Tumgik
#i miss games being silly goofy fun! lore is fun but not everything needs an explanation
blinky-skyd · 1 year
Text
was rewatching splat3 cutscenes, i love the storymode so much. i love the pure weird and silly nonsensical stuff. yea you ride a tornado of eels and superjump into space. yea lil buddy just flies after you he can fly that one time yea. craig had his literal brain sucked out and lived and he can also float now. i miss games being weird and doing weird stuff with no explanation! its fun!
21 notes · View notes
glamoplasm · 2 years
Note
hii your kingdom hearts posting is getting to me is kingdom hearts any good?? idk anything abt it other than theres disney characters, keyblades, theres a lot of games and you play them in a weird order, and my friend cloud strife is there. the disney characters are really throwing me off bc everything i see abt the original kh characters looks good and also i love my friend cloud but is it worth getting into? or is it one of those things thats good bc youre already into it and u love it? i ❤️ piracy and have a hacked 3ds so the price of so many games is not an issue. u do not have to answer this ofc! but i thought it was worth asking nc the art u are reblogging is intriguing to me
smile :)
my short answer is, i think its good! definition of good here being it was really fun to get into. i havent personally actually played any of the games if you're planning to play them tho- all of them are action rpgs, the first has like a certain amount of platforming and also bad camera controls that are just kind of a given considering its age. if you enjoy those types of games tho, its still very fun! holds up well. most of them are first and foremost playstation games except for 358/2 Days, which was a ds game (it hasnt had a remake like some of the other games, which is sad bc it has some of the best story and the cutscenes by themselves miss A Lot, but the gameplay itself is uh. Rough)
first, look up "kingdom hearts 1 opening"
if you think that looks sick as hell, i would honestly try out the first game and see how you feel about it afterwards! watching someone play that was what got me interested in digging into the entire thing and it is the first game so its a naturally good introduction with none of the weight of all the stuff that gets added over the years to the Lore. if you like 1 you can either play them in release order or chronological order and both would work probably. except the mobile game kh union x stuff i wouldnt touch that until you go through everything prior to kh3 even if its chronologically the first
(more details under the cut since this is getting long lol)
extremely basic summary: a young boy, sora, lives on a group of islands called destiny islands with his best friends, riku and kairi, and they dream of exploring outside their small home. sora and all his friends are taken from the island and their world by the forces of darkness and are swept into a grand battle of light and dark. he teams up with donald and goofy from Disney(tm) and they fight monsters born from the darkness in people's hearts. sora has a blade that's a key bc he unlocks doors between worlds and hearts and stuff. rinse and repeat with a new iteration on the enemies you're facing and the worlds you visit
asides from the disney, the basic plot there is very normal jrpg fare! whats special about it to me is in the specifics, its visuals (i think despite not liking disney as a company the existence of these differing tones and visual styles is what Makes kh what it is), the non disney world and monster designs, the weirdness of a lot of the scenes and writing, and its complete sincerity in statements that are inherently very corny. while the themes shift and compound, the primary theme is connections between people and how those make up who you are and your heart.
you may have heard the story is confusing. honestly, i think this is mostly hyperbole and it makes as much sense as it really needs to. there are bits of lore that are definitely confusing but the games explain everything in such a way that the concepts arent confusing, they just sound weird when taken out of context. not that a lot of it isnt really silly and weird LMAO just that its easy enough to follow and grasp what its going for
re: the disney sections (like the actual worlds): theyre at best like. inoffensive filler i guess LOL. you can really see disney not giving a shit about their part in kingdom hearts the later it goes, with the kh3 disney worlds being like. sure lets put the entirety of frozen's "let it go" in who gives a fuck. however this was after pixar was bought out by disney, and the people working on the pixar stuff that was subsequently added to kh3 definitely put more thought into them as far as tying it in thematically to the rest. still not majorly important tho asides from a couple plot relevant scenes.
you will never escape the Big disney characters tho lol. mickey mouse will Always be there after kh1, as well as donald and goofy who are literally the main character's party members. against my better judgement i do enjoy donald and goofy in kh, and find them generally fun characters despite having limited personal nostalgia about them! they're fine to have around.
if u want to see cloud strife our friend, i will say he isnt there a lot and he's in full sulky guy mode, tho a Lot of final fantasy characters are included until kh3 where i guess they decided they were going to stop putting ff characters in for whatever reason. sephiroth is a major secret boss fight in both 1 and 2. yuffie, aerith, cid, and leon are there immediately. tifa is in 2. barret has never shown up despite all the other ff7 main characters which is a little. raises eyebrow. but whatever
3 notes · View notes
kinetic-elaboration · 4 years
Text
February 17: 2x07 Catspaw
It’s not Halloween but it is my mom’s birthday so a very good opportunity to watch Catspaw.
