Re: Games Beaten 2025
Posted: Thu Jan 30, 2025 1:03 am
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
Ghost Song is a Metroidvania that mostly pulls from the Metroid end of the spectrum, with a touch of Souls influence in the currency being used for items and leveling and you dropping it on death in a recoverable spot. It's also a game that does a lot wrong at the same time it does some stuff right.
The game begins with a power suit called the Deadsuit waking up on an alien planet. There is apparently some sort of inhabitant of this suit, and she begins to explore. Before long she meets a human whose ship crashed and stranded him and his partners on this planet. The Deadsuit decides to help him by finding the five components needed to repair the ship and shut down the static field that caused it to crash in the first place.
Now, I'll start with what I think the game does right. The game has a marvelous atmosphere, and it really recaptures those feelings of playing the original Metroid when you're a young child and creeped out by the environment. There are various moments where you aren't sure if you're supposed to be in an area yet, and the sound design really ups the nervousness and feeling of isolation. The graphics are also quite well done, though occasionally a decorative foreground element will obscure a platform you can jump on.
But with that goodwill out of the way, let's talk all the game's problems. Being Metroid-inspired, your primary attack is a ranged arm cannon. The game supports free aiming with the analog stick if you hold a button to hold your ground (a la Metroid Prime), but this never feels quite right. The aim is a bit loosey goosey, while aerial enemies have very erratic patterns. Super Metroid only allows eight way aiming and has flying enemies on nice, predictable paths so they aren't too frustrating to attack. Here, you're going to miss the flying enemies time and time again. The game has a series of sub weapons you can find and toggle between, and they make use of a slowly regenerating resource. And I do mean slowly regenerating; you can drop the bar in eight shots but it takes what feels like 20 seconds to refill. And taking damage appears to pause the refill. Finally, you have a series of melee weapons available, with different damages and ranges. Most of them aren't worth using, as there is no enemy hitstun or knockback with melee, so enemies tend to just body you when you try to melee them. The one exception I found was a spinning disk you throw; this also happened to deal damage extremely fast, so it was the best for multiple reasons.
But the really frustrating part about the combat is the overheat system. Whenever you fire your primary or secondary weapons you build heat. When the heat caps out your fire rate is cut in half. The one benefit is that your melee weapon now does significant extra damage, but as I mentioned before melee is usually a fool's errand. The game is trying to go for some sort of risk/reward system, but the gameplay just doesn't quite allow it properly due to how things control. Similarly, your primary weapon does increased damage the closer you get to enemies, and extra damage hitting a weakpoint (such as a head on a humanoid enemy). But the aiming system makes it hard to hit weakpoints reliably, and getting close tends to get you bodied. And finally, every enemy is shockingly spongey. As in, overheat just killing one enemy spongey (to say nothing of bosses). It makes the combat a real slog. Not helping things is there are no health drops in the game; occasionally there are preplaced minor health restores and you find a series of one shot heals that refill at save points.
The map design is frankly not too great. It's definitely on the open end of things, but it serves to show why modern Metroidvanias are designed to funnel you where to go without feeling linear. You'll encounter lots of temporary dead ends after traversing several rooms, whereas Super Metroid would instead have a block right on the path and have you go another way immediately, so you know this a place to revisit without wasting your time. Compounding the issue is the very low number of fast travel points. Now, Super Metroid didn't have fast travel points, but it also was designed such that you were always going through something useful as you traversed. Here it's a lot of backtracking that feels padded. And that padding really sticks out when you discover that every time you collect a ship part you have to take it back to the ship (you can't collect a second while carrying one) and cannot use the fast travel points. It's as if you had to go to the Golden Four statue in Super Metroid after each boss, with the boss rooms being locked until you do. That said, the first runback ended up being the longest, with subsequent ones being much shorter, both due to you getting better mobility abilities and just having a shorter physical distance.
There's lots of little jank as well. It's a 2D game made on Unity, and there's some signs of the inexperience doing 2D on a 3D engine. Some small platforms are surprisingly slippery, without any sort of edge gravity. Sometimes if you're next to a wall and jump to get over it you'll find yourself bonking on the lip because it had a slight artistic curve. And most hilariously in my playthrough, after dying to the final boss and going to refight him I found the fight start trigger didn't take effect and the boss arena didn't lock. I was able to just walk past him when he was still a background object and trigger the end game cutscene.
Overall, I found the game to be a slog to get through and overall a disappointment. I can't claim the ideas are bad, but the execution definitely falls flat. I'd give this one a pass.
