Friday, June 4, 2021

Kaze and the Wild Masks (NSW, PS4, XB1, PC) Review

Kaze and the Wild Masks was released several months ago in a digital-only release. However, it just recently received a launch of a physical version, available at most retailers. This review covers not only this new retail version but also this wonderfully delightful Donkey Kong Country-inspired 2D platformer in adequate depth. Here is the SPC review of Kaze and the Wild Masks.

A magnificent masquerade and platforming party

Taking a quick glimpse of Pixelhive's Kaze and the Wild Masks might give you the impression that it's heavily influenced and inspired by Nintendo's own Donkey Kong Country series of games. Despite the old adage of not judging a book by its cover, your impression would be quite apt. However, just because Kaze and the Wild Masks owes a lot to Rare and now Retro Studios' platforming works, it doesn't mean the game is at all uninspired. What you get with Pixelhive's platformer is a beautiful, well executed game with smooth controls and delightfully designed levels.

While on an adventure of her own, Kaze and her sister stumble upon a sinister sorcerer named Typhoon. Typhoon uses his evil magical powers to transform Kaze's sibling into a spirit, and then vanishes without a trace. Kaze's adventure deals with her needing to re-encounter Typhoon, defeat him, and somehow break the curse that has stricken her sister. 

Bad news for Kaze and her sister, but good news for us, as players, as we get to enjoy some simply divine platforming. Kaze controls very much like Dixie Kong in Donkey Kong Country 2 and 3, complete with a spin maneuver, the ability to twirl her ears to glide as she descends to cross otherwise un-crossable chasms, a ground pound of sorts, and of course plenty of jumps and bops on enemy heads to go around. Most importantly with all of these abilities available to her is that Kaze feels great to control. Her movements are smooth and consistent, and controlling her just feels terrific to do.

Kaze's journey starts off leisurely enough, but quite quickly she'll face a number of perilous platforming challenges.

Kaze and the Wild Masks will feel right at home for anyone who has played any of the Donkey Kong Country games. Levels generally have a central gameplay mechanic to them that is iterated on from the start of a level to its conclusion, usually becoming more challenging as the level progresses. One level, "Lights On, Lights Off" incorporates an original DKC "Stop and Go Station"-style switch system that turns on lights to put crab-like monsters to sleep when the light is on, but of course the lights don't stay on for long. Thus, Kaze needs to hightail past the sleeping crab monsters while the lights are on in order to not take damage before the lights turn off and the enemies awaken. Other levels feature obstacles like a perpetually pursuing tide of toxic water that rises throughout the level that requires Kaze to make haste or fall in the instant-death liquid, or ziplines and gusts of wind that Kaze's ears can be put to work in to make her ride down them and ride up them, respectively.

There's no time to be hanging out with these spiked enemies looming above you, Kaze!

Each main level in Kaze and the Wild Masks includes a wide assortment of collectibles to uncover. There are four letters spelling out "KAZE" to find, two bonus stage portals, and various pink gems to collect. The bonus stages feature challenges like collecting every crystal and reaching the goal, all the while avoiding damage and beating the clock before it counts down and hits zero. One lovely quality of life improvement compared to the Donkey Kong Country series here is that if you fail a bonus stage, it's as simple as quickly retrying to immediately start back inside the stage, rather than being booted out with no recourse to return to it unless you restart the level or perish. 

Slipping and sliding around to nab that golden "K", one of four letters to collect in each level.

Meanwhile, collecting all of the bonus medals in a given world of Kaze and the Wild Masks unlocks an extra level. These are generally more gimmick-themed than what you'll find in the main game, whether incorporating invisible platforms, requiring precise timing to bounce off the heads of enemies over a massive bottomless pit that stretches across the entire level, or including a ride on a lift that rises as Kaze must dodge and endure a bullet hell-like obstacle course. 

The Donkey Kong Country influences don't end with the general base gameplay and collectibles either, as Kaze and the Wild Masks uses similar animal transformations as seen in the DKC series. The only difference instead of entering a barrel to transform into one of many forms, Kaze dons one of the many eponymous masks of the game. Each of the masks presents a new gameplay style to get accustomed to, and this breaking in period is quite easy due to helpful tutorials that organically occur in the levels. From the hawk mask that sprouts a pair of wings on Kaze for her to flap around levels, to the tiger mask that promotes Mega Man X-style air dashes and wall climbing, to the dragon mask that turns levels into a DKC-style mine cart ordeal (though with the ability to double jump and dive, which opens up the fun factor considerably), the masks in Kaze and the Wild Masks are all fun to use for the most part. 

