Mother 3 - A Gaming Diary

For those who are reading this blog post, first off, thank you.  Second of all, my normal structure is, of course, to do a big paragraph wit...

Thursday, July 10, 2025

Rise of the Tomb Raider - A Gaming Diary


Review:

Rise of the Tomb Raider, the second in the Tomb Raider reboot series by Square-Enix and Crystal Dynamics, is truly something special.  Taking what worked about 2013's already great reboot of Tomb Raider, Rise of the Tomb Raider adds a considerable amount to the formula by having a greater focus on puzzle solving and exploration.  There is just more to do, more collectibles and artifacts to find for world building or just interesting little niche observations, there's a high number of tombs to explore with fun puzzles to solve, overall this feels more like a "Tomb Raider" than its predecessor.  But it manages to keep the excellent stealth action gameplay of its predecessor completely intact, feeling like a far more refined product overall, it's a great time.  It's not a perfect game, mind, I certainly have my gripes and nitpicks with it, as you can tell from the diary, namely the story just being kind of okay.  But of this sort of micro-genre of "Uncharted-likes", I think this one is easily the best, even beating Uncharted itself.  9/10

Diary:

6/20/25

I feel bad for laughing at this game right out the gate, because this is a very serious game, like, it's meant to be taken seriously.  But the ice axes have just become such a meme to me at this point, I can't take it seriously like.  I might be misremembering because the movie came out so long ago, but I remember the Alicia Vikander Tomb Raider film made getting the ice ax a big triumphant moment because it's an icon of the first reboot Raider game.  Since then I haven't been able to take the ice axes seriously.  They're a good gameplay mechanic to have, mind, I'm not saying they're a problem.  It's nice that Lara isn't restricted by geography as much as her contemporaries in this same subgenre because she can scale up the sides of things better without needing to grab onto things all the time.  It's just not something I can take seriously anymore either.

It feels very nice to be playing reboot Tomb Raider again.  I was a pretty big fan of the first reboot Raider game (so much that I own it three times), despite being a pretty obvious Uncharted ripoff, I think it's excellent.  To be honest, I kind of think Tomb Raider 2013 is better than all of the Uncharted games I've played.  Like, I like Uncharted 1 and Uncharted 3, can't stand 2, but in my opinion Tomb Raider just succeeds at being a more fun game.  Narratively, it's nowhere as good as the Uncharted franchise, Tomb Raider 2013 is quite messy if anything, but the reboot Raiders just have more fun and interesting gameplay to me than the Uncharted franchise, idk.

Speaking of narrative, I feel like this game is trying hard to be less... yikes... than the first game.  Tomb Raider 2013 has a bad habit of forcing Lara to go through extreme circumstances to progress for seemingly no other reason than to put her in a situation where she's being put through something beyond human capability.  Back in the day, some content creators I no longer watch speculated some unsavory reasons for it.  I think it's moreso that Tomb Raider 2013 is engaging in the common but somewhat problematic trope in fiction that to explain why a woman is strong, you need to force her to go through excruciating circumstances.  Rise is much better about this, I suspect unfortunately that it's partially because Lara is already established, but so far we aren't putting her through hell every couple scenes so.  Improvement.  Instead her character's whole thing in this game is trying to prove both herself and her missing father right with regards to supernatural happenings and secret ancient organizations, which, while not a new story by any means, feels much better.

Something I immediately enjoy a whole lot about the second game is the greater focus on like proper "tomb raiding".  While I enjoy the first game, it wasn't super interested in the Tomb Raiding aspect of Tomb Raider.  There were some tombs to raid and puzzles to solve in them that were fun, but like.  It was mostly a cinematic third-person action-adventure game, there was way more gun fights and way less archaeology.  The second game corrects this by just having a greater focus on archaeology.  Lara now has a language system that you can level up as you go on, as she reads more of a language, she gains a greater knowledge of the language, allowing her to translate increasingly more complex artifacts.  Speaking of artifacts, there are now artifacts hidden everywhere on the map for Lara to collect, centuries old documents, lost murals, hidden treasure caches, etc.  It feels like a much more whole experience because of this, like the team really went out of their way to make this what Tomb Raider should be in the modern day.  It's a shame they never got to follow up on it because Square Enix forced them to make an awful Avengers game that had the consequence of sinking the Tomb Raider franchise.

I am not, however, a huge fan of how the game restricts basic mechanics until the tutorial for them pops up.  This is kind of just a problem with game design for a lot of the HD era, mind, they lock off basic mechanics to you until you learn how to do them and it's frustrating.  Sometimes it makes sense, I don't necessarily like it but like.  Lara not being able to craft poison arrows until she has an obstacle that she needs to poison does make sense.  But like, they won't even let this woman hide in the bushes until they give you a tutorial for it, it's actually insane.  I'm glad games don't do this anymore, it's very frustrating to know a mechanic exists and then drive yourself crazy trying to figure out how to activate it only for it to be locked behind a tutorial you haven't accessed yet.

6/25/25

I've now officially gotten the all too important Tomb Raider reboot experience of "trying really hard to be sneaky, failing miserably, and scrambling getting caught in a gun fight".  I love the stealth gameplay actually.  Like, I'm bad in high intensity situations, I've played so many action-adventure games to know that I can and will almost definitely fail if I attempt to go in guns blazing.  Stealth makes it more like a puzzle to be solved, approaching a situation and figuring out the most effective way to confront the group of enemies to get through, which plays to my strengths much more.  I'm also just very bad at aiming and so I kind of immediately fumble when put into a gunfight.  This is probably one of the main reasons I don't like Uncharted as much as these games, come to think of it.

The greater focus on archaeology in this game really does add a lot because of the numerous documents hidden throughout the world to collect.  It feels like we aren't just experiencing one story, but dozens.  There are tons of compelling micro stories hidden around the map that add a lot of context to what is happening in the present day.  The story of the Byzantine soldier having to chase the heretical prophet deep into the mountains of Siberia.  The story of the Mongols fighting against the Greek invaders to their homeland.  The story of a Soviet engineer writing to his family who is set to join him, wondering if or when they will make it to him.  The world feels so complete with all of these little notes added to it, and it really makes the various artifacts we find throughout pop more with all this added context to it, like they're truly part of the grander narrative.

Due to the setting of Rise of the Tomb Raider, I find myself comparing this game to Uncharted 2 more than I really want to.  As previously mentioned, despite Uncharted 2's reputation as not just the best Uncharted game, but also one of the best games of all time, I think it's rather bad.  There are a number of reasons for this but a big one is how the game chooses to communicate its location.  Uncharted 2 similar to Rise of the Tomb Raider takes place entirely within the mountains of East Asia, but it chooses to present this area in a very dull way, making Nepal look very grey and sad.  And I think Rise shows that it didn't have to be this way.  Rise manages to make the snowy mountains of East Asia pop amazing, even though the color scheme is primarily white and grey, it's very vibrant and interesting to look at.  It almost feels like a flex on Uncharted, tbh, like we're literally going through utilitarian Soviet Ironworks and it still looks interesting.  I was already like "Rise is probably my favorite of this type of game" but it showing up Uncharted 2 like this really is putting it over the edge.

That being said, the white and grey do make it a little harder to figure out where to go if you're facing a cliff face.  There's a lot of discourse now about the yellow paint that shows people where you can climb in games and how people hate it despite it being objectively good game design, and I think Rise is a perfect explanation of why.  Lara can scale certain rock walls with her ice axes, and the game indicates what she can scale by the wall being an off white.  In the first game, this was pretty easy to spot most of the time, but in this setting it becomes very difficult.  I've scanned through areas multiple times trying to figure out how to proceed only to, on my third comb over with my detective vision, realize there's a climbable wall right there.  A cool solution I think the game should've done is have the cliff faces be marked by the indigenous tribe living in the mountains that Lara meets on her journey.  That would've been a good lore bit and also solved the "can't really see the cliff faces" problem.

I'm really sad Rise of the Tomb Raider has been so slow going, it's like I can't find time to sit down and play it.  I really am loving it, this is a real top 10 contender so far and I'm only a few hours into it.  I look forward to playing more of it when I can find a couple hours to stop and play it.  I've actually been really wanting to get into the Tomb Raider series as a whole, and thanks to Amazon's free games I own the entire series at this point.  Unfortunately I don't have a PC that could run Shadow so that's kind of off the table for now, but the other Tomb Raiders, the classic ones, are easily on my list.  I'd even be interested in playing the like PS2 ones, the ones no one likes or talks about.  Maybe someday!  The list is real long is the problem.

