Tag Archives: Side Scroller

The Great Giana Sisters

The Great Giana Sisters (Amiga, Amstrad CPC, MSX2, C64 & Atari ST)

Developer(s) – Time Warp Productions

Publisher(s) – Rainbow Arts

Designer(s) – Armin Gessert & Manfred Trenz

PEGI – Not Rated (mild non-graphic violence)

 

Released back in 1987, The Great Giana Sisters is a 2D side-scroller heavily based on Nintendo’s Super Mario Bros. So much so that production was forcefully stopped not long after the release of the game. It has since gone on to develop a cult following among gamers of the home computer era. But after having played it myself, I don’t get the hype. I stumbled upon this story whilst playing one of the more recent games in the series; Giana Sisters: Twisted Dreams, which I plan to review in the future. But to me, it’s fair to say that the series had far more tenuous origins.

 

Graphics – 4/10

The first thing that makes this game an obvious rip-off (apart from the title, of course) is the graphics. Using almost identical color palettes and scenery to that of the original Super Mario Bros, the only elements that work to differentiate it from the former are the main character and the enemy designs. Only one of the enemy designs stood out positively for me, which was the pterodactyl enemies that sway from side to side, giving it a different dimension compared to other enemies so to speak. But apart from that, the rest of the enemy designs are only slightly modified versions of Super Mario Bros enemies. And it’s no wonder Nintendo threatened to sue. 

 

Gameplay – 5/10

The gameplay, however, is only partially with value. This is the only reason I can think of that it has garnered as much of a cult following as it has. Again, identical to that of Super Mario Bros, players get 33 levels to traverse through, whilst collecting diamonds and defeating enemies. If I was around at the time, I probably would’ve recommended it to anyone who had played pretty much every platformer out there and they were still looking for something else. If they could get a copy of it before production stopped. But if you were to ask me today, there have been countless side scrollers released since this that I would rather recommend. 

 

Controls – 8/10

An element that makes this stand out to a small extent (though for very much the wrong reasons) is the controls. Movement is much stiffer than that of the original Super Mario Bros. And it’s considerably harder to jump from place to place. Which in a game that relies as heavily on platforming as this does, is a problem. It doesn’t have the worst controls I’ve experienced across games of the home computer era. Or even across other games on the NES, including the original Mega Man. But the stiffness of the controls still comes across as counter-intuitive.

 

Lifespan – 6/10

Taking about the average amount of time it took to complete a side scroller back in the late 80s, it can be made to last around half an hour. Though most gamers will probably choose to give in after 2 minutes. And just play Super Mario Bros if they want a decent side scroller. 

 

Storyline – 4/10

The game’s story was also similarly lazily handled. It follows Giana, who is trapped in a dream world in search of her lost sister Maria. So in essence, it rips off the gameplay from the original Super Mario Bros and rips off the story of Super Mario Bros 2. Whilst the story would only be explained in manuals at this point in gaming, and would only be minimally expanded upon during the actual game, it still stands out as one of the most generic video game stories of the third generation. 

 

Originality – 0/10

Throughout this review, I have complained extensively about how hardly anything stands out, and the elements that do stand out are for the wrong reasons. There have been Super Mario Bros rip-offs that have been released since. Some do have some small merit to them; for example Super Bernie World. But this has no merit to it in terms of originality. The series would later be miraculously expanded upon for the better. And I do intend to cover some of those other games in the future. But as for where it started, I can’t say enough bad things about it.

 

Angrii

Overall, the only positive thing I can say about The Great Giana Sisters is that more and better games would come. It’s a blatant rip-off that was rightfully pulled from the shelves and has languished in obscurity since. And for plenty of legitimate reasons. 

Score

27/60

4.5/10 (Mediocre)

Mira’s Brush: First Impressions

Last year, whilst scouting social media platforms and crowdfunding sites for new indie game prospects, I came across a unique-looking 8-BIT title on Kickstarter that was subsequently funded and is due for release in the near future. Mira’s Brush, developed by Duckbill ProDucktions and published by Angel Star Studios, is an 8-BIT 2D side scroller with puzzle elements whereby players must platform and paint their way through levels in order to advance through the game; the best way I can describe the game’s premise is if Super Mario Bros had mechanics similar to Okami. 

I had an interview with the game’s lead designer last year, Blake Speers:

 

https://scousegamer88.com/2020/02/11/qa-with-blake-speers-miras-brush/

 

Who explained to me where the inspiration for this title came from and described in-depth the arduous development cycle that game has had in order to get it to where it was at the time and to get it to the point of which the game was finally put on Kickstarter, where it was then successfully funded. The game is now available via Steam Early Access:

 

https://store.steampowered.com/app/1493880/Miras_Brush/

 

And so I decided to write about my first impressions of the game, about its finer points, and where I feel it could indeed need some improvement before its full release in the not too distant future. Here are my thoughts on the current build of Mira’s Brush

 

 

Graphics

First of all, the world of Chromaland is as wonderfully varied as any other well-established video game universe with a lot of wonderfully outlandish enemies and locations ranging from tropical summer landscapes to icy snow worlds to outer space. In many respects, this game looks to be the labor of love that Blake talked about in our interview, and the conceptual design certainly promises this. However, in its current build, I did find a few inconsistencies with certain textures in certain locations, and a lot of the text around the game giving players instructions still looks quite basic compared to the dialogue text, so that would be something else that would need sprucing up before the game releases, otherwise, it would end up looking fairly unprofessional compared to other games. Regardless, the visual design of the game overall holds great promise for this game.

