Dark Souls (2011)

In a time in which numerous video games hold the players hand and are generally easy, one game challenged the idea that difficult games were too frustrating and that mainstream games should stray away from challenging the player. That game was Dark Souls. This action-RPG was an industry-changing title, other developers realized that there was a market for games that did not coddle the player. The difficulty is far from the only factor that makes Dark Souls what it is, although its reputation of being hard is what everyone knows about Dark Souls, even if they have never played it. Dark Souls is also a bastion of success in level design, atmosphere, and world building, and I have yet to come across a game as impressive as Dark Souls in those departments. I consider Dark Souls to be one of the greatest and most important games of all time, rivaling titles like The Legend of Zelda: Ocarina of Time, Metal Gear Solid, and Super Mario 64. It has had a profound effect on the industry and will shape video games for years to come. That being said, I consider Dark Souls to be a flawed masterpiece. It is no secret that the second half of the game was rushed to reach a deadline. It also dangerously teeters on the line of “difficult but fair” and “frustrating”. While I consider the game to be “difficult but fair” a majority of the time, there are still a few moments that cross the line and enter “frustrating” territory. Despite these shortcomings, Dark Souls has quickly become one of my favorite games and its importance cannot be denied.

What makes the difficulty of Dark Souls so compelling? Part of its success is that Dark Souls is tough, but it rarely ever feels cheap or gives you an unwarranted death. Every time you die, it’s your fault. Every time I died, I learned something valuable and I could avoid dying the same way in the future. It is evident that nothing is too difficult to execute because on my second play-through I died extremely infrequently due to my prior knowledge on how to defeat all the enemies. There is a certain beauty to the challenge of Dark Souls.  Many challenges seem insurmountable at first, but you keep trying and trying until eventually you figure it out. When you do finally overcome a tough area or boss, there is an overwhelming feeling of elation and pride at what you have just accomplished. There is something to be said in that Dark Souls mimics life in this regard. Dark Souls is not difficult for the sake of being difficult, rather it uses difficulty as a tool to make the player feel different emotions. The sense of accomplishment when you defeat a boss, the anxiety of not knowing what is on the other side of a fog door, the fear and tension of fighting a tough enemy, or the immense relief when you discover a new bonfire; these emotions are possible only because of the challenge provided by Dark Souls. Furthermore, I really appreciate when games are actually challenging, it is far more engaging and addicting.  That feeling of wanting to conquer a genuine challenge makes me want to keep playing, and when I did finally defeat whatever was in my way I really felt like I had made significant progress.

1

While the difficulty is probably the most well-known feature of Dark Souls, there are many other categories which make Dark Souls master class. The most impressive feature to me was the brilliant level design. Each area in Dark Souls often loops in on itself and reveals a shortcut from the nearest checkpoint. This is genius for a couple of reasons. First, it lets areas evolve in a sense, and as you progress through the game an area is going to have more paths and shortcuts available to access. Since many paths are closed to the player initially, it allows the player to become familiarized with the level’s layout before further complicating it. This sort of circular level design also surprises the player, and makes you stop and think how you ended up back where you started. From a player progression standpoint, the looping level design is massively important. As you return to areas you have been previously, you can test how strong you have become. As gear, level, and player skill increase you feel much more powerful visiting areas that you were in just a short time ago. Lastly, this type of design also reduces tedium by a massive amount. The player will only have to get through a particular chunk once and can skip that chunk once a shortcut has been opened. So, there is very little tedium when running from a checkpoint to where you died.

2

The atmosphere, setting, and world of Dark Souls is also hauntingly beautiful. Every area is completely unique and memorable. Often, I just stopped adventuring and had to take in my surroundings. The world of Dark Souls mirrors the level design in the sense that it utilizes vertical layers to have areas loop in on themselves to create a compact and believable world. There are many instances of Déjà vu as you open a door or descend an elevator as you realize that you have been here before. Atmospherically, Dark Souls is in a tier of its own. The world is littered with viewing points from high places where you can gaze upon the areas that you have just conquered, or even look ahead to see your next trial. I often felt insignificant when gazing upon the wondrous land or Lordran, and fighting enemies that were magnitudes larger than me reinforced that feeling. Despite this, as I traversed the world and surmounted these creatures, I felt powerful. The world of Dark Souls is vast but compact, it is interconnected, and it is breathtaking.

3

Another aspect of world-building is the lore and the story. While the story of Dark Souls is fairly simple, it becomes incredible as you learn the backstory to the world. I don’t want to delve too deep into the lore, as I feel like people should attempt to discover it on their own. There is a real feeling of living in a dying world, and you are putting this worlds creators and gods to rest in order to preserve life for a little while longer. Fighting many of the bosses of Dark Souls becomes far more emotional once you learn their backstory, and often times it is profoundly sad as you put these old gods to rest. Speaking to all of the characters in the game gives you a sense that they are on their own journeys through this world, and don’t solely exist for the benefit of the player. The other interesting thing about the lore is that it is never explicitly laid out for the player. You must discover it for yourself through contextual clues, item descriptions, and character dialogue. This gave me the feeling of piecing together a puzzle, and even if some of the pieces were missing, I could still make out the overall picture. I really felt like an adventurer in a fantasy setting, discovering the world for myself.

4

One of the most important features of an action-RPG is obviously the combat. At first glance, the combat of Dark Souls seems pretty rudimentary and slow, but looking deeper into the game one can see that this is not the case. Every action that the player takes has a significant wind-up at the beginning and some down-time at the end, this is to encourage the player to only make an action when it is safe to do so, otherwise you will get hit. Enemies hit hard in Dark Souls, even the weaker enemies in most areas can kill the player in a few hits, so you better be sure that you have a big enough window to attack, or you will pay heavily for it. The combat is actually surprisingly deep in a sense, as the player learns the ins and outs of all the combat systems. Learning how to use stamina, poise, staggering, shields, rolling, light attacks, heavy attacks, shield breaks, back stabs, parries, and efficient use of the estus flask are all essential as you get further into the game. The combat is heavily focused around risk and reward, for example: you can shield an incoming attack to guarantee your safety, but you’ll lose stamina, or you can parry the attack and riposte for massive damage, but if you mess it up you will get hit hard. That is just one example, and the player is encouraged to test out all of the combat options available to them. The other interesting thing is that all the enemies abide by the same rules that the player follows. Enemies also have stamina, poise, wind-up animations, and down-time after their attacks, and they also die from a few swings of your weapons. You can always expect the enemies to behave in a similar way to the player, which is immensely important. If enemies did not have to follow these rules, they would feel cheap and unfair. There is a feeling of weight and permanence in the combat of Dark Souls, every decision must be carefully calculated because the stakes of getting hit are so high.

