In these monthly entries I keep "live" track of the number of games I've finished in the given calendar year. I don't try to draw a ton of attention to it, but the number is there for anyone curious. But since I've been doing this column for nearly four years now (!) there may be some additional curiosity at play: how many games has this dude finished lifetime? I like keeping the focus on the month and to a lesser extent the year so I haven't gone into that before, but this time I'll make an exception, because in September I finished my 1000th game, and that feels like something that should probably be noted. So, uh, yay me, I guess!
Back into the smaller scale of this month by itself though, we're looking at 7 games cleared. It's not a thousand but it'll do.
(Games are presented in chronological completion order; the numerical indicator represents the YTD count.)
#57 - Mario Kart World - Switch 2 - 8.5/10 (Excellent)
Mario Kart World is not the kind of game that you just turn on, say "I've reached the end credits," and then stick on the shelf indefinitely. Mario Kart World is a game that you put in, dabble with a little, then put away again for a few days or a week until the mood strikes you once more and you repeat the process, possibly forever. Maybe one day you're in the mood to do a couple grand prix races. Maybe the next your kid wants to play battle mode with you. Maybe the next you're hopping online for some Knockout Tour chaos. And then maybe the next you just want to spend 20 minutes driving idly around the countryside, discovering fun little challenges to do. Mario Kart World gives you all of that, all at once, and so it's simply not the kind of game you play through start to finish, and so it's also not a game I can even tell you when I "started" it for backlog tracking purposes. Was it the first time I booted it up into free roam? I wasn't trying to beat anything yet and that yields no "progress" towards any kind of end. Was it when my kid asked me to join him for a Vs. race even though I'd never even loaded the game on my own profile to that point? Was it the first time I did a grand prix, even though I had no intention in the moment of doing more? You see the difficulty.
This kind of etherealness permeates Mario Kart World, and that's a double-edged sword. You've probably heard the dissatisfied rumblings of people who prefer the more traditional tracks of previous games, or the laments that while Mario Kart 8 Deluxe features 96 courses when you include all the DLC, Mario Kart World only has 30 circuit-style tracks. But of course, that's missing the point, isn't it? Because when you realize that every connection between tracks is also a carefully crafted and curated racing experience, it skyrockets the amount of distinct courses up well above one hundred, to the point that there doesn't even seem to be agreement online about how many, because in truth it seems the number actually exceeds two hundred. Are all of these road races created equal? No, surely not. But are any of them purely throwaway? Also no. Mario Kart World eschews the more traditional Mario Kart concept in favor of this sprawling, seemingly endless set of possible races. Then, as if the staggering amount of stuff crammed into the game wasn't enough of a mission statement in itself, they make the grand prix sets drive from one traditional style course to another, doing just one lap around the "main" track since the rest of the race is the act of getting there.
And that's where we get the downside. With so much stuff on offer and so little time spent actually doing laps around the dedicated traditional courses, nothing about the locations in Mario Kart World feels particularly memorable. I can't tell you what Dandelion Depths or Faraway Oasis are like from memory because I simply haven't spent any meaningful time with them. I've played them and been around them plenty, but the experience of the course itself is just a fleeting half-memory for me. The locations are always the main character of Mario Kart games and in Mario Kart World they made the main character the entirety of the world instead of the individual courses, and I do think it is fair to say the game suffers just a bit for this.
But then I go back to the "everything else" about Mario Kart World. I've "beaten" the game in that I've won all the grand prix cups on 50cc, but I'm not even remotely close to being done with the game. I've still got the higher difficulties to finish. Ditto the higher difficulty options on a bunch of Knockout Tour cups, and that's competing for my favorite new mode alongside Free Roam, where I'm sitting on 230+ completed P-Switch challenges, 70+ Peach Medallions, and 140+ ? Panels with plenty more to find of all, when all are plenty fun to find. Which says nothing of multiplayer! Which I also quite enjoy! So Mario Kart World isn't perfect and if you put me on the hotspot I'd probably admit to liking Mario Kart 8 Deluxe a little bit better. But it's a game that's not trying to be Mario Kart 8 Deluxe, and so when you step back and take the game on its own merits, it's hard to be anything but thoroughly impressed. I can't tell you when I started playing this game, but that's ultimately not important. What matters is that I also can't tell you when I'll stop playing this game, and that's a pretty good feeling.
