means they’re technically prequels and don’t continue the story. Fusion is the last entry on the Metroid timeline; there hasn’t been an actual continuation of the overarching narrative in fifteen years! I think it’s safe to say Nintendo either isn’t interested in continuing the story, or just doesn’t know how.

There hasn’t been a continuation of the overarching narrative in fifteen years!

See You Next Mission?

In a weird way, I’m actually glad Other M received so much criticism. If it had been a resounding success, Fusion may have been quietly removed from the series’s continuity. While I’m positive that Nintendo feels like they’ve painted themselves into a corner, I think Fusion sets up a fascinating and fresh new direction for the franchise’s story. Yeah, it’d have a different tone from the games before, but I think the acclaim Fusion got for incorporating horror elements proves that the series is capable of tonal evolution. Unfortunately, with things as they are, I’m losing hope we’ll ever see a proper Metroid 5

Underrated Games You Have to Play

You won’t be sorry.


We don’t want you to miss these golden titles! We’ve played all these underrated games, and they deserve a lot more attention than they get. You can find all these on the cheap, so take our word and thank us later!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

What Nintendo Has Taught Us

Also we’ve learned to dislike money!


#599 – Nintendo has been around our whole lives, and when we take the time to stop and reflect on it, it turns out: we’ve learned quite a lot from the quirky Japanese game publisher. We knew Nintendo was fun and creative, but also a source of life lessons? Why not! Simeon and Scott have a list, as well as some great additions from Two Button Crew patrons. Thanks, Crew!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

PAX 2017 Trip Recap Vlog + Nindies

Got to meet: Peer, Brian, Zach, and even Jose!


#598 – We really had an awesome trip to PAX West 2017. Our patrons funded the trip, and we’re super thankful that you guys made it happen. In this Vlog you’ll get to see us travel, snag some last-minute Sunday passes, meet IGN staff, sneak into the showfloor while it was closed(!), play some Nindie titles, as well as new Mario & Luigi and Fire Emblem Warriors games! Make sure to watch until the end!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Pokken Tournament DX Impressions (PAX 2017)

I think I discovered a pattern… this guy always let me win Round 1 and then spanked me!


#597 – Pokken is back! We played the original on Wii U, but now the Switch is receiving a deluxe inversion that includes all the arcade characters, plus a newcomer! Scott challenges a Nintendo rep in this video, so forgive him if he gets spanked. At least you get to see four playable characters in action that weren’t available on the Wii U version!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Mario Odyssey Gameplay + Impressions (PAX 2017)

Yes, it is great.


#596 – Super Mario Odyssey is Nintendo’s next big hit game coming to Switch. We went hands-on and explored the Sand Kingdom. Included in this demo are a few different 8-bit challenge sections, purple coin locations, and an interesting Capture mechanic that involves a big Tiki Head and sunglasses. Enjoy this sneak-peak at Super Mario Odyssey!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Runner3 Gameplay + Impressions (PAX 2017)

Looking REALLY good for a 2018 title!


#595 – Runner3 is the third installment in the Bit.Trip Runner/Runner series, made by Gaijin Games/Choice Provisions. Commander Video has gone through some changes, including receiving the ability to double jump, wall-jump, and more! We went hands-on with a number of different levels and environments, and we gotta say, development seems pretty far along. It’s a really polished indie game. This is a tough one though, so forgive Scott when he dies!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Metroid: Samus Returns Gameplay + Impressions (PAX 2017)

We got a lengthy hands-on with Samus, but you only have to wait a few days to take a copy home yourself!


#594 – Metroid: Samus Returns is almost upon us! Before you take the game home on Friday, take a look at our footage. Don’t worry – we adjust the camera a few times so you can get a closer look. It actually plays really well, and looks so much better in person. The 3D is great, each area is like a little window into the alien planet. And the animation is top-notch. See for yourself!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Flat Peaks (Zelda: Breath of the Wild)

The Legend of Zelda: Breath of the Wild is huge. Not just in terms of the scale and scope of the world it presents to players, but also in terms of its reception in the gaming industry. It’s received numerous perfect scores from critics and the Switch version of the game has reportedly sold more copies than the Switch itself. It’s a big flipping deal, and yet…I couldn’t throw myself into it. In the first episode of The TBCast, I stated that—while I thoroughly enjoyed this game—it didn’t even rank in my top three Zelda games. While I aired several of my grievances with the game’s design in that discussion (some of which will be making an encore appearance here), I never got around to going into detail on my biggest complaint about how the game was structured. But before I can explain what that hang-up is, we need to discuss a concept important to game design and narrative media in general.