Take flight, Kaze! The hawk is but one of the four masks featured in the game. 

Each of the four worlds in Kaze and the Wild Masks concludes with a boss battle, and much like the levels and secrets designed in the game, these boss fights feature incredibly clever ideas as well. The execution of these encounters is well done, and they never really outwear their welcomes, save for the final boss. That said, the final boss is a more an endurance run, and a culmination of every mask and ability Kaze encountered throughout her adventure.

This particular boss is the root of all problems in the first world.

Speaking of the adventure, Kaze and the Wild Masks isn't too lengthy of a game, unfortunately. I would say clearing it for one's first time might take anywhere between 4-7 hours depending on the player's skill level. Now, this game really ramps up the difficulty, and if you want to 100% complete the game, your time may take longer, especially if you wish to attempt to clear every level and boss battle without taking damage. Additional individual speed runs and online level leaderboards add to the longevity of Kaze's platforming journey, making for a game that very much doesn't linger but could have stood to last a teensy bit longer.

Kaze and the Wild Masks is a lovely looking game. The sprites are immensely detailed, as are the environments, which are visually striking and varied. On the Nintendo Switch version, the frame-rate was never an issue, at least not noticeably so for this particular player, so it really depends on your platform preference for what system to get the game on. Musically, the tunes are inspired--I enjoyed the main theme the most, but every other track is well done. It doesn't quite hold a candle (or perhaps in this case, a carrot) to David Wise and company's musical creations in the Donkey Kong Country series, but then again, very little does so that's not a really fair comparison to make. 

The final world definitely heats things up difficulty-wise--even more than the game already has!

Looking for an entertaining but relatively short 2D platformer that invokes wonderful DKC-style gameplay while adding a few interesting twists of its own? Then, Kaze and the Wild Masks is indeed worthy of your time. It's challenging, it's gorgeous to look at, and it's packed to the brim with exceedingly well done designs in both levels and boss battles. I waited quite a while for the retail release of the game to arrive, but fortunately and blessedly so, my wait was most definitely worth it.

[SPC Says: B+]

Thursday, June 3, 2021

New Pokémon Snap (NSW) Review

Pokémon, photography, and fun--that's what you get with this next game reviewed on SuperPhillip Central, and the first review for the month of June. It's New Pokémon Snap, so without further ado, let's snap to it and get our cameras at the ready for the SPC review!

Pokémon photo fun for almost everyone


The original Pokémon Snap launched on the Nintendo 64 within a year of the Pokémon series' Western debut. Poké-mania was officially in full swing. For two decades, fan desires of a sequel to Pokémon Snap fell on deaf ears. Even with systems like the Wii and then Wii U offering perfect avenues for possible new innovations for snapping Pokémon on film, a sequel never arrived. That is until now and with the Nintendo Switch. New Pokémon Snap is essentially Pokémon Snap's foundation only with a lot more added to it to not only give the game some much need longevity, but also give players enough value for its $60 price tag. What the game ends up being is a soothing, relaxing, and most importantly, enjoyable sequel well worth the 20+ year wait.

New Pokémon Snap puts you in the shoes--and behind the camera lens--of a beginning Pokémon photographer. This player avatar is yours to customize at the beginning--though the options are incredibly limited, but this avatar is an extension of you all the same. You arrive in the Lental Region and help a professor named Mirror with his research of mystical and magical Illumina Pokémon, going as far as to reveal the secrets of over two millennia that the region possesses. The story isn't anything mind-blowing, but it serves its purpose as to present some motivation if somehow the fun and thrill of capturing Pokémon (though on film this time around) in their natural habitats doesn't already serve that purpose.

Something tells me that you're going to be a natural with that camera!
And yes, New Pokémon Snap is all about taking photos of Pokémon through its dozens of levels. Your ride inside the ZERO-ONE is automatic, moving on its own as you spin the camera around to attempt to get the best shots of Pokémon possible. This time around, not only are there day and night versions to snap photos in, but there are also alternate versions of levels, earned by gaining expedition points from photos snapped. These alternate versions have distinct differences, some more obvious than others, such as simple as having different Pokémon or as varied as putting you on a different path through the level. The very first level of the game features the beaver Pokémon Bidoof busily building a dam in the original version of the level. By the final alteration of this level, the dam has been fully built, offering an alternate path along the dam to reach a completely new area of the level. 

