Foreword
If we had no winter, the spring would not be so pleasant: if we did not sometimes taste of adversity, prosperity would not be so welcome.
~ Anne Bradstreet
On the short side this one, but I got some reviews this time around so it feels legit. No Quizzical seeing as I don't want to spam it on the regular and I put off some non-video games stuff I didn't feel was quite ready for a review or first look. Maybe in the future? We'll see. Oh, I also get to cheap out with the cover art because INTERNET. Have fun reading.
Also, you can now subscribe to people on BLAEO so you never miss their updates. I know I made good use of it.
Chronicles & Ventures
Considering the merger of what were previously two categories into one, the single most important change this time around is BLUE now signifies PC reviews while GREEN has been assigned to game reviews from other platforms. Be they from consoles, mobile, etc. Also made some changes to Steam covers by actually using, but availability of such beyond bigger titles remains to be seen. I guess it's ironic I'm committing to this in the final update of the year so I'll have to give it some time to stretch legs in and see how it pans out, though. As usual my tl;dr summaries are at the bottom if you don't feel like reading the good old wall of text.
If you can't find Call of Chtulhu anymore on my account that's because the game was revoked during the whole Humble Bundle pricing shenanigans fallout. I was never more thankful for Steam's offline mode. Humble Bundle gets a big demerit, though. Honor your price mistakes.
Call of Cthulhu
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I have no idea what the hangup in question was, but Call of Cthulhu is one of those games where I took a break between finishing it and penning the review. Before I get into reviewing proper I'd like to say I really liked the way it used Lovecraft's writing as a whole and goes beyond widespread stuff you are likely to be familiar with if you know the author by reputation alone. I just wanted to point out upfront there's plenty of little stuff Lovecraft aficionados will notice even if it is in distilled form for the most part.
So what do we have on our hands? Is it another Dark Corners of the Earth? Surprisingly enough that comparison strikes closer to home than you'd expect in some aspects, but we'll get around to it.
We step into the shoes of Edward Pierce, a war veteran turned private detective during the 1920s and one who may have drinking problems. Or not, depending on how you play it throughout the game. Other pressing matter is his PI license might get revoked if he doesn't get off his ass and actually starts taking cases. This just happens to coincide with Hawkins senior coming with an offer – solve his daughter's death on an island called Darkwater not too far away from Boston and small enough to be remain quite isolated. Being pressed into it more by an earlier call about the license Pierce accepts and he's off to adventure. All of this really the first ten minutes or so summarized, though. As you can imagine things take a turn and matter escalates into considerably more than “Was my daughter's death a case of foul play?” it initially appears to be. Let's just say that Darkwater Island for sure lives up to its name and I'm not talking about waters running red from the now dead whaling industry which put the screws on the locals as they conveniently found an alternative. Really, if you manage to not see it from a mile away it's a fairly entertaining story if not engaging.
Characters themselves were more of a mixed bag for me, though. If I had to put a phrase to it I'd probably say very few stuck with me. This was not helped by the fact the more interesting character was or had a cool premise the less we see of them. For example, Cat. She comes off as a highly competent gang boss who can potentially give Edward a whooping, but is absent for 80% of the game and when we eventually get back to her she's used to introduce a mechanic I couldn't care less for. Someone like that at least got a resolution, but even characters who are genuinely sympathetic or who's goals align with the protagonist's tend to float in and out of the story leading to a very disjointed flow. I think the problem is the same one that applies to the story above – it feels as if like large swathes of the narrative were cut or extremely simplified to get the basic gist of the plot across. Considering the kind of property we're working with here, and scale of things as story advances, you can imagine most of these characters do not have a happy ending. Or possibly even worse it may feel as if the game had forgotten about their existence past a certain point.
Kicker of the review is that the above, as conflicted as my feelings were about narrative elements at times, would arguably have to be the highlight. It's an immersive game if you soak it all in and marvel at the green rot that comes through its every pore. Games don't live on story alone, though. “Walking simulator” is a derogatory descriptor many apply, but is that truly the case for Call of Chtulhu? Gameplay and things thereof to follow...
