Monday, May 28, 2012

From the creators of Super Meat Boy

It's been a whole half year since I updated this blog, but I finally feel it's about time to do so.  During this course of my hiatus, I've not only started, but fully completed The Elder Scrolls V: Skyrim.  And yet during that whole period, I could not think of one particular idea to write about regarding the game.  Rather than writer's block, it was more of having such an expansive game, that I found it difficult to relate to one subject, without rolling off onto a tangent about a connected subject.  Hopefully since I'm writing again, I'll be able to come up with some Skyrim posts, especially being that I need to relate it back to not only past Elder Scrolls games (namely Morrowind, the only other I've played), but also Fallout 3 and Fallout: New Vegas, the other similar Bethesda and/or open-world games.

But back on topic, I finally played a game that really motivated me to express my opinions, and what better way than returning to this blog?  What may come as a shock is that after the grandeur experience Skyrim provided, it was a PC indie game that provoked me.  While most indie games are typically "meh" at best, lately in the past year or so indie developers have been turning out some great games (though this could possibly be attributed to the phrase "indie developers" being thrown around loosely - I'm looking at you, EA).  One such group came out with a game called Super Meat Boy, which quickly dismissed the notion that all indie games are shallow.  This past fall, the same development team (don't quote me on who helped, exactly) brought out The Binding of Isaac, which supposedly had gameplay elements from The Legend of Zelda and the rogue genre.

Since I first heard about the game and saw images, I was skeptical of this touted combination of genres.  After hoping for some sort of sequel to Super Meat Boy, I felt as though the developers had already lost their touch (after just one game), and were returning to "typical indie status," as I'll call it (nothing against indie developers, I give them credit for doing what they love and sometimes creating unique games, but I've already stated my views on indie games).  I had lost track of the game until this week, when a sale had been going on for quite a few indie games, across many platforms.  I decided that for $2, I could do much worse.

After just two hours, I have come to a conclusion about my feelings for The Binding of Isaac: I don't know if I love the game, or hate it.  I wouldn't call the game revolutionary, but it does indeed present a unique combination of both the old-school Zelda dungeon crawler, and ideas from the rogue adventure genre.  It's the latter that really poses the problems for me, since typically, rogue games are pretty difficult.  Combined with the fact that these are the guys who gave us Super Meat Boy, then yes, it can be a difficult game.  The first night I played the game, I absolutely hated it, and actually regretted spending just two dollars.  Earlier tonight, however (after reading some comments on a website forum), I started to understand how the game operates, and began to really enjoy the game.

Let's start with the Zelda comparisons.  The game has the same map and dungeon gameplay, whereas when one enters a room, they must clear out the enemies, and can then proceed in one of four directions (up, down, east, or west), depending on which walls have doors.  The map is basically identical to the original Zelda game, appearing at the top of the screen, next to the two equipped items (though it should be noted, there is no item select screen), which are then next to the players health - hearts, to no surprise.  Defeating all the enemies in a room can present a key, money, bombs, or nothing at all.  This information is displayed between the map and equipped items.  Keys are used to open doors and treasure chests.  Bombs can damage enemies, blow up rocks, or create a doorway to a hidden room.  Finally, a certain room will contain a boss (though a key is not needed to open that room).  Yes, The Binding of Isaac really is that similar The Legend Zelda.  This is gameplay I crave.

Fortunately, the development team decided to take the game in a different direction and added rogue gameplay elements, which I'm still on the fence about.  True to the rogue genre, once you die, you're dead - game over.  I haven't beaten the game yet, but have heard that there are eight floors in the full game.  Each floor is basically a dungeon from the original Zelda.  Top that off with typically only starting with three hearts (there are multiple playable characters, unlockables), this game is pretty tough.  Oh, and did I mention that, being a rogue, the floors are always randomly generated?  Sometimes the first floor or two are a breeze (I've played the game through eight deaths so far), but sometimes there will be some aggrivating enemies.  On that note, I would like to say that using a keyboard is absolutely hellish.  I've started to get the hang of the controls, but man, an actual controller would have been great.  What's that?  This would have been a great portable title, for possibly, the 3DS?  Why, I agree, but too bad Nintendo shot down the idea, due to the game's biblical themes, and possibly controversial matter.  This actual became quite an issue - the reason I bring it up - and recommend reading about the developers thoughts on Nintendo's stance, and how they love Steam for the freedom it provides indie developers.  They actually have a good point.

Back on subject, along with random floors, the game also presents random bosses at the end of each floor.  This is very interesting, because it presents a challenge to player to not only be tactically ready for each potential boss' movesets (dying and extra playthroughs obviously help here), but also physically ready with items and such.  Items typically make or break a playthrough.  This isn't to say that without certain items, the game becomes impossible.  All enemies can be defeated with skill and the basic weapon, there is no doubt about that.  But on each floor, there are one or two special items that can either add to the players' stats, such as increased shot range, increased damage, full map reveal, etc, or provide a secondary weapon.  These items are completely random as well, and while they are all "helpful", there are a handful that provide great "power."

My furthest playthrough led me to my death on the 5th floor (dying is also humorous, showing who killed the player, and every item they had collected on that run), and I thank the items I received for how far I had proceeded.  Finding a syringe early on helped, as it boosted my movement and firing speed.  On the next floor, I found an item I cannot recall which provided me with an extra heart container.  The same floor present one of the most coveted and rare items in the game, chocolate milk, which provided a long shot range, faster firing speed, and more powerful projectiles.  Onwards, I found a special room, where I spent some money in order to make not one, but two consecutive deals with the devil.  I shortened my life from six containers to three, but in the process, gained more strength, a 1up mushroom (this mushroom shocked me, in a game where death is permanent), and three temporary life containers (these cannot be refilled, but were of great help).  Make two deals with the devil may not usually be a wise move, but in my case, I felt like a badass...right up until I lost those temporary hearts, and realized how fragile I had become.  There are 68 unique items in the game, and I have only seen around 8 of them so far.  I am hoping to soon come across the PhD, which grants the player invulnerability from any bad pill effects.  Yes, the game often has random pill drops, which as in rogue-likes, has no information about what's inside, and changes on every playthrough.

So here we come down to it.  The rogue.  Do you explore the whole floor, and kill every enemy?  Is the temptation of a really special item worth entering the next room, which may provide some unknown terror or horrible combination of enemies?  Or would it be better to skip the item, and enter the boss room hoping that it's one of the easier ones?  I recommend you overcome your resistance to "poor" controls as I did, and download it to choose for yourself.