6/29/25

From my limited knowledge of the Tomb Raider franchise, namely being the original Angelina Jolie movie, the 2013 reboot game, the 2018 Alicia Vikander movie, and the episode of obscure Disney Channel sitcom Life With Derek where they, in 2008 or whatever, have the timely debate on whether or not Lara Croft is empowering to women, it seems like this woman gets betrayed a lot.  It's no wonder that she turns into a go-it-alone type, I swear.  I do think this game does a good job of making this wound feel fresh.  Like, this one was, effectively, her mom.  This isn't just like a friend or a colleague, this is a person who was, apparently, playing the long con to betray her family, so long in fact that she was Lara's main maternal figure her entire life.  And was literally banging her dad, so she was kind of actually Lara's mom.  And I like that it does matter to Ana that she's known Lara her entire life, that she's pushing for the main villains to recruit her, make her see their way of things, not kill her.  She doesn't want to admit it to herself, but she cares about Lara more than she's willing to admit.

It took me an embarrassingly long amount of time to realize that the Assault Rifle is an automatic weapon.  I felt so stupid when I finally realized, like, of course it is, that's the whole point of an assault rifle.  Here I was sneaking around trying to get headshots with it.  I'm thankful for a big automatic weapon like this, as I have previously mentioned, I am really bad in a gun fight.  I tend to freeze up in the midst of more active combat in honestly any shooter, happens in Splatoon, happens in Fallout, happens here.  So just giving me a weapon that lets me really even the playing field in more intensive combat encounters is super helpful for me.  I still tend to lose in those kinds of encounters but, you know.  I'm better equipped for them.  Though my aim is awful and I burn through ammo constantly.

Potentially hot take, actually, I know it's a hot take, lots of people complain about this but uh.  I kind of love sections where the game strips away all your resources from you and you have to start from 0, fighting your way through to get your equipment.  I don't know, you'd think I wouldn't because you know.  I'm famously bad at video games, I've said it a million times in this blog, but like.  I don't know, there's just something to having a peak of power and then having to start back over again, re-evaluate your strategies, play with new toys, that sort of thing.  Granted, it can be argued that Rise does this too early, we're not even at the halfway point it feels like and we've gotten this sequence, but like.  I really like it.  I like having to rethink my strategies and, honestly, it's a great way to introduce new mechanics like the assault rifle or the explosives crafting.  The Gulag was a very fun sequence, what can I say.

I got VERY distracted in this section.  I don't normally bother with DLC, it's a very rare game that can make me want to come back to do post game content, I'm very much a "when it's done it's done" gamer.  But the game popped up a mission with the title "Baba Yaga" and you know what, I'm there.  I want to fight Baba Yaga.  It is very silly though that Lara is kind of taken aback by the possibility that a witch exists, like, that's the most eccentric thing she's even encountered and it's like, girl, you're up here in Siberia hunting for the secret to immortality, I think a witch is pretty tame all things considered.  Granted, there is a 0% chance it's a real witch but like, if there were, this is like not even in the top 5 weird things that reboot Lara has encountered, let alone Lara Croft as a whole.

The Baba Yaga storyline is great so far, though.  The Batman Arkham games have given us a lot, the way they shaped open world games and especially superhero games cannot be overstated, but my favorite part of their legacy is that we have these weird, trippy, pseudo-horror sequences in action-adventure games now.  It's usually a fun time, a chance for the devs to get away from their usual game's setting and themes and go all out on being weird.  The Baba Yaga toying with Lara, forcing her to go around and around in circles until she's completely lost, chasing a vision of her father, forced to relive the trauma of her father's death all over again in a shockingly real vision.  So good.  And then the Baba Yaga and her infamous house looks amazing on top of that.  Baba Yaga gives such strong forest witch vibes, decked out in her eccentric clothes and wearing a deer skull on her head.  And the house is just fantastic, I love that it doesn't actually have bird legs but rather it has like.  Flooring and scaffolding and stuff twisted into the image of bird legs.  It's been a fun little side story so far, even if all it has turned out to be is just "a woman using Scarecrow fear toxin" basically.

The Voice of God tomb is a standout moment in the game, just an absolute peak part, I'm surprised this location is optional.  I really like how the temple surrounding it is full of documents being like "we were lost in the mountains until we found this place, then we knew this is where we belong."  Like they give you a lot of context on what the Voice of God means for the people who now call these mountains home, that it's a place they make pilgrimages too, but they never tell you what it is.  They very much want you to see it for yourself.  And after you solve the simple but fun timing puzzle, you enter out into this breathtaking view of this massive canyon with natural formations caused by erosion that makes the entire thing a giant woodwind instrument.  Absolute highlight of the playthrough so far, I was speechless when I saw it.

7/1/25

It was really neat seeing how "Baba Yaga" kept the myth alive.  Yeah, that's right, I made like no progress this part because I wanted to finish that Baba Yaga storyline.  I don't feel good about it either.  It was really cool though, seeing the illusions that the Baba Yaga made, simply to suggest that the Baba Yaga is real, allowing the hallucinogen to take over and fill in the blanks.  Placing scarecrows all around to have the mind fill in that they're monsters created by her, building her base deep within a winding path in the woods so people get lost, repurposing a lift to look like the Baba Yaga's famous house?  It was great, good stuff here.  I almost want to go back through the Wicked Vale, see if there are any other neat little details about her trickery that I missed.

The boss fight was also just super cool.  It can be difficult to design a really cool boss for this kind of game because, while the combat is super fun and super good, it's all very samey.  Like, this is the type of combat that is built for either stealthy take downs of groups of enemies or all out gunfights, so it's hard to make a boss in this context that really pops.  But the Baba Yaga fight is very cool and very unique, resembling something of a Zelda puzzle fight.  You enter into a big room where the Baba Yaga is hanging over the center and you have to rope her to various gears and time it so that the fire of her own machines damage her.  All the while under the effects of the hallucinogenic flower she is refining, creating a visually intense boss fight.  It's not like one of the greatest boss fights of all time or anything but it's nice to have a really cool, unique boss in this kind of game.

I genuinely forget how many optional tombs there were in the first game, it didn't feel like a lot.  Like maybe I was just not looking that well or maybe the game did a worse job of communicating there was one nearby, this game actively notifies you when you're near one, but it feels like they're everywhere in this game.  It's really nice being able to find an ancient ruin a few times an area with a fun little puzzle to complete.  This might be a controversial take, but I enjoy the shrine structure of BotW/TotK WAY MORE than traditional dungeons, because it feels like I'm getting more fun puzzles to solve more frequently over getting a couple big puzzles to solve every 2-4 hours.  Tombs in Rise of the Tomb Raider feel like that, there are a couple scattered around the area, you delve deep into them, solve a little puzzle, get a treasure, and you're out.  It's a good vibe.

7/4/25

There are so many chase sequences in this game, my lord.  I feel like this is my fourth one where I'm having to run away from an instant death barrier chasing me.  People talk about those little "going through tight hallways" moments in these games as hiding loading screens in these games, and first of all, hiding loading screens?  Not remotely a problem.  I don't get why people are so upset about having an organic loading screen in the gameplay.  That being said, I'm pretty sure these chase sequences are loading screens because they literally always happen to lead into a more intensive scene with a lot of enemies/gunfights or a significant change in a pre-existing area.  And again, like, organic ways of hiding loading without breaking up the gameplay are good, I enjoy them, I just keep getting chased and it's hard not to notice.

So like, Jacob is 100% the Prophet we've heard so much about, right?  Like, okay, the Prophet is allegedly a miracle working Greek who was forced to flee East to avoid persecution from the Byzantine Empire and is, allegedly, immortal.  Like finding the source of immortality is kind of the point of this game.  And like.  Dude's name is "Jacob".  His name means many things that are thematically appropriate.  "To follow", which the Prophet gained a cult of followers who would then follow him into the East.  "Supplanter", given how the Prophet supplanted the common understanding of Christianity.  "May God protect", indicating how he believed he was doing God's true will despite the common understanding of the faith at the time calling him a heretic.  On top of that he's a distinctly European face leading the native populous of this section of Sibera, who are otherwise very Mongolian looking and/or mixed to have Mongolian features.  His diary entries are also very interesting, how he talks about how he has dead wives and new flames and how he struggles to maintain these emotions, but these women he talks about all have names that are now the names of children and teens in the native village he runs.  Like he talks about his dead wife "Sofia", and also Sofia is the name of his young daughter, which I guess that's not unheard of, naming your child after your wife, but like.  Suspicious.  Very suspicious happenings here.

The Geothermal Valley is yet another fantastic location in this game.  Like I love how they did this "lost city hidden in the mountains", that it exists on a series of hot springs that naturally heat the area and because it exists in a very remote location deep inside the mountain range, it kind of maintains its own ecosystem.  It feels surprisingly plausible in the midst of all of this.  Like, I kind of made fun Lara for not believing in witches when we are hunting the source of immortality, but I do enjoy that this game gives a grounded explanation for the 99% of weird seemingly supernatural stuff happening in it.  It makes the 1% that is supernatural stand out way more and feel that much more special.  The Geothermal Valley is also just like.  Beautiful.  Such a pretty place, the locales in this game are amazing.  I really hope we get another proper Tomb Raider game like this in the future, man.