 

Gameplay

What holds greater promise than that, however, is the gameplay premise. The game involves both precise platforming to advance between each level and backtracking through said levels in order to find hidden items throughout. It has potentially more gameplay value than the average 2D side scroller, as well as providing a higher sense of challenge compared to others with elaborate strategies needed to defeat bosses and solve puzzles. The puzzle-solving element, in particular, reminds me somewhat of Fez, in that the game doesn’t hold the player’s hand throughout, and there is a certain degree of lateral thinking involved in uncovering hidden areas and even advancing through the game normally. 

 

 

Controls

The only problem I found with the game’s control scheme is that it can be tricky jumping on and off of certain types of platforms, namely the huge stars in the second level, due to their changing dimensions, and it can seem unfair to those playing who should have a well-timed jump, but end up falling due to unforeseen inconsistency in the trajectory of their jump as a result. Again, this is something that would need to be addressed before release, but otherwise, the control scheme is as fluent as what is needed. 

 

Lifespan

With a multitude of levels and areas to explore throughout the game, it also has the potential to last far longer than the average 2D side scroller, depending on how much there is to do and how much there is to explore overall. Given the types of games that went on to influence this title and the number of side quests I’ve seen so far, I’m looking forward to finding out exactly how long a game can be made to last.

 

 

Storyline

The story of Mira’s Brush follows the story of Mira, a painter who is hired to save Chromaland from the evil Colonel Blump and his minions, who has arrived to invade the land and sap it of all its color. The basic premise of the game is quite typical of many video games, but what keeps this interesting is that there is a quite strong comedic element to it in the personalities of each quirky character to find along the way, as well as the game is littered with cultural references, namely to classic painters of the renaissance era and more modern contemporaries such as Bob Ross. 

 

Originality

Even at first glance, the game’s level of uniqueness is quite prevalent. It plays out like very few side scrollers I’ve ever played, and the world of Chromaland has its own sense of charm, mystery, and unique design that was everything I was hoping it would be when I first discovered it for myself. With a lot of the basics having been ironed out before release, it does have the potential to make waves throughout the indie community, and I’m very much looking forward to the game’s full release.

 

 

Overall, Mira’s Brush promises an immersing and wonderful gaming experience, and a lot of the hallmarks to be expected are here; it looks great, it plays out great, and the indication is that the final product will be truly something special.

The Addams Family (Super NES & Mega Drive)

The Addams Family

Developer(s) – Ocean Software

Publisher(s) – Ocean Software & Flying Edge

Designer(s) – Warren Lancashire

PEGI – N/A (Suitable for all ages)

Initially released in 1992 by Software for fourth-generation hardware, The Addams Family game, based on the 1991 movie starring Raul Julia, Angelica Huston, and Christopher Lloyd, received mixed reviews when it came out, (much like the film), is described as a boring Mario clone, or Mega Magazine even advising players to either “watch a tree, or grow something instead”. Versions for older consoles, such as the NES, Commodore 64, ZX Spectrum, and even handheld consoles were also developed, but each of these versions is like its own game in and of itself. 

With the original port, however, it’s interesting to me how the perception of an old game can potentially change over time. If I’d been reviewing back in the time of the Super NES, I may very well have had similar concerns to the likes of Mega Magazine, but even still, my overall opinion would have been very different, since not only do I enjoy this game a lot today, but I also played the hell out of it back when it was released. I enjoyed it thoroughly back then, and I still enjoy playing it now. 

Graphics – 8/10

The visuals differ slightly between both the Super NES and the Mega Drive versions. But both versions capture well the feel of not only the 1991 film but the franchise in general. It’s one of those games based on a license that tries to celebrate the license as well. And I always enjoy a licensed game for that reason. The game takes place in and around the Addams residence plagued by night creatures that Gomez Addams must contend with. Each area of the house is uniquely designed, giving it a strong vibe of classic Castlevania games. In particular, the portraits on the walls of the portrait gallery are excellently detailed in terms of technical performance. Characters bear striking resemblances to the real-life actors; not only Raul Julia as Gomez, Angelica Huston as Morticia, and Christopher Lloyd as Uncle Fester but also Christina Ricci as Wednesday and Jimmy Workman as Pugsley. 

Gameplay – 8.5/10

The Addams Family is not quite a traditional 2D side scroller. The player has the option to come and go as they please, giving it far more of a Metroidvania feel. The objective is to navigate the Addams residence and rescue each of the other family members; Wednesday, Pugsley, Grandma Addams, Uncle Fester, and finally Morticia. Throughout the game, there are several secret areas to uncover along the way, as well as different power-ups to use in order to reach otherwise impassable areas or to give the player an edge in combat. There’s also a series of pretty challenging boss fights to contend with at the end of each area. And challenging is the right word for this game, as there are also many different platforming sequences that will test even the most hardened of platformer fans. 