Ladies and gentlemen, I present to you the interest curve! An interest curve is a graphical representation of the excitement and engagement the audience of a work experiences throughout the duration of said work. The peaks of the curve represent moments of high excitement and intrigue, while the lows represent the story’s slower, quieter moments. While lows sound like they should be avoided, an optimal curve actually alternates between highs and lows, never staying in one or the other too long. The reason for this is that human beings (who are most game developers’ primary demographic) tend to get acclimated to things pretty quickly. Even action can get boring or even tiresome if there’s too much of it.

I got nothing...Seriously, I can't be expected to come up with a joke no one's even going to read for everything!
A depiction of an idealized interest curve. Note how it starts with a bang, alternates/rises in the middle, and includes falling action at the end to provide closure.

That’s not to say that interest shouldn’t slowly increase over time. The base level of interest—that is to say, how far down the graph dips—should increase as a game progresses. If the graph dips down further at the end than it did at the beginning, then the game feels like it screeches to a halt, thus killing the player’s sense of progression (*cough* Triforce pieces *cough*). Finally, the story shouldn’t end on the climax, but instead include a gentle falling action to give the player a sense of closure—commonly known as the denouement (pronounced day-noo-Maw…it’s French). Without a denouement, a story’s ending feels abrupt and rushed.

If you’ve ever heard a reviewer talk about a game having a good “gameplay cycle”, he or she is referring to this concept—most likely without even realizing it!

So what’s all this have to do with Breath of the Wild? Well, my primary issue is its interest curve looks something like this:

It's amazing how useful graphs are for describing fun!
NOTE: The time between dungeons has been greatly compressed for the sake of legibility. Just increase them by a factor of five or six and you should be good.

Oh gosh, this is a mess…After a great introduction, everything just sort of flatlines. Now to be fair, this is based on my personal experience with the game, but even when the order of events are swapped around, I think this pattern basically holds true. The game’s overall arc seems to just maintain a complacent constant; there’s very little escalation, evolution, or extrapolation of the ideas the game presents. This ultimately leads to the game feeling repetitive.

The game’s overall arc seems to just maintain a complacent constant…

So what happened? What are some ways that Breath of the Wild hamstrings its overarching interest curve? What could they have done better? Let’s take a look, shall we?

The Main Quests

The easiest way to create a good cycle of engagement is to carefully craft a brilliant narrative and guide the player through it in a thoughtfully paced linear sequence…the whole point of Breath of the Wild is to not do that. That’s not necessarily a bad thing, however. My favorite Zelda game, The Legend of Zelda: a Link Between Worlds, was at the time of its release notable for being very open-ended. And that game had me hooked the whole time! So clearly, a carefully guided plot isn’t necessary.

That said, there are some notable differences between the the overarching structure of BotW and ALBW. For starters, A Link Between Worlds keeps the series’s usual two-part structure: in this particular instance the first half taking place in the light world, then after a plot twist the second half takes place in the dark world. This means that while the story doesn’t advance much throughout the halves of A Link Between Worlds individually, the events that link both halves of the game still give it the opportunity to raise the stakes of the game’s narrative thus raising the interest curve’s baseline mid-game. This compromise allows the player to pick how he wants to complete his adventure, while simultaneously ensuring the narrative escalates in a natural fashion.

Breath of the Wild, on the other hand, doesn’t follow this two-act structure. Instead, it features a main quest primarily consisting of two parts: awakening the Divine Beasts and the search for Link’s lost memories. Let’s start with the Divine Beasts. The Divine Beast quest is fairly modular, what with each part technically being optional. This means each segment aims to have a similar level of challenge and importance to the overall plot, consequently flattening the interest curve. While A Link Between Worlds dungeons faced a similar issue, as stated before, having a discernible half-way point lets the game escalate the challenge and perceived stakes between the first half and the second making for a more engaging narrative, something Breath of the Wild‘s structure doesn’t.