I once again need to highlight how much I love that this game cares about Lara Croft the archaeologist.  Like there was a point in this section where Lara uncovers ruins and immediately starts geeking out about the mosaics on the ground, trying to figure out what they mean.  It's so endearing to me.  I also love that they are putting forward an effort to make sure Lara practices ethical archaeology.  Aside from any damages that may happen from puzzle solving, Lara always leaves Tombs and Crypts basically how she finds them.  She leaves documents where they are, only noting their contents, artifacts she'll leave behind, she's careful not to overly touch anything, only moving some dust to read the contents.  She leaves everything to the people they belong to, even if said people may not exist anymore, and I appreciate it.  There's literally a sidequest you can do in the Geothermal Valley where a person asks for Lara to find lost artifacts and she goes "of course, they are yours to begin with".  Idk, it's so easy for this kind of game to get into the Indiana Jones treasure hunting 30s archaeology mindset where you're just taking stuff, it's nice to have Lara do an ethics.

I really like how this game continues to play around with resource management.  Like, at the point of the game I'm at, Lara should be fairly well equipped, having two guns to deal with enemies effectively.  And in this context it could be very easy for a player to lose the desire to want to use the bow.  But then the Geothermal Valley happens and being a valley of people who live a simplistic, agrarian lifestyle, it's like.  Yes, they do have ammo that they're raided from the Soviets and the villainous Trinity organization, but it's very scarce and very limited.  You, as the player, have to make the decision on when to use your now limited gun ammunition, meanwhile the bow once again becomes a more effective tool as the valley is full of resources to craft arrows.  They even introduce fire arrows for you to utilize, arrows that contain small flasks with oil that ignite on contact, once again bringing the bow into focus.  It's really good game balance, I like it a lot.

7/6/25

I got a grappling hook!  I don't care what game it is, I'm always excited about a grappling hook.  I once again am appreciative of how much this game doesn't restrict Lara's movement to just the ground and ledges.  Lara has already been able to do so much more than certain other action-adventure protagonists cut from the same cloth, and now not only is she not restricted by cliff faces but also not by large gaps.  It almost makes me wish this game was less of a linear cinematic action-adventure game because I'd really like to take Lara's kit out for a spin in a more open format.  But also like, we have enough open world games now, it's fine.  Anyways, grappling hook, on board, certified good game.

I have mentioned the archaeological aspect of this game a lot so far, but something I really adore about it is how you can track the development of this agrarian native civilization evolving from the Prophet's ornate, luxurious civilization.  Loads of documents detail the fall of the Prophet's city of Kitezh around a thousand years ago, and the subsequent adaptation to a "harder life".  You enter tombs and find abandoned places of luxury, in this section in particular I found what was once a luxurious bathhouse the ones who fled Kitezh used to bury their dead.  There are loads of artifacts scattered about the map and it's always so neat seeing Lara note that this is an expensive bowl or vase or basket or whatever, clearly made only to be decorative, that the people have had to make into a practical piece.  I distinctly remember one artifact was an expensive piece of pottery that the natives had to poke holes in to make room for plant roots to grow out.  It's great environmental storytelling, love it.

Bomb arrows were not something I expected to be in this game.  I just really like how this game continues to make the bow feel important even as we gain more and more guns and, moreover, more powerful guns by finding pieces of them around the map.  Like, obviously, the bow is always going to have SOME advantage, as it has infinitely renewable ammo without having to find it or loot it off enemies, but the trick arrows really add a lot to both combat and puzzle solving.  I mean in theory, I always forget to use them in combat as I try to get stealthy headshots with the bow, inevitably get caught, and then get in a gun fight I struggle to win because I'm bad in gun fights.  Like the main thing you get out of doing the Baba Yaga storyline is a bow that turns your poisons arrows into hallucinogenic arrows, so if the opponent survives the poison, they will turn against their fellow opponents for a little bit, I've used it like twice.  Love the trick arrows though.

This also makes me really appreciate the notes that the Tomb Raider games take from something like Metroid.  I'm not going to go on a whole "Rise of the Tomb Raider is secretly a Metroidvania" thing because it's not, not even a little, but I do like that you're encouraged to return to previous areas after you get pretty telegraphed things like the fire arrows, bomb arrows, the grappling hook, etc. to unlock new stuff in said areas.  I actually have to go back to the first major hub in the game, the Soviet Installation, to finally unlock the last cave come to think of it.  I just love incentivizing continued exploration of previous area, and I think the way Rise does it, having these larger hub areas stitched into the more linear ones is a very nice way to do it.

The story is ramping up majorly.  I did admittedly cover quite a lot of the game in the last section which is why, but like.  Lara is getting caught up in more moment to moment gun fights as Trinity is going on the offensive against the natives.  They've now infiltrated and assaulted so many of their sacred places and Lara has had to do a lot of work taking out the hostiles.  A point I actually like about this is that the natives are adapting quickly to this new style of warfare, picking up their guns an effectively arming themselves against the invaders.  This is something you also see in the native's documents, an anxiety that their lifestyle may be forced to come to an end as they are fighting a threat that, and I quote, "gets stronger each generation".  A lot of them talk about the children and how fewer and fewer survive each onslaught, them seeing their own extinction happening before their eyes.  And so, whether they like it or not, survival means adapting, adapting to this modern warfare.

I also like this darker side we're seeing from Lara.  That her being betrayed by the last person she considered family has kind of broken her to a point where she's letting her desires get in the way of her archaeology.  She holds the woman at gunpoint, something that she probably wouldn't normally do, making it clear she is honestly kind of okay with murdering her to a point where the woman, who had previously been like "we should recruit Lara to our side" is now like "kill her on sight".  And her being too close with this adventure, due to her father dying as a result of looking for the source of immortality and it causing him to be disgraced as an archaeologist, is really clouding her judgement.  I talked about Lara largely partaking in ethical archaeology but this is a line she is willing to cross, despite the protestations of the natives, Lara NEEDS to find the source of immortality, she needs to bring it back in the world, and while she claims this is for the good of mankind, she is obviously only doing it to avenge her father, posthumously prove him right in the eyes of the world.  The natives even take note of their ally's ambition, stating openly that while they are friends of Lara today, they WILL be enemies of her someday soon, knowing they will die to protect their most valuable treasure and Lara will die to obtain it.

Speaking of hostile natives, a third faction has entered the fray.  The natives tell stories of a group of theirs who, rather than flee the lost city of Kitezh, stay in the Catacombs protecting it.  They call them "the Deathless Ones".  They are ruthless soldiers, utilizing the power of Greek Fire to make sure there is nowhere their enemies can hide.  As an aside, Lara really should try and get a barrel of Greek Fire, we don't know what that was and it could solve a centuries old mystery.  Anyways, the Deathless Ones are REALLY effective threats.  We don't see them at all until literally the end of their "introductory dungeon", instead they introduce them as shadows on a wall and distant voices in the dungeon.  As well, we see them mowing down heavily armored Trinity members with nothing but arrows and greek fire.  They seem so otherworldly, like they aren't human, they even speak an Archaic Greek that, unlike the other languages of the game, Lara cannot seemingly translate.  Or at least hasn't been given the opportunity to.  I really like this introduction, even if it ends up at another chase sequence.

I am even more convinced that Jacob is the prophet.  Like, the game is doing a very clever job of making that point ambiguous, I think you as the player are supposed to clock this as a possibility and then have the game play with your expectations by making the timeline messy and then cleaning it up and then making it messy again.  So like, they'll introduce Jacob's former wife and lover and it's like "this feels like it happened long ago" but then later go "actually this happened within the last generation and this is the current' Sofia's mother that Jacob is writing about" but then also, also, Jacob's journal entries are scattered about in odd places that make you wonder how he could've gotten there and/or known to come there in a single lifetime.  There's also a very interesting journal entry where a citizen of the native camp talks about a mysterious stranger coming down from the mountains with no memory and while most people believe it was simply one of their brethren, they are convinced it is, in fact, the Prophet returned to them.  And the description given notes that the stranger has long, unkempt hair and a sort of shaggy beard, much like Jacob.  I'm not going to act like this is a huge call, in my opinion it's a very obvious twist, but you know.

Something I am starting to get annoyed about, though, is the Survival Caches.  Throughout various maps, there are survival caches, buried there by explorers and hikers and natives and what have you that went through the area that contain supplies.  These are nice little additions, you can find some needed and/or rare crafting materials on the fly with them, but the thing is that the game will not let you pick up a crafting resource unless you need said resource.  Which I guess is good, you aren't wasting material when your pack is full, but the problem is Survival Caches are a collectible.  And because of this, you can just have to go back for a collectible a dozen times not being able to obtain it because the material it contains is something you are already full on and like, how can you keep track of that, you know.  Just a very minor annoyance, nothing huge at all, it's not like I'm going to 100% this game anyways but like, it is a thing:tm:.