Controls – 10/10

The game’s controls are also as fluent as any good platformer was at the time. Featuring other items to use throughout, it’s actually given more variety in terms of gameplay than the average side scroller. And therefore, more functionality in terms of controls than in other games of the same ilk. There’s so much in this game to differentiate it from others in terms of controls alone. It made me wonder how even reviewers at the time couldn’t recognize that back then. 

Lifespan – 8.5/10

The lifespan is even longer than the average platformer, clocking in at around an hour and a half to two hours, depending on whether or not the player decides to complete it to 100%. Of course, there would be other games in other genres that would blow this amount of time out of the water, and would only continue to do so going into the fifth generation of gaming, but there’s a lot to be said for a game like this that dared to defy convention, even if it went pretty much unnoticed at the time. 

 

Storyline – 7/10

The plot of the story follows the second half of the film quite closely. Tully Alford, the Addams Family lawyer, has taken over the Addams estate and captured the remaining Addams family members. And Gomez resolves to rescue them. The plot element of the film concerning Uncle Fester is present, as he has amnesia and is cured once released. The plot is presented nowhere near as well as what it is in the original film. But it does a good enough job setting up the premise of gameplay.

Originality – 8/10

It’s very easy to overlook how quietly innovative this game was back in its time. It perpetuated a lot of the same ideas that the likes of Super Metroid and Castlevania: Symphony of the Night did birthing the entire Metroidvania genre a full two years before the release of Super Metroid. It was quite easy for me to take it for granted back then since I was unfamiliar with the concepts of gaming history and even the differentiation of gaming genres at the time. But as I’ve grown older and learned far more than I knew about games since, It’s made me appreciate truly how innovative this title was. 

Happii

Overall The Addams Family remains every bit of a joy to play today as it was when it was released. I recommend this to anyone looking for a challenge or looking for an original game that fell through the cracks. 

Score

49/60

8/10 (Very Good)

World of Illusion Starring Mickey Mouse & Donald Duck (Sega Genesis/Mega Drive)

World of Illusion

Developer(s) – SEGA AM7

Publisher(s) – SEGA

Director(s) – Emiko Yamamoto

Producer(s) – Patrick Gilmore

PEGI – 3

Released as a Sega Genesis exclusive, unlike its predecessors Castle of Illusion and Land Illusion, World of Illusion is the third game in the series, which puts players in the shoes of not only Mickey Mouse but also his companion Donald Duck. Offering two different experiences depending on which character the player chooses at the start. It was released to rave reviews back in 1992 with critics praising the graphics and multiplayer. But it also had one or two detractors in addition. With some labeling the single-player mode as dull or bland. 

Growing up, World of Illusion was the Illusion game I spent the most time on. And as a prerequisite, I enjoyed it very much back in the day. Nostalgia aside, I still enjoy playing it. In terms of quality, I put it in between the original two. It’s not quite as good as Land of Illusion. But it’s slightly better than Castle of Illusion in my opinion.

Graphics – 8/10

The first thing to notice right off the bat compared to the other two Illusion games is that the graphics outstrip both of them on the technical side. Everything from the environment to the characters looks better than they ever had done before. Showcasing in spectacular fashion what the Sega Mega Drive was capable of as the fourth generation was well and truly established. On the conceptual level, it still impresses, having been influenced by a number of Disney films such as Fantasia, Alice in Wonderland, and Sleeping Beauty to name but a few. Similar to how Castle of Illusion was put together. But on a greater scale.

Gameplay – 9/10

The gameplay also follows a very similar formula to that of Castle of Illusion, being a traditional 2D sidescroller offering two different adventures. One as Mickey Mouse and the other as Donald Duck. It’s nowhere near as open-ended as Land of Illusion is. But both playthroughs offer a very different experience to one another. As Donald Duck is forced to find alternative paths across each level due to his having different capabilities from Mickey Mouse. The multiplayer is also an outstanding experience to indulge in as it requires slightly more cooperation to progress through than in other side scrollers of the time. 

Controls – 9.5/10

The only minor fault I found with the controls, as I discussed in my review of Castle of Illusion, was the crawling mechanics. Whenever the player character crawls, it seems way too dragged on and nowhere near as fluent as a normal movement. But as I said, it’s only a nitpick. It doesn’t hinder gameplay to the point of it being unplayable. Regular movement is as fluent as it is in any of the best platformers released at the time. 

Lifespan – 7.5/10

Clocking in at around an hour, World of Illusion lasts about the same time as Land of Illusion despite its linearity, which for the time is pretty impressive in all fairness. Especially compared to what is essentially a Metroidvania. It racks up around the average lifespan of a game back in its time. So it may seem like nothing compared to what gamers will be used to in this day and age. But, for the time being, it’s impossible to complain about too much. 

Storyline – 7/10

The story of the World of Illusion is almost identical to that of the Land of Illusion. It involves Mickey Mouse and Donald Duck being swept away on yet another adventure, as they are taken by an evil magician in the form of Mickey’s long-standing arch-nemesis Pete. Again, like in the previous Illusion games, the cutscenes do as good a job as what could’ve been expected to tell the story as effectively as possible. But with respect to the game’s story, it falls a little short in terms of uniqueness.

