Tuesday, August 31, 2021

Psychonauts 2 (XBS, XB1, PS4, PC) Review

Let's wrap up the month here with one final review. It's for the long-awaited sequel to one of developer Double Fine's most beloved games, Psychonauts. Considering how many of Double Fine's games are beloved, that's quite the title to achieve! It's Psychonauts 2, and SPC has its review live on the site for you tonight!

One fine--ahem, double fine--platformer


It's been a 16 year journey, but finally, FINALLY fans of the original Psychonauts have the next full-length chapter in Razputin's psychic saga. For those like myself who never got to partake in the original game, Psychonauts 2 is just as inviting to new players as it is to veterans of Double Fine and Tim Schafer's 3D platformer magnum opus. Of course, those who have played the first Psychonauts will discover a deeper appreciation for the characters and world than those who have not.

Either way, with Psychonauts 2 and with Xbox bankrolling part of the development of the game, Double Fine's latest title is not only one of the developer's better games in its multi-decade history, but it's also one of the finest games released this year.

Psychonauts 2 picks up where the original Psychonauts and the VR-only follow-up Rhombus of Ruin left off story-wise. Fortunately, if you haven't played either of these games, the opening cutscene is essentially a colorful and comical summary of the events from those two titles. It serves as a wonderful primer that eases newcomers into the Psychonauts world. 

The Psychonauts enter the mind of Dr. Loboto in order to discover the true identity of the person or persons who tasked Loboto with kidnapping Truman Zanotto, the Grand Head of the Psychonauts. Probing around and investigating inside Loboto's mind reveals a shadowy figure, whom one of the Psychonauts agents notes is the terrifying Maligula. A group called the Deluginists wants to revive her. Not just that, but in Loboto's mind, Raz discovers that there is a double agent within the Psychonauts. It's up to the Psychonauts to prevent Maligula's revival as well as find out who the double agent is before it's too late.

As one might expect from a Double Fine-developed game, Psychonauts 2's story is full of whimsical, eccentric characters that are a delight to interact with. The dialogue is full of punchy humor and witty writing, routinely making this particular player and review writer laugh more than he expected to. Conversely, Psychonauts 2 also goes into some deep and occasionally dark territory, too. There are some tender, poignant moments that were pleasant surprises to experience as well.

It's a big world out there, Raz. Feel free to take it all in and explore!
Psychonauts 2 starts out relatively linearly with set levels done in a specific order and one main hub. However, after a couple of levels or so in the rearview mirror, the game opens up considerably. There is an unexpected amount of freedom available to players, offering a duo of new, expansive hubs, the ability to tackle the main quest in any order, and plenty of content to sink one's teeth into. It's never overwhelming, however.

The "eyes" have it in this truly trippy (but wonderful) world.
In Psychonauts 2, Raz enters into the minds of various characters in order to sort out their thoughts as a means to help them get back on track. Well, that's except for one early case within the game, of course. The worlds in Psychonauts 2 were always exciting to see. I never knew what to expect when Raz would pull out that door into a character's mind and then leap inside, and the surprise was always a welcomed and riveting one. Whether entering a hospital turned casino for high rollers, delving into a world based off a hellish, nightmare version of a cooking competition, or traveling through a literal tour of the five senses complete with trippy, far-out visuals, Psychonauts 2 delighted with every new world that myself and Raz were introduced to. Every new world was a new opportunity for Double Fine's level designers to wow and amaze, and they seldom, if ever, missed the mark.

Out of the way, ladies and germs, Raz is coming through!
Each world sports its own series of collectables to acquire, all optional. There are Half-A-Minds to find (understandably when two halves are collected to form a full mind, Raz's health increases by one brain), Memory Vaults that regale players with lore regarding the character whose mind Raz is in, Nuggets of Wisdom that level up Raz's psychic rank, Emotional Baggage that requires Raz to find the corresponding tag for each piece of literal baggage, and Figments, which are the most plentiful collectable to find in worlds. Some Figments are just maddening to find when there are 200+ scattered throughout a world that is split up between various parts. I would have liked--nay, loved--to have seen a "Figment Finder" of sorts that beeps when Raz is near one, for example.