As I near the end, I don't think I have that much game left, it's making me really sad I can't jump into Shadow for the forseeable future.  I know Shadow of the Tomb Raider is not nearly as good as 2013 or Rise but like.  It just makes me sad, you know, knowing this story has a conclusion that it'll be a long time before I reach because either I need to build a PC that can run it (yay, more complaining about how hell PC gaming is) or swallow my pride and just buy it for console even though I technically already own it.  At least I have the entire classic Tomb Raider collection to move onto.  I'm really excited to try them out actually, I may be repeating myself here but I'm even looking forward to eventually playing the "bad ones".  I own basically the entire Tomb Raider series at this point besides like, the top down twin stick ones, so hopefully I'll be able to revisit Tomb Raider in the not-too-distant future and continue to be like "Lara Croft is just better than Nathan Drake and I don't know why Uncharted has the pedigree that it does, it's like if Joss Whedon wrote an Indiana Jones film."

7/8/25

To literally no one's surprise, Jacob is, in fact, the Prophet.  Again, it's such an obvious twist it's difficult to even call it a twist, his name is Jacob.  I do enjoy that he is like immediately going "yes, I am immortal, but no, it's not a God given ability".  And that despite that, his faith is still outwardly strong.  Jacob is a very interesting character, I like him a lot.  Like, as someone who isn't in the faith but grew up surrounded by Evangelical beliefs, I find it very interesting when nuanced depictions of belief are put forward.  That Jacob's belief in the Abrahamic God is strong despite his objective knowledge that some things aren't of God.  It reminds me of a bit from a video I saw, I forget if it was a Miniminuteman video or Dan Olson's excellent video on the Paluxy River Tracks, but it was a quote that was like "how upsetting it must be that your faith must be backed up by science in order to be valid, thus you must live in fear of any scientific discovery that it may undo your entire belief system".

The Orrery is yet another all timer location for this game.  I really wish I had a reliable way to get screenshots off my PS4, because man this game has so many beautiful, iconic locations in it.  This giant mechanical model of the solar system, seemingly far beyond the prowess of anything in historical record, is just mesmerizing, even Lara cites her appreciation of it.  It's also a really fun little puzzle, having to use your rope arrows to move the model around so that you can climb up further in the structure, only to then have to time your jumps and swings and stuff when you get up to the top to access the path forward.  It's not a groundbreaking puzzle by any means but it's a real good one and like.  I don't know if it's the final puzzle of the game, but it kind of feels like it?  It's a very "use everything you've been using for puzzles together" kind of puzzle, you know?

I think I kind of saw where the game had to cut corners to ship on time in this section.  Rise of the Tomb Raider is typically very good about all the areas feeling interconnected.  There are some points where you can't readily go back from an area, don't get me wrong.  Usually a tighter area with lots of cover for tight stealth/combat situations ends up having a point where you leave it and then can only go back via Fast Travel points to pick up collectibles.  But in this section there's literally just a point where Lara has a conversation with someone and then the camera cuts to an entirely different area of the map and we're just here now.  And then when the section is concluded they just cut back to the Geothermal Valley in the same way.  Either they couldn't think of a real way to get Lara from point a to point b with how the map is laid out or they had to cut some corners because modern game development always has to cut corners.  I wouldn't be surprised if there were a couple areas meant to fill in these gaps that got cut for time, tbh.

It took me literally until this section to remember Jonah is a character we're meant to know already.  Now, granted, it has been many years since I've played Tomb Raider 2013, I beat it in 2018.  I only know that because it was a game I did for a different blog I was running at the time that was basically just this but worse.  And he looks radically different in that game anyways.  But like, the cast member I remember from that game besides Lara was Sam.  Lara's best friend and professional documentarian, which is also definitely something they took from Uncharted.  I don't really remember Jonah and I think it's really weird that he's like the guy now.  He's Lara's equivalent with Sully.  Like, the actor is great, he performs the character super well.  It's just the character is not that interesting and a lot of this game is built on Lara's friendship with him.  Like the moment that Jacob and his people decide to truly trust her is her "this has gone far enough" where she's willing to give up a chance to find the Divine Source of immortality to go rescue her friend.  And it's a nice moment, but I barely remember who Jonah is.

The next segment will be the last, I left off in the pathway to the Lost City of Kitezh.  I've really loved this game so far.  It's obviously not a perfect game, I've had more than my fair share of criticisms with it, but like.  Of this kind of action-adventure game, this one is easily my favorite.  Do not be surprised when this makes the best list this year, like, currently I'm placing it at the #6 spot on my spreadsheet.  See y'all on the other side!

7/9/25

Something I don't think I ever drew attention to during the diary was how much I love Lara's campfire inner monologues.  First of all, it's just good game design.  Lara will recap the recent events of the game when you sit down at a campsite so if it's been a minute since you've played you can get a nice refresher on what you were doing leading into this point.  But also I just like getting Lara's thoughts on things.  It's not that Lara isn't a proactive protagonist, she is making a lot of her own decisions in this story, but often times she is very guarded and is carrying less than half of a conversation as she gets exposited too by the other characters.  So it's very welcoming to get these looks into who Lara Croft is, her true thoughts and feelings of the people surrounding her.  This also being a journey about Lara's relationship with her father, she ends up remembering a lot of exchanges with him, and it's just really nice.  You're always reminded of how personal this quest is for her.

I really liked the final optional tomb you could do in the game.  Not because of the puzzle, which is in my opinion one of the worst, there's a lot that's kind of unclear about how it works.  But I, a, like that it's entirely set in a cavern underneath the Valley where the natives fled to after the fall of Kitezh, showing why it's so unnaturally warm up there, but also 2, how the Prophets followers believed that this was a portal to hell.  The final tomb, the Exorcism chamber, takes place inside a giant cavern of volcanic activity where people were imprisoned based on the belief that they were demonically possessed.  What is actually happening is that the gas that is emitted from the chamber is causing adverse neurological symptoms, causing them to act odd.  There's even a note from a prisoner in the exorcism chamber who has a rare moment of lucidity and writes about how she knows it's not demonic possession but she does not blame the priests for the abuse they're putting her through.  She is aware that there is a sickness within her that cannot be cured, and that the priests simply believe they are doing their best.

I was so excited to find out I get to use a trebuchet.  Like first of all, shoutout to the puzzle design again, there was a really fun little puzzle to operate one of the trebuchets I liked.  But just man, having this giant weapon to pilot in the end game, it so good.  It does the thing a lot of good video game end games do where it gives you a massive power trip moment right before the end.  You just have so much destructive power as you rein down Greek fire from the skies, it rules.  I also love that they make you take down a bunch of enemies with the trebuchet, so cool.  By the way, Lara did indeed learn the recipe for Greek Fire, this trip wasn't a total waste after all.

I kind of feel like the Deathless Ones lose a bit of their luster once we're actively fighting them.  Don't get me wrong, there are definitely some hard fights with them, some of the hardest mob fights in the game are in this section.  But like, okay.  So the Deathless Ones were introduced brilliantly, right?  Keeping them largely in the shadows, never showing too much, etc.  And then in this part of the game, Lara starts to see the full scale of their army as they march on Kitezh to once again defend the city from Trinity's invasion, and it really ups the intimidation factor.  You realize there is something truly inhuman about them, that these are not men, these are monsters.  The documents in this section reinforce this belief, painting the Deathless Ones as something truly terrifying, an undying force that will continue to chase you across your lifetime should they be allowed to.  

And then the game drops two tidbits that ruin the whole thing.  1: The Deathless Ones are weak to fire, like, to the point where if you hit an unarmored Deathless One with flames they immediately burn up into ash.  While this does bring up a lot of interesting questions about how the Divine Source actually works, it is kind of silly that this imposing final threat is basically just Paras.  2: the Deathless Ones are not actually conscious.  Something about how they obtained their immortality and/or how they keep returning from "being killed" has caused them to lose all sense of humanity.  Now this could be scary, except that they now just roam around, patrolling the areas they used to when they were alive, meaning they become incredibly predictable and easy to manipulate and take down.  Like they can still be a problem in more open combat but like, just traversing the world they're kind of nothing because they don't really have any awareness to speak of.

I completely understand why the Divine Source doesn't have that many or, really, any answers to the many questions raised about it.  Because like, that's not the point, right?  The point of the story is Lara letting go of having to find these answers, having to redeem her father posthumously.  The Divine Source is better off with nobody knowing what it was or how it worked, that it simply must be contained or destroyed.  But I do think that there's a really big question that the game should've answered on how it works, and that is why the Deathless Ones are how they are.  For context, the Divine Source is also obviously what has been keeping Jacob alive for these past centuries, and in his case, the Divine Source has very few adverse side effects.  Jacob is still Jacob and has been Jacob for centuries, and that's his penance.  He is unhappy with immortality, thinking it to be unnatural, and seeks his own death.  And then when Ana takes the Divine Source, she too remains who she is.  But the Deathless Ones didn't.  They turned into this unfeeling, inhuman army that so do not resemble the people they once were that they literally have become a faceless collective doing a perverse mockery of the lives they once lived.  And I would've liked maybe some speculation as to why that is, a document that puts forward a theory on why the Deathless Ones are the way they are, because I feel like understanding that aspect of this whole thing is really important to the motivation to destroy the Divine Source.