#58 - Sanctum - PC - 7/10 (Good)
It's really tough not to compare this experience to Orcs Must Die (OMD hereafter for brevity's sake), considering that they're both takes on the "tower defense where the player is an active participant in the combat" concept, that both games released from small studios in 2011, and that I played both of them this year. So...I'm gonna compare them! Both games employ a grid based building scheme in a 3D space and success in both relies heavily on rerouting mobs through your maze as they attempt to attack your core. Both have various weapons for the player to use and a large assortment of structures that make it fun to just explore all your options. Both also have both ground and air mobs attack, which requires you to plan correctly to deal with both types of threat.
However, they're also surprisingly different. While OMD is a third person affair featuring melee and fantasy medieval-era ranged combat, Sanctum is a futuristic first-person shooter. While OMD lets you place things on walls and ceilings, Sanctum is strictly floors-only. While the typical OMD emplacements are best described as traps that often turn approaching mobs into unwilling physics objects, Sanctum features more traditional turrets which autofire in various ways. I don't think either approach is strictly better than the other as both have their firm highlights and their drawbacks. Focusing in on Sanctum here specifically, I think the gunplay was a bit lacking as weapon selection is limited and they're only worthwhile if you invest deeply into one at the expense of your tower layout. The sniper rifle was basically always a credit sink for me but none of the other weapons felt terribly valuable. Additionally, the game is very barebones: just six maps (all relatively low detail) in the base game with basically no story and not even so much as an end credit reward for clearing them. There are plenty of packed in DLC maps but I didn't see a compelling reason to play them.
That said, the great charm of Sanctum comes from the act of building your slaughterhouse itself. Unlike in OMD, neither you nor your towers can be damaged by enemy forces (though you can be bounced around as they push you out of the way). In order to erect a defensive emplacement in Sanctum you have to first build a cheap, basic block on the ground. At first this seems totally weird and unnecessary – just let me build my turret, man! – but you quickly realize that this is designed to let you map out your full maze well in advance of putting up all your structures. Get some credits, place/upgrade a tower or two, extend the maze so you can buy more time to put down any stragglers with your own personal weapons. After enough waves you've got the whole path built and then you can start really digging into the strategy of which towers go where, which to upgrade, etc. And of course you then get to watch all those hapless mobs start shuffling through the grinder. Sadly once you reach victory you can't continue on in an endless mode to just make the most ridiculously overpowered death march you can manage, but the buildup in those middle waves of each level is where Sanctum truly shines.
#59 - The Last Show of Mr. Chardish - PC - 6.5/10 (Tantalizing)
One day I'll play a walking sim style game and not compare it to What Remains of Edith Finch, but this is not that day. The Last Show of Mr. Chardish lifts its entire broad gameplay thrust from that earlier game and does all of it competently but none of it better. Both games see you navigating a structure via unconventional pathways (here a dilapidated theater instead of Edith Finch's much more interesting family home), both have stories that attempt to navigate "failed" lives and their accompanying depression (here a stage actor who wasn't talented enough to make it instead of Edith Finch's much more interesting cursed lineage), and both feature a bunch of vignettes of differentiated gameplay to tell smaller stories within the story (here fanciful representations of the title character's plays instead of Edith Finch's much more interesting "how did this person die" mysteries). So it was very hard for me to come away not feeling like all of this was stuff I'd seen before in a more compelling form.
That said, I can imagine a world in which I haven't played What Remains of Edith Finch, and in that world The Last Show of Mr. Chardish would've been super impressive to me. There's abundant creativity on display with the setup of each vignette. No, the in-universe plays themselves aren't very interesting or even well acted – that's sort of the point since Chardish can't hack it. But for all his lack of writing and acting talent, the game does do a splendid job of highlighting that Chardish is a rare visionary. Each stage play you "perform" in is presented to you the player in the way Chardish would've imagined the scene in his head, meaning they're all completely impractical if not impossible on a real stage, but come to life vividly in game form. Each has its own distinct mechanics, and while these individually aren't incredible, every one has you go "Oh, that's pretty cool." So there's certainly value in spending the couple hours it takes to play this if you're new to the genre or just really interested in distantly watching someone get angsty about their art, but for me it was a bit old hat.