So we start with Sulu and Scotty missing on an away mission but why exactly the Enterprise is here and what the away mission was is not explained...
Also speaking of interesting and unusual combos--Scotty and Sulu!
“I have a bad feeling about this.”
I like Uhura’s nails. They go so well with her communications board. Even her job is stylish.
Oooh, possessed dead mannequin crew member warning the ship that it has been cursed?? Very promising.
Also falling like that was an impressive stunt.
Lol Assistant Chief Engineer Dealle is in charge because the first and second in command are going after the third and fourth in command. What would TNG have to say about that??
According to the Amazon trivia, Uhura was supposed to be the next in command and in charge of the ship in this ep but NBC didn’t want a woman in charge and can I just say that if this is true we were ROBBED.
Oooh mysterious fog.
Chekov and his terrible wig. Should have left him in charge.
Also it’s interesting that this is the first Chekov episode in production order and he’s actually not the navigator. He’s Spock’s backup.
This is like a game of telephone: Chekov tells Desalle to tell Uhura to tell Kirk.
This is a very serious, creepy, mysterious opening in a lot of ways (the dead crewman mystery) but I remember this as more of a goofy, silly episode. (But actually upon having now seen the whole thing... it’s more serious than I remembered in its sci fi concepts! I guess I was just remembering the witches lol.)
Honestly those witches... I guess Macbeth is a pretty big part of Earth Lore lol. I think McCoy is alarmed and unsettled by this while Spock is more intrigued and Kirk just thinks it’s dumb.
I love Kirk’s face when Spock’s only comment is “bad poetry.” Hilarious. Like “I love you but please be more helpful. This is Serious Time not time to play games and fuck with me.”
I really like Kirk in this episode. He’s giving off smart, curious explorer vibes. (Although I will say, with the whole episode down... he is very harsh on the aliens. I mean he lost a man in the opening and so he’s not down to clown but still.. I think he overestimates their hostility some.)
Creepy castle. Trick-or-treating. I want the deleted scene where Kirk explains Trick-or-Treating to Spock.
Kirk looks so frustrated by the cat.
“I’m not that green.” Lol.
What a talented cat actor!! Trot trot trot.
“Bones? I mean...the other Bones?” Maybe a different nickname today. That’s a really underrated joke.
I wish they’d picked up on Spock and put some Vulcan horror in there too. (Although I guess creating horror tropes wasn’t exactly their intention...) I wonder what Vulcan subconscious horror is like.
That was actually a pretty cool transition from the dungeon to the dining room.
Kirk would be more impressed with all this if they hadn’t killed someone. He’s never up for fun and games when someone’s dead. He’s very dubious about all of this, especially the cat.
Hmm, they are not native.
Kirk’s face just screams: “So the cat...is talking...to you?” (Actually you know what, I do think it’s very interesting that Korob can understand Sylvia even when she’s speaking in a different language.)
I bet young Spocks read about wizards and familiars and was super taken with the idea.
I don’t believe for one second that Spock’s thoughts are black and white lol. This decadent bitch? No way.
None of this is Kirk’s interest. Illusions, weird tricks, people who don’t give straight answers. This is not the way to impress him or make him want to help you in any way.
McCoy the jewel expert. These look real!
You like shiny stuff right humans? Pretty crystalline forms for you?? Not in a post-scarcity utopia!
McCoy has just realized this woman IS the cat.
Hmmm, telepathy, like Spock’s?
I want that Enterprise necklace!!
“You do with your minds what we do with tools.”
Lol at Kirk thinking he’s won because he can send another search party. Like... how’d the last search party work out for you?
Mmm, Kirk looking at the necklace. That’s some Acting.
Credits to navy beans.
“An Earthman like yourself...”
These aliens are very interesting. Very, totally alien, as Spock says. This idea that they tried to read the humans’ minds and missed their target is just so cool. Like, they weren’t trying to create a weird Halloween experience, they thought they were creating a familiar home for the aliens. “Oh, a castle, just like home!”
So it sounds like this planet is not that far away from Earth. The aliens are coming closer...
Haha Sylvia says she’s not a puppet but ironically--she is exactly, literally a puppet.
I’m just going to say it: Sylvia is one of the best female characters in TOS. Like should I be insulted that the lady alien went insane and emotional and messed everything up? Probably but I prefer to think of it as her being intrigued and invested in her own power and possibilities and then she goes overboard.
Anyway this is Macbeth whoops
“You torture our specimens.”
So what is their mission??
Hmm, she’s really into Kirk. And he knows just how to manipulate her: telling her she’s not really a woman, she’s not real, then transitioning into Honeypot Mode.
“I can be many women,” she says and just puts on different wigs.