Remember what I said after the Baba Yaga fight about this kind of game being hard to design bosses for?  The final boss isn't good.  Like I think it's the best they could do with the gameplay style they have, you have effectively three phases, a wave based fight against a helicopter where you have to shoot it out of the sky using Greek Fire while it summons enemies and destroys more of the arena between each hit, a phase to refresh on your stealth takedowns where you engage with a couple waves of Deathless Ones and have to take them all out without being seen, and then the final battle against the game's main antagonist Konstantin where you have to perform two stealth takedowns on him as he strips you of all your weapons except for, you guessed it, your climbing axe.  Part of the problem is, admittedly, I'm bad at aiming!  The first phase requires you to be able to hit the Greek Fire barrels that the trebuchet is firing at the helicopter at just the right time so as to cause the explode on the helicopter, which means both timing your shots and often leading your shots.  I'm not good at that.  I have probably added like an hour to this playthrough just waiting for enemies to stop moving so I can headshot them because I'm bad at leading shots.  So that's on me but also just like.  The final boss fight is just kind of frustrating in general in a way that isn't particularly rewarding?  Like I said, it's not a problem that this game doesn't have great boss fights, its gameplay is not designed for boss fights.  It's just really noticeable when it does have a boss fight and it kind of sucks.

I did really like getting to be able to explore Kitezh though.  Even if it was just a small area, it was super nice to actually get to roam around the lost city and have things to see and do.  I was very worried Kitezh would just be another hallway area because this type of game tends to start having its hallways when you near the end.  But I feel like for the game Rise of the Tomb Raider was, having a more open area with its own secrets and even a final optional tomb makes it feel more right, you know.  There's also this sort of "lost world" quality to it, a sort of Journey to the Center of the Earth vibe, because the entire city is technically underground but it's still teaming with life.  The entire city has been buried under a giant glacier (Lara pronounces this "glass-e-er"), which makes it feel like Journey, but a lot of flora and fauna, presumably the descendants of animals originally brought into the city to use as livestock or entertainment.  I'd be very interested to see what the genetic makeup of the boars that roam this city is like, being likely not true boars but rather the descendants of feral pigs.

Rise of the Tomb Raider is not a perfect game by any stretch of the imagination.  As you could probably tell from my diary, I had a lot of criticisms with this game, a lot more than I feel like I usually do?  That being said, I still think Rise of the Tomb Raider is among the best, if not THE best of the cinematic action-adventure shooter genre.  It's certainly the best one I've played.  Like, despite all my grievances, I do love this game, I had a blast playing it.  I'd be surprised if this didn't make my best list for the year, at the time of writing this it's in a solid #6 position. 9/10

Saturday, June 14, 2025

Shantae - A Gaming Diary

This is a series I've really wanted to tackle for a while.  I really like the Shantae games, but I haven't really spent a ton of time with them overall, only playing through Risky's Revenge and about half of 1/2 Genie Hero in the past.  And about 1/5 of the original, I got through the first dungeon at least I'm pretty sure.  But for the most part, the original, Pirate's Curse, and Seven Sirens have kind of been rotting on my shelf for many years at this point.  And with the sixth game now releasing and subsequently being a disaster, thanks LRG, I spent a lot of years defending you and now it's just all bad all the time.  I have my issues now with the "forever physical" crowd in general but like, the worst thing about the panic over the death of physical media is how many people are getting conned by organizations like LRG because they want things physical.  I digress.  I look forward to hopefully doing diaries and reviewing all the other Shantae games but for now, let's talk about the original Shantae!



Review

Shantae is a good little video game.  The godmother of all indie Metroidvanias, Shantae's greatest strength is in its presentation.  During a playthrough, you will probably find yourself asking at least a couple times "how did they do this on a Game Boy Color".  In many ways it feels very modern, Shantae does not feel overly different from how it feels now on modern consoles for better or for worse.  But there are a couple notable pain points, namely in the boss design, and for as much as Shantae elevates the hardware, the hardware ultimately lets down Shantae, as it has numerous gameplay quirks caused by the Game Boy screen crunch.  That being said, I really enjoyed my time with Shantae, despite its flaws, and look forward to playing the remaining games in the series eventually.  7.2/10 

Diary

6/7/25

Man, Shantae looks incredible.  Like, in the context of Game Boy Color games, mind, it obviously doesn't look incredible by today's standards.  But it's really amazing how detailed and expressive the character sprites are given the hardware.  A lot of them look pitch perfect to how they look today, it's crazy.  And the towns feel so alive because of the clever use of just a handful of sprites in an over the shoulder view, it's so wild to me how impressive this game is.  The over-the-shoulder segments in particular just look like they could've come out a modern Shantae game.  Uncontroversial take: Shantae is the prettiest Game Boy game of all time.

Maybe, hear me out, this is the good ending.
This game is a lot harder than I expected.  Like, I'm starting to realize why this has sat in my "unfinished" pile for so long, other than having a broken 3DS. specifically with a broken B button.  It's rather difficult to play games without a b button, especially Game Boy games.  So, a big reason is that save points are pretty few and far between, so you have to redo a lot of progress if you run out of lives.  And, you know, I say this every blog entry, I am bad at every video game.  So I've had to redo a lot.  But just like, Shantae struggles in combat in this game, she has such a problem with basically every enemy and I know it's because they want to incentivize buying upgrades and items but it's been an uphill climb so far.  But we persevere, I want to beat this game before I start doing the other Shantae games I've either never played or never finished.  Thankfully the game is pretty generous with continuing, you restart with all the money, items and progress you had upon death.

This is the first instance of ret-2-go in the game, and it's from an NPC. 
It's really amazing to me how identical this game is to modern Shantae.  Like they got it in one.  The humor is on point, every character really feels like themselves, the visuals are basically identical other than having to be on a Game Boy Color.  And WayForward's unique visual style is already so recognizable, I had to laugh at points because they knew what they were about.  Gotta respect it, tbh.  I love this visual style so much and it's just insane to see how it's already so present from the outset.  And the music, man, so many iconic tracks that are already present.  I'm always amazed Burning Town originates on the Game Boy, it's such a complex track for the hardware.  It's kinda sad that it took so long for WayForward to make Shantae a success, I wonder what happens in the alternate timeline where for some reason people buy a Game Boy Color game in 2002.  Would Shantae be in Smash?  Who knows!?

6/8/25

I'm really starting to get into a flow with this game.  Don't get me wrong, I'm still dying a considerable amount, but it's steadily becoming less.  I feel like I understand the gameplay more now than I did previously.  A big thing is that I'm getting better about using items, before I was hesitant to use them because everything was dying to Shantae's hair in one or two hits but now it's like "I'm just making this harder on myself for no reason".  I also found a minigame I can get a lot of gems on so I can now just grind out money and not have to worry, that's nice!  The Up + B input to use items feels a little finnicky but I'm getting there.  I also got this really cool kick move that's been putting in a lot of work, it gives me a better option for dealing with stuff in the air than "time your hair attack so that it hits the enemy in the air."  And the couple health upgrades I've picked up have been really helpful.

I'm also just, generally, getting better at traveling by night.  Shantae has a day-night cycle in it, which is very impressive for a Game Boy game that it can even handle the natural shifting between day and night, this game feels so ahead of its time I swear.  But at night, enemies becomes way more dangerous, getting a buff to their health and, maybe this is a placebo because of it, feeling more aggressive and dangerous.  A large part of Shantae has been learning which fights are worth fighting and which ones you should try and run from.  It doesn't always work out that I CAN run from them, mind, the Nagas have sonar attacks which do chase you down, but I'm bouncing out of combat at any chance I get if the opponent is too tough.  Unfortunately it seems like the Metroid-esque enemy infinite spawn points were only for the first bit, as far as I've seen, so we doing this for real now, training wheels off.

I got the silly little monkey!  I can guarantee you if I had heard about this game back when it was new, I would've pushed for it so hard finding out that it was a game where you shapeshift into animals.  I almost bought Tak 2 when I was a kid, having never played the first one or even knowing what it was, just because the ads promised shapeshifting into animals.  Probably for the best I didn't, mind, I had a bad habit of getting frustrated as a kid and blaming the game for being bad.  I really like that Shantae uses her shapeshifting powers in place of traditional upgrades.  There's just something way more cute and fun about being able to transform into a monkey as opposed to getting a high jump, wall jump, and morph ball.  Who doesn't love a monkey!?  Exactly, best morph ball in a gaming.  I don't remember if I said that about the chicken too in Guacamelee, I might be repeating jokes.

I'm sorry this entire section was just screenshots of cute girls. 
I've been kind of tempted to replay Risky's Revenge after this, the only Shantae game I've ever finished.  Yes, the only one I've ever finished is the second one, which was the obscure DSiWare release.  It's been so many years that I'm really curious how I feel about it vs. the other Shantae games now.  Because so far, I feel like I'm strangely liking this one more?  Like not a lot more, but definitely more.  And I know they cover a lot of similar, if not the same, beats so, it'd just be interesting, y'know.  I should add that to my list.  Or maybe I just do it after this, get the Shantae tag I made for this to have some use right away.  We'll see, I guess, I do have a system for these things.