1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
Ghost Song is a Metroidvania that mostly pulls from the Metroid end of the spectrum, with a touch of Souls influence in the currency being used for items and leveling and you dropping it on death in a recoverable spot. It's also a game that does a lot wrong at the same time it does some stuff right.
The game begins with a power suit called the Deadsuit waking up on an alien planet. There is apparently some sort of inhabitant of this suit, and she begins to explore. Before long she meets a human whose ship crashed and stranded him and his partners on this planet. The Deadsuit decides to help him by finding the five components needed to repair the ship and shut down the static field that caused it to crash in the first place.
Now, I'll start with what I think the game does right. The game has a marvelous atmosphere, and it really recaptures those feelings of playing the original Metroid when you're a young child and creeped out by the environment. There are various moments where you aren't sure if you're supposed to be in an area yet, and the sound design really ups the nervousness and feeling of isolation. The graphics are also quite well done, though occasionally a decorative foreground element will obscure a platform you can jump on.
But with that goodwill out of the way, let's talk all the game's problems. Being Metroid-inspired, your primary attack is a ranged arm cannon. The game supports free aiming with the analog stick if you hold a button to hold your ground (a la Metroid Prime), but this never feels quite right. The aim is a bit loosey goosey, while aerial enemies have very erratic patterns. Super Metroid only allows eight way aiming and has flying enemies on nice, predictable paths so they aren't too frustrating to attack. Here, you're going to miss the flying enemies time and time again. The game has a series of sub weapons you can find and toggle between, and they make use of a slowly regenerating resource. And I do mean slowly regenerating; you can drop the bar in eight shots but it takes what feels like 20 seconds to refill. And taking damage appears to pause the refill. Finally, you have a series of melee weapons available, with different damages and ranges. Most of them aren't worth using, as there is no enemy hitstun or knockback with melee, so enemies tend to just body you when you try to melee them. The one exception I found was a spinning disk you throw; this also happened to deal damage extremely fast, so it was the best for multiple reasons.
But the really frustrating part about the combat is the overheat system. Whenever you fire your primary or secondary weapons you build heat. When the heat caps out your fire rate is cut in half. The one benefit is that your melee weapon now does significant extra damage, but as I mentioned before melee is usually a fool's errand. The game is trying to go for some sort of risk/reward system, but the gameplay just doesn't quite allow it properly due to how things control. Similarly, your primary weapon does increased damage the closer you get to enemies, and extra damage hitting a weakpoint (such as a head on a humanoid enemy). But the aiming system makes it hard to hit weakpoints reliably, and getting close tends to get you bodied. And finally, every enemy is shockingly spongey. As in, overheat just killing one enemy spongey (to say nothing of bosses). It makes the combat a real slog. Not helping things is there are no health drops in the game; occasionally there are preplaced minor health restores and you find a series of one shot heals that refill at save points.
The map design is frankly not too great. It's definitely on the open end of things, but it serves to show why modern Metroidvanias are designed to funnel you where to go without feeling linear. You'll encounter lots of temporary dead ends after traversing several rooms, whereas Super Metroid would instead have a block right on the path and have you go another way immediately, so you know this a place to revisit without wasting your time. Compounding the issue is the very low number of fast travel points. Now, Super Metroid didn't have fast travel points, but it also was designed such that you were always going through something useful as you traversed. Here it's a lot of backtracking that feels padded. And that padding really sticks out when you discover that every time you collect a ship part you have to take it back to the ship (you can't collect a second while carrying one) and cannot use the fast travel points. It's as if you had to go to the Golden Four statue in Super Metroid after each boss, with the boss rooms being locked until you do. That said, the first runback ended up being the longest, with subsequent ones being much shorter, both due to you getting better mobility abilities and just having a shorter physical distance.
There's lots of little jank as well. It's a 2D game made on Unity, and there's some signs of the inexperience doing 2D on a 3D engine. Some small platforms are surprisingly slippery, without any sort of edge gravity. Sometimes if you're next to a wall and jump to get over it you'll find yourself bonking on the lip because it had a slight artistic curve. And most hilariously in my playthrough, after dying to the final boss and going to refight him I found the fight start trigger didn't take effect and the boss arena didn't lock. I was able to just walk past him when he was still a background object and trigger the end game cutscene.
Overall, I found the game to be a slog to get through and overall a disappointment. I can't claim the ideas are bad, but the execution definitely falls flat. I'd give this one a pass.