Skip to main content

Posts

Showing posts with the label Metroidvania

The Economy of Space in Dandara

Dandara is not an easy game. One could attribute this to the speed of its primary attack function, labyrinthine design, limited health and energy regeneration systems, or perhaps most obviously the punishing currency mechanic, but I would argue otherwise. The most unfamiliar aspect of Dandara, and what largely sets it apart from other games, is its movement system. This aspect dictates the momentum and difficulty of almost every moment of game, and without it, Dandara would likely be a lovely conceptual experiment in Afro-Brazilian artwork and storytelling, but would fail to make an impact otherwise. The addition of this system pushes Dandara into a whole new level of interactivity, even when most of its content is deliberately and intentionally scripted. While linearity in an interconnected-world action platformer (I ain't callin' this a Metroidvania) is not usually considered much of a positive aspect, I would argue that Dandara is actually much better because of this choic...

Image and Form and Loot Cycle

Many independent developers enter the scene working on their own intellectual property, utilizing specific aesthetics, genre, or gameplay mechanic motifs and gimmicks in order to differentiate themselves from their contemporaries. Whether it's arcade action, retro difficulty and aesthetic, or something completely new and unheard of, this industry is often where you'll find the most unique, engrossing, and/or charming experiences from Western and European developers, in contrast with the wacky nature of high-profile Japanese games and over-serious, rote triple-A Western games. Yes, I know I am going to be slaughtered for that comment. A particular developer whose works have remained aesthetically consistent is Image and Form, a Swedish development studio and creator of the SteamWorld series. What is so impressive about their works is that, despite each entry in the SteamWorld series belonging to different genres, the quality of gameplay has been consistent, engaging, and most ...

In Defense of Xeodrifter

Jools Watsham is one of the most underrated faces in independent video game development. Co-founder and former employee of Renegade Kid and current founder of Atooi Games, Jools has created a number of quality DS and 3DS titles that have found their way to other platforms. In particular, his most recognizable Mutant Mudds and its Super Challenge sequel happen to be two of my favorite platformers of all time. However, Watsham has been vocal in highlighting disappointing sales figures for a number of his more recent releases like Chicken Wiggle, a basic, yet absurdly polished platformer with a built-in level designer for 3DS, as well as the Mutant Mudds Collection, recently released for Switch. Before either of these, however, the then-still-existent Renegade Kid published a small Metroidvania on the 3DS called Xeodrifter, the subject of this article. In short, Xeodrifter's own stubby captain takes players on a brief, but enjoyable ride that is comprised of brutal surviva...