Though with the Psychonauts he starts as a modest intern, Raz is quite the capable psychic. In the beginning of the game, he's equipped with a small amount of abilities, such as Telekinesis, allowing him to interact with or pick up and throw objects. As his adventure progresses, he obtains a whole slew of psychic abilities that are great in a pinch in and out of battle. There is the PSI Blast, which shoots fireballs out at enemies and can hit faraway objects in order to activate them. There is the Levitation ability, allowing Raz extra height and distance in midair after jumps, or allowing him to ride on a ball of mental energy. Later abilities are even cooler, particularly one late-game psychic maneuver that is as equally fun as it is comical to use. I won't spoil it, however.

While Censors love to literally stamp out threats, some foes love to bully poor Raz from afar.
As Raz finds collectables in worlds, his psychic rank increases. With each level increase he earns skill points that can be spent to upgrade his psychic abilities. For instance, with Pyrokinesis' initial version, it erupts in a small sphere. As Raz upgrades this power, not only does the range grow but so does the effectiveness, burning enemies for much longer, damaging them over time. In order to fully upgrade every psychic power in Raz's repertoire, players will have to essentially collect everything in the game's worlds. Seeing as how enjoyable the platforming is and how clever the level designs are in Psychonauts 2's worlds, offering an abundance of clever, fresh ideas and obstacles to interact with, that's not exactly a bad thing. 

Mental Connection allows Raz to move from one stray thought to another
to reach new heights and otherwise inaccessible destinations.
These psychic moves work in battle just as well as they do outside. Raz can use his Telekinesis to pluck weapons like hammers or bombs right out of an enemy's grasp and chuck it back at them, while his Mental Connection ability can grab foes and either bring Raz closer to them or them closer to Raz. Raz can roll to evade enemy attacks, and then let loose a flurry of kicks and punches to slowly whittle them down in health. 

If battles get too boring or frustrating (and they just might),
there's no shame in turning on an accessibility feature or two.
Though, it is safe to say that while the platforming in Psychonauts 2 is of a stellar enough quality, combat is where the game is at its weakest. There is a lack of visual feedback for enemies taking damage. They simply stand there and take hits with your only visual cue being their teeny-tiny, depleting health bars. Further, the combat controls feel a bit slow and laggy, inelegant, and at times downright frustrating. Fortunately, if battles prove to be too much of a nuisance, you can turn on an accessibility feature to make fights more fun, enabling enemies to take more damage and output less onto Raz. Otherwise, whenever a battle scenario started, I would occasionally let out an audible sigh. By far my least favorite part of this otherwise excellent game. 

While regular battles are nothing to make a positive note of, it's the boss battles, that like the platforming worlds, are insanely clever and well done. This is one part of Psychonauts 2 that would not have been possible or included without Microsoft's backing. Whether you're dealing with the oversized neon Luctopus who has death in the cards for poor Raz, or battling a trio of judges hellbent on making Raz fail their cooking show with one last ditch boss battle, these fights are fun, massive, and marvelous. 

There's nothing lucky about Raz being in the Luctopus' sights,
but it sure does make for an entertaining boss battle.
Psychonauts 2 looks absolutely wonderful on the Xbox Series S version of the game. The game's performance is stellar running on the S, and technical issues were at a minimum. Load times were insanely impressive, seldom taking more than five seconds to switch between worlds or hubs. The latter offers fast travel between underground tunnels to get around Psychonauts 2's hubs quickly. The voice work feels suitably Saturday morning cartoon-like, and it's masterfully done. Masterfully done as well is the soundtrack, which brings whimsical orchestral sounds that were reminiscent of Rare's composers' works, rock-based anthems, and simple but truly effective bops. 

Psychonauts 2 is quite the looker running on Xbox.
Few games lately have made me want to put forth the effort to complete them 100%, but Psychonauts 2 was certainly one of those games. Outside of battles, occasional obnoxious invisible walls, and platforming pitfalls due to some depth perception issues, Psychonauts 2 offers a plentifully polished game. It's hilarious one moment, tender and poignant the next. It's the type of game that gave me a bittersweet feeling upon completing it. On one hand, I got to experience a (doubly) finely crafted game. On the other, I just hope it won't take another 16 years to see a sequel! 