Considering you actually get to, you know, do things beyond just walking and inspecting items to no impact or significance you'll be glad to hear that Call of Cthulhu is, in fact, not a walking simulator. Regardless, game is still rooted in shallow adventure mold where gameplay is stripped down to basics while puzzles themselves are not at all engaging. That's what we popularly like to call “casting a wide net” aka hoping you'll catch multiple audiences at the same time with just enough basics. If not to keep them throughout at least past that initial hour or so. You should also keep in mind this is a first-person only game so if some swaying and dramatic setpieces shaking the camera have detrimental effects this might be a tough sell.
I like to imagine Edward is mocking her for playing on easy mode in Cthulhu.
You'd be surprised to find out which skill is least used. Or not if you're familiar with Call of Cthulhu RPG proper.
Call of Chtulhu has the added benefit of RPG elements on top of it.. which is something that has become ubiquitous in modern gaming in a way it no longer raises eyebrows in curiosity. In game terms this translates to Pierce having couple of skills which you can raise with points you get as game advances. Not a leveling up system per se, but still one in all but name. Skills are separate matter unto themselves. At times there are hard checks (can't really expect to overcome a groundskeeper without decent Strength, for example) and unlockable dialog options depending on how high your skills are, but there are two skills that cannot be raised normally past character creation and in order to advance them you have to track down fitting items – Occultism and Medicine. Throughout the game you'll have some HAX opportunities to raise your Occultism at the expense of sanity, but even having located a truckload of medical books I was surprised to not have increased my Medicine significantly. I saved the worst/best of the bunch for last though, and that would Spot Hidden skill. Why the conflicted impression? On one hand you have a game that actually makes use of what's typically a filler skill everyone avoids, but on the other it's also a skill that triggers on percentage chance. Now, all skills operate like that but failing to pick a lock or convince someone you are on their side is different from items plain NOT SPAWNING depending on your Spot Hidden ranking. Even early on this can lead to awkward situations where, for example, to open a sewer grate and create an alternate passage to a warehouse you need three pieces of equipment to fix the crane. Two you can find normally, but the last one spawns if your said skill is high enough. Provided it isn't you're left wondering where you went wrong or is it yet another case of game bugging out. Add inability to save manually into the mix with percentage-based successes and you have a recipe for frustration provided you're not game for some RNG.
Dialog itself is one of the systems I'll praise because it does have options that depend not only on your skills, but also on clues and information you've gathered as Edward did by locating snippets here and there or by reconstructing scenes. Why he can do this? Well, you could argue it's because of story reasons but when you see another unrelated character pull it off it loses all the mystery. It's basically Sherlock mode where you examine clues and Pierce narrates. Surprisingly I have a feeling this was done more for player's gratification and understanding in some cases because the game doesn't really bring it up when it really should. If you're used to RPG dialog where choices and consequences are actually worth their salt that's not really the case with Call of Cthulhu. Dialog and entire presentation is really geared towards pushing you down a set path with couple of forks that come into play later down the road for binary results. You won't lock yourself out of content by pursuing non-optimal choices because the game is already slim as it is so no worries there is what I'm trying to say. You will still benefit from maxing two skills you can probably already figure out.
Those among you who may have played the game for yourself may be wondering right now “No way, is he not going to talk about it?” and you can put your fears to rest. It's time for stealth talk. Video games devs? This has not stop. I thought we were past forced stealth sections years ago but that's not really the cause. No, to be perfectly honest I think it's worse – stealth, such as it is, is actually a big part of the game. Keep in mind when I say “stealth” I really also mean “crawling through a pitch black asylum while pursued by a monster and your lamp oil reserves are dwindling down” kind of stuff on top, you know, regular crawling around the asylum and avoiding guards. Stealth is just too basic and you have no tools beyond crouch and pitiful lean function. It will happen multiple times and several people I talked with have bailed on the game at those specific points.
You have been warned. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Go bask in its emerald madness.
Final Thoughts and Rating?