6

Do you remember being a kid and huddling around the playground with you friends and telling each other about all the cool secrets you found in a game? Most of what was said in these discussions ended up being wrong, but it was still neat to imagine all of the hidden features in a game. Dark Souls does a great job of recreating this feeling. Players can leave messages for each other, telling of illusory walls or how a great item is waiting for you if you jump off this cliff! This harkens back to the playground discussions, as these messages are mostly jokes. But occasionally you will find a tip about a hidden item, or a how a trap is waiting for you up ahead. These messages can also be likened to adventurers swapping tips and stories around a bonfire. There are also bloodstains scattered across the world and you can view exactly how other players died in that spot, which can be pretty humorous. Not only can you communicate with other players, but you can also summon players to play alongside you and engage in jolly cooperation. Be careful though, some of the crueler players can invade your world and fight you one on one. I don’t consider the multiplayer aspect of Dark Souls to be one of the main features of the game, but I definitely did get a few chuckles out of the goofy messages and bloodstains.

It is clear that I adore Dark Souls, so why did I call it a “flawed masterpiece”, what is wrong with the game? One of the issues is that there are definitely some moments that are more frustrating than they are difficult. Luckily, these moments are not too common, but they still sour the experience a little. This was a risk the developers took when creating a challenging game, every encounter must be extensively tested to make sure that it is tough, but not so hard that it makes you want to smash your controller. While it is a shame that some of these types of moments made it into the full game, I think it is remarkable that these frustrating moments are so few and far between and it shows how much care what put into this game. Also, the game can often be a little too cryptic for its own good. While the DLC areas and bosses are some of the best in the game, accessing the DLC is so confusing that I doubt most people figured it out without looking it up. Unfortunately, these are not the sole issues of Dark Souls, the most important issue is that the game is just not finished. In order to meet a deadline, the final areas in the game were rushed and are nowhere near the quality previously demonstrated. The level design falls apart as it no longer loops in on itself, and the same can be said for the world design. There are a few separate paths that lead to dead ends, there are no grand revelations of “I know exactly where I am”. Furthermore, many of the enemies, bosses, and the areas themselves are clearly rushed. I think the other big issues with the final 4 areas in the game is that the developers attempted to let the player tackle them in any order they wanted.

5

While some fans claim that one of the biggest strengths of Dark Souls it its open format, I have to disagree. Sure, you can go to a variety of different areas at the start of the game, but you are clearly pushed into one path. To me, that is the beauty of the pseudo-open world of Dark Souls. The developers trust that the player is intelligent enough to avoid tougher areas early on and instead come back when they are better prepared. At the end of the game, there are 4 paths all laid out for the player to go in any order they want. The issue with this is that as the player progresses through these paths, they will become more powerful, so it is immensely difficult to balance these 4 paths. They all must be about roughly equal in difficulty so that the player can choose to go to whichever one they want first. What ends up happening is that the first area you go to is going to be the hardest, and then each area you visit gets progressively easier as you level up and get better equipment. I think the developers realized this issue, and since difficulty is such an important factor in the game they attempted to combat the problem that subsequent areas get easier and easier. In order to fix this, the developers made each area difficult by adding a gimmick. These gimmicks remain relevant regardless of the players level. The pitch blackness of the Tomb of the Giants, the lava of Lost Izalith, the invisible platforms of the Crystal Caves, and the ghost enemies in New Londo are all gimmicks. They are cheap tricks meant to make the game more difficult and I feel like they damage what could otherwise be decent areas. These gimmicks could actually be pretty interesting twists to these levels if they were implemented better, but as they stand now they are just annoying to deal with. Despite this, I still think that most of these areas are decent, they just don’t adhere to the brilliance that was the first half of Dark Souls.

Even though it is undeniable that Dark Souls is flawed, it is still an immensely important game. It has redefined level design, world building, and atmosphere in games. I have struggled for a while to write this piece. It is not easy for me to put into words my opinion about Dark Souls, and as such I believe that it is a game that everyone needs to at least try. Do not be intimidated by others boasting about how hard the game is, as I think it is entirely accessible to anybody decently experienced at video games. Dark Souls is a truly wonderous and unforgettable experience, and while it may not be everyone’s cup of tea, I highly recommend that everyone should at least give it a chance.

Civilization VI (2016)

It is no surprise that a Civilization game is underwhelming at launch. Civilization IV and Civilization V for example were extremely bare-bones at the time of their release, but they were significantly expanded on with patches, downloadable content (DLC), and expansion packs. In Civilization VI, all of those bonus features that were added onto its predecessors were present at launch. Unfortunately, most of these features are so fundamentally broken that I would much rather them be absent from the game. I figured I would give the developers some time to fix the major issues or at least acknowledge that these issues exist. It has been nearly a year now, and Firaxis has not done anything besides patching some glitches and adding new, paid DLC civilizations to play as. At this point, I am worried that the developers have no idea what is wrong with their game, let alone how to fix it. For me, there are 3 clear game-breaking issues that must be addressed. These 3 issues are the artificial intelligence (AI), user interface (UI), and the various tedium that plague Civilization VI.

Full disclosure, I feel like I have to mention that I am veteran of the Civilization series. I started with Civilization III when I was young, played a good amount of Civilization IV, and I have near 1000 hours of Civilization V and play on the highest difficulty setting. Many of my criticisms of Civilization VI may not be apparent to newer players, but I assure you if you play enough Civilization VI you will understand what I am talking about. That being said, I realize that I may be harsh on this game because of my experience, so a more casual player may not care about a lot of what I am going to mention.

1

By far the most apparent issue with Civilization VI is its artificial intelligence (AI). The Civilization series is definitely not known for its brilliant AI, but there has always been a basic level of competency that could make the AI competitive. Not only is that competency is absent from Civilization VI, but the AI is completely unpredictable and illogical. It is clear that the developers knew that the AI was awful, as they gave the AI massive bonuses on the highest difficulties that are unprecedented in the series. For example, only on the highest difficulty of previous Civilization games the AI receives a bonus settler. But in Civilization VI, the AI starts receiving that bonus settler on the third highest difficulty, and now it receives 2 settlers on the highest difficulty. The AI is also extremely aggressive in Civilization VI, as the only way they can hope to defeat the player is by sabotaging the player so much that they cannot catch up to the AI’s massive early game advantages. I say sabotage because the AI is also completely incapable of actually wiping out the player or at effectively sieging your cities.

2

One of my favorite things about playing Civilization V was studying the AI’s behavior and learning how each leader acted. I could then use this knowledge in future matches to predict what a certain leader was going to do and guess how the game was going to play out. This was essentially eliminated from Civilization VI because the AI is so unpredictable and varies heavily from game to game. The only consistent thing about the AI’s behavior is that their default state seems to be hatred. They hate the player and they hate each other, often leading to lackluster diplomacy as no matter what you do everybody is just going to denounce each other.

Another factor of the Civilization series that I also really enjoyed was the sort of role-playing aspect and watching as empires expanded and clashed over territory. Every time I generated a new game I felt as if I was witnessing an alternative history, and it is a factor that I considered insanely addictive.  Unfortunately, since the AI are so wholly incompetent this role-playing aspect is also destroyed. By the modern era half the world is unsettled because the AI unwilling to expand past a few cities. There are tiny, disjointed empires instead of sprawling empires where the civilizations border each other and make for a believable world. Also, since the AI is so horrible at waging offensive wars, they will almost never conquer their neighbors or take a capital city. In Civilization V, you could expect at least 1 or 2 of the AI to be wiped out by their neighbors, making for an evolving and interesting game world. But in Civilization VI, the AI are incapable of conquering each other, they may take a single city or destroy a city-state, but they almost never take capitals. This makes for a rather boring and uninteresting world to observe. The AI in Civilization VI is what I would consider a game-breaking issue, and I doubt that I will return to this game unless the AI is amended.