[SPC Says: A-] 

Friday, August 27, 2021

No More Heroes 3 (NSW) Launch Trailer

Who better to take on an alien invasion than Travis Touchdown? No More Heroes 3 is finally here after years of waiting with bated breath for Suda 51's latest eccentric (and in a good way) title. The game launched today, and now Nintendo Switch owners can wield their beam katana and start mercilessly hacking and slashing their way through the alien menace as none other than Travis Touchdown. Make your way to the top of the rankings once more with No More Heroes 3.

Metroid Dread (NSW) Trailer 2

Caution: If you're wanting to go into Metroid Dread, the fifth and final part of this chapter of Samus Aran's story spoiler-free, then you might not want to watch this rather intense second trailer for the game. For everyone else, take a glimpse at some new story elements, new abilities, and the return of a familiar foe (no, not THAT one) in this action-packed trailer. Metroid Dread launches on Nintendo Switch on October 8th.

Sunday, August 22, 2021

Ayo the Clown (NSW, PC) Review

Two reviews in one night? Is SPC daffy? Well, I'd like to think of the site as more of a Bugs Bunny-type character, but that's irrelevant as we have a second review to share! This one is a 2.5D platformer that also released this month. It's Ayo the Clown.

There's no clowning around with this statement: This is one fun platformer.

Clowns--they're generally associated with childhood nightmares and other horrors, whether that be justified or not. However, indie developer Cloud M1 is looking to right the wrong of clowns past with an adorable game starring a cute, precocious clown named Ayo. Fittingly enough, this 2.5D platformer is called Ayo the Clown, and it just so happens to also be a relatively well done game that succeeds in being an enjoyable romp.

Ayo the Clown's journey begins when he wakes up during a thunderstorm to discover that his dog Bo has disappeared. Ayo rushes out from his home to go on an eight-world adventure in search of Bo, aka clown's best friend. The story is a simple one but has plenty of charm to it thanks to being told through lovingly narrated storybook-style cutscenes. 

Lovingly drawn and narrated, these storybook-style scenes are great inclusions to the game.

If I had to compare any style of platformer to Ayo the Clown, the most obvious pick would have to be the Yoshi series. Like Yoshi, Ayo has similar abilities, a simple enough difficulty that gets more challenging if you try to 100% each level (although Ayo's boss fights might make stretch that a bit--more on those later), and a cutesy, colorful, cartoon-y visual style and presentation. 

However, unlike Yoshi, starting off in Ayo the Clown, our hero forgot something in his rush to find his dog: He's totally lacking in abilities! Yes, in the beginning of the game Ayo can only move left and right; he can't even jump. Instead, in the first level of the game, he interacts with bounce pads that catapult the clown upwards in lieu of a jump. 

Thankfully, Ayo soon learns a jump ability the very next level, and then a lot of other moves quite consistently. He's able to blow up a balloon after each jump that gives him a little extra height and distance. He learns the ability to ground pound Yoshi-style. There are also a slide, a pushing ability, and even a wall jump that becomes unlocked through normal play. The latter, though, is a bit unwieldly to say the least. It requires the player to wait a second for Ayo to start sliding down the wall before they can initiate that signature move. On too many occasions I found myself doing it too early or too late, resulting in Ayo either falling back down or worse, falling to this doom in precarious situations where wall jumps need to be performed over pits.

Need some extra height and distance, Ayo? Then bring out that balloon of yours!

The platforming in Ayo the Clown feels adequate enough, though there were times where I felt I either died or took damage unfairly. First and foremost, the hitboxes of enemies in order to defeat them by jumping on their heads is way too strict. You either have to jump on them dead in the center or you'll find Ayo taking damage instead. This actually made the very first level of the game one of the most challenging for me for my entire play-through just because you have to take out enemies by jumping on them. Later levels lowered the need for this due to being able to jump manually, practice with knowing how strict the hitboxes were, and the ability to occasionally use clown-inspired weapons like a water balloon, a balloon sword, and a toy hammer. 