Have you shutter button finger ready--there are Pokémon photo ops to be found!
New Pokémon Snap keeps things engaging whether you're on your first run through an area or your seventh. There's always something new to discover, whether it's an alternate path through a level--and some of these take some serious work to figure out--or a new way to interact with the plentiful Pokémon you'll encounter along your photographical journey.

Starting out in New Pokémon Snap, you're simply armed with your trusty camera device, a roll of film, and an infinite supply of Fluffruit to toss at Pokémon and to coax them into all sorts of shenanigans, whether it's leading them to where you want them go, or simply getting a rare photo op. As you progress in your adventure, you earn all sorts of helpful gadgets and tools, from Illumina Orbs that light up and trigger various reactions from Pokémon, to a melody that can make various Pokémon react in numerous, entertaining ways.

Though not mentioned in the review body, it should be noted that sometimes you'll be required to snap these mythical Illumina Pokemon in their natural habitats. These "levels" were less than thrilling for me.
Unlike the original Pokémon Snap, this Switch sequel features more to it than just getting one excellent photo of a specific Pokémon and then calling it a day for snapping that particular Pokémon. Instead, there are four unique star ratings for each Pokémon in New Pokémon Snap. Each series of star ratings--one, two, three, and four-star ratings--occur from coaxing your Pokémon subjects into specific poses. For instance, a one-star rating of a Pikachu is as simple as taking its photo while it's standing or walking normally around, while different star ratings come from rarer, more interesting poses, such as it eating a Fluffruit or performing its patented Thunder Shock attack. 

Depending on how well you capture your specific subject on film, you're awarded a certain number of points. This is where New Pokémon Snap more closely resembles the original's scoring system, with points awarded for the Pokémon subject's pose, size, how centered it is, if it's facing the camera, if it has other Pokémon in the picture, and so forth. If you want to earn a Platinum score (which is 4,000 points or more), you'll need to time your shots appropriately and with a lot of patience and precision. With four ratings per Pokémon, over 200 Pokémon species in the game, and Platinum ratings to earn for each (optionally, of course), there is plenty of photographic fun to be found in New Pokémon Snap.

Different poses of particular Pokemon mean different star ratings to be had.
Can you discover and photograph them all?
That's not even the extent of the longevity and replay value to be discovered within New Pokémon Snap, either. Within the game are requests from various NPCs that unlock after each initial expedition through a level. These requests generally involve luring Pokémon into specific situations and capturing them on film at the correct moment. A lot of these require plenty of experimentation in levels to do. Many times you'll need to trigger something earlier in an expedition to make something happen far later in the level. 

Now, now. You're just showing off, Machamp!
Then, there's knowing what to do from the somewhat limited hints each request gives you. Case in point, you're required to do a lot of toying about with your tools--Fluffruit, Illumina Orbs, Melody, scanning, and more--in order to figure out exactly what exactly a request requires in order for you to complete it. Then, there's the struggle of sometimes being oblivious as to what the game actually wants the subject of the photo to be. You'll occasionally need to have more than one Pokémon in the frame to satisfy the request. It can be really tedious to not satisfy requests when you think you have, and because you can only select one photo of a given Pokémon to submit to Professor Mirror per expedition, this can be quite annoying. If there is one key to not burning out on requests that I have to offer players, it's that you shouldn't actively go out of your way to complete requests until you gain a late-game upgrade for the ZERO-ONE. You'll know what it is immediately once you get it.

I call this photograph: "The predator and the prey".
Still, it's beyond rewarding to finally figure out what a given request requires you to do, because you'll get an opportunity to capture a Pokémon performing a truly unique reaction, whether it's a Gengar spooking a Toxicroak, a Pidgeot swooping up a Magikarp from a lake, or the arrival of a Pokémon you didn't even expect to appear during your expedition. While requests are of course optional, they do reward things like player icons, frames and stickers to decorate your photos with.

And now, we've reached the dance number portion of this review.
One of my favorite parts of New Pokémon Snap is the ability to view and share photos online. You can add filters, unique unlockable frames, stickers, and even caption your photos and post them online. While it's a shame that you can only have six personally selected photos from your own curation at one time on your online profile, you can remove and add new photos at any time you like. You won't lose Sweet Medals, which is the currency awarded for other players "liking" your photos, for doing so either, which is nice. 

Requests may generally be a pain in the neck to figure out, 
but once you do, they produce some fascinating and fun moments such as this.
New Pokémon Snap is without question the most technologically and graphically impressive Pokémon game to date. The Pokémon are adorably expressive, the environments are large, vibrant and colorful, and the game is just a solid treat for the eyes. That isn't to say that there aren't moments where technical issues reveal themselves, such as one blatant, frame-rate-tanking example featuring a whale-like Pokémon emerging from the ocean waves, but overall, New Pokémon Snap runs well and looks wonderful. The game also features some voicework as well, which sounds pleasant enough, and the music, while nothing that will top the original's soundtrack, offers suitably soothing sounds all the same.