6/11/25

The color dungeon was really cool.  Like, I know it's kind of a silly thing to be impressed by, oh, a dungeon built around color puzzles, Game Boy Color games NEVER have those.  But I liked the mechanics of having certain enemies that only interact with certain colors and not being able to interact with other colors, it's a neat concept.  And I love the theming that it's an electric dungeon, and all these enemies are completing a circuit with Shantae when she's a specific color, it's super clever.  The only disappointing part about this dungeon is really the problem all these dungeons have: there's no map.  I get lost very easily in these dungeons because I'm never quite sure what rooms I have been in/cleared.  This dungeon being an entirely vertical design did not help either.

I am definitely farther now than I have been previously.  I know when I played this in the past, I never got to the second transformation, likely because I was bad.  The Naga Wasteland is a pretty big difficulty spike from the forest, y'all.  But now I have the cute little elephant, always excited about a game with an elephant.  I like how strong the elephant feels like right out the gate.  Its ability to easily one shot certain foes is such a handy trick and the game shows it off immediately by having the dungeon be full of these incredibly strong rock monsters.  Especially in a game that makes you feel so squishy, as Shantae often does, it makes you feel so powerful to suddenly have a big tank that can crash through enemies, great game design.

Rottytops is in this game!!!  I kinda figured Rottytops would show up eventually because so far every notable character from later entries has showed up, but it's still nice to actually see her.  Rottytops is literally my favorite Shantae character, she's so cool and so unique and I love her dynamic with Shantae.  Like it's so interesting to have an intelligent, hot zombie with an irreverent sense of humor and a clear attraction to the main character that either makes her want to kiss her or eat her brains, it's so fun.  And I love her caravan of intelligent zombies so much as well, gives this cool nomad vibe to her, it's fantastic.  Her racing minigame can go die though.  Or I guess undie?  Re-die?  I don't know, it's been the worst part of the game so far and the first point in it where I've felt the need to save scum.

I've talked a lot about how ahead of its time Shantae feels, how it honestly barely feels different from the modern games, but I'm starting to butt heads with the Game Boy-ness of it.  The screen crunch is ROUGH, I feel like I'm never safe jumping from a higher platform because I'm not sure what is at the bottom.  For a lot of the game this wasn't a huge issue but now that I'm entering the late game, as it were, the platforming is becoming significantly more precise and as such my potential for just dying from a jump I couldn't see increases.  This isn't a Shantae specific problem, of course, the hardware let down tons of Game Boy games and, especially Game Boy platformers.  I genuinely think Super Mario Land 2 would be up there with like World and 3 in the discussion of greatest 2D Mario if it wasn't for the screen crunch making it just categorically worse.

6/12/25

Just an absolute demon.
We got spooky in this part.  You'd think the last part would be the spooky part on account of the zombies, and it kinda was, but this part had an entire haunted house themed dungeon.  Lots of spooky skeletons adorning the walls and cobwebs everywhere and ghostly creatures, it was a really cool atmosphere and I enjoyed it a bunch.  It also had a really fun gimmick where enemies would walk on by you no problem if you hid in the shadows giving it a bit of a stealth vibe to it as well, it was neat.  But then after I finished up that, I move onto the next area, assuming we're out of the spooky, and then there's all sorts of actual demons all over the place!  Just horrible shadow goblins everywhere!  Just an unusually spooky part of the game!

The spider powerup in Shantae is such an interesting one, I'm curious how they did it on the Game Boy, tbh.  The spider clings to the background and climbs around on webs or walls or what have you.  It's a very unique take on wall climbing but more than that, it's just incredibly impressive that it works.  WayForward did sorcery on the Game Boy Color and it's kinda crazy because their output before Shantae is not super noteworthy.  Like you'd expect from how advanced Shantae seems, that Shantae was the magnum opus of a developer who had been defining the GB/GBC for years and new intimately what they could do with it but like.  WayForward made very few real video games before Shantae, it was primarily activity packs and interactive storybooks with a couple licensed platformers in there.  Though bizarrely their adaptation of Wendy the Good Witch is actually kinda fire, containing an ahead of its time gravity shifting mechanic.  They got so much out of so little.

My face when I have to do a boss fight in this game.
I don't think I like any of the boss fights.  Granted I've only fought 3 of them so far so maybe the game turns it around in the close but like.  Boss fights seem to go on for way too long, and it's not always clear if what you're doing is correct.  This is kind of a general issue with Shantae, it's not always super obvious if your attacks are effective because of the wide range of enemy animations present in the game.  Like it's neat that basically every enemy type has its own specific flair to how they get hit, but sometimes enemies flash when they're being damaged and other times they get knocked back and other times they get stunned and still other times nothing happens, really.  This wide range of enemy responses to getting hit makes it pretty ambiguous if what you're doing is even working, and this is especially true during boss fights.  Every boss so far I've been like "okay, something is happening when I hit the boss but it doesn't feel like the boss fight is necessarily progressing, maybe there's a puzzle here I'm missing" and so I try to change up my strategy to solve the puzzle and it turns out, no, I just need to hit them for like 10 minutes.  Go figure!

I feel like next time I update this, I'll have beaten the game.  I don't have a lot left and as I've mentioned previously in my post on Guacamelee!, I have this weird thing with Metroidvanias where once I'm able to fight the final boss, my interest in going back through the game and collecting stuff decreases considerably.  It's unfortunate for Shantae though that you need the final transformation from the fourth dungeon to really go through and get 100%, meaning you're locked out of a lot of upgrades until just before you can face the final boss.  I do kind of want to go through and do another run through with the last transformation though, as I'm pretty sure it can fly?  So it'll make going back through the world really convenient, presumably.  We'll cross that bridge when we come to it, though!

6/14/25

I indeed got the ability to fly!  The Harpy transformation is, other than the screen crunch obviously, the first time I feel like this game feels old.  You have to aggressively button mash to keep yourself in the air, which even playing on a more ergonomic device is tiresome.  I cannot imagine playing with this transformation on original hardware, I feel like that would be rough.  But it makes traversal so much easier, I can just fly over entire maps.  The game tries to put enemies high up so you can't just fly over everything to get to places faster but it doesn't usually work out that way, the Harpy is just really overpowered and makes backtracking through the games' world so much easier, if I wished to go back into it and 100% the game someday it'd be a breeze.

I'll just say what we're all thinking, Risky wore it better. 
I don't know if we are supposed to be surprised by the reveal that Risky Boots is the "Bandit Town Protector Genie", I know from later Shantae games that subtlety is not exactly the Shantae series vibe.  They'd make a lot of very direct jokes about how it's clearly Risky in disguise and nobody notices it.  But I did not immediately recognize that fact because the Game Boy graphical limitations actually do a good job of hiding that she is just Risky in disguise.  It is a very interesting little nuance to the game that definitely would not exist in later entries and I just think that's a little neat.  It wasn't until she refused to tell us her name that I was like "oh okay, this is Risky, the color palette makes sense now, lol."

Forgot to take a screengrab of the DK barrels, have this weirdo.
The ice dungeon ran into the screen crunch problem big time.  The core gimmick of the dungeon is DK style barrels where you launch from barrel to barrel, trying to reach your final destination without hitting a wall or launching into a pit.  The main problem is that you can't really see anything that far out from you, meaning that you're basically always blind launching.  I don't really mind having to memorize patterns, mind, like it'd be boring if it was just very obvious on where you needed to go.  I just don't like that I can launch myself directly into death without knowing beforehand because the screen is small.  The ice dungeon boss, also real bad, the biggest instance of "game being unclear" I've encountered thus far.

Thankfully the final area of the game was pretty strong.  The Tinkerbat Factory is your classic "use all your skills" dungeon, it has various obstacles that you must (or at least, it's intended for you to) use specific transformations to progress.  There's pipe mazes that you can only get through as the monkey, there's obstacles needed to be smashed by the elephant, there's a wall climbing section for the spider, etc.  I'm always fond of this kind of dungeon, I like when a game really lets you use all your tools at the end to really show how well the player knows their skillset.  I just kinda wish it went on longer, tbh.  Paradoxically, despite the rest of the game being like it is, the Tinkerbat Factory is short and easy, with a checkpoint every other room that you reload from if you game over.  And it's not like a dungeon where you're locked in, either, it's a place you can leave from at any time, it's just weirdly generous for a game that has otherwise been not unkind but definitely a little extreme at times.