Another trick A Link Between Worlds used to keep players from noticing the fairly steady baseline engagement throughout each act was the number of dungeons to complete. The concept of an interest curve is scalable, meaning it can apply to a level or chapter as well as a complete work. To this end, dungeons act as climaxes for the (for lack of a better term) chapters of the game they appear in. With several dungeons, the player is constantly experiencing the rising and falling action of finding a dungeon, completing the requirements to gain entry, and then clearing the dungeon and slaying its boss. So long as this cycle isn’t repeated too many times, this cycle sustains the player’s interest until he completes all of the dungeons and moves on to the next plot arc of the game. The problem is that the dungeons in Breath of the Wild are both short and very few and far between. This means that this part of the game is either over too quickly, or these local engagement highs are very spread out (as they were when I played the game).

The concept of an interest curve is scalable. To this end, dungeons act as climaxes for the chapters of the game they appear in.

Compounding with these issues are how the memory quest is presented. If the player follows the early quests in the manner the game suggests, he’ll quickly wind up with both the Divine Beast quest and the lost memory quest at the same time. They’re both very lengthy and the benefit of the latter is never really made clear (Spoiler: it changes the game’s ending and little else). This makes it hard for the player to prioritize which one to attempt first. I think the developers wanted players to search for memories intermittently (which is how I completed it), but this makes both quests feel very disjointed, unfocused, and the memory quest far less consequential to the overall experience. Honestly, I think the memory quest should’ve been saved until after the player completed all of the Divine Beast quests: by that point, the player would already be very familiar with Hyrule’s landmarks, making for a shorter quest that required the player to apply their knowledge, instead of one where they wander around looking for the N.P.C. that tells them where to look. It also would provide a makeshift second act, which would give the player a better sense of progression, pace, and momentum.

Anticlimax

Okay, on a macro scale, the game only manages to provide a complacent sense of pace, but the interest curve is a scalable model, right? So, how does it fair on a more granular level. Well…it is admittedly better moment to moment, but even then there are times where it outright shoots itself in the foot. Some of the moments of the game that should be exciting, epic, or climatic were memorable precisely because of how underwhelming they were when they play out.

Case in point, the Master Sword: in all prior Zelda games in which the “blade of evil’s bane” appears, getting the darn thing was a major plot point and consequently required some effort on the player’s part. As a result, it’s a big moment. In Breath of the Wild, the only real challenge is figuring out how to get to it. The game does provide some cutscenes upon discovering it and after obtaining it to try to hype it up, which is a good start, but the method in which the player does obtain it feels tacked on, like the quest was an afterthought.

For the record, I wasn't able to pull it when I first found it.
Cutscenes are no substitute for a good quest. If I didn’t have to work for it, I don’t feel like I’ve earned it.

Previously, the player had to collect some items that represented the three virtues of the Triforce—power, wisdom, and courage—to prove their worth, but in this game all they have to do get enough hearts to pull the sword out of its pedestal without dying (it drains hearts to attempt). For any player that is actively looking for shrines, that’s something that’s going to happen in normal gameplay regardless. This means the quest for the Master Sword could be over as soon as the player finds where it’s hidden. This makes the quest’s pacing lopsided and its conclusion anticlimactic, especially for players used to the way previous games devote large portions of their respective stories to acquiring the Master Sword. Instead of an epic moment of triumph that’s built up to, it’s something on the player’s laundry list to be checked back on periodically. “Am I strong enough? No? ‘Kay, see ya after another four shrines!”

To make matters worse, there are three shrines dedicated to said virtues hidden throughout Hyrule. Why didn’t the game include those in the quest to get the Master Sword? I’d guess it probably had something to do with time constraints, but it still feels like a missed opportunity to provide a memorable and unique quest to the player. How much cooler would it be to have to scour the land to find the shrines and overcome a unique trial for each shrine related to the its respective attribute? Now I know some of you are probably saying, “but it’s a callback to the first Zelda,” to which I say, “so?” If the callback is really that important, they simply could’ve just done both methods.

Speaking of weapons, weapon durability also brings with it problems. While I admit finding new types of weapons is exciting, finding weapons themselves gets boring, especially in the game’s second half. One of the exciting aspects of finding a new weapon or item in previous Zelda titles was the understanding that Link was now innately more powerful. He had a new ability that made him more capable in combat or exploration that opened up new possibilities for the rest of the game. Not so in Breath of the Wild. That excitement quickly fades as the player realizes that the shiny new weapon he found will eventually break. In essence, weapons are just temporary power-ups like mushrooms or fire-flowers in Mario. Consequentially, players ultimately have less attachment to—and thereby less investment in—weapons than they would if weapons didn’t degrade.