As a much awaited sequel to the original Pokémon Snap, the less-than-imaginatively-titled New Pokémon Snap serves as a much welcomed, much improved, and worth waiting for game. It's basically "Pokémon Snap Plus A Heck of a Lot More: The Game". I guess "New Pokémon Snap" serves as a better title than my own offering, but you get the gist. With 10-15 hours of playtime to complete the initial campaign, and dozens of hours more to snap every Pokémon, fully explore every area, and earn every title (achievement-like challenges), New Pokémon Snap is very much worth its price tag. It won't enthuse every player out there, but if you're the type who loves Pokémon, the idea of seeing them in natural surroundings, and taking pictures of some Pocket Monsters, then I certainly recommend that you snap up New Pokémon Snap.

[SPC Says: B+]

Tuesday, June 1, 2021

The Tuesday 10s - Co-Op Multiplayer Games

After coming off one of the most satisfying co-op gaming experiences in recent years with It Takes Two (you can read more about the fun times that were had with the game with the SPC review), it only makes sense to follow that up with a special edition of The Tuesday 10s that focuses on ten of the better co-op games around. We'll be diving and delving into a lot of modern games, for sure, but there will be a couple classics tossed into this list as well. So, sit back, get comfortable, perhaps even get a buddy to read this article with you (as that would be rather fitting), and get ready for this latest installment of The Tuesday 10s!

It Takes Two (Multi)

What better way to start this edition of The Tuesday 10s than with the game that inspired it? It Takes Two is a 3D platformer with a whole heck of a lot of variety. So many of the ideas--and there are an immense number of them--could be crafted into their own game, but instead, the folks at Hazelight Studios took each idea, used them sparingly, and moved onto the next to keep the experience really fresh. The kicker here is that each idea and mechanic is lovingly and fully realized, so there's nothing that feels off, despite the myriad mechanics introduced throughout this 10-15 hour co-operative adventure full of puzzles, platforming, and other peril.

Monster Hunter Rise (NSW)

Really, any Monster Hunter with online could be included in this list of fantastic co-operative games, but seeing as Monster Hunter Rise is not only the most recent release in the franchise, but also the most accessible, it seemed like a smart pick. Battling behemoth beasts and colossal creatures with friends and other players online is seldom a bad time, and considering the wide amount of added mobility and ways to take down these titular monsters within Rise, it's pretty much always an exciting and excellent time! Team up with a pack of hunters to tackle the most ferocious monsters seen in a Monster Hunter game, work together to take them down, and to the victor goes the spoils of carved monster pieces to craft even better equipment. It's a gameplay loop that has worked for a decade now, and it's made even better and more fun with friends.

Animal Crossing: New Horizons (NSW)

If taking down hulking monstrosities isn't your cup of tea and you'd prefer a more laidback gameplay experience with your pals, then may I suggest Animal Crossing: New Horizons? It was pretty much THE game that helped many of us get through the jerk of a year that was 2020, and it continues to give players around the world pleasure and joy. Meet up with friends and explore your island homes-away-from-home together, interact with one another, chat with the locals, fish and catch bugs together, and perform all sorts of other enjoyable activities together. Animal Crossing: New Horizons brought with it hundreds of hours of entertainment all yearlong for this particular writer, and no doubt my total playtime is on the low end compared to the more... let's say... dedicated player base out there!

Super Mario 3D World + Bowser's Fury (NSW)

Get ready for a whole mess of Mario with FOUR games featuring the mustachioed mascot of Nintendo! We begin with the most recent game to release starring the portly plumber: Super Mario 3D World + Bowser's Fury. The original 3D World released on the Wii U, and this Nintendo Switch port introduces faster gameplay to 3D World, online play (a lovely addition that works more than it fails), and a brand-new adventure with Bowser's Fury. Playing 3D World online or even locally with friends and family alike has been some of my most cherished gaming memories. Sure, we might hinder more than we help one another at times, but that's all part of the platforming fun. Super Mario 3D World remains one of the better 3D outings featuring Mario and company, and it's an excellent game that is made even better on the Nintendo Switch.

