Re: Games Beaten 2021
Posted: Wed Mar 31, 2021 8:32 pm
Previous Years: 2015 2016 2017 2018 2019 2020
1. EYE: Divine Cybermancy - PC
2. Legend of Grimrock - PC
3. Legend of Grimrock 2 - PC
4. Shovel Knight - Wii U
5. Yakuza: Like a Dragon - PS4
6. Yoshi's Island - SNES
7. Vectorman 2 - Genesis
8. Super Mario Sunshine - GC
9. The Legend of Zelda: Ocarina of Time Master Quest - GC
10. Bomberman '93 - TG-16
11. Cannon Fodder - PC
12. Panzer Dragoon II Zwei - Saturn
13. Dragonborne - Game Boy
14. Rock n' Roll Racing - PC
15. The Lost Vikings - PC
16. Blackthorne - PC
17. Contra III: The Alien Wars - SNES
18. Bravely Default II - Switch
19. Axelay - SNES
20. Ryse: Son of Rome - XBOne
21. Killer Instinct (2013) - XBOne
22. Heretic Kingdoms: The Inquisition - PC
23. Thief: The Dark Project - PC
24. Killer Instinct - XBOne
25. Killer instinct 2 - XBOne
26. Record of Lodoss War: Deedlit in Wonder Labyrinth - PC
Deedlit in Wonder Labyrinth is a metroidvania by indie studio Team Ladybug. This is not their first foray into the genre; they'd previously done a Touhou metroidvania and this game uses the same engine. And the engine coming from a game set in a shmup IP explains how they decided on some of the new mechanics that were apparently used in the Touhou metroidvania. It ends up giving the combat a fast and frantic feeling which makes the boss fights incredibly memorable.
The game's story is fairly minimal, and if you aren't familiar with the property the named characters won't mean anything to you, but the game gives just enough context for you to understand what's going on and why you're doing what you're doing. It's mostly an excuse plot, so instead focus on the gameplay. The game features all your standard metroidvania elements; a maze of corridors, mobility upgrades, health upgrades, and since this is on the Castlevania end of things an experience system. The game graphically takes a lot of cues from SotN, including the high number of animation frames for the player character. Frankly, the game is gorgeous. A couple combat upgrades from SotN is that every weapon can be used while moving and every weapon can attack in eight directions (though down and diagonal down is only when jumping).
The biggest feature of the game that differentiates it is the system of you having two elemental spirits you switch between; wind and fire. When you are actively using one your attacks are imbued with that element and you have additional abilities. Wind lets you slow fall and hover above the ground (with controllable height up to the limit), while fire lets you stand in lava and your slide (when you get it) is invincible. But there's more to it. Each element can be powered up from level 1 to level 3; this is accomplished by hitting enemies with the other element (i.e. attacking with wind levels up fire). Each level gives you a noticeable strength boost, and at level 3 you automatically heal. But being hit means that you drop a level. So you're going to regularly be swapping to stay topped off in addition to hitting elemental weaknesses. But wait, there's more. The game has an Ikaruga-style enemy shot system. Most (but not all) enemy projectiles (and some stage hazards) will come in wind and fire form. Using the same element as the shot means that instead of taking damage you will refill your mana meter.
This system ends up being one of the key components of boss fights. Bosses have very fixed patterns which incorporate throwing elemental damage at you that you need to weave through with the right timing. This is where the shmup heritage comes through. Boss fights are also an example of the importance of switching to keep health up; most bosses are not especially weak or resistant to fire or wind, so instead you're swapping to weave through shots, swap to your level 3 element to heal, and refill the other one with your attacks. The fights are very active and you always need to be on your toes.
You also have some other tools available. I mentioned a mana meter; this powers your magic spells and your bow. Magic spells fill out the rest of your ability to hit enemy weaknesses; every single element has a spell (including fire and wind having high powered spells), with one spell per element. This is an important source of damage against bosses, as spells are fire and forget so you can blast one off and then attack with your weapon while it's executing. You also get a bow which is powered by your mana (generally not an issue, it's like 1 MP per arrow while the cheapest spell is 15). The bow can be used to attack enemies, but it's a bit cumbersome, as you can aim it up to 45 degrees. It's used more for environmental puzzles; the arrows will ricochet off of metal surfaces and can have their flight path diverted by magnets. So you either need to thread a needle to cut a rope and open a path or shoot at gears to turn things to open paths. There's just enough to be interesting without getting tedious.
My only complaint is it's a bit short and easy for a modern metroidvania. I'd put it at SotN levels of difficulty; as long as you don't completely ignore side paths and are good at keeping your elemental level up you'll mow through regular enemies and bosses, while challenging, have enough options available that you can blitz down many, and the ones you can't you can learn the pattern to. Like I said, the patterns are extremely rote, so you don't need to learn a tell, as move A is always followed by move B and so on until it wraps back to A. I finished the whole thing with 100% map completion in 5 hours. It was an extremely fun five hours, but given most metroidvanias these days are 10 hours on a blind playthrough I can't help but wish it was longer.