Call of Cthulhu is ultimately a flawed game and one where sum of all parts does not surpass said individual components in what is a rather schizoid composition. Part-time adventure, part-time stealth, but least of all horror and I think not even genuinely immersive visuals which ramp up as game advances past ominous seaside village can necessarily elevate it. It's not a BAD game, though. What is here works and might appeal to someone looking to dabble into adventure games, but it's all so simplified and relies on the strength of the license more than its own merits despite some interesting additions like RPG character development. Which might be precisely what you want. I tend to overlook problems if there's that spark in games, but this time there is no mixed bag – averageness has set in.
NARUTO: Ultimate Ninja STORM
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Let's get some prep-work out of the way first before I delve into reviewing – over the course of this summer I sat through Naruto Kai and caught up so I would be informed about the material I previously knew nothing about beyond “ninja in orange suit” thing. Well, considering the way game dishes out story I'd say that was a pretty prudent decision in hindsight. This comes at odds with my overall ignorance regarding fighting games considering my last foray into the genre was... Tekken 3, I think? Turns out neither of these are really much of a handicap with Ultimate Ninja Storm.
Let's dig in, bakayaro konoyaro.
And now I realize I have to explain Naruto to people. Well, basically it's a society where you have countries but real deciding factor are their Hidden Villages aka villages where ninjas train. All of that is grand scheme background stuff that doesn't really matter for this game past the fact ninja from other villages gather at Hidden Leaf for a sort of student promotion tournament-style event at one point and shenanigans start from there. Before we get to that point we follow the story of Naruto Uzumaki, wannabe badass ninja and future Hokage aka leader of the village who has to persevere through tough life of being an orphan from toddler days and largely ostracized by other villagers because of a dark secret he's not privy to yet – Nine-Tailed Fox beast that destroyed the village when he was young is actually sealed inside of him. Add to that the fact Naruto is a pretty bad ninja and he has a tough life ahead of him. That is, until certain things are put into motion. If you've seen your fair share of anime you can kinda guess where these things go on from here with forging friendships, enduring rivals, secret villains working in the background, ever increasing cast of characters that will be tossed aside eventually, upping the scales of combat, etc.
While we're still on the subject of story I think that's one big aspect Naruto: Ultimate Ninja STORM actually has a problem with – you get really the barest of barebone cliff notes possible. I have no idea how someone is supposed to get anything past the general gist of things from this unless you already have some experience with Naruto. Which is weird because game also clearly shows inclinations towards making original content in the form of side missions with their own snippets of story and character development. I think the problem is more along the lines of coherency and budget allocation than lack of will on developers' end, though. There are also examples where pre and post mission flavor text will tell you the opposite of what happens during the mission itself aka “character X got defeated regardless” because that's what happened in the story... while you just played through the fight as character X and won. That's something I could've used less of. In case you're looking to find out which part of the source material this game covers it's Part I. Shippuden is not included.
Structure is something that warrants couple of lines of explanation as well. Game runs on having a large hub area, Hidden Leaf Village in this case, where you can faff around for a while until you discover it's pretty damn empty. You get some shops and save points alongside NPCs to talk to here-and-there, but seemingly nothing else. That's only the case until you get a grasp on how missions work because they're apart from the main hub and you have to select them from a menu where they're separated into rank tiers ranging from D to S + main tab for the campaign which has point requirements you need finished side missions to accrue. Finish a mission, get your reward in the form of currency and items, progress! Completing missions also spawns stuff like collectible scrolls, ingredients and secret move scrolls in the hub which you collect. Thing is, this happens after almost every mission AND they always pop up in the same half dozen locations.
Let's just say I got tired of jumping around like a money to collect scrolls and moving around blocks/barrels to get to chests or bags after an hour. Fortunately game varies this up somewhat when you unlock Rasengan move and can bust down doors or spin around on wires to get scrolls faster, but that comes way too late in the game for my taste. You'll know Hidden Leaf Village by heart before the story's over.
Boss monster battles are sadly something game rarely brings out. Expect QTEs and clumsily hitting a house-sized opponent.
Given the source material it covers a lot of the flashy stuff is absent. Once in a while you get to go all out with finishers, though.
