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Musou’s “Shazam” Characters

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So I mentioned that before Fire Emblem Warriors, Musou characters tended to be homogeneous in capability and differentiated mainly by various trade-offs. One interesting trade-off is demonstrated by what I like to call the Shazam character - one who is normally weak, but has a transformation that makes them very powerful.

Musou games commonly have three levels of attacks. First are the combos triggered by hitting the weak and strong attack buttons in various patterns. Next are the special attacks - you gradually earn charges for these as you deal and receive damage but can only store a few. They vary between characters but are usually short-range high-damage area attacks. Finally, there’s Rage mode (that’s its name in mainline Dynasty Warriors; it gets called other things in other games). A meter fills as you perform critical hits or successful combos or similar, and when it’s full you can enter Rage, which causes the meter to drain but makes you significantly more powerful until it runs out (and it’s usually capped off with a special attack). So, you might use normal combos on fodder enemies, special attacks on officers, and Rage mode on heroes.

Young Link in Hyrule Warriors and Tiki in Fire Emblem Warriors have comparatively weak combos, but have especially powerful Rage modes - Young Link puts on the Fierce Deity Mask and Tiki transforms into a dragon. So the primary way to maximize these characters’ effectiveness is to spend as much time in Rage mode as possible - and to help with that, these characters (and only these characters, I believe) have the ability to spend special attack charges to refill the Rage meter.

They’re still fairly awkward to use in the early-to-mid-game, but if you invest in them and get the right upgrades and weapon skills, by the late game they can basically spend entire missions in Rage mode, making them extremely powerful.

This is hardly the first game to make characters with this sort of dynamic, but it occurred to me that this is very much the sort of thing you can only do in non-competitive games. If these games had versus modes, you’d basically have to ban Young Link and Tiki or they would dominate high-level play. But in single-player or even cooperative games, it’s actually okay to have this kind of imbalance. It creates interesting experiences, giving players a chance to invest in characters that then “break” the game - which in that context can be satisfying and fun.

Permanence, Patches, and Physical Media

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The excellent Saints Row: The Third just came to Switch. Unfortunately, it’s reportedly plagued by performance issues and glitches - and the day one patch has been delayed.

I hate to see a game I love have a troubled launch, but the delayed patch also calls attention to the general practice of day one patches, which is common enough now that it wouldn’t have even registered to me if it weren’t delayed. It’s normal to pop in a new game - even one purchased on launch day - and have it immediately download a patch. Enough so that at least for me, it’s been easy to forget that this means the shipped game - the one you just bought - is unfinished.

And, I get it. I get that it takes time to press/burn/whatever and distribute the physical games, and from a financial perspective it makes sense to use the time between then and launch to continue to polish and improve the game rather than delay the launch (though that does also create the risk of poor early reviews due to delayed patches, as Saints Row: The Third on Switch sadly illustrates).

But one of the supposed advantages of buying games physically is that you aren’t reliant on the internet to play them. Someday, the Switch eshop servers will get shut down. If I lose the data on my Switch’s memory card after that, I won’t be able to redownload and play any of the games I bought digitally. I will still be able to play the games I bought physically. But only the unpatched versions. And looking at my shelf, for almost all of my Switch games that means a noticeably worse version of the game.

Live-service games, patches, and updates mean there’s less and less reason to buy games physically now. The preservation value of the physical media is significantly lessened. These days, I only buy physical because on consoles it often somehow costs less. (Which is its own rant for another time.)

It’s tempting to think of things we buy as permanent, but in many cases we’re really just paying for the experience of having something for some amount of time.

Musou Tactics

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After playing Fire Emblem Warriors, I thought I was super into Musou games. After moving on to the (earlier release) Hyrule Warriors, while I do still enjoy Musou it turns out that what I was super into was Fire Emblem Warriors. In particular, its tactical depth.

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Capsule Review: Smashing the Battle

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A simple 3D brawler starring a few busty women and an army of robots. In each mostly-linear level, you must smash up all the robots and reach the exit. A few variations exist including time limits, hazards to avoid that can turn crowded battles into bullet hells, and some survivors to find off the main path.

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Easy Mode: You Gotta Want It

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So, one of the positions in the whole Sekiro/Soulsborne/difficulty/easy-mode debate is what I would sum up as “easy mode should be there for the players who need it.” A couple of examples:

  • Jarrod Johnston explains why he’s no longer anti-Easy, mentioning that previously he “never thought that someone might not have the ability to improve, and it took a while for [him] to understand that getting through a tough game can be more than just a matter of time and commitment.”

  • Mark Brown explains his complicated view on questions like “Should Dark Souls have an Easy Mode?”, making a few statements like, “I’m in favor of giving people more ways to play if they need them…” but emphasizing the importance of making sure players know what the intended experience is. He also describes Celeste’s Assist Mode by saying, “This isn’t an easy mode that I might switch down to if the game’s kicking my butt. It’s an assist mode that’s just there for those who really feel they need it.”

On the surface, I’m in agreement with these folks - we all want easy modes or similar accommodations in games. We’re on the same side of the overall debate. But I’d sum up my position slightly differently, as “easy mode should be there for the players who want it.” It’s only one word of difference, but I think it’s an important one.

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#gaming #video games #easy mode #sekiro: shadows die twice #accessibility #soulsborne #intended experience #difficulty #gatekeeping

Tags: Thought, TOPIC: Difficulty

Capsule Review: Pixel Puzzle Collection

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A free Picross game featuring images from Konami’s extensive history of games. There are five hundred puzzles of varying sizes accompanied by music from classic Konami games.

Most of the puzzles are standard 5x5, 10x10, or 15x15 puzzles. However, there are also a significant number of Micross-like “Mid-Boss” and “Boss” puzzles - the Mid-Boss puzzles being made of four 15x15 puzzles arranged in a 2x2 grid, while the Boss puzzles are sixteen 15x15 puzzles in a 4x4 grid. In both cases, there is no initial “zoomed out” step - you just solve each 15x15 piece as its own puzzle.

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Capsule Review: ISLANDERS

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A deceptively simple city-building puzzle game. Place a series of buildings on a procedurally-generated island. Each building earns points based on what’s nearby - lumberjacks get points for nearby trees, sawmills gain points for nearby lumberjacks, and so on. Earning points gets you more buildings and periodically new islands; the game ends when you finally run out of buildings and islands without enough points to get any more.

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Capsule Review: Aaero

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A rhythm game combining tube racer and rail shooter gameplay. Use the left stick to maneuver an auto-flying ship - often to follow a rail that represents a song’s vocal track or equivalent, sometimes to avoid hazards. Use the right stick to aim a lock-on reticle and fire with the right trigger - usually at enemies, sometimes at bonus targets within the environment. Each song is a distinct level with its own path and obstacles.

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I know hoarding restorative items is a joke, but...

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I know hoarding restorative items is a joke, but it still rubs me the wrong way when games have an auto-revive item that gets used automatically when you die just because it was in your inventory. Like, those things are usually expensive or rare; let me save it for a tough boss fight instead of burning it one screen after a save point because my finger slipped.