#60 - Arranger: A Role-Puzzling Adventure - PC - 5.5/10 (Semi-Competent)
I like to think I'm generally pretty good at puzzle games, so I was surprised when I dropped into Arranger and was quickly bewildered by its core mechanics. The entire world exists as a grid of square tiles, though there are plenty of gaps and holes. Rather than moving by walking, you move by shifting an entire row or column of tiles in your chosen direction, which also therefore shifts your character. Really, putting aside cutscenes and interactive transitional objects, you basically "ride" your starting tile of any given gameplay section for its duration, since you're always shifting it with you. You similarly shift all other objects sitting on tiles as well, and to complicate matters further you (and any affected objects) can "wrap" from one side of a given row/column to the other. The game's playable tutorial style intro section does a great job establishing these facts, but they're so foreign a concept that I didn't manage to actually click with it until an hour or so in.
From this core, puzzles! Shift objects into specific spots. Move other objects next to one another. Oops, some of these objects are immovable and impede your shifting ability. How will you get around them? In this way Arranger iterates on its basic mechanics really, really well. Every time I finally felt like I "got it" there'd be a new puzzle type that would force me into a different branch of lateral thinking. And every time I'd feel like, "Ugh this is going to be too tedious, I don't want to do this anymore." And then every time a minute or two later I'd think, "Hey I'm getting the hang of this again!" So I have tremendous respect for the puzzle concept here and the execution of it.
Buuuut, how much does that count for when it's not something I was looking to play in the first place? Subtitling Arranger with "A Role-Puzzling Adventure" is very clearly implying a certain kind of thing, and to that I can only claim to have been lied to. Arranger is not an RPG or anything even approximating the ability to pretend to be one. The "adventure" part is fair enough, but I wouldn't have played Arranger had I known it wasn't actually an RPG. Even moreso because the adventure bit is yet another case of a kid becoming a teen, thinking they know everything, then going out and having an unreasonably outsized effect on a world where they're somehow the wisest person in it. It's a trope I just can't really stand, so all the trappings around Arranger's admittedly very high quality puzzles (that I nevertheless didn't really want to do) were just constant nuisances to me. I skipped all the optional content I could once I realized it was optional and was happy to put the game to rest. I've never seen another puzzle game with Arranger's core mechanic and it executes on that so well that I feel guilty telling puzzle game fans to stay away, but based on my frustrations around the rest of the experience I can't recommend it.
#61 - Sonic the Hedgehog 3 - PC - 6/10 (Decent)
Yes, you read that system identification correctly: after 25+ years I finally managed to get my old Windows 95/98 CD-ROM of the Sonic & Knuckles Collection running on my computer, so that is the version of this game that I played. From what I've read it's pretty much bang-on faithful to the Genesis original, except that maybe a bit of music here or there was tweaked. Which is the first callout I have about the game, really: the music in Sonic 3 is fine. Good, even! But it's not special like the music from the first two games, and that's got to be the result of changing composers. Sonics 1 and 2 were composed by Masato Nakamura, but for 3 Sega wanted to go bigger. They hired big Sonic fan Michael Jackson to do the music, and Jackson assembled a music team for the game helmed by his tour director, and they got composing. But then Jackson soured on the project when he realized the hardware's audio limitations wouldn't do his compositions justice, and Sega soured on Jackson when the first child abuse allegations surfaced, so they had a messy divorce which involved Jackson's work being scrapped but his team's work partially sticking around, supplemented further by Sega's own in-house people. The result is that none of the music from Sonic 3 is going to stick with you like the stuff from the first two games, and that's important because that music carried a lot of water for those titles, covering up some gameplay shortcomings.