These weapons are power-ups in the same way that the Fire Flower is a power-up for Mario. One hit and the power-up--or in this case, weapon--is gone. Since some levels of the game require these weapons in order to access hidden areas containing collectables, it was important I hung on to the weapons as much as I could. Thankfully, there seemed to be plenty of power-ups placed throughout levels, so I was never in short supply. If I took damage, I knew I could either wait a little bit for the next power-up in the level or simply go back a short way to pick up a power-up I purposefully neglected to nab in case I did take damage.

(To the tune of Old MacDonald Had a Farm) Ayo the Clown had a dog: L-O-S-T, LOST!

Like any platformer worth its weight, Ayo the Clown features collectables to grab in each level to add some longevity to the game. There are six to collect in each level: three teddy bears and three lollipops. Some are hidden more cleverly than others, and the ones that are hidden well will require intrepid exploring to discover. There are also gems to grab, which serve as the in-game currency of Ayo the Clown, though these simply allow you to purchase one of three items as the game progresses: an upgraded balloon, an extra heart, and a key to an extra world in the game, featuring two truly tricky levels.

There are also ten toys to collect, which don't really serve a purpose other than being for completionists. That said, these are acquired by completing little side quests in levels that are offered by characters within the game's town. 

The levels themselves in Ayo the Clown run the gamut of easy and breezy to rough and tough. They all can be rather lengthy affairs if you plan to 100% a given level. It was common for some levels to last upwards of 15-20 minutes, though these were the ones that featured bosses. Levels feature abundant gimmicks and obstacles, such as conveyor belts, rotating circular platforms, vines to climb, pinball tables, and even altered gravity that puts Ayo on the ceiling.

Jaws, this shark ain't, but it'll still put a pretty painful bite into Ayo!

Additionally, there are many segments in the game's levels where Ayo briefly takes charge of a vehicle, whether that be a tank or helicopter. These sections break up the platforming well, and are a nice change of pace from jumping and clowning around through typical sections of levels.

I mentioned bosses earlier, and in a strange design decision, the developer decided to not make bosses their own stages. Instead, they come at the tail end of traditional platforming levels. Seeing as, again, levels are lengthy enough, the addition of bosses at the end of some of them makes already long levels even longer experiences. If you were to fail a boss and lose all of your lives, that means you have to begin at the level from the very beginning. That's 15 minutes or more wasted--easily. 

Bosses are the final challenge of each world's already lengthy last levels.
It's quite an endurance run, for sure!

The bosses of Ayo the Clown are the most challenging aspect within the game. All bosses have multiple phases, meaning new attacks to learn and avoid, or worse yet, meaning new attacks to learn and get hit by. The latter is more common due to many of the attacks not being telegraphed well ahead of time. Battles can feel cheap by feeling like they're trial and error, and many times your feeling would be correct. Still, the bosses are enjoyable, and you get a real sense of accomplishment for defeating them.

If I had to call the graphics of Ayo the Clown anything, it would be something between colorful and sterile. The 3D models don't really have too much going for them, but the environments are cheery and lively enough. Simple things like the way checkpoints will slam a pie into poor Ayo's face upon passing them didn't go unnoticed by yours truly. However, where Ayo the Clown truly impresses is with the aforementioned storybook cutscenes as well as the soundtrack, delivering several bops that I couldn't help humming along to as I played. Overall, the presentation is pretty nice and appealing.

There's plenty to look at in both the background and foreground in many of Ayo the Clown's levels.
Sometimes hazards will pop in to and from either!

Ayo the Clown won't take veterans of the platforming genre too terribly long. Maybe 5-7 hours to 100%. However, at the same time, the cutesy charm and clown hero might not appeal to many older players. That leaves kids, which Ayo the Clown might be too difficult for due to those dastardly bosses stuck at the end of already lengthy levels. 

Still, Ayo the Clown has clever level design, creative ideas permeating throughout the adventure, and some well-conceived (but not always well-executed) ideas. If you are a platforming fan looking for an adorable and delightful new run and jump for your Nintendo Switch or PC, have an open mind, and want a game that can be as challenging as it is cute, then get ready to clown around with Ayo--Ayo the Clown, that is! 