Originality – 7.5/10

The aspects in which this game doesn’t fall short of in terms of uniqueness, however, are in both the graphics and the gameplay. The conceptual design, despite the fact they were inspired by several different Disney films, still feels like it’s its own cohesive idea as opposed to it feeling like a mish-mash of different previously conceived elements. Although the game isn’t quite on par with Land of Illusion in terms of gameplay, it’s necessary to appreciate the fact that the developers tried something new instead of simply giving the players the same experience all over again.

Happii

In summation, World of Illusion holds a lot of nostalgic value to me personally. But in the grander scheme of things, it’s still a great game to play. The multiplayer is immersing, the graphics look great, and whilst the story isn’t very original. Especially by Disney’s own lofty standards, there’s more than enough here on offer to make up for it.

Score

48.5/60

8/10 (Very Good)

Land of Illusion Starring Mickey Mouse (Master System & Game Gear)

Developer(s) – Sega

Publisher(s) –  Sega

Director(s) – Yoshio Yoshida

Producer(s) – Patrick Gilmore

PEGI – 3

Released on third-generation hardware well into the fourth generation, Land of Illusion was brought out following the immense success of the previous Mickey Mouse game developed by Sega, Castle of Illusion. And for the most part, received the same level of critical acclaim being considered an adored classic by most who played it. Out of the original Illusion trilogy, Land of Illusion was the one entry that I never got to play. As, at this time, I was firmly immersed in fourth-generation hardware, such as the Super NES and the Mega Drive. And it’s a shame that this game never saw a release on the Mega Drive. Because for a multitude of reasons, it is the best in the Illusion trilogy in my opinion. Superior to both Castle of Illusion and World of Illusion.

Graphics – 8.5/10

Where the technical side of things is concerned, the game kind of looks like a mixture of both 8-BIT and 16-BIT visuals. Seemingly going above and beyond what many gamers may have thought the Sega Master System was capable of. People who have never played this game would most probably take a cursory look at it and may be too hasty to write it off immediately. As a game that seemingly came to a generation too late.

But the fact of the matter is Land of Illusion looks too good to be a third-generation title. The conceptual design is also even more of an improvement on what the developers did with Castle of Illusion. As it borrows elements from much darker Disney films than that of its predecessor. Most notably The Black Cauldron, as the antagonist is The Horned King under the guise of The Phantom. There are certain elements of certain levels that also look to be inspired by previous third-generation classics. Such as Super Mario Bros 3 and Castlevania.

Gameplay – 9/10

Perpetuating many of the same gameplay elements as seen in Castle of Illusion, Land of Illusion is another 2D side scroller. Whereby the player must traverse, explore, defeat bosses and take on the game’s end boss. What separates this game from Castle of Illusion, however, is that there’s a small Metroidvania element to it. Allowing players to backtrack to an extent with newly acquired abilities to reach otherwise impassable areas. There’s even a sidequest whereby there are a number of stars to collect throughout. Giving the game slightly more replay value than the average side-scroller. The boss fights throughout also provide a nice balance of challenge for players. 

Controls – 9/10

The biggest problem I had with the game is only a minor one. Which is that the jump mechanics can seem a little inconsistent. And as a result, gameplay can be hindered to a small extent unnecessarily. The same problem exists in the next game in the series, World of Illusion. But to a lesser extent. However, the jump mechanics are nowhere near as bad enough to be able to call the game unplayable. Like the last game, the controls are as fluent as what is needed to be for the most part. 

Lifespan – 7.5/10

Land of Illusion can be made to last around an hour. Which though the average lifespan for a game in the fourth generation is actually quite impressive compared to other third-generation titles. The amount of backtracking the game warrants makes it slightly longer than the average 2D side scroller that was a mainstay in the industry at this time. And it does fairly well to stand out on its own as a result. Of course, other games have been released by this time that lasted considerably longer like A Link to the Past and Final Fantasy games. But for what is a very retroactive experience, it succeeds to deliver.

Storyline – 8/10

The plot of Land of Illusion is extremely similar to that of Super Mario Bros 2. Mickey is reading a book one day only to fall asleep and awake again in an unfamiliar and fantastical land. Whereby he must recover a stolen magic crystal in order to help the inhabitants of a small village protect themselves from an entity known as The Phantom. Along the way, the player encounters several classic Disney characters to rescue. And along the way provides a greater deal of substance in the story and more memorable moments than Castle of Illusion. 

Originality – 8/10

Although it was released arguably three years too late, the fact of the matter is the game stands out for all the right reasons regardless of its late arrival on the Sega Master System. And for a game that at first glance would seem completely outdated, is immensely impressive. It’s amazing what developers have been able to do with basing games off of a pre-existing license before and after Land of Illusion. But very few developers took that concept to the heights that Sega took many Disney franchises in the realm of games. And this game stands out as yet another shining example of that.

Happii

Overall, I was surprised to find out that I would end up enjoying Land of Illusion more than any of the other Illusion games. It’s got a great deal to play for, for its time, the story is much more involved than in the previous game. And although it seems to be Castle of Illusion that gets the accolade of the classic Mickey Mouse game, the fact of the matter is that Land of Illusion is in many ways superior. 