3

Other than the AI, there are a few other major flaws that Civilization VI has that also hamper the game’s entertainment value. The next thing I want to touch on is its confusing and overcomplicated user interface (UI). In a strategy game like Civilization VI all of the vital information should be readily available to the player and there should be no clutter of superfluous information. In Civilization VI it is the other way around. The game has no problem clogging up your screen with random stuff like “England has built a granary in London!” Who cares? But you have to dig deep in order to understand key game mechanics like amenities. On top of that, most of the menus and just general layout of information is rather clunky and cumbersome to navigate. Also, the mini-map is a complete disaster. It now shows water tiles as owned land by other civilizations, the colors of the fog of war and undiscovered territory are the same, and it just feels very boxy and unpolished. They have done a little bit to improve the UI since launch, but it is still abysmal. If you want an example of a good UI in a strategy game, Fire Emblem: Fates is phenomenal in that department. There is a ton of information on the screen, it is laid out in a sensible manner, and if you want any more information on anything, you just tap on it.

I’ve heard people say that Civilization VI is a good base for a game to build upon in future expansion packs, even if it needs significant work before it can compare to its predecessors. I don’t fully agree with that sentiment, as the AI and UI are possible to fix and would significantly improve the game, but many of the core game mechanics are fundamentally broken and need a massive overhaul. This is why I am not optimistic for Civilization VI, sure the developers could fix the AI and UI, but I doubt they will scrap so many of these new features that they added into the game. Many of these new features are meant to give the game strategic depth and add more choices into the game, but they end up just becoming tedious, frustrating, and tiresome. These mechanics are: Religion, agendas, housing, the civic tree, eurekas and inspirations, governments, the new movement system, city management, diplomacy, builders, espionage, barbarians, and spies. I am not going to delve deep into why I think these mechanics are busted, as I want to keep this review at least a somewhat reasonable length. I may later do a full analysis of Civilization VI where I go deeper into these mechanics, what is wrong with them, and how to fix them. All of these issues highlight the biggest flaw of the Civilization series as a whole, which is that the game becomes boring and tedious once you have essentially won.

4

There comes a point in every Civilization match when you realize that you are so far ahead that there is no feasible way for the opponents to make a comeback and defeat you. Some people quit when they reach this point, but many like to play the game out to its conclusion. You kind of turn on auto-pilot and hit the “next turn” button until you reach victory. Civilization VI exasperates this issue because you can no longer turn on auto-pilot, you still have to micromanage all of these features that I highlighted earlier. All of these features are unnecessarily tedious, and it feels like the developers just added more decisions and micromanagement just for the sake of having more decisions. All this does is reduce the weight from any decisions, and makes playing the game a chore because I now have to make a dozen meaningless decisions every turn. The importance of these decisions is drastically reduced because of the sheer number of them. Why should I care what government policy I choose when I can change it in 3 turns anyway? The lack of meaningful decisions and plethora of worthless decisions makes for a game that feels like a chore.

5

There are a few worthwhile things in Civilization VI. The most obvious is the district system. Instead of everything in a city being built in that 1-tile area, now you have to establish districts on other tiles. For example: you need a campus district to build libraries, universities, and other science related buildings. From a world-building perspective it makes for a much more believable empire than in past iterations. It also has some interesting strategic properties as districts receive bonuses depending on where you place them, so you can plan out cities and what their districts will be for maximum efficiency. Another positive factor of Civilization VI is just the visuals. I think the art-style borders on being a little too cartoony at times, but sometimes you have to just sit back and admire the landscapes populated by your cities, districts, and wonders.

6

It’s a shame really. It seems like Firaxis genuinely attempted to make this a complete game upon launch. But in their attempts to fill up the game with content, they neglected to check if all of that content was actually any good. As it stands you are much better off buying Civilization V and all its expansions and DLC, which as an entire package often goes on sale for less than $15. It is just a way more polished and complete game, and for a quarter of the price of Civilization VI. I am not sure if Civilization VI will ever be a good game, but the future looks grim for this title. For these reasons I give Civilization VI a 3/10. Maybe it will be good after some expansion packs, but right now the game is just a mess. If you ever feel an itch to play a grand strategy game, just play Civilization V instead.

Captain Toad’s Treasure Tracker (2014)

One of my favorite features from Super Mario 3D World was the inclusion of Captain Toad and his mini-games. Clearly, many others also adored those mini-games as Nintendo developed a full game using the base concept from Super Mario 3D World. Captain Toad’s Treasure Tracker is a puzzle-platformer adventure game. The main objective is to progress through small stages and collect stars and gems along the way.

1

Captain Toad’s Treasure Tracker is a great game to just chill out for some relaxing fun. This is largely due to its simple level design. Levels are small arenas that the player can rotate to get a better view from all sorts of different angles. Captain Toad cannot jump or attack, so most levels consist of navigating these small maze-like courses, avoiding enemies and dangerous obstacles, and finding your way to the star, which acts as a goal in every level. Along the way, the player must also collect the 3 gems that are hidden in every level, as some stages later in the game require a certain number of these gems to unlock. These gems are often hidden in plain sight, or at least are fairly easy to guess where they might be hidden. Stages are very compact and quick to navigate through, so even if you are having trouble finding a hidden item it takes no more than a minute or two to play through the entire stage again to get another look. For the most part, the gems are out in the open and you just have to figure out how to get to them. Usually it involves a bit of puzzling or thinking of a not-so-obvious way of navigating these tiny courses. This is in stark contrast to a game like Yoshi’s Woolly World, where the collectibles were obtuse to find and required scouring every inch of a level to unearth them. In Captain Toad’s Treasure Tracker, there is no obnoxious combing of entire levels to find secrets, they are in plain sight and you just have to figure out how to get to them, which is how collectibles should be handled.

5

While I find the level design itself to be both simple and gratifying, I think the visuals of each level are also top-notch. The idea of making most levels a small cube that just floats in the sky is actually pretty cool. Every stage is kind of like a 3D diorama that you can rotate in your hands. This is a unique way of exploring all sorts of different environments, which is a key element of any adventure game, but it takes out all the long treks and expanses of nothingness between each important zone. It also allows the developers to space out any theme they want, rather than playing them in big chunks. In traditional adventure games, if you enter a snowy area for example, you know that you are going to be exploring that snow-covered area and that area alone for the next few hours, and after a while seeing the same environment over and over can just get dull. I enjoy the fact that the themes can be spread out across the game instead of having to play them all at once. You can always expect some fun places to explore in a Nintendo game, and Captain Toad’s Treasure Tracker is no exception. There are plenty of visually appealing environments and atmospheric areas to discover.

