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Mar 21st, 2024 at 13:13:56 - Flower (PS4) |
Played this after Journey, knowing that it was the same studio’s former game. I see the DNA in the aesthetics. It’s visually striking, with an emphasis on the musical score, which harmonizes as the player guides their flower petals through other flowers in the levels. Basically, you control flower petals, first a single petal in each level, and then a “swarm” of them by the end of each level.
Early levels are really peaceful and serene. You’re floating through grasslands, intrigued by the beauty of the surroundings and the fact that you’re bringing life and color. At the end of one early level, you “enliven” a big old tree, which grows and blooms. It’s all very majestic. The first half was the best.
Later levels change the tone significantly, as you float through areas that are like cold, dead, electrical grids or something. There are lots of power lines and electrical towers. It’s all very grey and drab. Gone is the color of the first half of the game. Touching towers can shock you, so you have to slow down and navigate between the metal to touch the flowers beneath them. Navigating the petals could be tedious, like when you miss a flower and keep circling around trying to get it, or in this later level when you’re trying to slowly creep through electrical towers. I was often unclear as to the “hit boxes,” for lack of a better word, of my petals and the other objects, which is why I’d miss flowers I thought I touched, or get shocked when I thought I’d avoided a tower.
Anyway, the last level is like a triumphant return of nature to the gray city-scape, smashing through the electrical towers now. Take that, cities! Take this, industry! Eat dirt, electricity! Flowers rule! I did enjoy the revenge of destroying electrical towers. Interesting game for sure, and haven’t played anything quite like it, but the experience itself wasn’t as captivating as Journey’s was.
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Mar 21st, 2024 at 12:57:31 - Journey (PS4) |
I definitely think waiting like 12 years to play Journey made it less special than it would have been before I'd played other games that Journey reminded me of, like Abzu, Gris, or Playdead’s games. I mean, since then, there have been plenty of artistic, emotional, beautiful indies. It ticked all those boxes: artistic, great score, great visual style, emotional, some light platforming or puzzling, etc. But the thing Journey does have that the others don’t is the cooperative element. I’m surprised that no game I’ve encountered has ripped that off. Surely, there is a janky game out there somewhere called “Voyage” or “Trip.”
I was playing Journey, and I knew that I was supposed to have a partner, and after 10 minutes, there someone was! I couldn’t speak to them in any way, but it was cool how we ended up communicating and playing with the sounds we could make. When you make the chime sound, your partner’s scarf “fills up” and they can jump longer distances. So, there’s a practical element to staying with your partner and chiming: you both will be able to move farther and faster. At some point, I tried to see if my partner would recognize chime patterns, and lo and behold, they immediately did, and mimicked them! Chime chime chime…chime chime chime. Chimechime chimechime chiiiiiiime…chimechime chimechime chiiiiime. That was cool. But at some point, my partner disappeared! Then they came back. Then I realized at the end of the game, when it tells you who your partner was, that I had two different partners!
I’m not sure I felt a strong emotional connection or anything to my partner, but I did like knowing that there was someone else on the other side of the screen and that we were weathering the storm (see: snow level) together. My partner did have a tendency to get killed by the big bird enemy (well, one of my partners) and to take the long way around to get to places. I’ll assume that I had one fun partner (chime chime!) and one less good partner who got attacked and turned around a lot.
Anyway, definitely a cool experience, and I’ll file it away in the “classics” bin.
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Mar 11th, 2024 at 09:09:55 - Pyre (PC) |
A Supergiant Games game! I loved Bastion and Transistor, and knew that this one was a bit different, some sort of RPG-sports hybrid. I have been looking forward to playing it, with dreams of Blitzball. It’s a tougher recommendation than the first two, though. And whatever preconceived notions I had about playing RPG basketball were a bit misplaced. I think that first and foremost, this is a visual novel, with some RPG, sports, and MOBA elements. As a visual novel, the focus is on character development and storytelling, and I think that if you approach it like this, then you will enjoy it more. As per other Supergiant Games games, the narrative, the worldbuilding, the characters, all that is quite good. You will spend more time reading, especially if you read the (100 or so?) entries in the Book of Rites, than doing anything else.
You’ll recognize similar themes as in Bastion and Transistor: a disembodied voice (here, not so much a narrator, but actually a titular Voice) whose origin is later revealed; characters who are trapped in one way or another (here physically in the Downside and by reputation and past deeds); and an end-of-the-world scenario (or a major change or remaking of the world). Despite the shift in genre, some of the RPG stuff is still there (combat, leveling up, some equipment, some skill trees), and so is the modifiable difficulty of Bastion and Transistor, this time in the form of constellations, members of a pantheon that you can toggle on/off to make the Rites (the MOBA/basketball sport) harder on yourself.