Score

50/60

8/10 (Very Good)

Momodora III (PC)

Developer(s) – rdein

Publisher(s) – rdein

PEGI – Not yet rated (some non-graphic violence)

Released on Steam back in 2014, three years after the release of Momodora II, Momodora III largely reverted back to the basic gameplay structure of the first Momodora. A semi-open world side scroller requiring a small amount of backtracking. But not to the same extent as a traditional Metroidvania game. There were a few new elements synonymous with the series introduced as well as some perpetuated from the first two games. And delivered a fair amount of variety in gameplay. Garnishing generally favorable reviews from gamers and critics. In terms of quality, I would put it second out of the original trilogy. Not quite as good as Momodra II, but much better than the first game.

Graphics – 7.5/10

The first thing to notice when comparing Momodora III to the previous two games is that in terms of concept, it does far better to come into its own and stand out among many other side scrollers. Gone is any trace of science fiction. Or the recycled setting of the second game in favor of more varied landscapes from vibrant and colorful forest lands to snowy tundras and deep underground caves. The next game, Reverie Under the Moonlight would then go on to differentiate itself even more from other games in terms of conceptual design. But the third game is where the series truly started to take on a life of its own.  

Gameplay – 6.5/10

The gameplay compared to the first two games, however, seemed a lot more underwhelming. As there was simply less to do. Taken away were the facilities to discover new weapons from the first Momodora, and like the second game, it was replaced with finding new items that grant new abilities. But the reason why it works worse in this game than it does in Momodora II is simply that the additional abilities aren’t ostensibly needed to complete the game.

It works better on hard mode. But in normal mode, it can simply be rushed through without having to make use of anything else other than the main attack. So the gameplay feature is made quite redundant. The linear gameplay structure also doesn’t help things either. As there is very little cause to backtrack through the game anyway. The third game felt like it needed much more of a boost in terms of gameplay. Which unfortunately it didn’t get. 

Controls – 10/10

As it plays out more or less identical to both of the first two games, there are at least no problems with the control scheme. But at this point, it was to be expected if the developers were simply going to release a game that didn’t make any strong leaps away from its predecessors and added very few new features in terms of gameplay. 

Lifespan – 1/10

Clocking in at around an hour once again, the lifespan of Momodora III is very much below par compared to that of most sidescrollers released either at the time or even back in the fourth generation. For what is supposed to be an ultimately retroactive experience, it does very little to differentiate itself in terms of gameplay. And in turn, the game’s lifespan is abysmal even compared to what was acceptable in days gone by. The hard mode necessitates an additional playthrough for more intrepid players. But completing the game on hard mode offers no incentive, so there’s not much point. 

Storyline – 6/10

The story follows either one of two priestesses depending on which difficulty the player selects. Momo or Dora, who is charged with investigating supernatural goings-on around the land of Koho. For me, the highlight of the game’s story was the encounter with the main character of Momodora: Reverie Under the Moonlight. Kaho. Apart from that, the game’s story has slightly less substance than that of the second game. But much more than the original Momodora. As there is a lot more text, and a lot more going on. It also has multiple endings, which would also be included in Reverie Under the Moonlight. But overall, the story is fairly generic. 

Originality – 5/10

Although the third game in the series does far better to stand out in terms of visuals, that’s about the only way it does stand out. Gameplay is very typical of a generic 2D sidescroller. And it needed a massive boost in terms of quality in this aspect compared to the first two games. And I don’t think it got it in my opinion. The series would later be taken to its apex with Reverie Under the Moonlight. But the original Momodora trilogy was overall a fairly disappointing experience. And the third game caps it all off in a very boring and dissatisfactory manner.

Niiutral

Overall, Momodora III is a pretty standard 2D sidescroller, which for reasons beyond me, has been touted as one of the best side scrollers on PC. In my opinion, it’s tedious, lacking too much in substance. And only served as a precursor for better things to come; as did the original Momodora trilogy on the whole. 

Score

36/60

6/10 (Average)

Momodora II (PC)

Momodora II

Developer(s) – rdein

Publisher(s) – rdein

PEGI – Not yet rated (Non-graphic violence and some strong language)

Released one year after the original game, Momodora II took a different approach to gameplay, playing out as a Metroidvania as opposed to a linear 2D platformer. And carried on the story almost directly after the events of the original Momodora. Although this game pales in comparison to other classic Metroidvanias, the second game is decisively the best out of the original trilogy that was developed before the release of Momodora: Reverie Under The Moonlight.

Graphics – 7/10

The graphical quality of the game is just as good as the first. And it seems a lot more cohesive somehow. Gone are the science fiction elements of the first game. Such as guns and aliens in favor of a much more fantastical look. With the second game perpetuating a lot of the common elements found in later Momodora games. Such as the save points and the variety of enemies found throughout. Gone also is the 8-BIT soundtrack in favor of a more orchestral brand of music. Which in all honesty, fits the tableau of the series far better.