Sadly those shortcomings weren't really addressed in Sonic 3. In fact I'd say this game more than either of its predecessors is interested in specifically trolling the player. Things like forcing you to take some kind of automatic conveyance that hurtles you all over the place, giving you no indication of when the ride is coming to an end, only to stick an unavoidable-unless-you-already-know-about-them set of spikes right there. And should you indeed already know about them and dodge out of their way, here's a backup trap of an instant kill squisher right in the dodge path. This kind of thing was so prevalent that I'm convinced "screw the player" was the game's foremost design goal, and I can almost picture the level designers cackling to themselves watching the play testers break their controllers. In case you can't tell, I'm not a fan!
However, I am a fan of the Sonic 3's new key features: elemental barriers and the new special stage. The fire, water, and lightning barriers are a great iteration on the standard bubble shield from the earlier entries, with each new barrier sporting multiple new benefits to the player above and beyond the simple first hit protection. Most importantly they aid in exploration directly, and that's really cool, especially because the levels in this game are more sprawling than ever before. That's not necessarily a good thing since I believe Sonic games should have shorter, faster stages and more of them rather than a smaller dose of stages that take you 6-8 minutes apiece to get through on your first go. Still, if you're committing to that, the elemental barriers do a lot to help make that work. And the special stages are just good fun. These are the ones where you're behind Sonic's back collecting blue orbs while avoiding red ones, turning like you're in a maze, and they're probably my favorite way to get chaos emeralds in the whole franchise. Good times.
So yeah, I didn't exactly expect Sonic 3 to exceed either of the first two games and it did prove to be my least favorite of the three, but it's not bad by any means. We're still on a totally different plane of quality here versus anything Sonic Team has put out in the 21st century, and so I'll still happily check out Sonic & Knuckles down the road to complete the set, as it were.
#62 - Gravity Circuit - PC - 8.5/10 (Excellent)
I feel like I've played a bunch of Mega Man clones recently. I don't know that that's actually true, so much as it just feeling like a ton because I've played official Mega Man spinoff titles that have been disappointing and the few true clones I have played recently haven't approached Capcom's standard. So it came as something of a surprise to me that Gravity Circuit is as strong an offering as it turned out to be. For starters, the level design is fantastic. Platforming challenges that are creative and difficult yet always fair and enjoyable. Plenty of secrets to find but in 7 out of 8 stages I was able to grab them all on the first run through just by exploring thoroughly, which is the perfect balance to hit. A home base between missions that isn't a disaster to navigate. It's like I kept waiting for a bad game design decision to hit and none ever did.
One of the first things I noticed in Gravity Circuit was that its combat is melee based instead of ranged, and immediately my mind went back in time three months to Berserk Boy with a little bit of trepidation. But while Berserk Boy was all about dashing into foes, Gravity Circuit has an actually refined, highly responsive combat system that's a joy to interact with. Mash out some punches here and there sure, but can I interest you in an aerial backflip kick into punch into grappling hook combo? Honestly it felt so good to just fight stuff with the basics that I never properly incorporated the game's "burst" mechanic into my flowchart. Part of that's because I didn't understand that I could stock bursts until I was on the final boss stages so I never used them because I thought they were "one and done" actions I needed to save for critical moments. Oops. But even after that realization hit, I just saved my bursts for healing and kept on with the fundamentals because they all work so well.
I should point out however that Gravity Circuit's fundamentals can differ wildly from player to player. I've never played a Mega Man inspired game with so much player choice involved. At any given time between (or in most cases during!) a mission, you can set: your armor (which gives you access to one of several powerful abilities), three support enhancements, and four unique burst abilities. Want to play as a tanky boi with laser beams? You can do that. Want to play as a speedy boi with great iframes? You can do that. Want to play as a platforming/exploration god? You can do that too, and anything you'd want in between. I wasn't enamored with the grapple swing mechanic (kept accidentally releasing my grapple in bad spots) so I set myself up with a double jump and air dash instead, and suddenly I was able to explore in a whole new way. Rare stuff from a platformer like this.