Now, gameplay is really the meat and potatoes of the game as far as I'm concerned and it's one element I find myself at poor footing in this case considering it's a fighting game. Fortunately for me, Ultimate Ninja STORM also happens to be a pretty casual one at it so you'll be spared reading my fumbling over technical terms and such. I should first point out game runs on three pillars: platforming and collecting stuff in the hub area, fighting in arenas and some mini-games on the side. While couple of mini-games like jumping up tree branches, playing hide and seek with locals kids, etc are amusing distractions (except hide and seek, and whoever approved that needs to never again approve anything) it's the fighting part that's the real attraction of the show. You'll be doing it for about 80% of the game. Is that bad? Well, no. This really is a fighting game at heart but one bent more on spectacle and playing as your favorite characters versus pixel accurate zoning or some such. Not to say there isn't technicality to different types of characters, but I simply found that one of these two approaches will get you through the game just fine: A) gather Chakra and close distance to pummel enemies to death or B) gather Chakra and spam Ultimate Jutsu until it connects. Games gives you various tools like items and support characters that can not only be used as attacks on cooldown, but also be your safety net that can literally catch you if enemies launches you with their attacks. Iffy substitution dodge made me weary of actually trading blows with enemies, though. Freeform arena with camera doing some heavy lifting to keep the action framed yet cinematic took me some time to get adjusted to but once I did it was alright. None of that “my character is too far to see what he's doing” from my experience.
At some point I realized I was overthinking it and simply went with the flow instead. Not all characters are created equal and my favorite (Rock Lee, man. Rock Lee!) is sadly not featured enough in the story, but I'm convinced you'll to find characters interesting enough to play with considering they run the gamut of your melee-focused, range-centric, Chakra-heavy, etc. You should keep in mind I'm talking about the story mode where you slowly unlock stuff until you have a full deck of cards towards the end. Game also has a traditional versus mode... and that's it. Only two modes are included which might be a deal breaker for some of you alongside the fact there is no online multiplayer so you better have a local buddy.
Time to have to decide whether to go back and complete all the missions I have left, including dreaded hide-and-seek, get enough money to unlock extras and go for the true ending. Or not, because you get constant familiar loops over and over again with surprises running out early on.
Final Thoughts and Rating?
Alright fighting game clearly geared more towards existing fans of Naruto and casual audience over your usual fighting game crowd who could probably dissect it in far greater detail on merits as a fighting title than I could ever hope to. Presentation-wise it shows age in 2018, but cinematic values in stuff like Ultimate Jutsu moves demonstrate attempt was certainly made to emulate and re-create scenes from the show. Story mode could have used more focus and perhaps some of that production budget should have went there instead to tell a coherent story beyond crawling text and talking heads. Decent value in collectibles fans will appreciate if they can get past grinding money to unlock them, though.
Tail Concerto
戌
You know, I don't really wake up one day and think to myself “kinda want to play a game that's turning 20 this year!” and yet these things happen. Lost Concerto somehow found its way to my list of games to play. Possibly because it got recommended on similarities to a certain other game at one point? Well, I'll get around it but don't expect my usual excessive review with this one.
Following the abrupt morning call which cuts his vacation short our protagonist Waffle is called back on duty as policeman seeing that Black Cats Gang is running wild in local town. Well, “policeman” in this setting means you get to drive a cool ass Police Robo, a one-seater mech with surprisingly nonexistent defenses because the driver is pretty exposed. Another interesting cosmetic choice is usage of continuous tank tracks for arms which presumably allows the Robo greater increase in control freedom. Also worth noting is “town” stands for a floating island in the Kingdom of Prairie where game is set and populated by Dog-People as well as Cat-People. As you can suspect something is afoot and it doesn't take long before Waffle runs into one of the leaders of the Black Cats Gang and recognizes her as Alicia, cute cat girl he seemingly gave a pendant to when they were kids in a flashback cutscene.