New Super Mario Bros. U Deluxe (NSW)

We move from 3D to 2D with New Super Mario Bros. U Deluxe, a dual package of platforming adventures. There is the original New Super Mario Bros. U, which served as a launch title for the Wii U, and then there's the additional DLC adventure, New Super Luigi U, featuring bite-sized, much more difficult levels to play through. I talked about hindering more than helping other players with Super Mario 3D World, and yes, as you can imagine, that's the case as well with New Super Mario Bros. U Deluxe. And yet again, that's simply part of the fun as well. Laughing at one another when Mario and Luigi are over a pit, and Mario accidentally leaps off Luigi's noggin, thus resulting in the lean green plumber plummeting to his death, will never not be funny. Yes, I am a sadist at times in my gaming exploits. Regardless, two of the better 2D platformers within the Mario series in one package, and a great co-operative game to boot? That's just super!

Luigi's Mansion 3 (NSW)

We return to the 3D realm of gaming with the third game in the Luigi's Mansion franchise, and dare I say the best entry yet: Luigi's Mansion 3. What makes this optional co-operative mode with Luigi's haunted adventure so terrific is that while one player can control Luigi, the second can control Gooigi. This second player not only can help Luigi through puzzles which require two players, but Gooigi's great for beginner or lesser skilled players, as Gooigi has unlimited lives and can walk through most dangers unscathed. In the standard solo adventure, the player controls both Luigi and Gooigi, which can sometimes feel like trying to rub one's stomach while patting one's head (don't brag to me if you can do that easily, by the way). At any rate, Luigi's Mansion 3 offers lots of co-operative fun for both beginners and veterans of gaming alike to enjoy themselves and help one another out.

Mario Kart: Double Dash!! (GCN)

Let's take a trip back into the past by almost two decades with some Mario Kart: Double Dash. This Nintendo GameCube entry in the Mario Kart franchise is one of the most creative and innovative in both the series and the kart racing genre as well. Two players ride along the same kart: one player drives and the other fires off items. The two can--with the proper communication--switch positions mid-race to change racing duties. This is often necessary to succeed in a given race and cross that coveted finish line in first place. This is a co-operative kart racer that demands cooperation, communication, and patience with one another, or else you'll find yourselves careening off course, getting gob-smacked by the competition, and winding up in the back of the pack and low on the leaderboards. It was a terrific one-off installment of the Mario Kart series, but I know I can't be alone in wishing that this dual kart mechanic would return in a future installment, right?

Rayman Legends (Multi)

Moving on from Mario to a lesser beloved and appreciated platforming hero, we have Rayman's most recent platforming adventure: Rayman Legends. Play with up to three other players in some ingeniously crafted levels, some of which return from Rayman Origins with brand-new secrets and window dressing inside them. The stars of the level show happen to be the Murfy levels, where one player controls the flying little wonder as he manipulates level obstacles and platforms to help the other players through these hazard-filled gauntlets safely. Like any co-operative game worth its weight in Lums, teamwork, communication, and patience are required to survive. Outside of the Murfy levels is some of the most creative and enjoyable designs seen in a 2D platformer, from the lovely music levels to the entertaining bosses. Case in point: Rayman Legends is an excellent platformer whether you're playing with a full group, another partner, or simply by your lonesome.

Overcooked 2 (Multi)

Co-operative cooking action! No, this isn't a Hideo Kojima game, it's Overcooked 2! Players and prospective cooks alike team up together in kitchens of all shapes, sizes, and gimmicks to cook and serve multiple menus of delicious goodies. Simple enough in theory, but much, much more difficult in execution. When you have obstacles in your way, kitchens that shift and split up as you try to move around them, and of course having to delineate tasks between your co-operative partners, things get mighty tense mighty quickly. It's almost as intense as trying to run a restaurant's kitchen in real life! Almost, of course! With dozens upon dozens of levels to perfect for great scores, progressively more challenging menus to construct, and plenty of teamwork to be found, Overcooked 2 is one rowdy co-op cooking experience!

Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES, ARC)

The oldest game on this list, but by no means one of the only retro co-operative games available for players to enjoy (no, no, that's FAR from the case), Teenage Mutant Ninja Turtles IV: Turtles in Time stormed arcades before releasing on the Super Nintendo for players to enjoy at the comfort of their cozy couches and homes. Shredder was back and down to his typical dirty deeds, but this time around, he had a trump card in the form of sending the Turtles back in time. This particular TMNT beat-em-up featured the most variety of locales and level gimmicks than most other games of its genre. It's the type of game that is just fun to play, and not just for one time and then you put the cartridge away to forget about it for the rest of your days. No, the gameplay was so enjoyable, especially with a second player, that it made for a title that saw repeated plays at the SuperPhillip household and without question repeated plays in gaming households the world over. 