[SPC Says: B-]

A code was received by SPC from the publisher for the purpose of writing this review.

The Falconeer: Warrior Edition (NSW) Review

There's a bit of a backlog of reviews to be done before the month of August ends, so let's get right to it. Starting off is The Falconeer's Nintendo Switch port. It runs wonderfully, plays well enough, so why didn't it keep my attention for too terribly long? Let's discover the answer with the SPC review.

Soaring but sometimes boring


Have you ever played one of those games where you thought the game was perfectly acceptable for most people, but for some weird reason it didn't appeal to you? That's my situation with The Falconeer, or at least that's how it is with having reviewed the Nintendo Switch port of the game, The Falconeer: Warrior Edition/ Yes, the game finds itself flying onto the Nintendo Switch, and while it is mechanically sound, I failed to find too much entertainment from the title. Dare I say, there were plenty of times where I found myself utterly bored with it, quitting from the frustration developed by the tedium I experienced with the game.

The Falconeer is an open-world game featuring flight-based combat for the majority of its missions. The story sees you taking on the mantle of siding with various factions within the game. Depending on what faction you are a part of, different missions and adversaries are available to you. It's a clever mechanic, and it works well. 

Having trouble keeping a foe in view? Use the lock-on camera to always keep 'em in your sights.
What The Falconeer does right and exceptionally well is its flight-based combat. Considering that's what the majority of story and side quests is made up of, that's certainly a relief. Battles are fast, frenetic, and demand strategic planning in order to overcome the odds. If you start a battle at sea level, you'll find yourself at a disadvantage, as trying to raise up your falcon into the air will result in it getting its stamina depleted quite quickly. Thus, you'll be a sitting duck--er, falcon in this case, as you wait for your stamina to recover as enemies slowly but steadily pick you off. 

Alternately, if you opt to start a battle high in the sky, you get more options available to you. You can shoot at enemies from above, swoop down quickly to take care of foes directly, and then fly back into the sky without consuming as much stamina. 

This is how flight works in general in The Falconeer as well. Trying to rise into the air depletes stamina, while diving regenerates it. You can also boost through the air by holding down the L button as long as you have enough stamina. This specific maneuver is paramount for surviving the aforementioned battles, as not only does it allow you to move fast through the air, but it also allows you to perform barrel rolls in midair, deflecting and deftly dodging enemy attacks.

Customize your warbird to your liking with a multitude of available options.
The Falconeer sports multiple chapters that can be played through in any order. Your level and stats carry over from each chapter, and each chapter provides you with one main story arc and quest line to follow. Meanwhile, myriad side quests can be taken at various outposts and towns sprinkled along the Ursee, the pirate-like fantasy world of the game. Taking on side quests is recommended not just for the good gains you get money-wise, but also the points you earn experience-wise. Leveling your Falconeer and falcon up is important as to not enter combat scenarios that you can't win. 

There's no question that The Falconeer: Warrior Edition is a stellar port on the Switch. That much is certain. Running at a super steady 60 frames per second with never a drop to be found, whether docked or in handheld form, the game is terrific technically. What's even better is that outside of the opening, between missions, quests, fast traveling, and transitions between screens, there's hardly any loading to be speak of, which is insanely impressive. I especially liked how I could skip the traveling between the quest-giver and the actual objective sight and back again via an awesome "fast flight" option.

Well, that's something you don't see every day--lots of water!
(Were you expecting me to call attention to the giant turtle?)
It says something about The Falconeer: Warrior Edition that despite having the game for a month now, I struggled to find the motivation to play it (of course, a new job didn't really help with that either). While certainly not every aspect of the game is boring or tedious - far from it - there are aspects like the gameplay loop, the repetitive mission design, and the rather unappealing story (at least to me) that made me bored with the game. I can definitely admit that The Falconeer is a well-crafted game otherwise; it's just one that did not soar to amazing heights for me, personally.

[SPC Says: C]

A code was received by SPC from the publisher for the purpose of writing this review.