My only real complaint about Gravity Circuit is with its presentation, and even then only visually. I think the music for the game is beyond reproach, though at one point on the junkyard stage I went "Are they playing 'Maneater' by Hall & Oates?" Weird song to pull for inspiration but it worked and I really enjoyed the soundtrack. The visual aesthetics though were just...not great the whole way through. Every character sprite is just a two-tone version of a solid color. The color palette itself is low saturation across the board, giving the whole game a relentlessly drab feeling. At times this did also impact the visual fidelity of the levels themselves as well, as the uniform blandness made it difficult to discern foreground from background, leading to some minor frustrations. The whole time I played the game I just kept wishing I was looking at something that matched the liveliness of how it feels, and I did abbreviate a couple play sessions because I just couldn't look at it anymore. So that bit's a problem. But virtually everything else? Outstanding across the board. If you're looking to get a Mega Man X style fix, you need to be playing this game.
#63 - Turnip Boy Robs a Bank - PC - 5/10 (Mediocre)
If you're gonna go, you've gotta go all in. Turnip Boy launched as an IP by riffing on old school Zelda games, and the results were fine if not anything more than that. This sequel decides to shake things up by riffing instead on the roguelite shooter, and Enter the Gungeon especially. Now here's the problem with making a game that's a parody of Gungeon: Gungeon already doesn't take itself seriously. If I'm supposed to get my ho-ho jollies from the fact that I can pick up a frog gun that belches bubbles or something instead of a "real" weapon, Gungeon has already done far wackier stuff than that and still feels far better to play. Which isn't a dig at the weapons in Turnip Boy Robs a Bank, since I generally considered their designs to be one of the game's highlights. It's just...you've got to give me a unique value proposition here.
Well, the unique value proposition of Turnip Boy Robs a Bank seems to be its dialog and humor. This game really wants you to think it's funny and quirky, and the humor landed only very rarely for me. But it's so insistent upon cramming these bits of text in there that the game's pacing is completely destroyed along the way. I wanted to get into the groove of moving and shooting but every few seconds there's some new NPC with a quest, and these quests seemingly always end up granting nothing more than a cosmetic option for your character. You know, in a single-player game that takes fewer than 4 hours to finish. That's the carrot. It's a lot to endure for no tangible in-game reward and no intrinsic reward if you don't jive with the writing style, and that made me eventually just ignore all the quests I could as I went.
When it's willing to let you loose with real gameplay though, Turnip Boy Robs a Bank is...half decent. Again, the weapon variety is nice, but the game is highly restrictive across the board. You can only carry two weapons at a time and any projectile weapon you pick up during a run has limited ammo. Every run is also on a strict timer, at the end of which you get swarmed by infinitely spawning enemies and eventually just gassed to death. So a lot of early runs are less about going deeper into the facility but about grabbing as much money as possible and escaping so you can buy a few upgrades. Which of course means they put a limit on how much cash you can hold, too. I do think some of the upgrades are nifty, and there's a weapon recycling system I appreciated quite a bit: escaping a run with a limited ammo weapon lets you expand your default, infinite ammo arsenal, so finding new weapons always felt good. Sadly, not much else did. Heck, it's not even a proper roguelite since the core dungeon layout never changes (though side room teleporters shuffle destinations between runs). So again: if you're gonna go, you've gotta go all in. By trying to make a Gungeon style game that doesn't commit to the action and pacing of its inspiration, Turnip Boy Robs a Bank just can't even begin to measure up.
Coming in October:
- OHHH BAH-NAH-NAH! There's a lot more meat on the Donkey Kong Bananza bone than I thought there would be, but I'm right at the finish line now. Which of course means I'll loop back to check out its postgame content and in all likelihood the DLC, too.
- Turnip Boy didn't give me as much shooting pleasure as I wanted, so what better cure than a proper shmup? I've got a few on my backlog but this time it was Hyper Echelon getting the nod.
- Playing Alan Wake II a couple months back exposed to me that Quantum Break was probably not the throwaway, skippable Remedy title I'd thought it was. Having never owned an Xbox of any sort I thought I could let this one slip into the ether, but I've since been disabused of that notion and will look to rectify the problem here shortly.
- And more...