Review Round-Up - May 2021

One of the most engaging recent co-op adventures I've had the pleasure of playing,
It Takes Two took my older brother and I on a wild and entertaining journey.

Between new streaming pursuits on Twitch and other obligations this past month, I did not get the opportunity to cover as many games as I would have liked to for May on SuperPhillip Central. That said, we did get through three games together on the site, and that's where the Review Round-Up for May 2021 comes in to review the reviews--so to speak--from the past month!

We started things strong with Wonderbox: The Adventure Maker, a gorgeous and enjoyable diorama-style action-adventure game exclusively on the Apple Arcade service. The game had the perfect building blocks for a satisfying B grade. Moving on from a stellar game to a less than excellent tennis game, we looked at Instant Sports Tennis, double faulting with a D+ grade, despite the obvious love and attention put into the game.

Finally, we turned to our Game of the Month, by far the game with the highest quality and entertainment factor for May: It Takes Two. This co-operative game rests on top of the pile as one of the most enjoyable I've played in a long time, really earning its A- grade.

The momentum continues to the 1,000th review, which will most likely occur THIS month on SuperPhillip Central, during the site's month-long celebration of our 13th anniversary! Fancy that! Until then, check out some excerpts from each review published this month (and perhaps look at the reviews themselves with these helpful accompanying links), and finally, check out the SPC Review Archive for every review ever published on SPC! See you in July, Review Round-Up!

Wonderbox: The Adventure Maker (iOS) - B

Thus, if you put a great deal of work into your own created adventure, you'll discover plenty of players and flattering compliments (though all of these will be generic ones from a list of choices instead of player-created ones) to make all of it worth it. And overall, it IS worth it. Wonderbox is simply put, an enjoyable creation tool to make fun and quite complex adventures. It helps that the base gameplay is rather enjoyable as well, pending you can either get a handle of the sometimes clunky touch controls or opt for a Bluetooth controller instead. With more adventures planned from the developers themselves and a seemingly endless amount of created adventures from the player base, Wonderbox: The Adventure Maker seems like a great game and creation tool to keep your Apple Arcade subscription running. 

Instant Sports Tennis (NSW) - D+

[Instant Sports Tennis is] too basic for veterans of tennis video games, and from what I played with my non-gaming family, it's too frustrating and hard for beginners because of how stupidly easy it is to hit a ball out of bounds. While I very much appreciate the obvious strong effort put into this tennis title by the small team behind the game, what you're left with is a tennis game that "serves" a very niche audience. My family promptly decided to return to Mario Tennis Aces for our tennis fun, at least on the Nintendo Switch, and perhaps yours will, too. 

It Takes Two (PS5, XBS, PS4, XB1, PC) - A-

By the end of our 15 hours with It Takes Two, my brother and I found ourselves pretty much of the same opinion. We both enjoyed the excellent gameplay variety and how Hazelight Studio nailed each and every one of the gameplay mechanics and ideas presented throughout the game. We felt we had been on a massive and rewarding adventure, but also agreed that the tone of the game was all over the place--and to a detriment to the overall feel of It Takes Two.....Ultimately, It Takes Two is a brilliantly and exceedingly creative adventure with myriad well executed gameplay styles, occasional tonal whiplash and frame-rate issues, but at the end of the day is one of the absolute best and most fun co-op gaming experiences I have ever had.
Meanwhile, Wonderbox: The Adventure Maker made a strong case for itself as a great action-adventure game reminiscent of games like Captain Toad: Treasure Tracker, Zelda, and Super Mario Maker all rolled into one!

Sunday, May 30, 2021

It Takes Two (PS5, XBS, PS4, XB1, PC) Review

As we approach the end of the month and are smack-dab in the middle of a holiday weekend at least here in the States, SuperPhillip Central has two more reviews to round out May. Our first is a game which has a name that isn't just there to be cute. No, It Takes Two literally requires two players in this awesomely creative and fun co-operative game. Here is the SPC review, which unlike this game, just took one person to complete.

Double the co-operative trouble


Hazelight Studios continues to be one of the best developers under the Electronic Arts umbrella (though that isn't to lessen my opinion of any other dev). Its last game, A Way Out, offered a unique co-operative hook to it, and now its next game picks up with that title left off with another co-operative game, though of a more cozy and quaint feel. It Takes Two is a more heartwarming at times, other times not so much title that brings a cavalcade of gameplay styles and ingenious co-op scenarios that work much more than they don't. It makes for a game that offers one of the most enjoyable and amusing co-operative experiences I've had the pleasure of playing in ages. 