What could it all mean? What deeper mystery is afoot? Well, surprisingly quite a bit in the story department, but it's all filtered through a game clearly aimed at kids that never goes beyond that even with underlying stuff that's clearly laid down. For example, I was surprised that racial animosity seems to be behind events, but more than that it's character archetypes that drive the story. You've seen it all – dutiful, straight face protagonist who has to contend with eccentric support cast, energetic sidekick, aloof love interest two timing as the antagonist, hot-headed rival, etc. It is what it is and I have no complaints in the this department other than game being short seeing as I clocked in barely four hours to finish. This is not necessarily a horrendous thing it would appear to be in modern times, though. Game doesn't waste time nor does it pad its run time.
While I'm on the positives still I should probably mention the most apparent one and that's the games production value at a first glance. Those low-poly graphics have aged pretty decently if you squint hard enough because while they lack the distinct cell-shading art style a certain blue bomber game employs they're still put to good use and everything clicks together marvelously. Another major point is the fact game has voice acting for all major scenes and that's most of the game seeing as there's little side stuff beyond collecting pieces of photographs.
Said illusion falls apart somewhat when you actually play Tail Concerto and see the framerate vary wildly, but I'll get into that stuff soon. As in now.
It doesn't take long to start sympathizing with Waffle and all the shenanigans he has to deal with from seemingly everyone else.
Let's just say you'll be seeing a lot of the same robot bosses with more and more gadgets bolted onto them. And helping couple of mechanics along the way.
Now, I don't really have any game breaking bugs or design issues with Tail Concerto, but there are definitely two aspects of the game that somewhat drag it down. First more than the other.
Firstly – it's a really simple game. Yeah, I get it because it's aimed at kids, but I'm referring more to the fact it had more to do with struggling with some systems like early 3D camera. Even beyond that and drawing actual comparisons to Mega Man Legends is the fact nothing really changes from the beginning to the end. You'll rely on your trusty swipes and bubble gun to occasionally capture rogue kittens and deal with bosses in highly charming action adventure ways as camera moves around because analog stick was a novelty, but that's it. There's no progression involved and game only gives you a jetpack for level which is probably for better considering how it controls. Which brings me to...
Platforming and controls. Sweet Jesus. Can you believe this brought the game down from a good score for me? It's all fun and games until the you're about three quarters into the journey when it seemingly piles on. Maybe it's the same boss over and over again fatigue kicking in with smaller arenas where camera has to find the right angle, but I got a bad feeling when you had Waffle jumping between pipes and doing a timed platforming escape from a collapsing evil secret base that's only made worse by the fact very long winded and lose controls are not built for this even if you disregard early 3D games not knowing how to handle such things at first. Last section of the game has it the absolute worst with moving platforms, inability to judge jumps due to having no direct camera control, etc. I lost more lives aka Whistles during these two levels than I did in the entire game up to that point and it was pretty rough crashing down from smooth and almost too easy of an experience.
Final Thoughts and Rating?
More than anything Tail Concerto comes off as as a product of its time, albeit one well hidden beneath heaps of charm it handles extremely comfortably and genuinely makes itself likable on the presentation front. If you're not familiar with or accustomed to those early 3D controls they may be incredibly off-putting and take a while to at least work with. Beyond that game is a very concise and kid friendly package airing a bit too much on the short side. I was surprised by how often I found myself grinning when story hit certain beats you could see from a far and found myself cheering for the confused pair. Formulaic formula seemingly comes with the territory here and I have a suspicion some of the story beats were cut considering scenes advance a bit too fast at certain points, but it's still all very approachable if not memorable. Archaic controls caveat emptor stands absolute.
Epilogue
The way it tends to go every year this one has also run its course. 2018's end is almost upon us and what a run it's been. Hectic job schedule and even more responsibility has left me with barely any time to actually play games or read books in the second half of the year. Which makes it even stranger when circumstances conspire in order to allow me to binge on a game in just two-three days.
In any case it's one more year I've survived on BLAEO. Shame some people aren't active on the site any longer, but there's been a ton of new faces who joined so you might say it balances itself out. My output had dropped significantly to less than half of what I put out last year yet hope remains things will change for the better.