3

While I did enjoy Captain Toad’s Treasure Tracker, I feel like there was a lot of missed potential here. Nintendo does not have a puzzle game franchise, and I feel like there was perfect opportunity to make Captain Toad’s Treasure Tracker into a puzzle game series. Instead, we got a platforming-adventure-puzzle hybrid, which is fine, but the puzzle elements are fairly lacking. Most puzzles in this game are just involve hitting a switch which changes the stage and opens up a new path to the goal. There are no truly head scratching moments or things that make you really think about how to proceed. There are a couple of optional challenges that the game provides that are interesting, like limiting how many times you can hit a switch during a particular stage. These are fairly uncommon though and are entirely optional. Some levels show a good deal of potential and made me think that I was going to keep track of all the different forms the stage takes from hitting a button, and then hit the buttons in the correct order to progress forward. In reality, you just kind of progress forward and hit the buttons along the way, there is not much thinking involved. I was never really thoroughly impressed by any of the levels, and as a whole the game lacks a “wow” factor.

2

Not every game has to be an industry-changing, genre-defining game. Captain Toad’s Treasure Tracker is just fine for what it is: a short, clever, charming, and relaxing adventure. If you are looking for a cute adventure game with a few platforming and puzzle elements, then this game is perfect for you. This is not an ambitious title that will shape the industry for years to come, but it does not pretend to be. It’s just a simple little adventure game that you can meander your way through. For these reasons I give Captain Toad’s Treasure Tracker a 7/10. I enjoyed the calming pace and nature of this game, but there is definitely some untapped potential here.

Yoshi’s Woolly World (2015)

Mario’s beloved dinosaur companion returns in this fuzzy platforming adventure. Nintendo has a large number of platforming IPs, each main character having a unique array of abilities to set the games apart. To go along with that, they all have drastically different difficulty levels. Starting with the slow and forgiving Kirby, Yoshi is the next step in difficulty, followed by Mario, and finally Donkey Kong. Kirby games tend to be introductory platformers and tend to bore more experienced players, so I was hoping to find the sweet spot of relaxing and difficult with Yoshi’s Woolly World. While the base levels of Yoshi’s Woolly World are fairly simple, there is a high variance in the difficulty of the game depending on many of the collectibles you try to obtain.

1

Like most other Nintendo platformers, trying to collect the collectibles scattered throughout each level is a way of stepping up the difficulty for players who are looking for an additional challenge. Yoshi’s Woolly World takes this concept to the next level. Each level has 4 main collectibles for the player to find, and each has an individual purpose. There are yarns, flowers, stamps, and hearts, the two most important are the yarns and flowers. The plot of Yoshi’s Woolly World is that evil wizard Kamek unravels all of the Yoshis, who are made of yarn and scatters them across the land. Collecting all the yarns in a specific level essentially rescues one of those Yoshis and lets you play using their unique color scheme. If you collect every flower in all 8 levels of a specific world, you unlock a hidden bonus level, which is a shame because these bonus levels were generally my favorite and it is unfortunate that they are hidden behind collectibles. Stamps and hearts do not provide much for the player, but if you go through the trouble of getting all the yarns and flowers, you might as well go for 100% and get a golden star for finding everything. Personally, I generally like collectibles in games, but I feel like Yoshi’s Woolly World went about them the wrong way.

5

Gathering collectibles in games is an optional task, and is best left that way because not all players love collecting. In Yoshi’s Woolly World, the player is heavily incentivized to collect things to save their Yoshi companions and to unlock hidden levels. Unfortunately, I do think that the collectibles were handled properly.  In a platformer, collectibles should be gated behind a platforming challenge, maybe a set of tough, consecutive jumps. Or in the case of Yoshi, whose special ability is that he can throw eggs, maybe have collectibles be an aiming challenge. Occasionally, there could be hidden areas that the player can spot if they are perceptive which hide collectibles. In Yoshi’s Woolly World, the vast majority of the collectibles are hidden in those secret types of areas. It even goes further than that, many collectibles are hidden inside invisible clouds or walls that the player cannot spot unless they physically touch it. So, if you are looking for collectibles you essentially have to constantly jump around and bump into every wall, ceiling, and touch every inch of the screen if you want to find these invisible objects. This is not ok, it slows down the pace of the game tremendously and makes progressing through levels tedious rather than entertaining. And if you miss something you have to go through the whole level again doing the same thing just to find one missing item. Most of the time I had to replay levels 2 or 3 times before I found the invisible final item nonsensically floating in the middle of the sky somewhere. It turns the game from a platformer into some sort of treasure hunt, where the treasures are hidden illogically and with the sole intention of wasting your time.

3

Perhaps I hurt the experience for myself by going for the 100% completion, but I am not sure if I would have been engaged without searching for the collectibles. My suggestion for newer players is to hunt for whatever collectibles are on screen, but do not obsess over them as they are a giant time sink. It is a shame because then you won’t get to save Yoshis friends and you won’t get to play the great bonus levels, but they are not worth the time required to unlock them. If you complete the game regularly and want more, then definitely go back and try to 100% every level, but don’t ruin the game for yourself by going for all the collectibles right off the bat.

6

The levels of Yoshi’s Woolly World are fairly easy, as I would expect from a Yoshi game, which is why I was going for the collectibles in the first place. What I liked about the level design was that every single level was unique. Every level had a sort of gimmick in place that was the central theme of the level. Ropes that you grab and swing on, bubbles that you bounce on, creating your own platforms by tossing eggs,  these are just a few examples but every single level has some sort of twist to it. I liked this as the game constantly felt fresh and there were no “throw away” levels that are there just to pad the content. My big issue was that everything just felt kind of slow. Outside of the secret levels, all but a few of the levels you just kind of waddle along at your own pace without immediate threats or danger. I guess I should have expected this out of easier platforming game, but I feel like this is how collectibles could have been used to improve the experience. Maybe collectibles could disappear after some time has passed as a way of speeding up the player, or have a series of optional jumps that increase difficulty for experienced players. I felt stuck in a sort of limbo, the game was too easy and not engaging when just played normally, but was a tedious scavenger hunt when I went for the collectibles.

4

Outside of the uniquely and memorable gimmicks in every level, there are a few other features to this game that make it appealing. First, and most obviously, is the phenomenal art direction. Taken straight out of Kirby’s Epic Yarn, I absolutely love the visuals of this game. Everything is made of woven yarn and wool, and there is a ton of attention to detail to keep it all looking like it was handcrafted. These knitted characters and worlds are adorable, whimsical, and charming, it is probably my favorite feature of the game. It is especially cute whenever you get to play alongside Yoshi’s new canine pal Poochy, I mean who doesn’t love a good dog?  There is also a co-op mode so you can play with a friend, or maybe your kid as this a good platformer for beginners. Another cool feature is the ability to buy power-ups through gems that you collect in the levels. You will have an overabundance of these gems and it could be pretty fun to spend them to give Yoshi powerful abilities. Lastly, I think this game is probably an appropriate difficulty level for young kids. It is definitely a little tougher than Kirby games, but not as hard as Mario or Donkey Kong. I just think that there should have been a good way of stepping up the difficulty for more experienced players. I absolutely loved the hidden levels of this game, they were fast, fun, and had some challenging platforming. If the whole game had similar level design this would have been a must play game in my opinion, but there are so few of these levels and they are hidden behind an irritating collectible system.