It Takes Two is a tale that deals with a potentially dicey and touchy subject: that of divorce. It stars two parents named May and Cody, and their child Rose. When Rose gets the word that their parents have decided to separate, Rose takes two dolls crafted to resemble her parents, and begins to cry onto them. This results in some sort of magical, fantastical reaction where May and Cody end up taking on the traits of and turning into the dolls. "Helped" by a magical talking book--and I do need to put "helped" in quotations, at least at the start of the game--the two need to figure out how to work together--collaborate--and get out of their current scaled-down predicament and discover a way to return to their real bodies.

One of my major criticisms with It Takes Two is that the game suffers from a bit of tonal whiplash. One moment it's extremely tender and charming, something appropriate for children and young adults, really, but then the dialogue will throw in crude humor or a bunch of curse words. By no means am I Tipper Gore, exclaiming "what about the children!" but it's just unneeded, really. Further, there are certain moments in It Takes Two that certainly shows a lot to dislike about both main playable characters. It's perfectly fine to show them as having flaws, but it gets to the point where both become quite detestable, plotting and doing things in the game that seem incredibly heartless, especially to the feelings of their own daughter. So, when the two eventually do start working together and getting along more, it doesn't really feel natural or that earned. Still, it's a charming game for the most part, and has a story and writing that usually hits more than it misses. It's just that when it misses, it whiffs completely and was a tremendous turn-off for me.

One main thing to get out of the way immediately is that It Takes Two is a co-op only game. There is no way to feasibly play it alone, so if you're a lone wolf who enjoys playing games by themselves and solely by themselves, then you're not going to get any mileage out of this game. A shame, for sure, as It Takes Two is one of the most creative, entertaining, and innovative titles of the year. However, fear not if you feel you actually want to play It Takes Two but perhaps don't have any online friends to play it with. 

Explore and survive in fantastical worlds as the friction-filled couple: May and Cody.

For one, each purchased copy of the game comes with a Friend Pass, which can be gifted to another online player, so you can either give the pass to another online buddy or make a new online buddy in the process via that free pass. Now, players who use the Friend Pass cannot earn achievements or trophies, which might be a sticking point to them. Otherwise, both players should have a copy of the game if achievements and trophies are important to them and their playing experience. Other than online play, local co-operative multiplayer is also available in It Takes Two, and this was my preferred way of playing. It was reminiscent of playing games as a child with my older brother, and that's exactly who I played It Takes Two with, though the jokes and banter that we riffed one another while playing was more adult this time around, certainly!

It Takes Two's main characteristic is that of a 3D platformer. May and Cody have the ability to jump, double jump, dash forward--either on the ground or in midair--to evade attacks and other hazards, run, and even swing along special hooks and grind on rails Sonic the Hedgehog-style. Sometimes in It Takes Two May and Cody will find themselves inside a hub-like area, an interconnected large-scaled room with plenty of exploration to be found. Inside will occasionally be entertaining competitive mini-games to be discovered, such as a tug-of-war, a game of chess, volleyball, or target practice, or a race of some type. Other than mini-games that are sprinkled throughout the seven chapters of the game, you'll find a plethora of interesting sights to interact with. Some of these are hidden well and unlock various achievements and trophies for accessing them, so there's plenty of replay value and discovery to achieve in It Takes Two.

As for the seven chapters in It Takes Two, well, perhaps the best phrase to utter for this is "oh, the places you'll go!" May and Cody begin the game in their home's outdoor shed, and eventually must make their way to their home to attempt to make contact with their daughter. They'll be thrust through all sorts of scenarios and places, from entering a gigantic tree to being transported inside a snow-bound land which just happens to be a magical snow globe. Thus, you really feel like you've been put through the ringer and having been through a grand adventure by the end of It Takes Two. Heck, even midway through the game you'll feel like you've been through a grand adventure, only soon realizing that you're hardly halfway done in the game's 10 to 15 hour runtime.

Puzzles like this, platforming challenges, and more await our pair of protagonists in It Takes Two.

It Takes Two, as Dr. Hakim, the Book of Love himself would utter, is all about collaboration. As the phrase goes, it takes two to tango... and play through the game... and survive... and so on and so forth. Everything in the game requires both players to communicate, collaborate, and work together to progress. Generally, both players work together in the same space, but there are multiple occurrences in the game where May and Cody are split up, requiring them to use their current tools or skill sets from afar to help the other player progress.