Whoops she found his conscious mind. So much for manipulating her.
And so the familiar becomes the wizard.
This is sad; they could have become friends with the aliens. Korob doesn’t seem so bad.
Big cat!! Really big cat! Not the most terrifying creature at all; the nicest and softest. I'm not convinced that cat is big; I think it's pretty obvious the hallway is just small. However, I like the idea. I wish I had a super big cat to be friends with.
[Cat screams continue]
“Well at least we found them.”
Spock is so unruffled. "Hmmm, this is most unpleasant. If only we had some kind of weapon or something..."
“I got the transmuter. It’s mine now.”
Sylvia is obviously still into him lol.
“Don’t let her touch the wand.” It’s a transmuter Spock have you not been listening?
THE PUPPETS.
Spock wants to study them. Of course he does. And so the specimen becomes the scientist and the scientist the specimen.
...Overall an interesting ep. But I do have some questions. One of those eps that leaves a lot of world bulding unsaid, which leaves room for fun speculation.
So, first, these aliens came from very far away, and now they’re in our galaxy. Mom question if it was an “invasion.” I think so, at least in a neutral sense. But what was their purpose? Why were they traveling to new planets? Do they need something their planet can’t give them? Or are they just exploring for fun/curiosity--as we ourselves do?
Sometimes they’d speak as if they had some greater mission--the references to the old ones, their insistence on getting the humans’ help as if they relied on it, their “tests” like they were looking for something specific--but the actual mission was never stated or even hinted at. So I guess it’s just as possible they were exploring as intelligent beings do, and then found these humans, and came to really like them and just thought the alliance (or possible further study) could be advantageous.
Are these two the only aliens left or are there others back home? I assume there are others but it wasn’t completely clear if the “old ones” were memories or beings with, like, literal oversight.
Also, why were Scotty and Sulu on the planet in the first place? Spock says the planet has never known to have beings on it. So was the Enterprise just like triple checking that or did they have a reason to go down? Did Korob and Sylvia lure them? Because I felt like Kirk's annoyance with them was rather unfounded if his men just invaded their home first. I tend to think that they were in the area and something on the planet attracted them--that the aliens specifically wanted them to come down. That, and the killing of Jackson, would make Kirk’s reaction to them more reasonable.
I’m not saying I don’t have sympathy for the aliens because I definitely do. Like, we would absolutely do the same thing: find the interesting specimens and examine them. These are curious aliens. A lot of what they do seems to be in fun also--providing the humans with a setting they think the humans will like; offering them things; playing around with illusion. Of course then there are hostile actions--like killing Jackson, manipulating Scotty, Sulu, and Bones, and harming the Enterprise. But it’s not entirely clear to me if these are meant to be hostile actions, or if they just don’t see them as that serious--or perhaps, serious but worth it. Also some of it might just be Sylvia going power-mad (like the Enterprise torture, which Korob didn’t like).
I wonder what the aliens were doing on the planet before the Enterprise arrived. Were they in their real forms, or were they creating other illusions? They took these forms (human and cat) from the Enterprise crew’s mind so one would assume they looked different before the Enterprise got there. Were they on their way somewhere else? Could they have already known about Earth, even?
I like these aliens because they really do feel alien. I think that’s very difficult; a lot of sci fi (including Star Trek, often) presents aliens against the bar of humans: how are they different from humans, as opposed to, what are they like? These aliens have some very impressive powers: mind-reading, mental control, shapeshifting, “magic.” But their powers also have limits: they don’t always read minds correctly, for example, and Sylvia is so easily corrupted by her newfound love of sensation. And like I said before, their actions seem erratic and the morality of them hard to parse, perhaps because they’re just operating on a completely different moral plane than people.
Like, why DID they kill Jackson? Did Sylvia do it just because she could? Was it part of the test? Korob says later “you were warned not to come and you came anyway, that shows loyalty,” and the nature of the warning--the curse--was also taken from the horror subconscious. So maybe they thought this is how you communicate with humans, and the idea that killing one of them was so egregious didn’t occur to them, either because they see the humans as specimens, and would no more mourn our deaths than we mourn the deaths of lab rats (or than Kirk et.al. mourned the aliens tbqh), or because they just have a different relationship to death on their planet.
And what was the purpose of taking control of Scotty, Sulu, and Bones? Some of the dialogue implies that control is part of their telepathy--and yet they seem more than capable of reading minds without actually altering what the object of the mind reading does. Do they gain control when they go particularly deep in their interrogations? Why are they interrogating that deeply at all, and what are they STILL looking for after taking control of 3 people?
Another possibility is that they had too many specimens and didn’t know enough about them to feel comfortable letting them all roam free. They were outnumbered 5 to 2. The fewer people who are free, the easier to interrogate them and learn about them--they also use physical restraints at times, and after they try talking to 3 and find it too much, they switch to talking to 1 at a time.