2

Overall, I think Yoshi’s Woolly World is a decent game. While I spent a lot of time ranting over its obnoxious collectible system, I don’t think most players will even attempt to collect most of them. And while for someone who is more familiar with platformers the game is slow and easy, it is the perfect difficulty for its intended audience. As someone who grew up playing the original Yoshi’s Island, maybe I expected too much out of this game, but I felt seriously stuck between the game being too easy when played normally, and flat out annoying when playing for collectibles. Still, the whimsical charm and creativity of Yoshi’s Woolly World is sure to impress. For these reasons, I give Yoshi’s Woolly World a 6.5/10. It is great as an introductory platformer, but I feel that it offers little outside of that.

Stardew Valley (2016)

There is nothing more relaxing than chilling out and maintaining your farm in the calming Stardew Valley. This Harvest Moon inspired game is the brainchild of a single developer, ConcernedApe. Can this farming simulator overcome the pitfalls of the other games in its genre? In some ways yes, but I feel like the same problems that plague this genre also drag down Stardew Valley. Regardless of this, Stardew Valley is the perfect comfy game to just sit down and relax and play for a while.

From start to finish, Stardew Valley is undeniably charming. The great pixel art and sprite work, bright visuals, and upbeat music keep this game cheerful. The main character inherits a farm from their grandfather, and uses it as an escape from a soulless corporate world. It is your job to restore this run-down farm and maintain it for years to come. There is so much that needs to be done, and that is what makes Stardew Valley so addictive at the start.

1

Through the clever use of quests, Stardew Valley subtly directs the player into the many different tasks that must be completed. Open-ended games like this can often lack a feeling of direction and the player can either become overwhelmed or they feel like there is no point to doing anything. This is not the case in Stardew Valley, helping out the villagers of Pelican Town is certainly rewarding and gratifying. But the real goal I found myself working towards was restoring the community center. Early in the game, you learn of the dilapidated community center, and you discover the secret that magical creatures known as Junimos are living there. They will help you restore the community center if you bring them all sorts of different materials.

All of the different crops, ores, fish, foraged goods, and other special materials that you collect will  be needed to fully restore the community center. There are dozens of bundles that require specific materials to complete, and you get a small reward for each bundle, as well as a big reward for completing all of the bundles in one of the rooms. These big rewards were very satisfying as they often opened up new areas and I could not wait to see what the next big reward would be. The use of the community center as a central goal was very clever, as it does not force the player into doing anything, but it serves as a sort of guideline as to what can be done. Whenever I felt like I had run out of things to do in this game, I took a look at what was needed in the community center and realized there was plenty that I had not explored or played around with. This sort of direction is desperately needed in an open-ended game like this. Unfortunately, once I had finished the community center, I felt like this game just lost its purpose.

2

Games like this can often get repetitive, and Stardew Valley certainly does not avoid this later on in the game. Once you get your farm up and running, you have to spend good portion of your limited daily time and energy to just water the crops, take care of the animals, make artisan goods, and whatever else needed to be done that day. Eventually you just get into a cycle that you cannot break, and it started to get repetitive and draining for me. I know many people may find it relaxing to do the same tasks over and over, but once I got into this late game cycle I found it to be very boring. I had bought everything and was gaining money hand over fist, so I did not even feel like there was a point to this tedium. This combined with the lack of direction that the game had once I completed the community center made for a very monotonous late game.

3

There were a few other issues I had with Stardew Valley. One of them being that while I mainly looked to this game as a source of relaxation, I felt like some of the main tasks in this game could get pretty frustrating. In particular, the fishing mini-game was aggravating and so much of time spent fishing just sitting around waiting for a fish to bite. Also, combat in this game is reminiscent of NES-era games like the original Legend of Zelda. This is not a good thing. While combat is a minor part of Stardew Valley, I feel like it often gets in the way while am trying to mine for resources. My last issue with Stardew Valley is that while it does a great job with its delayed gratification, I feel like it sometimes it goes overboard with using time from keeping the player from progressing. Certain tasks can only be completed in specific seasons, so if you want to do that thing, you are going to have to wait a while. As I was almost done with the community center, there were long stretches of days I just had to wait around before I could do anything of significance to further myself to completing my goal.

5

As I said, Stardew Valley is usually pretty great when it comes to delaying gratification, but keeping you hooked while you wait. Most things in Stardew Valley take a while before you can start reaping their benefits. Planting crops, upgrading tools, adding new buildings, renovating your house, raising animals, making artisan goods, all of these things require a few days before they become profitable. But as you are waiting for that big payoff, there is still plenty to be done. Fishing, mining, foraging, or just cleaning up your farm were enough to suffice and keep me entertained while I waited.

4

As a whole, I did thoroughly enjoy Stardew Valley. For the first 3 seasons, I was addicted and could not stop playing it. For the next couple of seasons, I still enjoyed it, but I could feel the tedium and repetitive nature of the game arise. In the final seasons that I played, I just kept going so I could have that one final payoff of finishing the community center. I just wish there was some more engaging tasks to be done while waiting for those final items to be attainable. Maybe Stardew Valley is not my type of game, as this is not a genre that I play very often, but the repetitiveness definitely wore me out after some time. That being said, even though this is not a genre that I typically play, I still really loved the first few seasons of this game. I would highly recommend it to anybody who likes these types of games. Overall, I have to give Stardew Valley an 8/10. It does run into the same issues as its predecessors, but is fantastic otherwise. If you are looking for a relaxing game to play, look no further than Stardew Valley.

Hotline Miami (2012)

While playing through the calm and slow-going Stardew Valley, I felt like I needed to quench my thirst for action. And there is no better way to fulfill that desire than Hotline Miami. What makes Hotline Miami stand out from many other indie action titles is how intensely satisfying it is in every regard. Every factor of this top-down shooter feels tailored to making beating the hell out of enemies feel just right.

1

In an age where violence in video games in being condemned by the media, Hotline Miami revels in its violent nature. It is not afraid to go all out, and that is partly makes the game so gratifying, as sometimes you just need to play something intense. Another one of the factors that makes Hotline Miami so satisfying is how brutally brisk and quick it is. One shot is one kill. Many other action games suffer from bullet sponges and enemies that take entirely too long to take down. In this game, however, if you hit an enemy with a weapon, they are immediately dead. Of course, this works in the reverse as well. All it takes is one hit to take down the player. The unforgiving nature of this system is what keeps the game so fast-paced. Just a careless step by the player leads to death. Being able to blast through enemies with just a single hit from a bat or one bullet makes every action much more meaningful and satisfying. There is a real sense of “oomph” when you bash someone with the bat or blow them across the screen with the shotgun.