In essence, weapons are just temporary power-ups like mushrooms or fire-flowers in Mario.

As a point of comparison, let’s examine clothing. Unlike weapons, clothing doesn’t break. This immediately makes clothing a more interesting item as it stays with the player as long a he wishes to keep it in his inventory. More over, it can be upgraded. This adds an element of mystery and intrigue to clothing as certain items gain additional bonuses when upgraded to a certain point. As a result, receiving clothing is exciting and immediately gets the player invested.

Now, I understand why the developers made weapons break. As several critics and apologists have already pointed out, having weapons be fragile forces the player to experiment with different weapon types and thus learn to be versatile in his fighting style. Again, I think a compromise would be fairly easy. Simply let the player find (after much effort) weapons that don’t break. Unlike other weapons, however, they would start off weak and need to be upgraded to be viable against the game’s stronger opponents. Even then these unbreakable weapons would only be upgradable to the point of straddling medium and upper tier, meaning if the player wanted to deal serious damage or utilize special effects (like elemental damage) he would have to stick to breakable weapons. See, that would at least make some of the weapons worth a darn!

I’d like to end this section with the ending. Don’t worry, I’m not going into specifics…because I don’t have to! If you’ve ever beaten a Zelda game before, I don’t think I can spoil this ending. It hits all of the beats, except—unlike other Zelda titles—it adds almost nothing of its own to the mix, making it feel more like the skeletal framework of a standard Zelda ending. It’s lackluster, boring, and predictable. It’s a real shame too, because pacing issues aside, this is otherwise one of the best written Zelda titles to date.

If you’ve ever beaten a Zelda game before, I don’t think I can spoil this ending.

Variety

Yet another way to keep the player engaged is to provide variety. As stated before, humans get acclimated to stimulus very quickly, so anything monotonous quickly loses people’s interest. To this end, Breath of the Wild features a huge world full of varied environments and unique landmarks…but then completely gives up when it comes enemies and shrines.

Three of the game’s main enemy types—bokoblins, moblins, and lizalfos—are basically all just variations of the same template. Moreover, each region just reuses variations from the same small pool of enemy types. While combat isn’t the main draw of the game, the fact that a hoard of monsters on one corner of the map looks and acts almost identical to a hoard of monsters on the complete opposite side of the world-space makes engagements incredibly boring and repetitive. Heck, even all of the dungeon bosses are basically palette swaps of each other! What makes this especially strange is that there is a lot of variety from region to region when it comes to flora and fauna. What gives, Nintendo? You clearly were able to populate each region with unique creatures. Why not extend that creativity to the enemy design?

Then there’s the shrines: they all look and SOUND THE SAME! *Ahem* Excuse me. If you’re an O.C.P.D. completion-nut like yours truly, you will get sick of the foggy blue corridors and slow, ponderous music of the shrines. If you complete all the shrines, you will have heard that stupid shrine theme at least 120 times! That’s not to say there isn’t variety in the puzzles; oh no, the shrine puzzles are great. But would it kill them to come up with more than one shrine aesthetic? Maybe have puzzle shrines and combat shrines differentiated by their visual and audio design. Or perhaps have the shrines’ interiors vary from region to region, showing that even though they were all built by the Sheikah, each regions’ sense of aesthetics subtly influenced the shrines’ construction (that’s just good world building).

Okay, you caught me. I just reused this screenshot from my last Breath of the Wild article.
Despite an excellent variety of puzzles, every shrine looks exactly the same.

The Consequences of Heroism

Now that I’ve ticked off all of the Zelda fanboys, undoubtedly invoking the wrath of their Yiga assassins, let me talk about something Breath of the Wild did right—at least part of the time. Something that I love seeing, especially in open-world games, is the game’s world responding to my actions. A while back, I praised the first Battalion Wars for making me feel like my actions had a direct impact on the game’s progression. This is a concept I like to call “letting the player happen to the world.”

