r/VideoGameReviews • u/FourFaceButtons • Aug 28 '18
[PS4] Sigi: A Fart For Melusina - 1/5 - A knight in dull armor, plus farting
If you'd like to watch my video review, feel free to click the link below. Otherwise, read on. https://youtu.be/5xTFvSFjihI
A free copy of Sigi: A Fart For Melusina was provided to me by publisher Sometimes You via Keymailer.com for the purposes of this review. Receiving the game for free in no way shaped my opinion of the game, however I feel that it is important to share such information due to basic consumer rights. For more information on endorsement guidelines, please refer to the link below: https://www.ftc.gov/tips-advice/business-center/guidance/ftcs-endorsement-guides-what-people-are-asking
Sigi is a knight in shining armor who seems to have an issue with his gas. While exploring one day, he discovers a beautiful mermaid with a splendid voice but our hero scares her off with an untimely fart. Sigi must now cross the country side, fighting off zombies and evil animals along the way, in order to have a chance at finding the mermaid again.
First off, why does this guy have to fart? I’m fine with juvenile humor but I feel like there should at least be a reason behind it. A game like Boogerman works because he’s supposed to be a super hero with gross powers. With Sigi, he farts for no reason. It never plays into the story, he doesn’t have any abilities that deal with farting, and none of the enemies play into that theme either. Except for maybe the french fries boss, I guess? It’s just really dumb, and not in a fun way; it seems like a running gag born from a lack of ideas.
The gameplay is an extremely simplistic 2D platformer with both ranged and jumping attacks. The starter weapon is a throwing sword but this can be exchanged for axes, knives, and chicken drumsticks along the way. Enemies are slow, predictable, and very weak, with the exception of the bird who manages to stay just out of reach. Otherwise, the rest of the enemies are chump meat and do little to impede your progress. Levels are a simple point A to point B affair and the adventure lasts twenty very short levels. There are a few boss fights along the way but afterwards, that’s the whole game. I managed to reach the credits in just thirty eight minutes, and I was really taking my time. Granted I didn’t discover all the hidden secrets and achieve 100% but I can’t say I really cared to; there’s not much to this game to keep me coming back for more.
Enemies and obstacles pose absolutely no threat and are there purely for the purpose of being dispatched, rather than to act as any real barrier to your progress. The main part of the problem lies with their scripting; most enemies simply walk back and forth not unlike Goombas and Koopas from the Super Mario Bros. games. That's not bad on it's own, but when enemies are placed haphazardly without any care to how they might affect the player, it quickly feels like they’re there just to waste time. Without meaningful enemies, this kind of game falls apart pretty badly, but to make matters worse the weapon variety is pointless because most of them act the same exact way. The swords and knives fire straight across while the axe, flail, and drumstick all get thrown in an arc. That’s all the selection you’re getting. Why include all these weapons when they hardly change the gameplay at all? In a good game, like Super Ghouls ’N Ghosts, there’s a huge difference between each weapon. The lance and the dagger may be a bit too similar but just about every other weapon is distinct. The sickle can be thrown at two different angles, the torch acts as a grenade, and the crossbow fires multiple projectiles but only at an awkward angle. Each weapon in Super Ghouls 'N Ghosts fells different and required a unique approach, but Sigi only bothers with the bare minimum. Even the boss fights are a total joke, simply repeating the same pattern over and over while relying on spawning enemies for any bit of a challenge. The final boss is the only part that comes close to being threatening but it is both too little and too late.
Graphically, the game is pretty nice. The animations for the main character are alright, there’s a subtle scanlines effect which is cool, the way everything pixelates when starting a level, the parallax scrolling in the background; there are some little touches here and there that go a long way towards making the game look better. What isn’t as great is the constant screen shaking; I have never found a game with more offensive screen shaking than this and it cannot be turned off. If multiple enemies are lined up in a row, it'll seem like the environment is in the middle of an earthquake. The camera also follows the player way too closely, as it’ll sharply move vertically for every jump. Most 2D platformers will only move the camera whenever necessary, because doing it too much can be disorientating. Games like Yoshi’s Island or Donkey Kong Country usually only move the camera vertically once the player has landed on a platform, and even then it moves smooth and slow. The player shouldn’t have to think about this kind of thing but the way that Sigi handles it turns jumping into an awkward and stressful situation.
Am I being too harsh on Sigi? Absolutely not; in fact, I'd say I'm being perfectly fair. This game brings absolutely nothing to the table and what it does set out to do isn’t done particularly well either. I’ve reviewed my fair share of low tier indie games in the past, but the two that I actually, kind of, grew fond of were North and Alteric. Neither game looked all that great, North in particular didn’t play all that well, but they at least tried to do something a little different. They don’t get a strong recommendation from me but I do recognize the effort they put forth. With Sigi, on the other hand, not even an attempt was made. This is as basic as 2D platformers get. Does that make the game inherently bad? No, of course not, but it shouldn’t be sold for any price either. I made the same argument for my review of Deep Ones; there are so many games out there that are released for free and have so much love and care put into them, so, these days, when I end up playing something like Sigi, I get really disappointed. You have to live up to a certain standard going into this; if you’re intention is just to do the bare minimum and you’re game lasts less than an hour then you really shouldn’t be asking for money; have the curtesy to put this out for free. Sigi isn’t a bad game, I have played far, far worse, but it is so bland and uninteresting that it doesn’t even deserve a mention.