Gameplay – 7.5/10

Playing out like a traditional Metroidvania game, there is a variety of new abilities to collect in place of different kinds of weapons. And additional items can be found to give the player additional health. There are also a couple more boss fights thrown in as opposed to the one found in the first game. And although again, it falls way below par of what many other games in the genre have to offer. Such as Blasphemous, the Ori games, and even Xeodrifter, it is still a pretty fun game to play a good few challenges and secrets to uncover along the way. 

Controls – 10/10

Again, like the first game, there are also no issues with the controls. Since they practically play out identical to each other. The second game is almost like an extension to the first in respect to controls. But there are a couple of new mechanics introduced in the form of new types of abilities to wield compared to the previous game to at least keep things relatively fresh.

Lifespan – 1.5/10

Clocking in at around 50 minutes in total, the second game only lasts fractionally longer than the first. And especially as the second game is a lot more open-ended, it seems all the more underwhelming because of that. I can’t help but think that with a little more thought and time put into it that this game could’ve ended up being far more than what it ruined out to be. After all, Blasphemous had a particularly lengthy development cycle before finally seeing the light of day. And turns out to be one of the most critically acclaimed games of the eighth generation. But the developer seemed to prioritize getting the game out as fast as possible as opposed to putting in that little more effort than was needed, unfortunately.

Storyline – 6.5/10

The story of Momodora II, however, is a drastic improvement compared to that of the first game. It follows a young girl who has made a journey into a mysterious lair outside of Koho in order to find and defeat an entity known as the Underworld Queen. Who has been terrorizing the land. There’s a lot more dialogue, and therefore, a lot more story and emotion conveyed throughout. And it has a particularly interesting outcome that again, makes it a much more interesting narrative to experience than that of the first Momodora.

Originality – 4/10

Momodora II does far better to stand out from other Metroidvanias in comparison to the first game. But still, there are a lot of familiar elements that make it seem quite typical of any game in the genre. Eventually, the series would go on to become something much more distinct than what it started out as. But it was a lengthy process that happened over the course of several years. And it was something that could’ve happened a lot sooner if the developers had tried a few new things like new gameplay mechanics or something newer in terms of conceptual design. Some small contribution to that was made here, but not enough in my opinion.

Niiutral

Overall, Momodora II goes leaps and bounds ahead of its predecessor, but it is still a fairly generic Metroidvania title compared to others. It may be the best of the original Momodora trilogy, but unfortunately, it is the best of a bunch of below-par games in the lead-up to Reverie Under the Moonlight, which would blow them all out of the water. 

Score

36.5/60

6/10 (Average)

Momodora (PC)

Momodora

Developer(s) – rdein

Publisher(s) – rdein

PEGI – Not yet rated (non-graphic violence)

Released back in 2010 in a very low-key and obscure manner, Momodora went on to develop somewhat of a cult following, spawning two sequels and a spin-off, Momodora: Reverie Under the Moonlight. Which along with Momodora III, saw a full release on Steam. Though this game clearly has its fanbase and did lead the developers to go on and do even greater things, the series had a very slow start in my opinion. Releasing the original two games on Steam would only probably work as a bundle. Along with the other Momodora games with how short they are as well. 

Graphics – 7/10

The visuals are much different from the types of locations and the mythology that the Momodora series would later perpetuate. The game has much more of a science-fiction look to it as opposed to high fantasy or gothic horror. The game bears a striking resemblance to the likes of Metroid, Xeodrifter, and Axiom Verge. Especially as they’re 8-BIT rendered. The soundtrack is also in chiptune. Which would change from Momodora II to a more orchestral soundtrack. But the tracks in the game are quite well-composed. 

Gameplay – 7/10

The gameplay is also fairly entertaining in addition. It’s a linear 2D sidescroller. Whereby the player must collect various different items throughout. And discover new and better weapons to become more effective in combat with a boss fight thrown in at the end. Again, perpetuating a very different style of combat to the rest of the series, players are given guns to use as opposed to swords, bows, and magic spells. It’s obvious that this series was something extremely different at first. And was later envisioned as something else entirely. There are a couple of common elements linking each game. But how it later evolved is very interesting indeed. In terms of gameplay, later entries would also go on to become even more entertaining than the first. But what is here in the way of that is pretty good.

Controls – 10/10

There are also no issues with the controls as expected. It’s even bearable to play this game using a keyboard. And I don’t often think that of platformers exclusive to PC. If it was a more fast-paced platformer, then most likely the controls would’ve been a huge problem. But thankfully, that isn’t the case here. It’s a reasonably paced platformer with no additional complication in terms of its control scheme. 

Lifespan – 1/10

Lasting less than an hour, the game is criminally short. Especially for 2010 when other indie games were being released that could be made too far infinitely longer. It may be easier for fans of the series to simply rate the series as a whole as opposed to rating each installment separately. Especially as in all fairness, each game is relatively cheap, but looking at the first game on its own merits, 40 minutes is a pitiful amount of time to last; not since the mid-80s has less than an hour been the industry standard. 