Overall, it's an extremely well crafted metroidvania that should be fun for all fans of the genre. I highly recommend you snag it.
1. EYE: Divine Cybermancy - PC
2. Legend of Grimrock - PC
3. Legend of Grimrock 2 - PC
4. Shovel Knight - Wii U
5. Yakuza: Like a Dragon - PS4
6. Yoshi's Island - SNES
7. Vectorman 2 - Genesis
8. Super Mario Sunshine - GC
9. The Legend of Zelda: Ocarina of Time Master Quest - GC
10. Bomberman '93 - TG-16
11. Cannon Fodder - PC
12. Panzer Dragoon II Zwei - Saturn
13. Dragonborne - Game Boy
14. Rock n' Roll Racing - PC
15. The Lost Vikings - PC
16. Blackthorne - PC
17. Contra III: The Alien Wars - SNES
18. Bravely Default II - Switch
19. Axelay - SNES
20. Ryse: Son of Rome - XBOne
21. Killer Instinct (2013) - XBOne
22. Heretic Kingdoms: The Inquisition - PC
23. Thief: The Dark Project - PC
24. Killer Instinct - XBOne
25. Killer instinct 2 - XBOne
26. Record of Lodoss War: Deedlit in Wonder Labyrinth - PC
Deedlit in Wonder Labyrinth is a metroidvania by indie studio Team Ladybug. This is not their first foray into the genre; they'd previously done a Touhou metroidvania and this game uses the same engine. And the engine coming from a game set in a shmup IP explains how they decided on some of the new mechanics that were apparently used in the Touhou metroidvania. It ends up giving the combat a fast and frantic feeling which makes the boss fights incredibly memorable.
The game's story is fairly minimal, and if you aren't familiar with the property the named characters won't mean anything to you, but the game gives just enough context for you to understand what's going on and why you're doing what you're doing. It's mostly an excuse plot, so instead focus on the gameplay. The game features all your standard metroidvania elements; a maze of corridors, mobility upgrades, health upgrades, and since this is on the Castlevania end of things an experience system. The game graphically takes a lot of cues from SotN, including the high number of animation frames for the player character. Frankly, the game is gorgeous. A couple combat upgrades from SotN is that every weapon can be used while moving and every weapon can attack in eight directions (though down and diagonal down is only when jumping).
The biggest feature of the game that differentiates it is the system of you having two elemental spirits you switch between; wind and fire. When you are actively using one your attacks are imbued with that element and you have additional abilities. Wind lets you slow fall and hover above the ground (with controllable height up to the limit), while fire lets you stand in lava and your slide (when you get it) is invincible. But there's more to it. Each element can be powered up from level 1 to level 3; this is accomplished by hitting enemies with the other element (i.e. attacking with wind levels up fire). Each level gives you a noticeable strength boost, and at level 3 you automatically heal. But being hit means that you drop a level. So you're going to regularly be swapping to stay topped off in addition to hitting elemental weaknesses. But wait, there's more. The game has an Ikaruga-style enemy shot system. Most (but not all) enemy projectiles (and some stage hazards) will come in wind and fire form. Using the same element as the shot means that instead of taking damage you will refill your mana meter.
This system ends up being one of the key components of boss fights. Bosses have very fixed patterns which incorporate throwing elemental damage at you that you need to weave through with the right timing. This is where the shmup heritage comes through. Boss fights are also an example of the importance of switching to keep health up; most bosses are not especially weak or resistant to fire or wind, so instead you're swapping to weave through shots, swap to your level 3 element to heal, and refill the other one with your attacks. The fights are very active and you always need to be on your toes.
You also have some other tools available. I mentioned a mana meter; this powers your magic spells and your bow. Magic spells fill out the rest of your ability to hit enemy weaknesses; every single element has a spell (including fire and wind having high powered spells), with one spell per element. This is an important source of damage against bosses, as spells are fire and forget so you can blast one off and then attack with your weapon while it's executing. You also get a bow which is powered by your mana (generally not an issue, it's like 1 MP per arrow while the cheapest spell is 15). The bow can be used to attack enemies, but it's a bit cumbersome, as you can aim it up to 45 degrees. It's used more for environmental puzzles; the arrows will ricochet off of metal surfaces and can have their flight path diverted by magnets. So you either need to thread a needle to cut a rope and open a path or shoot at gears to turn things to open paths. There's just enough to be interesting without getting tedious.
My only complaint is it's a bit short and easy for a modern metroidvania. I'd put it at SotN levels of difficulty; as long as you don't completely ignore side paths and are good at keeping your elemental level up you'll mow through regular enemies and bosses, while challenging, have enough options available that you can blitz down many, and the ones you can't you can learn the pattern to. Like I said, the patterns are extremely rote, so you don't need to learn a tell, as move A is always followed by move B and so on until it wraps back to A. I finished the whole thing with 100% map completion in 5 hours. It was an extremely fun five hours, but given most metroidvanias these days are 10 hours on a blind playthrough I can't help but wish it was longer.
Overall, it's an extremely well crafted metroidvania that should be fun for all fans of the genre. I highly recommend you snag it.