2

A game with such a small margin of error requires great level design in order to keep it from being aggravating. When a single stray bullet can lead to your demise, the levels need to be specifically designed to avoid cheap and unsatisfying deaths. That being said, you are going to die in Hotline Miami, a lot. Luckily, just a quick button press and you are back at the start of the floor, there is not even a break in the music. Since a game like this is reliant on its level design, it is a good thing that Hotline Miami is phenomenal in that regard. Small sectioned-off rooms make sure you do not have to tackle too many enemies at once. Every floor is designed in such a way that it is advantageous to go fast, and slowing down could be a death sentence. It is critical for you to get the first shot off in every encounter, which is a result of the “one shot, one kill” style gameplay. Every obstacle and enemy is clearly displayed to the player. Enemies are not hidden off-screen or sniping you from across the map. There is maybe two points in the game that I was shot by an off-screen enemy, which was definitely frustrating, but those moments are few and far between.

3

Every level in Hotline Miami feels like an intense and violent puzzle. Which mask and ability would work best, which rooms should I hit first, should I attempt to be stealthy or go in guns blazing; these are all questions I asked myself at the start of every level. Of course, any strategy that you might have quickly gets overridden by your desire to just run in and kill some Russian mobsters, and the game rewards you with bonus points for doing so. Enemies mostly have set patterns, but often deviate just a little bit so repeating the same exact actions over and over may yield different results. Most of the time in Hotline Miami, you just have to rely and your killer instincts in the heat of the moment.

4

Now that it is established that Hotline Miami is fantastically brutal, fast, and bloody from a gameplay perspective, we need to talk about its other aspects. The psychedelic and neon-soaked visuals of Hotline Miami perfectly depict the drug fueled city of Miami in 1989. You are dropped into the bizarre life of Jacket, who constantly has surreal visions and begins to receive phone calls that instruct him to perform massacres on the local Russian mafia. As the game progresses, reality and Jacket’s identity become warped and distorted. In some in-game sequences it becomes difficult to tell what is real and what is Jacket’s mind imagining violent scenes and imagery. Jacket’s identity is also perverted as time passes, he always wears a mask during the killings, but certain dreamlike sequences reveal that he is conflicted and confused. The player shares these emotions with Jacket, as unraveling the mystery of Hotline Miami is quite the task. Many questions are asked, and it starts to make sense as you reach the end of the game. Unfortunately, I felt like the ending was a little bit lackluster, but ultimately for a game that I was just playing for some violent fun I was pretty impressed by the narrative elements.

7

 

You cannot talk about Hotline Miami without mentioning its soundtrack. Thumping synth filled songs, like M.O.O.N. – Paris, are blasting when you slaughter floors upon floors of Russians. Deep and distorted guitars, from Coconuts – Silver Lights, play in the surreal sections of the game. And no song is better matches Jacket waking up from a drug induced slumber like Sun Araw – Deep Cover. Hotline Miami is full of great tracks for all different situations, and some of the songs are downright addictive.

5

One last thing I want to touch on is the ability of the developers to show restraint. Many of great games are brought down by the fact that they just drag on too long and become repetitive, to the point of being exhausted with the game. This is certainly not the case in Hotline Miami. The game is relatively quick, it only took me about 5 hours to complete it. I rarely revisit a game immediately after I beat it, but with this one I went right back in and replayed some of my favorite levels. The gameplay of Hotline Miami is definitely addicting and fun, but I feel like if it went on too long and overstayed its welcome, it could have quickly gotten grating. Luckily, Hotline Miami knows its limits and does not overdo it.

6

As a whole, Hotline Miami knows what it is and plays to its strengths. Quick, violent action with distorted storytelling and arcade-esque visuals. Hotline Miami has mastered the art of making everything intensely satisfying. This game is certainly not for everyone, and if you are not interested in violent games or games that require quick reaction time I would stay away from this title. But if you are looking for a blood-soaked, fast-paced action game, look no further than Hotline Miami.

Metal Slug 3 (2000)

Metal Slug 3 is often considered the pinnacle of the series, and it is clear that the developers really poured their hearts into this game. This was the last Metal Slug game that was developed by the original Nazca and SNK team before they went bankrupt, were bought by another company, and disbanded. This installment is longer and has substantially more content than its predecessors, and it is evident that this was the developer’s last hurrah before having to split up.

5

Metal Slug had realistic environments and enemies, and Metal Slug 2 ventures into the land of the outlandish, Metal Slug 3 cranks up the level of absurdity. For the vast majority of the game you are fighting fictional creatures instead of standard enemy soldiers. Each level’s theme, environment, and monstrous boss battle make them extremely memorable. The other big addition to Metal Slug 3 is the variance in the vehicles. Seven new playable vehicles were added for the player to use and enjoy. Another new feature is that most levels have multiple paths to complete the level. This adds a factor of replayability as well as exploration. Metal Slug 3 is often touted as the best in the series and even the paramount run-and-gun game. While I can see how this is definitely a logical and sensible opinion, I have one issue with this game that holds it back.

6

My personal issue with Metal Slug 3 is its final mission. While the first two Metal Slug games are about an hour each, the final mission of Metal Slug is 35 minutes long just by itself. That is an absurdly long time for a single arcade game level. To be fair, there are distinct portions of this level that completely change the environments and enemy types, but I feel like those distinct parts should have been split up into a few different missions. When I saw that I had gotten to the final mission, I thought that I was almost done. It was really jarring to think that I had almost beaten the game, but then the final level just kept going, and going and going. This was compounded by the fact that Metal Slug games are very tiring for your fingers as you have to mash the shoot button for nearly the entire game. The other irritating factor of this final mission was the difficulty spike that occurred. The beginning levels of Metal Slug 3 had difficulty levels comparable to the first two games in the series, but the final mission can get ridiculous at times. I accrued far more deaths in this final mission than in every other level of this game combined.

7

If it were not for the final mission, I could easily say Metal Slug 3 was my favorite in the series. Do not get me wrong, it is still a fantastic game with great action and artwork, but I cannot help but feel like it the last level dragged on for ludicrous amount of time. Combine the length with tired fingers and a sharp difficulty spike and it is a recipe for an exhausting mission. That being said, Metal Slug 3 is definitely a fantastic run-and-gun game that I thoroughly enjoyed. The pure variety of weapons, vehicles, enemies, environments, and maps make Metal Slug 3 a game that is worth of being remembered as one of the premier run-and-gun games.

Mass Effect (2007)

While some believe Mass Effect to be outdated and clunky, it is the necessary starting point for a legendary series. While the original Mass Effect definitely has not aged well, I believe it would be an injustice to the series and yourself to skip over it to play the more refined sequels. Mass Effect is a space action-RPG (role-playing game), and while the “action” and gameplay is dated, the RPG aspects are still top-notch and make Mass Effect a game worth playing. Deep lore, emotional decisions, strong story-telling, and an intriguing plot are the factors that make Mass Effect successful.

One of the major elements of Mass Effect is the depth of its lore and its expansive universe. Codex and journal entries are available to the player if they ever want to learn more about the missions they are doing or the lore behind the universe. Various entries on the different alien species, including their physiology, galactic presence, and their history. Everything in this game has an explanation and background info if you are interested to learn more about something in particular. Knowing the backgrounds and the relationships between all the alien species definitely adds depth and a factor of validity to this game.