Storyline – 5/10

The story of Momodora takes place in the land of Koho where a young orphan girl has entered a forbidden land after her mother had been sacrificed. As is customary in Koho. The orphan girl travels to this forbidden land in order to find a hidden power reputed to bring the dead back to life. The closest game I could draw comparisons with in terms of story is Shadow of the Colossus. Albeit regarding concept as opposed to quality. The story sounds good in its basic premise, but there isn’t much, at least until the end, to get players particularly invested in the narrative. And even come to the end, the way the story is closed out is very questionable. It doesn’t challenge players to speculate about what the ending means, but rather it’ll make them question why this was the best ending the developers could come up with. 

Originality – 2/10

The game’s second-biggest problem (second to lifespan), is how unoriginal it is. As I said before, the series would go on to become something far more distinct than what it started out as with the first game, but in every way, it’s possible to draw comparisons with many other games that came before it; some for the right reason, but many for the wrong reasons as well. I can’t help but feel that this was largely a question of trial and error on the developer’s part; a learning curve before building on the series in a far more positive way. 

Angrii

Overall, while the first Momodora game has its merits here and there, it is ultimately a very flat and generic gaming experience that’s screaming out for improvement. It’s fairly fun to play and the graphics are good to look at as well, but there’s simply not enough of any of that to be had with lasting as short a time as it does, and there’s not much separating it from games made of the same ilk. 

Score

32/60

5/10 (Far Below Average)

Zapling Bygone: First Impressions

I recently came across yet another Metroidvania title with a great deal of promise and a great deal of substance in its early stages of development. Zapling Bygone is a sci-fi Metroidvania following the story of an alien asylum seeker named Zapling, who after fleeing his home planet comes across a completely new world inhabited by strange and dangerous creatures and must traverse it in a bid to call it home. I’d had one eye on this game for a few weeks leading up to this article, and a Q&A will be to follow as soon as possible, but for now, I wanted to give my verdict on the game in this early stage of development, and happily, my verdict is extremely positive. 

 

Graphics

The game makes use of traditional 8-BIT visuals set on a weird and wonderful alien planet reminiscent of many classic or independently developed games within the genre, such as Metroid, Xeodrifter, and Axiom Verge. What has been shaped in the way of environmental design is very interesting to look at, albeit it’s only a very small section of what is soon to be a particularly sizable open world, and I can’t wait to see what the rest of it looks like when the full project is released. Already packed with numerous different areas to explore, it’ll be even more interesting to see how the mythology of the game is expanded upon. 

 

Gameplay

The game is a traditional Metroidvania and primarily takes inspiration from Hollow Knight, relying on exploration, combat item collecting, and gaining new abilities in order to discover new areas. The player character must find different types of skulls in order to gain additional abilities that can either fool enemies into thinking you are one of them or to gain other strategic advantages; it works in a somewhat similar way to Skul: The Hero Slayer. Something else I was pleasantly surprised to find was that there is actually an easter directly referencing another indie game currently in development that I covered some time back; Scrabdackle by Jakefriend. I interviewed Jake some time ago:

https://scousegamer88.com/2021/03/23/qa-with-jakefriend-scrabdackle/

And so I slipped the lead developer of Zapling Bygone Stevis Andrea an additional question about their relationship and how the easter egg came to be, so it’ll be interesting to learn more about that in addition. But besides which, the game in its current state shows great promise in terms of its wildly varied combat system, level of exploration, and the design of the boss fights, which reminded me of Teslagrad in particular. 

 

Controls

The idea of the game’s general control scheme is fine, and once it’s released I’m sure the concern I’m about to express will be ironed out during development, but my advice would be that if you’re playing with a PlayStation 4 controller, the controller mapping is not immediately established, and it takes a little bit of adjustment. Below is my own personal mapping of the controls for Zapling Bygone, which worked just fine to me, so if anyone is thinking of trying the demo, and are using a PS4 controller, refer to this mapping:

 

But otherwise, many of the control mechanics themselves are either very unique or very reminiscent of other Metroidvanias, such as the Ori games or Blasphemous.

 

Lifespan

With only a portion of the game’s world revealed, and the promise on the Kickstarter page of at least 6 different areas to explore throughout, it indeed has the potential to last an extraordinarily long time. Whether it does end up lasting as long as the average Metroidvania, or maybe even longer, depends on how much is given to players to do throughout. But with the insane amount of collectibles, there are throughout the demo alone, I’m confident it will be made to last an exceptional amount of time. 

 

Storyline

The basic premise of Zapling Bygone follows the alien lifeform Zapling as he crashlands onto a brave new mysterious world in a bid to call it home and overcome the many dangers it poses to him. The charm of the game’s story exists not just in its basic premise, but in its backstory, which can be periodically discovered across the entire game, similar to the likes of The Swapper, though I can already tell that this game’s story is going to be far more immersing than the former. It certainly has the potential to spark wonder, controversy, and fan theories that can possibly make for one of the most interesting Metroidvania mythologies yet. 

 

Originality

Though clearly not without its sources of inspiration, it certainly had the potential to stand out among the circle of indie Metroidvania games. The extent of which would depend on how it does to try and break away from the likes of Super Metroid, Guacamelee, Dust: An Elysian Tail and others, and how much emphasis there is on this being its own fully cohesive concept. The combat system and the world mythos has a lot to them, and elements are there unlike a lot of Metroidvanias I’ve played, but it will be interesting to see exactly how much effort the developers put into making this game truly their own, and not just coming across as a collection of features and ideas based on other games. 