The final boss rules though.  It starts out as a puzzle fight that pretty effectively communicates to you what you have to do, a rarity in this game, against this giant steam punk mech.  And it uses the monkey form a lot which it's the best form so good, you know.  But then the second phase is just a one v one with Risky that's really fun, Risky is kind of a tricky boss fight, as you would expect from a pirate.  She does a lot of switch-ups, she'll prep an attack and then be bluffing or she'll go from nothing to attacking without giving the player a wind up.  It's very in character for her to constantly be switching up, I like it a lot.  It also is a boss that both tests the players' pattern recognition and reaction time, I'm not good at the latter but it's nice to go at the end "how good are you at the game".  Or you can be like me and just use your items.  Risky's got nothing on a spinning death ball.

And we end off the game with Shantae giving up everything she ever dreamed of!  To run it back, Shantae has a lot of insecurity about the fact she's only a half-genie.  She feels like she's lying to people and that she's somehow inadequate because she isn't a full genie.  And after saving the world from Risky Boots, as well as freeing the genies that were imprisoned in each of the dungeons, the genies give her the option to ascend to full genie-hood, the one thing in her life that she has always wanted.  But doing so means sacrificing her life, she will no longer be bound to the mortal realm and may never see her friends and family again.  So with a heavy heart, she chooses to decline their offer, stating that she would rather become a full genie in a way that allows her to keep the things most important to her.  The genies send her back to the realm of the living, and credits roll.

Shantae was fun!  I think presentation-wise, it is a great swan song for the Game Boy/Game Boy Color, it manages to do so much on the system that seems impossible.  Shantae is a character that has long been pseudo-associated with Nintendo, and I think looking at this game you can kinda see why.  Shantae manages to manipulate what a console can do far beyond what seems possible, in the same way that, despite the Mario Galaxy games being on inferior hardware, they look just as good as some of the HD games that were concurrent.  Unfortunately, that same system lets Shantae down a little bit, the screen crunch can make gameplay rough, the very simplified control means it's a bit annoying to do everything that it wants to do, and just in general you can tell it's not as big as it wants to be.  Other than a couple pain points though, it's a fun experience that I'm glad to have finally gotten through and I look forward to playing more Shantae in the future!  7.2/10



Wednesday, June 4, 2025

Guacamelee! - A Gaming Diary


Review

Guacamelee! is a solid Metroidvania.  It doesn't reinvent the wheel in any way, but it's admittedly not trying to.  It wears its inspirations on its sleeve, a lot of the humor in the game is derived from making references to the games and properties that inspired Guacamelee.  A fun beat 'em up style combat system and a reality shifting mechanic do make this game just a little bit more than "your average Metroidvania".  The atmosphere is excellent as well, as is the music.  That being said, the story is kind of basic and fairly lacking and I feel like it fails to stick the landing, the final bits border on being kind of dull at times.  8.1/10

Diary

5/31/25

So I meant to actually start this last night but I got very busy and, on top of that, I was both still emotionally drained from Mother 3 and was also kind of mentally drained from my failed playthrough of Dead Rising.  Game sucks, don't get me started.  I also was just a touch disappointed when I tried booting it up last night because there was a bit of a controller mishap that turned out to just be me being dumb.  I initially was like "oh, Metroidvania, I'll use the Super Nintendo controller" because I take any opportunity to use the Super Nintendo controller, it's my favorite, but then I read through the controls and I missed that dodge was mapped to both right stick AND Left Trigger.  I only saw that it was mapped to right stick.  So I was like "guess I gotta use another controller" but my main PC controller wasn't charged so I did not play Guacamelee last night for no reason.  RIP me, lol.

Guacamelee sure is a Metroidvania!  This is not me being dismissive, mind, I adore that it is what it is.  I'm a big Metroidvania fan, it's a genre that's been unusually absent this year, normally I've done like four of the things already.  Guacamelee respectably makes no pretense about what it is.  It wears its inspiration on its sleeve, making sometimes overly direct references to Metroid in a way that I'm surprised Nintendo is cool with?  Like they literally have Chozo statues as a way for our protagonist to get his upgraded abilities, called "Choozo Statues" instead.  It's a very tongue-in-cheek game, which I guess isn't surprising because the indie market is full of tongue-in-cheek games.

The most charming thing about this game so far though is its love of Mexican culture.  The whole setup of this poor agave farmer being killed by an undead bandit only to be brought back to life as a heroic luchador to save the innocent is such a distinctly Mexican story.  Using the Olmec heads as fast travel points is a great touch, the abundance of luchadors with increasingly outlandish gimmicks as if they're superheroes is just amazing.  And like, I love Day of the Dead theming, it's just such a beautiful and interesting holiday and has such unique and gorgeous art surrounding it and I love the presence its gained in pop culture.  It's just so nice how much this game breathes Mexico.

6/1/25

I never expected something in this game of all games to get to me, but here we are.  Like I guess that's on me, this game is literally about death, you switch between the worlds of the living and the dead and see people on both sides.  But I don't know, I guess the very light hearted tone made me be like "this will just be a silly adventure" and then you have a sidequest about a grieving mother keeping her child's possessions safe away from the world and then you go into the land of the dead and that child is unliving in a version of the house that exists on the other side and asks you to bring her the things her mother has been keeping on the other side.  It's a cute, sad little sidequest that's a good intro to our new reality shifting mechanic.

We get to become a chicken!!!  I was wondering what our equivalent of the Morph Ball would be, we've seen a lot of "Morph Ball Corridors" so far and I was like "how does this one work" and it turns out, it's a chicken!!!  Turning people into chickens is, strangely, like the main power that our villain has displayed thus far, and like.  I get it, chickens are both a whole common thing in this game and a common sight in Mexico, you will wander a city and there will just be chickens out and about.  But so far the only things we've established about the main antagonist are he has a demon hand that can kill you and he can turn people into chickens.  Luckily we gain the ability to control this power of chicken transformation by a purple rooster who is definitely not up to something.  I don't know if this is actually the case, but it feels like the chicken zooms too so it's just fun to vibe as the chicken for a while.  It's almost exactly like the Morph Ball in that respect, the Morph Ball probably isn't faster but it FEELS faster so until I get the speed booster I just roll around at the speed of sound.

The combo system in this game is so much fun.  I really love how it encourages chaining combos together by inserting your array of specials into the three hit combo to start another hit chain.  Three punch into uppercut into three punch into headbutt has put in so much work for me, you don't even know.  And once they introduced the Super meter it's like, all over man.  I'm not going to say I'm good at the combat, that would be lying, I'm not good at any game.  But this game makes you feel so good at the combat even if you're not, and I really appreciate it.  Though I'm still kinda learning when is the best time to throw and when is the best time to slam.  I feel like I should be throwing more often, especially in crowd control scenarios but like.  Slamming is usually an instakill, how can I say no!?

Unfortunately, I can't play with my Super Nintendo controller after all.  A bit disappointing but like, it's fine.  To activate the super mode that you build up by doing combos you HAVE to click in both control sticks, which is the only input really you have to use the sticks specifically for.  It's something I probably could remap if I wanted to as some buttons on the controller are redundant but uh.  It's already enough of a pain trying to get the SNES controller to work on Steam, spent an entire day trying once only to break my button mapping like three times after supposedly getting it working.  PC gaming is an absolute nightmare, I will inevitably say this every PC game I cover.  So we push on with the Pro Controller.

There's a lot I have been enjoying about this game so far, gameplay is amazing, atmosphere is great, it's a pretty game, music is good.  I feel like the story is a little lacking, though?  It doesn't feel like a lot of moments are allowed to sit and breathe before we're just past them.  I went through a town in this section of game I played that had once lived in the desert until a volcano ravaged the town.  Luckily, almost the entire town was saved by a heroic young woman who the town now kind of deifies, and said young woman is our spirit guide Tostada, who initially didn't want to come back to this town because of her memories of her own life that have been wrapped up in it.  And like, it's a very good moment when she finds out that the town still remembers and loves her, that despite her own reservations that this is the place she died, she's their hero.  But it is just a moment, it goes as quickly as it comes.  It might also just be the typically jokey nature of this game causing them to not want to linger on serious moments, admittedly.  Either way, though, I've felt like the story is just the least good element of this so far.

Also shoutouts to X'tabay, she owns.  Total certified bad bitch, we stan.  Love that this woman just tries so hard for a guy who is using her for his own ambitions and spends a lot of time getting jealous over it and then is just like "wait, hold up, he's the asshole here".  She's the first proper "boss" in the game, surprisingly the first boss fight happens at what I'm sure is the halfway point, and afterwards she's just like "this is stupid, I'm fighting hard for a guy who doesn't like me, I need to work on myself" and starts helping us!  And her hair is always flowing like water, it's such a good effect, love X'tabay, easily my favorite character in the game.

6/2/25

I'm like way more impressed with this game now than I was previously.  The reality swapping mechanic that I got near the end of the last section became the focus of the temple I did in this section, and it's like amazing how much more interesting platforming is now that we have the swap mechanic.  I especially love doing wall jumps between things that exist in different realities, that always owns.  For a minute I was like "this is a good but otherwise pretty standard Metroidvania that sets itself kind of apart with its combat system and like.  I still don't think this is a superb game, it's very good but I still think it's pretty standard, the stuff it does with the reality shifting platforming does really add a lot to it, I'm digging it.