Best wishes for 2019!
Also, you can now subscribe to people on BLAEO so you never miss their updates. I know I made good use of it.
This made checking the feed very tolerable during my rare visits to my profile to update gaming progress.
Thanks for a detailed review on Call of Cthulhu. Lost the already little interest I had in it.
I mean, it’s not a BAD game. It just felt like a decidedly modern game. The kind that wanted to do a particular genre blend, but considering Cyanide I can only assume budget got tight, expectations to handle the license loomed over them and ultimately you also had to sell the game to the mainstream as well. Result is essentially an adventure horror game that’s weak in both departments with a sprinkling of RPG and stealth that you can just barely taste.
I feel like committing to one or two aspects in a major way would’ve been the way to go.
Another great post! I’ll be back later to read the Call of Cthulhu review as I’m currently playing it and don’t wanna get spoiled, but sorry your key got revoked.
Best wishes for 2019 and I hope you have a great holiday season.
Absolutely. I’m looking forward to your own take on. :D
Same right back at you.
Sooooo I’m back. And done. And I lost my sanity, but at least Cthulhu is still asleep.
I think I enjoyed the experience more than you did, mainly because I didn’t go in expecting neither a stealth game nor an adventure horror game, but a detective adventure adapting a pen & paper game, with a good lovecraftian universe. Don’t get me wrong, the game has some flaws, i’m never gonna deny this. At time it even felt a bit outdated compared to most games nowadays (particularly the impossibility to redo a lock skill check once you failed it), but I actually didn’t mind that must. My major satisfaction point is that there is no game I can remember that did Lovecraft so well.
I also think people often forget this is not an AAA (I’m not talking about you, just friends who didn’t like because “but it looks like a game from 10 years ago”), and I doubt they had an AAA budget for that. I felt that people were expecting something of the quality of the artworks they showed previous to the game release (like the ones in the menu). Character models still look better than in Skyrim, JUST SAYING. ;)
I guess I’ll have to revisit the game at some point to see the alternative endings and all the stuff I’ve missed.
BTW, regarding medecine I’m not sure how but I almost maxed medecine and I know for sure I’ve missed some books in at least one chapter (I interacted too fast with a certain puzzle and it forced me to advance in the story).
Was it the counter ritual ending? I love how it comes out of nowhere, like “JUST DO IT, DRAKE”. :D
I think that was really my problem with the game - it’s just a melting pot of things that should work together better had they all been expanded just a bit further. Game definitely blew me away visually with its last level, though. I seriously stopped and stood amazed there. Regarding medicine my skill bugged out for sure. I remember reading at least five or six books that did nothing for me when they should have given me the boost. Oh well.
What was your worst part?
Yes it was. I kinda thought it came out of the conversation with him in the mansion where you find the protective amulet and talk about a way to banish them back, but it got me confused by the after credit complementary scene, even tho that fits perfectly with Lovecraft universe. Also, it was my only option except to invoke Cthulhu, which i didn’t wanna do. I couldn’t access the 2 other endings.
Sadly, I don’t think they had more budget to expand further, even a bit. I really loved all the visuals and the references to the mythos in general, not just Call of Cthulhu.
If you mean my least favourite part but from a personnal POV it was the shambler’s scene in the gallery. Just because i don’t like horror games that are too scary. If you mean on a technical game mechanics pov, then when i unlocked the globe puzzle in the manor’s office, i wish i could still have looked around in the room because there was a lot to inspect there but i stupidly clicked on the globe first. I don’t like to be forced to go forward.
I meant the way it was executed. You’d expect some kind of buildup to it, but you two just pull it off like you should. I wonder if that ending actually locked behind talking about it first. And yeah, going crazy is a proper CoC ending. Either that or a meat grinder. :D
Man, the Shambler. That part was annoying because while you can actually inspect daggers beforehand, and it’s obvious something will go down because the entire exhibition is set up like a boss arena, there are multiple that look similar so that put me off. And stealth is on the wonky side. I love how you cannot hide in the closet forever and the Shambler will just pull you out if he was near when you hid. Second encounter when you have to work with Drake and banish the Shambler was better in my opinion because you had to learn to navigate the level.