The characters and the story are the defining factors of Mass Effect for me. You play as Commander Shepard and are in charge of the space vessel Normandy and her crew. Most of the time you will be interacting with your “squad” as they are the ones that you can bring along with you to combat. It is definitely a rewarding and almost cozy feeling as you build up your squad and add new members to it at the beginning of the game. Throughout the course of the game you talk with them, get their input on certain situations, build friendship, help them complete certain personal quests, or even romance them. What sets Mass Effect apart from other shooters is the reliance on this squad both on and off of the battlefield. Other games suffer from the protagonist doing everything while other characters just sit around, but in Mass Effect your squad is a massive part of the game. It adds a sense of legitimacy and realness to the game. This is why certain decisions and choices that must be made are so emotional. You build up this squad, fight with them, train them, and interact with them, so when a squad mate gets killed off in the story, it is a devastating blow.

The story of Mass Effect is full of mystery, intrigue, and emotion. The basic premise is that you must figure out what happened to an advanced alien species that died off 50,000 years ago, and you must prevent the same fate from happening to humans and their allies. The game feeds you piecemeal clues as you progress through the story. Seemingly unconnected events and plot-lines all come together by the end to form a cohesive and alluring plot. The story was paced well, there is never any downtime and I was always wanting to see what happened next. There are plenty of individual decisions and choices that you must make in this game. Some choices are minor, while others play a huge role in whats to come. You get to decide the fate of many lives and species. My only issue with this was that it was a little too rewarding to be the “nice guy”. There is rarely any downside going with the games heroic “paragon” options. I wish there was more incentive to be neutral or even go with the “renegade” option. There were a few points in the game that did this right, but for the most part the paragon route is the most rewarding option by a long shot.

While the RPG aspects of Mass Effect are clearly masterclass, the gameplay is definitely clunky and unsatisfying. Enemies often times have tons of health and shields, and some take minutes to take down a single basic enemy. This is compounded by the fact that the guns that you are using do a pittance of damage and overheat frequently, so you are forced to stop shooting for long stretches of time. There is no jumping or hurdling objects, so you have to slowly navigate even the smallest of obstacles. Constantly re-equipping your squad of 7 members with 4 types of weapons, upgrades for those weapons, and armor just gets tedious. Your squad mate’s special abilities often feel underwhelming as there is no big audio or visual cue when they are being used. For some reason, you can only sprint in combat, but not out of combat, which is when you really want to be sprinting so you can get around faster. There is an excessive amount of loading screens and elevators, which just waste a ton of time. Travelling from planet to planet is also tedious. Realistically, getting around anywhere in this game is just slow and draining. Driving the Mako vehicle is easily one of the worst driving experiences in any game that I have played. It goes extremely slow, defies physics, is tough to handle, and it does not even shoot where you aim it. This is made even more frustrating by the fact that you often have to scale cliffs with this abomination of a vehicles. Some of the biggest gameplay problems stem from the sidequests. They often drop you off in barren worlds, leaving you to drive the Mako across a vast nothingness for a few minutes. Then when you finally reach the building where the quest is located, you realize that it is the same exact layout as every other sidequest in the game, so you essentially repeat the same firefight that you have done many times before.

While the gameplay of Mass Effect could be categorized as clunky, repetitive, and tedious, it is still a worthwhile game. Not only to set up the legendary sequels, but also because the characters and story can keep you playing despite the tedium. The biggest improvement that should be made from Mass Effect for its follow-up titles is that it definitely needs to be streamlined in places. Trim off the banal tasks and clean up the controls and overall movement to make the game less monotonous and burdensome at times. All in all, it is worth sticking through the mediocre gameplay just for the RPG elements. And if you avoid doing sidequests you will skip over a lot of problematic sections altogether. Mass Effect might not be perfect, but it is still worth a play through. I am very excited to see what Mass Effect 2 and Mass Effect 3 have in store for me, and if they could solve the issues of Mass Effect.

Metal Slug 2 (1998)

A proper sequel or follow-up game should improve upon the original, but at the same time maintain the aspects which made the original successful. Metal Slug 2 does a great job at keeping all of the great aspects of Metal Slug, but adding a few things here and there to improve the experience. Metal Slug 2 plays exactly the same as the original, fast-paced run-and-gun action. There is a new weapon, some new enemy types, new vehicles, and more varied and environments, all of which make this sequel distinct from the original.

4

The other distinction from the original is the humor and absurdity that was added. Outlandish enemies like aliens and mummies certainly add a unique feeling to Metal Slug 2. The original was a much more traditional war title, but I appreciate the goofiness of Metal Slug 2. Humorous moments like a killer whale leaping out of the water and swallowing enemies whole make Metal Slug 2 more memorable than the first.

3

Overall, Metal Slug 2 is more varied and unique than the original, but at the same time the game plays the same. It is still tough to minimize your deaths, but deaths are not punished so you can limp your way through the game even if you are struggling. I am not a huge fan of the forgiving nature of the game, but if you really want a challenge you can still just play the game and try to die as few times as possible. I quite like the absurdity of Metal Slug 2, and I think that it was an improvement on the original game’s ordinary war scenario.  All in all, Metal Slug 2 is a quick and fun game to play that keeps in the chaotic spirit of the original. If you have an hour to kill and you want some old-school run-and-gun action, definitely check out Metal Slug 2.

Fire Emblem Echoes: Shadows of Valentia (2017)

Remakes of older games often struggle with finding a balance between fixing the games shortcomings, but at the same time remaining faithful to the core design. Done correctly, remakes can be the definitive version of a video game. If the developers change too much, then the game may hardly be recognizable. If they change too little, then the same problems from the originals are just as persistent and frustrating. Fire Emblem Echoes: Shadows of Valentia is a remake of the second game in the series, Fire Emblem Gaiden, which was released back in 1992. Gaiden is without a doubt the black sheep of the Fire Emblem franchise. Most people who have played it can attest to its frustrating designs and its sluggish gameplay. Shadows of Valentia has a tall order to fill: keeping true to the original but fixing the glaring problems that plagued it.

Shadows of Valentia did a lot of things right, but my absolute favorite feature was that the game was fully voice acted. This is new for the Fire Emblem series, but it is a massive step forward. Having all the characters voiced definitely brings them to life and puts a lot more impact to the dialogues that they have. Speaking of characters, Shadows of Valentia is a big step-up from previous entries Awakening and Fates in the characters department. The latter games characters were one-dimensional and a single personality trait defined their entire character. In Shadows of Valentia the cast is a lot more interesting and fleshed-out, they feel like they could be real people, not just a wacky cast from a video game.

The story of Shadows of Valentia is simple but satisfying. It is not a mind-bending experience, but the plot is extremely gratifying and gripping as you fight your way through the continent of Valentia. Alm and Celica are two childhood friends that split paths and each attempt to save the dying continent of Valentia. Alm’s path focuses on militaristic battles and war, while Celica’s path is a much more religious journey. Alm attempts to reclaim his homeland and fight off invaders, while Celica must visit the temple of a goddess to learn why the farms have gone barren. While the story can be cliché and predictable at times, it was still intriguing and engaging enough to keep me playing. What really stood out to me in this game was the world building. Being able to explore the world map for yourself is something that I love in Fire Emblem games. This was a huge step up from Fates, in which the continent that you play on is not even named. Being able to visit villages and talk to the locals gives the player a much better understanding of what is going on in Valentia rather than “This guy is evil, go fight him.” Even the allies that you recruit constantly comment on the happenings in the game and give their perspectives.