 

But overall, I was extremely impressed with how Zapling Bygone looks, plays, and tells the story of the main character and of the world around him. Since the Kickstarter campaign began, the idea has gathered a great of momentum from backers, gamers, and streamers alike, and it’s not hard to see why. If you’d like to try the demo out for yourself, you can download it now for free via the link below:

https://store.steampowered.com/app/1489110/Zapling_Bygone/

 

Or if you would like to back the game on Kickstarter, you can do so via this link:

https://www.kickstarter.com/projects/9fingergames/zapling-bygone

 

In the meantime, I hope you guys enjoy playing Zapling Bygone, and tell me what you think of this game. I hope you enjoyed reading my assessment as much as I did putting it together.

Game on,

Scouse Gamer 88

Nubarron: The Adventure of an Unlucky Gnome (PC, Xbox One & Switch)

Nubarron

Developer(s) – Nastycloud

Publisher(s) – Hidden People club

Designer(s) – Ignacio Rud & Federico Segovia

PEGI – 3

Released on Steam in early 2020 to a mixed critical reception from gamers and reviewers, Nubarron is a semi-open world 2D side-scroller following the adventures of a Gnome being persisted by an ever-changing cloud. Tasked with recovering the pages of a magic book. For the first hour of playing, it seemed like a pretty generic platforming game; I can best compare it to Chronology by Bedtime Digital. But after getting past that initial period, it did become progressively better. And I ended up enjoying it very much.

Graphics – 8.5/10

To begin, the game’s hand-drawn visuals are quite stunning. Almost on par with the best games to use this graphical style. Such as the Ori games, Dust: An Elysian Tail, and Hollow Knight. It takes place in a fantastical forest home to many weird and wonderful creatures. With a blend of both medieval fantasy and science-fiction elements. The reason I say that this game is almost on par with the aforementioned games is that it doesn’t quite stand out as much on the conceptual level. But nevertheless, it is one of the better-looking indie games developed in 2020. 

Gameplay – 7/10

The game is a semi-open world puzzle-solving 2D side-scroller that requires some tracking back to previous areas to complete quests. Gameplay is made as variable as possible with acquiring new abilities throughout and the unusual combat system. Combat is engaged through the cloud that follows the player’s character. It can be used to subdue enemies. But in certain sequences throughout the game, the cloud can become either more difficult to control or out of control altogether. The player has to avoid being killed by the cloud when it becomes uncontrollable. Aside from the combat element being wonderfully outlandish compared to other games, the puzzle-solving element is also pretty well-executed with some of which. Especially towards the end of the game, which is particularly challenging. 

Controls – 10/10

One of the main reasons why I would still most closely compare Nubarron to Chronology is because the controls are almost the same. Nearly to the point where you would think both games were made on the same engine. The movement controls are somewhat wooden compared to other side scrollers. But with so much more functionality and abilities to take advantage of than the former, it’s a far better game to control. The slowness of the movement commands is also not hindering enough to be considered a significant problem. The game’s control scheme poses no unnecessary complications, as any good game should be made. 

Lifespan – 5/10

The aspect which lets this game down, however, is its lifespan. The problem being is the games I have compared this to in terms of graphics are Metroidvanias and therefore require far more backtracking. I can’t help but feel that if this game was made in the style of Metroidvania, then it would’ve been made to last far longer than it does. But since there is only a minimalist amount of backtracking to be done, the game clocks in at only around 5 to 6 hours. Which in this day and age, is pretty underwhelming. 

Storyline – 8/10

What wasn’t underwhelming, however, was the story of Nubarron. It follows a Gnome, simply named Gnome. He one day has not only, unfortunately, lost his lucky hat, but is also persistently followed by a cloud, whose behavior changes on a whim. Wanting to get rid of the cloud and find his hat, he enlists the help of a magical omniscient owl who requests that Gnome recover all the missing pages from a spellbook called the Nubarron, and so Gnome sets out on his quest.

At first, my first impression of the game’s story was that it was quite typical. A bog-standard fantasy story if you will. However, as the game progresses, it becomes something far better than that. Without spoiling the details of the ending, it’s perfectly poised for a sequel to happen, and I’m very much hoping that it does happen. There’s a lot of scope to expand on the mythology of the series. As well as the gameplay mechanics and the lifespan. So here’s hoping that this game gets the follow-up it deserves. 

Originality – 7/10

It’s not until after the first hour or so that players will be able to fully appreciate the depth and the unconventional aesthetics that this game truly has to offer players. So it is something that will have to be borne with at first. But when that initial period passes, there’s so much to be had in terms of uniqueness. Sure, I was left thinking to an extent that if a little more effort was put in, this game could’ve ended up being even more than what it is. But for what there is here, it’s still a pretty standout experience.

Happii

Overall, Nubarron was a game that I looked at and thought was going to be a very generic gaming experience. It turned out to be anything but that. It’s enjoyable to play with a surprisingly in-depth narrative. And I would advise anyone looking at this game to ignore the mixed reception that it has received. It’s certainly worth at least one playthrough. 

Score

45.5/60

7.5/10 (Good)