Yeah I was actually thinking I wouldn’t be offered the counter ritual option because I only had the talk about it during the mansion scene but then it wasn’t mentioned again and Sarah turned out to be against us. I liked the ending, it’s supposed to be the “good” ending (or at least i assume so) and it’s still fucked up. I’d be really disappointed in the game if there was a “happily ever after” ending to a CoC game. That made me wanna rewatch In the mouth of madness.
For the shambler i guess I was lucky that I spotted the correct dagger before knowing what would happen or touching the painting. I can’t imagine having to find the correct one while the shambler is trying to murder your guts. I actually liked the second shambler confrontation because it was less stressing to me, so I strongly agree with you.
Oh hey, Tail Concerto. That’s one of the hundreds of games I should probably get around to playing at some point. Didn’t expect it to show up here. I do have a couple questions:
1) You say the controls are “archaic,” but don’t go into any detail as to how they are archaic. Is it tank controls, or is it something else?
2) I also have a question with the way you worded this particular statement:
nothing really changes from the beginning to the end. You’ll rely on your trusty swipes and bubble gun…but that’s it. There’s no progression involved and [the] game only gives you a jetpack for [one] level
The way you worded it, it just makes it seem like the game didn’t keep introducing gimmicks like Celeste or Iconoclasts did. In my opinion, a game doesn’t need to do that to be fun, and I would actually prefer if a game could use level design alone to increase difficulty without having to keep introducing new things throughout the game (which is why I like Sutte Hakkun so much). You know, the “easy to learn, hard to master” kinda games. In other words, my question is “Is your issue really one of gimmick variety, or does the difficulty actually stagnate throughout the game until that timed platforming escape?”
3) Do you plan on playing its sequel?
You see, that’s what happens when I don’t revise my reviews. :D
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Surprisingly, no. I can only explain controls in a sense that they’re a relic of their early 3D time. They’re functional, but very loose when it comes to steering/jump control and if I had to say probably far more suited for bigger arenas versus more corridor-based locales and, god forbid, accurate platforming game pulls on you later. It does give you some leeway the way Waffle will grab onto the ledge and momentary “float” if you flap his robot arms when falling but that honestly rarely came into play.
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True. You say gimmicks, I say variety, though. In my opinion it’s not really a case of increasing difficulty occurring naturally because game really is a cakewalk for 85% and then it’s just clumsy mechanical side that gets in the way. I think the toolset was just ill suited for the kind of challenge they decided to put on the player in the later section. I’m not gonna channel modern journalists and say it suddenly turns into “Dark Souls of platforming”, but you definitely run into a cliff that’s largely a challenge derived from fighting camera angles, performance slowdown and such.
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I plan to someday. Despite keeping it simple I rather liked the setting with the whole blasted world, people living on sky islands, the Iron Giant myth, etc. Lost Concerto simply gives you a very brief snippet into it.
Very nice reviews, both in content and appearance. :) Lovely setup. Best of luck in 2019, hope whatever books/games you can squeeze in are enjoyable!
Tail Concerto looked quite endearing for its age, shame about the sudden difficulty spike - particularly when it’s due to camera/factors out of your control. I’d say I’m pretty masochistic but patient when it comes to platformers and pushing thru my own incompetence..can often surprise myself at completing difficult games. But there’s nothing that will burst my bubble of enjoyment towards a platformer and lose all patience, than when I feel like I’m failing due to the game ON TOP of my own (lack of) skill. haha It’s just too much fighting against and becomes a relief to beat, crossing fingers that the stars align. I glanced at a playthrough on youtube and the first thing I noticed was the sound made whenever you walk. It’s like a bird is constantly cheeping at you, think he needs a bit of oiling up. :P
Happy holidays!
Thanks, I appreciate it. :D
I think a lot of it just comes with the territory when you consider the game’s age. Things weren’t exactly figured out yet and I just think no horizontal camera control really hurts it. Combined it with slowdowns you get during the very last platforming section and it’s maddening.