On many occasions, the co-operative aspect of It Takes Two features an asymmetrical brand of gameplay. This is most prominent when the two receive various tools from Dr. Hakim. One early chapter features Cody brandishing a cannon that launches a golden gel that when May fires upon it will explode, thus destroying obstacles and enemies in their way. Another chapter gives May gravity-defying boots to run up specially marked walls and ramps, while giving Cody a special belt that allows him to change size at will, from teeny tiny to massive in scale. Both of these tools interact with the environment to help players work together to solve puzzles in quite ingenious ways.

With these two asymmetrical tools, Cody fires off a gel and May blasts it to create an explosive result!

What makes It Takes Two so wonderful and brilliantly executed is that there is no shortage of gameplay styles experienced throughout the game. The mainstay of the 3D platformer is always present, but the game loves to throw in alternate styles to keep things fresh--this also happens constantly. One might find concern with this because usually when a game provides so many different gameplay types it becomes a "jack of all trades, master of none" situation, but that surprisingly couldn't be further from the truth in It Takes Two! Each gameplay mechanic introduced throughout the game could pretty much be iterated on further to make a full game just from that mechanic. 

I've heard of "Dog Day Afternoon" but is this more of a... "Frog Day Afternoon"?

These scenarios are so expertly executed and fun to play in, whether piloting a plane where one player controls its flight while the other mans a turret, controlling a "boat" (in actuality, a lid of a barrel) through water rapids as one moves around the boat to push it forward and the other defeats explosive larvae swimming in the way, or engaging in an adorable and literal ode to dungeon-crawlers like Diablo as one player assumes the role of a wizard and the other a knight to do battle in a top-down isometric perspective area. Regardless of the scenario, each simply works and feels great to play. And if for some reason you ever grow tired, bored, or even annoyed with a specific gameplay instance or mechanic, you won't ever have to wait long for it to be cycled out and replaced with something new. 

Cody serves on point as a cactus turret while May can get more up, close and personal with these foes.

The puzzles in It Takes Two, as you may have guessed already, also require plenty of communication and collaboration to solve them. Puzzles are plentiful in the game, and these offer myriad opportunities for players to test their teamwork, mash their mental muscles together, and end up with a hopefully satisfying solution and result. While none of these puzzles exactly perplexed my older brother I too terribly much, there were a select handful that had us scratching our heads, wondering what to do. However, even if an obvious solution evaded us immediately, we found ourselves enjoying bouncing ideas and possible solutions off of one another, until finally reaching what the game intended the two of us to do. These "a-ha" moments totally reward both players, and coming to a solution through both of us working out a problem together is really one of the most rewarding parts of the game and one of the most rewarding things either of us had done together in a game in a looong time. That's a mighty big compliment to you, It Takes Two.

This goes for the boss battles as well, which always required the two of us to work together and perform different tasks to take down each colossal creature and fearsome foe that was placed in our paths. Really, bosses were something my older brother and I looked forward to immensely, as these encounters were exceedingly creative, more so than the last. Much like the adventure itself, each battle raised the stakes and the level of creativity exponentially. 

The boss battles in It Takes Two are certainly the bee's knees--excellent and awesome!

It Takes Two is a gorgeous, gorgeous-looking game. The various worlds and areas are extremely detailed with lots of places to take a break and admire the scenery and amount of love and care put into the game. Sometimes all of this detail can be a negative thing, with the consequence of some obvious slow-down and frame-rate issues that occasionally rear their nasty head into the game, at least in my gameplay experience on the base PlayStation 4. However, these generally were rare. The voice acting and music are absolutely delightful, and while I would make a point that the two parents are somewhat detestable as characters (and parents at least when they're in doll form), their banter is rather well done and entertaining.

By the end of our 15 hours with It Takes Two, my brother and I found ourselves pretty much of the same opinion. We both enjoyed the excellent gameplay variety and how Hazelight Studio nailed each and every one of the gameplay mechanics and ideas presented throughout the game. We felt we had been on a massive and rewarding adventure, but also agreed that the tone of the game was all over the place--and to a detriment to the overall feel of It Takes Two. Control-wise, we both never felt out of sorts, and even the camera--a usual sticking point for so many games of this type--seldom caused us issues. And even if it did, deaths always brought us back to nearby checkpoint which meant that never was there a time where we lost a lot of progress. Ultimately, It Takes Two is a brilliantly and exceedingly creative adventure with myriad well executed gameplay styles, occasional tonal whiplash and frame-rate issues, but at the end of the day is one of the absolute best and most fun co-op gaming experiences I have ever had.

[SPC Says: A-]