The Rites is the sports part. You and others cast into the Downside must compete in the Rites to earn your freedom and return to the Commonwealth. The Rites are divinely inspired and ritualistic, serious business. Most of the characters (especially those on the opponents’ teams) very much want their freedom, and they all resent the system that would cast people into the Downside. Much of the story is about how the Rites came to be, including about the Eight Scribes who banished the Titans and formed the triumvirates, and on and on, and you can read the extensive mythology.
I am trying to start talking about how the Rites work, but keep veering instead into the narrative surrounding the Rites because that’s the more interesting part! It really is “just” RPG/MOBA basketball. Games are played between two teams of three. Your goal is to put the celestial orb (ball) into the other team’s pyre (basket) and extinguish it (score enough points to win). Each character has attributes that govern movement speed, how quickly they respawn once defeated, how large their “aura” (attack range) is, and how much damage they do to the enemy pyre. They also all have some movement and attack abilities (e.g., sprint, leap; project aura, spawn sapling), and can gain various skills (e.g., more stamina, faster speed, faster respawn, force enemy to drop the ball in flight, etc.). The characters really don’t play all that differently from one another, Rites are over in a matter of minutes, and in my experience, the faster/more mobile the character, the better they are. Fast characters, especially once upgraded with stamina and greater burst speed, can just zip around the field and outmaneuver the slower ones. Sure, their strength isn’t great, so you have to score a few more baskets, but you’ll be doing donuts around the strong, slow characters. The game emphasizes teamwork, but it isn’t all that necessary.
All in all, the story is the star. The sports addition was a miss. It was a weak vehicle for delivering narrative. I would have liked a more fleshed out sports component, with more complexity, longer matches, and so on. I think I could have really gotten into it then.
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Mar 11th, 2024 at 08:21:56 - The Unfinished Swan (PS4) |
I’ve taken an embarrassingly long time to get to this PS3 (!) game (and soon, both Flower and Journey [and I really, really hope I have not waited out the wonder that Journey has sparked for so many players]). Before beginning The Unfinished Swan, I thought it would be something like Beyond Eyes or Chicory: A Colorful Tale, two games that probably derived inspiration from it. I thought that you’d “paint the world” to navigate it, progress the story, solve puzzles, or whatever. And yeah, that was spot on, except instead of painting with a brush, you lob paintballs, which is a more chaotic way to apply color.
Though the game itself is not chaotic! It’s so straightforward and static that my girlfriend asked if it was a children’s game. You go through four chapters, and in each chapter, you do something a little different with the paint. For example, in the first chapter you shoot black paintballs at white space to reveal the level geometry: walls, stairs, doors, and so on. This was interesting, if basic, lobbing paintballs around until you saw stairs or a door or a hallway, walking there, then lobbing more paintballs until you saw the next way forward, and repeat to the exit. In the second chapter, you shoot “water” balls at vines. The vines grow and you can climb them, so this chapter had some light platforming. This was my least favorite chapter by far because it was tedious to direct the vines where you wanted them to go. Hold down the triggers and just wait for the vines to creep…neat to watch them grow, but boring after a few minutes.
The last use of paint was the most interesting, to shoot lights to illuminate dark areas, and to shoot paint at a light orb, following it down a river. (If you attempt to walk in the dark, spiders attack you and a terrible, tinny screeching noise emerges from the controller. It was so jarring that I turned off the sound effects until I figured out the trick with the lights!). Then the very last thing was, for some reason, unrelated to paint. You basically create blocks in the environment, then use them to platform around. This was neat and could have been the basis for some more puzzles, but felt like a level from a different game.
The whole thing is wrapped up in a children’s storybook narrative about a king, his wife (representing the main child character’s mother), and his mismanaged kingdom. Also featuring a giant swan who appears to honk at you and run away, which made me think of Untitled Goose Game. The swan is, as you may have guessed, an unfinished painting. Specifically, its neck is missing, which raises questions about how it can vocalize.
Interesting game for sure, and short enough to not wear out its novelty. Similar mechanics are implemented better and more cohesively in other games, but I can’t knock it for 2012. I did notice a familiar name in the credits, Ben Esposito, who made Donut County (underwhelming) and worked on What Remains of Edith Finch (loved). Looks like this was one of his first.
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