There are some new gameplay features in Shadows of Valentia. The biggest addition to gameplay was probably the dungeons. Fire Emblem is traditionally a top-down, turn-based strategy game, but in dungeons you explore in 3rd person view. When you run into enemies, the game starts a classic top-down battle. To be completely honest I am not a big fan of this feature. For the most part, these dungeons felt like filler and I do not think that they added a whole lot to the game. All of the battles that were had in these dungeons were incredibly repetitive and boring. Every single battle fought in the same dungeon uses the same map, only occasionally the enemies are rearranged in a slightly different fashion. All of these battles blend together and are all together bland, dungeons just felt like filler to pad out the game length. Dungeons were definitely a unique new addition to Fire Emblem, but they are going to need to see some tune-ups before I am sold on them.

Some other noteworthy gameplay changes include abandoning mechanics from newer Fire Emblem games and returning to the classic style of gameplay. The pair-up feature from Awakening and Fates has been left behind, and I think this is a good thing. The pair-up feature led to many balance issues and just encouraged the player use characters as stat boosters for other, more powerful characters. Another feature that was left behind was skills. Personally, I thought skills added extra dimensions to characters and their utility, but they definitely were difficult to balance and often relied on random chance to activate in battle. The skills have been replaced with combat arts, which are activatable abilities that units can learn by using certain weapons. Some combat arts are simply more powerful attacks, while others have special properties like dealing extra damage to armored units, or dashing through the enemy unit on the battlefield. All of these combat arts come at the cost of health and I felt like they certainly added some extra tactics to each encounter.

An entirely new feature was the useable item called Mila’s Turnwheel. This item allowed the player to go back in time and revise moves that they previously made. If you make a bonehead error, or you misclick, even if you get unlucky and a unit dies to a 1% critical hit chance, you can use the Turnwheel to give it another shot. This is a welcome feature as it mitigates frustration from bad luck or just a lapse in judgement. You no longer have to reset and redo the entire chapter if a unit dies to a roll of the dice thanks to Mila’s Turnwheel. Of course, you only have a limited number of uses so you cannot just use it all the time. I actually avoided using this feature outside of just testing it out because I felt like Shadows of Valentia was already relatively easy, even on the hardest difficulty. Mila’s Turnwheel definitely makes the game easier, so avoid it if you want a more difficult experience. That being said, it is a great tool if you are not looking for a tougher time. It also has some interesting narrative uses, as it allows the player to see “memory prisms.” These are flashbacks to years before the happenings of this game. These set up the story a lot better when you can see the events leading up to the present rather than just reading about it through some text. There are some other unique gameplay aspects of Shadows of Valentia. Archers, mages, and clerics are all drastically different from previous iterations. They are a lot more utility focused and I think these were solid changes.

The original Gaiden was known for being tedious and frustrating, and this is mostly due to the games maps. This is the most common complaint about the original, so I thought for sure that the maps would be fine-tuned and improved for this game. I was wrong. Many of the maps are 1-to-1 remakes of the original. This is mind boggling to me. The developers had to know that the maps of the original are criticized heavily, so why move forward with the exact same designs? I understand wanting to be faithful to the original, but if something is obviously bad I expect the developers to at least attempt to make it better. What makes these maps so bad you ask? Well, they range from tedious and boring, to obnoxious and infuriating. Many of the earlier maps are just boring, repetitive slogs. Giant, open, grassy fields dotted with some forest tiles here and there. No chokepoints or interesting features, just flat nothingness. There are not even side objectives to spice things up. These types of maps are bad and completely forgettable, but they are nowhere near as bad as what is to come later in the game. Many of the frustrating maps have deserts, which inhibit movement, or swamps than inhibit movement and deal damage to you. Giant clusters of enemies with no tactical way of approaching them. Some maps were even reused multiple times throughout the course of the game. But the biggest issues with the maps were witches and cantors.

Witches are one of the single most frustrating designs in any video game ever. I am confident of that. Essentially, they are mages with the ability to teleport wherever on the map that they want, move, and attack, all in the same turn. If their AI was any good at all, they could simply just teleport to your lowest resistance unit and gang up on that unit and kill it, and there is no possible way for you to stop this. The only thing making these witches even bearable is that their AI is complete garbage, and I think that it is this way on purpose. They just randomly teleport around instead of focusing on your weaker units. Sometimes they do not teleport at all. In the entire course of the game I think I only had to reset because of a witch maybe two times. Still, the fact that they are so incredibly inconsistent is nerve racking. At any given moment while you are playing, a witch could just make the right move and force you to reset with no plausible way of stopping it. You just have to hope that they keep making dumb moves. Cantors are another story. They are summoners that spawn weaker units every few turns. On paper this actually sounds like a good idea, it is a way of speeding up the player. Saying “if you do not kill this cantor quick than you are going to have to deal with hordes of enemy units.” Unfortunately, it does not work out that way. Instead cantors are often surrounded by powerful enemy units, forcing you to take your time dealing with the tough guys first. Many maps with cantors become slogs of killing massive amounts of weak summoned units as you slowly pick off the more powerful enemies. Towards the end of the game, there are cantors that spawn witches. I think that speaks for itself. The thing that really bugged me was that plenty of the maps would have actually been good maps had it not been for the witches or cantors. Just take them out and there are some actually decent maps in this game.

My last gripe with the game are the random encounters. As you travel the world map enemies will crop up from strongholds and chase you around the map. These small skirmishes are fairly boring and they are unavoidable. Sometimes I just want to get on with the main story, but no, first I have to slog through some small battle on a map that I have already seen and played. I feel like this really punishes the player for exploring the world map, visiting towns, doing quests, even going to shrines to promote your units. Doing any of this will lead to the random encounters cropping up and forcing you to play them despite their dullness.

Fire Emblem definitely has a divisive fanbase. The series varies wildly, and people enjoy the different games for different reasons. I consider myself to be fairly central and I appreciate a well-rounded game. Fire Emblem traditionally mixes strategy elements with story and RPG elements, and I do not think that Shadows of Valentia struck a good balance. Shadows of Valentia definitely has positive story and RPG elements, and it is a huge improvement over Fates which was a disaster in that department. Unfortunately, the gameplay is bogged down by dreadful map design. Most of the maps are just bland and repetitive, but towards the end they just get frustrating. For the most part I enjoyed Shadows of Valentia, the story and characters were certainly enough to keep me playing despite the maps. For these reasons, I give Fire Emblem Echoes: Shadows of Valentia a 7/10. Before you pick up this game, ask yourself why you like the Fire Emblem series. If you are into it for the tactics, strategy, and map design, I would probably avoid this title. If you enjoy the series for its characters, world building, grand fantasy, plot, music, or any other of its RPG elements, definitely check out Shadows of Valentia.