It feels like, though, just as the game is really starting to be fleshed out with mechanics, it also feels like it's almost over?  Like we've already taken out two of the generals and most of the map is filled out.  It feels like things are just schmoovin too fast, tbh, like I not only want there to be more it feels like there SHOULD be more?  Like it just actually feels like we just started fighting the villains' forces proper and now we're on our way to the final temple, it's insane!  I guess more reason to keep an eye on Guacamelee 2, at least!

I really enjoy the visual storytelling they do with the realm swapping mechanic a whole lot.  Like for starters, various things are extremely different between the two realms.  The towns are technically the same but certain structures are either missing or different entirely.  In the starting town there's a house that's abandoned and empty and sealed off in the world of the living but it's where X'tabay lives in the world of the dead.  And indeed, the villagers in the world of the living talk about a witch who used to live in that house but seemingly died a long time ago.  Neat little stuff like that.  But when you get to the Temple of War, they do a lot of really cool stuff with the environmental storytelling.  The temple, which exists in both realms, has this recurring motif in the background, this story about two dragons who attack mankind and the human who defeats them.  

This story pops up on various reliefs across the dungeon, but if you pay close attention, you begin to notice the minor but present storytelling differences in the two worlds.  In the realm of the living, the reliefs tell a story of these two dragons who ravaged the countryside, attack the innocent and destroying their homes and their crops.  Until one day, a heroic Luchador arrives, battling the dragons with fury until, eventually, they both lay defeated, the Luchador standing in triumph over them as the hero who saved Mexico.  In the land of the dead, though, the story goes; two dragons were wandering across the countryside searching for food when they happen to come across a village.  After eating their fill, they are assaulted by a luchador who bullies them into submission.  Two different perspectives on the same myth, empathizing with the opposite parties.  It's real neat.  I like it a lot.

I'm absolutely going to finish the game by the next time I update this one.  This was nice, I loved playing through Mother 3 but both how much time that game took to talk about and play, I was exhausted.  I was SURE like "nobody is going to read this one, it's like over an hour long" when I finished it, and thankfully that wasn't the case, but like.  I'm glad to get a short one out, y'know.  It feels nice.  Next one will probably be a short one too!  Maybe I might even get a third short one after that, who knows!?  I really hope I don't roll an RPG and this momentum changes, lol.

6/3/25

So I didn't beat the game yet, got a little distracted last night, it's fine you know.  I did make some progress though, made it through the skeleton factory, faced off with general #3, the Skeletal Trio.  It was a nice time, the Volcano area was kind of a banger, frfr.  I continue to really dig the reality shifting mechanic especially.  Like a really cool thing about going through the volcano area is that when you shift to the Land of the Dead, the lava turns to stone because it too has "died", which is such a cool concept.  And they do a lot with it, there's a great area where lava pillars move up and down and you have to switch at just the right time to traverse them.  This game gets cooler and cooler the more I play it I swear.

I haven't been super impressed by the bosses in this game before this point, but the skeletal trio is an absolute win.  Their design is great, for starters, this skeletal mariachi group that died all at once and was reborn as a singular entity with three heads, always searching for their missing fourth band member who walked into the light long ago.  It's killer.  But then the actual boss fights rules.  It almost feels like it should be the final boss of the game as it uses every skill you've learned so far to great effect.  The first phase is kind of a straight forward brawl where you have to time your dodges perfectly as the trio launches giant musical notes that DVD logo about the battle arena.  After they get out of this phase, they move up to the top of the arena and, in this form, are invincible until we throw an enemy at them, making the player use their knowledge of how enemy throwing works.  Finally the three of them form a giant sized tower in the middle where two parts will attack at a time, often making the player take advantage of their knowledge of how to remain in the air.  It's a really fun boss fight, I like it a whole lot!

I'm surprised at how much Guacamelee manages to get away with.  Like, knowing how litigious Nintendo tends to be, I'm amazed that they didn't come down hard on this.  I'm grateful they didn't but like, man, they got close to that line.  Playing with fire.  Like, as previously stated, the game has literal Chozo statues, the design is very blatantly the same thing.  And there are a ton of references to other properties and, specifically, Nintendo properties, they have billboards for a Mario and Luigi tag team of Luchadors, they reference Zelda constantly including literally having a character that is identical to Error from Zelda II, also named Error, stuff like that.  And also just literally Crocomire makes an appearance, like, the Crocomire skeleton from Super Metroid is fossilized in a wall at one point.  All this stuff is great to see, mind, I love all the little easter eggs, it's just.  Man.  How'd they get away with this?

6/4/25

Okay, so like.  I love Metroidvanias, right?  It's one of my favorite genres which is wild to me now because for a long time I really hated them.  Story time, when I was a wee little Ed, a tiny little guy, I got a GameCube for Christmas because a brand new Pokémon game was releasing for it and Pokémon was my hyperfixation for many years, to the point where I didn't play anything else, and my GameCube came with Metroid Prime.  Which was also my first ever T game, wild.  Anyways, I couldn't figure out where to go in Metroid Prime and so got frustrated and quit and hated it for many years and, by extension, hated Metroid.  There are some OLD YouTube comments I posted where I talked about how much Metroid sucks.  I digress.  I don't know if anyone else experiences this but like, I will spend an infinite amount of time going over a map in a Metroidvania and trying to hit every secret possible every single time I get an upgrade, but then like.  When it's time to fight the final boss I just go "I wanna beat this" and fast track the end of the game.  It's probably just me.  I will tell this exact same story the next time I cover a Metroidvania.

I feel like Guacamelee kind of falters in the end game.  Like, it has so many cool ideas throughout and creates a lot of interesting platforming puzzles with the various powers you get but then the final parts of the game just feel like an enemy gauntlet.  It's just a bit disappointing.  As much as I do really like the combat in this game, I was kind of hoping for more, you know?  And also it's not a particularly interesting enemy gauntlet on top of that.  Like not only are they just throwing rooms of enemies at you constantly, sometimes with enemies piling on top of each other, but they also have a save point basically every other room so there's very little real danger to be had.  It was, however, insane how they basically just shadow drop an entire new enemy type on you like it's nothing, the electric boys are something!

As I reached the end of the journey, I really started to hate the "undodgeable attack" mechanic.  Like, I understand it in concept and for much of the game I did find it inoffensive.  They don't want you to just respond, they want you to really learn the enemy attacks and be more proactive about your strategies.  Outside of a certain enemy who can kind of stun lock you by chaining undodgeable attacks, it was mostly an interesting ripple in that context.  But in the final enemy gauntlet, it just got really annoying.  There were so many rooms where I felt like I was getting ping-ponged around because there were two to four enemies with undodgeable attacks all going at the same time, was not a fan.

The final boss was underwhelming too.  I feel bad because I do really like this game but this entire section has just been complaining about it, it really feels like it doesn't stick the landing.  Calaca has a pretty basic pattern, in his first phase he literally only has like two attacks, one of them he only uses as a counter to being hit.  The only thing he has going for him is that he has a constantly replenishing shield that can only be destroyed by a specific attack, and what attack it needs changes after every attack.  The only reason it's even kind of a problem is his counter attack is undodgeable and is a large AOE.  His second phase is much the same, except now he is a non-moving target.  He's a giant kaiju monster with an ever changing, constantly replenishing shield and now all but one of his attacks is undodgeable.  The latter would be an issue, but his attacks are also very choreographed and very slow in this phase, it all works out to the final boss paradoxically being the easiest boss in the game.

I understand that there is a "good" ending, where Juan's love interest survives all this and the two of them get married, but I actually really enjoy the "bad" ending.  Like there's something very beautiful and very thematically appropriate in it.  A large part of this game is about how the dead should stay dead, Calaca is attempting to ruin the natural order and possibly destroy the world by fusing the living and dead worlds to gain unlimited power for himself and this must be stopped.  So having an ending where El Presidente's daughter dies and stays dead feels very right to me?  And I think there's something very poignant about showing Juan's life, him returning to the simple life of an agave farmer, living his years out with the friends he made across the journey, before eventually dying himself and embracing that death with open arms, knowing he will finally be reunited with his beloved in the afterlife.  It's kind of beautiful to me.

For as much as I don't feel like Guacamelee sticks the landing, I really liked it.  Like, I don't know if it's "required reading" or anything, there is no shortage of great Metroidvanias and no shortage of better ones than this.  It's not a game I would recommend to someone who doesn't already love this genre, that's for sure.  But it is really fun, just a really solid Metroidvania with a somewhat unique approach to combat inspired by beat 'em ups.  It wears its inspirations on its sleeve and makes no pretense about what it is.  It's also a nice, breezy experience.  I finished it in just under 7 hours and the average 100% run takes about 13 hours?  It's a very approachable game in that way, not too long and not too difficult.  Glad I played it, 8.1/10.  It's currently the tenth best game I played this year, I don't know if that'll hold but like, an accomplishment nonetheless!