In most games, the player is an entity that reacts to the game’s environments (i.e. “the world happening to the player”). This is fine for level-based action games, but in narrative-heavy adventures or open-world games, this tends to make the player’s actions feel inconsequential—like everything is basically just meaningless busy-work. While I still think Breath of the Wild has room for improvement in this regard, it does at least actively contextualize many of the player’s actions.

I want to happen to the world, not let the world happen to me.

First, there’s the Divine Beasts themselves. After clearing an area’s dungeon, not only does the disaster afflicting the area cease in typical Zelda fashion, but the Divine Beast become visible for miles around. Next is the fact that the items and enemies scale in proportion to how far the player is in the game. These both give the game a much needed sense of progression. That said, I wouldn’t say either is anything mind blowing. Because the effects of the Divine Beasts are almost entirely localized, finishing a dungeon only really effects the region it’s found in. It would be far more interesting to see characters start to wander around more and more as Link made Hyrule safer to travel. For instance, wouldn’t it be cool if a Rito merchant showed up in Hateno Village after finishing the Rito dungeon? If they threw in a line about him feeling more at ease traveling now that the Divine Beast was no longer rampaging, it would go a long way toward giving the player a sense that his actions actually matter.

A great example of what I’m talking about would be the Yiga Assassins. At one point in the Divine Beast quests, the player has to infiltrate the Yiga H.Q. Not only is this section a great set-piece on its own merits, but it triggers a change in the Yiga’s behavior. After defeating their master, Kohga (one of the best characters and certainly the best boss in the game), the Yiga assassins go from passively waiting for Link to stumble into ambushes to actively hunting him down in an attempt to get revenge. While I’m sure many players found the constant random ninja attacks annoying, the fact that a specific action I took had a logical effect on the way a certain class of foe behaved absolutely delighted me!

I miss him too... :'(
No wonder the Yiga want to avenge him: this guy was awesome.

A Game of Little Moments

To Breath of the Wild‘s credit, it does a much better job of creating and maintaining a healthy interest curve on a more granular level. Individual quests, shrines, and subplots are well structured when viewed on their own, leading me to my conclusion that Breath of the Wild is a game of little moments. Despite the grandeur advertised, the game’s best moments come in small packages: the little references, the ways it rewards out of the box thinking, the clever quest design, surprisingly mature writing, etc.

That said, it still fails to feel like it grows or evolves. From my experience, this is actually a pretty common issue with open-world games. While the individual components work well, they don’t come together in a cohesive fashion. That said, compared to the other (admittedly few) open-world games I’ve played, Breath of the Wild really is a cut above the rest. I don’t mean to convince anyone that this game isn’t good. Heck, I’ll say it just to be clear: go play it if you haven’t already. It’s worth your time. But I fear all of the critical praise and 10/10’s may gloss over the obvious (to me, at least) issues that need to be addressed in future games. As I see it, the series is standing on a precipice: from here it can either take off soaring or tumble into another rut.

Heads-Up: Two Button Crew Edition!

Slightly self-indulgent? Never!


#593 – Buckle up and prepare for some inside jokes! Today we’re playing Heads-Up: Two Button Crew Edition in the app’s Create Your Own Deck mode. Simeon and Scott challenge each other to recall words from Nintendo and TBC lexicons. Can they reach each other’s minds? And more importantly… can you keep up?

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Predicting The Final 3DS Games (Before it Dies)

But what we really want is Face Raiders 2, of course.


#592 – 2011 is the year Nintendo 3DS launched, followed quickly by Wii U. Nintendo’s home console floundered and died while their revolutionary portable thrived, building up an amazing catalog of games and huge install base worldwide. Finally, in 2017, it appears that the system is winding down and coming in for a landing. As such, we started to think about what its final games would be, and we’ve made this list for your viewing pleasure!

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

What’s Gotta Happen with Mario Party?

Maybe Mario party 15 will finally be good at this pace!


#591 – Mario Party is a floundering series. Numerous sequels hit store shelves in regular intervals, and Nintendo has been experimenting lately with its formula, hoping that the next game would be the one to solve the series’ declining popularity. Unfortunately, Nintendo has yet to strike gold since basically Mario Party 3 on the Nintendo 64. Simeon and Scott are here to diagnose the problems and figure out what Mario needs to do in order to get back to partying in earnest!

Footage credit: NintendoMovies | TheRunawayGuys | SullyPwnz | WiiLikeToPlay

“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/