platformer

Game Review: Guacamelee Gold Edition

image source: punkandlizard.com

image source: punkandlizard.com

Brent Hopkins

Guacamelee is a game that has gotten plenty of acclaim across every platform it has been released on (so, all of them, since it has been released on all of them). The game is a typical “Metroidvania” style game where you explore different levels that can’t be completely finished until you get all of the different abilities. The initial release was in 2013, but the definitive version titled  Guacamelee! Super Turbo Championship Edition, came out this past July for the new generation of consoles and Steam. This review covers the stopgap Gold edition of the game, which isn’t missing too much.

First, I will have to admit I have never beaten a Metroid or Castlevania game, so I understand the concept, but I don’t actually have a frame of reference for the Metroidvania style.

Guacamelee looks really nice. The characters are bright and colorful and the environments match perfectly. The feeling I got while playing was a movie or Looney Tunes depiction of a Mexican village, which completely sucks the player in. The game follows a luchador named Juan who has to stop the villain, Calaca, from merging the land of the living and the land of the dead by saving his childhood love. This is not a story that will change the way you see games, but it is sufficient.

The whole game looks like this.

The gameplay is simple, but equally solid. The combat is your basic beat-em-up-and-dodge but when the game begins spawning multiple enemies that have special shields that require you to use certain attacks to break, battles can get extremely hectic. There is also a combo system which requires you to chain attacks without getting hit or taking lengthy breaks between attacks. The higher your chain, the more money you make. The money can be used to upgrade your character in basic ways like health and power but also you can unlock costumes. Each costume has its pros and cons and can be switched out at any save point. This is a cool little addition but some costumes make combat a complete joke on Normal difficulty.

The other gameplay aspect is the platforming. This is where the game gets hard. Juan can switch between the land of the living and the dead at the press of a button and the game often requires you to do this and use abilities to clear rooms. This can be tricky — but never unfair — so I commend Drinkbox Studios for doing platforming right.

The game is a solid 15-hour game if you do everything. Rushing through the game, you can easily complete it in four or five hours, which is a bit disappointing for a $14.99 game, but that would be a disservice to yourself to play it that way.

This game lived up to the hype and I highly recommend picking it up, if this is your type of game.

Brent Hopkins considers himself jack-o-all-trades and a great listener. Chat with him about his articles or anything in general at brentahopkins@gmail.com.

Video Games as Literature: Thomas Was Alone and Sentient AI

image source: wiki

image source: wiki

Brent Hopkins

Thomas Was Alone is an indie game developed by Mike Bithell that was originally a simple flash game, but was then expanded upon to become a full release for major platforms. I had the pleasure to play this game through Steam after picking it up on sale for something like 30 cents.

The game itself is a simple platformer that asks you to take basic four-sided shapes and help them reach their portals located somewhere in the stage. This is simple enough, and the learning curve may be the best one I have seen in a puzzle platformer. I never felt the game was too easy and, on the other end of the spectrum, I never had to resort to looking at a guide to solve an unfairly complex puzzle. This all benefits the game overall since this allows a lot of focus on the story of Thomas Was Alone.

The narrative of Thomas Was Alone is by far its strong suit. Bithell manages to use the 100 levels of the main game to bestow personality onto the most basic shapes you can have. This is done through narration that either occurs at the beginning of a level or at certain trigger points in a level. The narrator is perfect at  giving each shape a special flair when they are talking  and I must admit it doesn’t hurt that it is a pleasant British one to boot (I feel like semi-snarky, British narrators are practically a must have for text and dialogue-heavy games).

Thomas is the first shape that you meet and you quickly learn that he and his other cohorts are artificial intelligences that have become sentient. Their goal is to acquire knowledge and escape the system, which in terms of the real world would mean floating around freely in the internet. This is a pretty interesting story for a rather short game (I beat it in 4.6 hours, according to Steam) but there are some flaws. The most obvious issue with the narrative is that nothing is really fleshed out. You have a team of shapes and they are very clearly unique: one can float in water, one can double-jump, and Thomas is the “Mario” of the team as the all-around shape. The personalities portrayed also help flesh out the characters, as each is a relative extreme. I found myself thinking “Orange Square is a dick but his relationship with Long Rectangle is endearing, so let’s make sure they help each other a lot.” This is a complete success in storytelling and I am happy that I found myself making these little mental decisions in much the same way I did in the game Journey.

The design decision to go level by level with snippets of the story means that the end has to come by chapter 100. This is a platformer though, so it is obvious that you can’t have the player sitting and waiting for the narrator to shut up to finish a level. I think Bithell hit a relatively sweet spot in Thomas Was Alone, but I was definitely left wanting just a bit more story by the end.

Another issue with the story is that at times it completely interrupts the gameplay, or vice versa. I found myself on more than one occasion going through a level too quickly when the narrator was far from done, so it turned into an audio novel as opposed to a game. The same thing happened when I was expecting more narration in a level and it wrapped up really quickly. It could be argued that this wanting of more storyline is a success, but it truly just felt disjointed and too noticeable.

Thomas Was Alone takes the bare minimum in terms of graphics and gameplay and gives some heart and soul to it. Each character has their strengths and weaknesses, but together they accomplish something far greater than all of their parts. The growing of the AI characters throughout reminded me of the film Her, where I could imagine this being the prequel of sorts to the story of the AI represented in that film. In both, the AI are never portrayed as malicious, but instead as beings with the ability to absorb and attain knowledge at a rate that far exceeds that of humans. This vast knowledge doesn’t lead to a Terminator type insurrection from appliances but instead shows that AI quickly pass the human emotions phase. Skip the murder everything phase and get right to wanting to be seen as equal “beings.”

I kind of like this new approach to AI that Hollywood and the gaming industry have begun to take, because it really opens up a lot of interesting thoughts about what could happen if computers grew feelings. The 80s and 90s automatically figured that nothing good could possibly come from it, but these days, as computers become as much a part of life as breathing, it is nice to see that there are more options for narratives to take than that of The Matrix and its ilk.

Thomas Was Alone is a good game, not great by any means, but well worth the price and time that it asks you to invest.

Brent Hopkins considers himself jack-o-all-trades and a great listener. Chat with him about his articles or anything in general at brentahopkins@gmail.com.