And then finally, as with the killing of Jackson--it might just be something they did because they can. And I have to say, humans would be the same. Like if we had a group of aliens, we’d use the tools at our disposal to corral and restrain them and then learn about them, not necessarily malevolently, but for our own safety and sense of power and control. And some people probably would cross lines. Like, Korob and Sylvia aren’t entirely benevolent OR malevolent. They’re just alien.
The transmuter was very weird. I have to say, it didn’t really make sense. They seemed to use their powers just fine without it most of the time, which is why I’m inclined to think Sylvia wasn’t lying when she said it just magnified their abilities. BUT then why did destroying it destroy all the illusion? It seems pretty obviously just a plot device that would allow the episode to wrap up in an hour.
I’m also confused and intrigued by the line that they used the transmuter to get to the planet. How do you use it to travel?
And...why did they die in the end? If those were their real forms, you’d think being returned to them wouldn’t harm them in any way. And yet they seemed to disintegrate right there. They did seem very delicate and we don’t know what their native planet was like. Perhaps they needed the transmuter/their shape-shifting abilities to survive on this planet at all.
Actually just occurred to me--the transmuter. Maybe their mind reading abilities are inherent but their shape-shifting isn’t. Although that raises the question of how they could have built something so big when they are so small--does the wand itself change shape and size?
One interesting thing about these aliens is that even though they appear as humans without being humans, they are NOT energy beings like a lot of other aliens who shape-shift to human forms. They haven’t transcended to a state beyond teh physical form. Unlike the Organians or the aliens from Return to Tomorrow, there’s no sense that they are purposefully evolving or striving toward being so mentally powerful that they no longer need the body--they do have bodies and they are physical beings, but one of their, imo, inherent powers is this extreme mental capacity, including a version of telepathy and a version of shapeshifting.
The Amazon summary says they are “aliens on a mission of conquest” but I don’t think that’s true.
Anyway idk if I had other thoughts but I’m becoming decreasingly coherent so I think it’s time for bed!
Next up is I, Mudd. I’m not a big Harvery Mudd fan but I seem to remember there were some funny bits in that ep so it should be fun.
2 notes · View notes
operationrainfall · 4 years
Text
Title Enter & Exit the Gungeon Developer Dodge Roll, Singlecore Publisher Devolver Digital Release Date December 14th, 2017 (Enter); May 17th, 2020 (Exit) Genre Rogue-like, Bullet Hell, platformer Platform PC, Nintendo Switch, PS4, Xbox One Age Rating T for Teen (Enter); E10+ (Exit) Official Website
Thanks to the Binding of Isaac, I’ve developed a taste for two things – rogue games and twin-stick shooters. Which isn’t to say I love them all, but I’m much more receptive to well crafted, challenging entries in the genre now than I was before. Games like, for example, Enter the Gungeon. I really enjoyed it years ago when I demoed it, but was worried I had missed my chance to review it. After all, it came out for Switch back in 2017. And though I had purchased it digitally on a sale, I hadn’t gotten around to playing it years later. But thankfully, Devolver Digital and Dodge Roll had a silver bullet up their sleeves. When they recently announced that crazed sequel, Exit the Gungeon, was coming to Switch, I saw an opportunity. I could finally dust off my copy (figuratively speaking) of Enter the Gungeon and then play through Exit the Gungeon. And while I don’t typically review two games in one shot, there’s a first time for everything. The big question is, was my trip into the depths of the Gungeon worth the wait?
This slideshow requires JavaScript.
First things first. Both Gungeon games aren’t big on plot. That’s not the same as saying there isn’t any, cause there is a motivating force behind both. In Enter, your goal is to find a mythical gun that can literally kill your past, rewriting your miserable history. The only thing between you and your goal is an ever shifting labyrinth of Gundead, deadly if comical looking foes. In Exit the Gungeon, your group of heroes has damaged the time stream by overusing that mystical gun. As a result, time and space are reacting in unpredictable ways, and the Gungeon itself is falling apart. Your goal is to escape before that happens. So there is definitely a narrative in both games, just enough to keep you invested. Both games also have tons of hilariously punny bosses, some examples being the Gatling Gull and Cannonbalrog, as well as fourth wall breaking humor. You can find a certain blue bomber’s Megahand in Enter the Gungeon, for example. Or you can murder cute little bubble spewing dragons. There’s tons and tons of little references like this to several classic series, and they all lend themselves to the overall zany tone of both Gungeon games. There’s also a ton of lore for each item, weapon and foe in the game’s Ammonomicon. Once I discovered that on the pause menu, I perused several entries and always came away entertained. But the real reason you’re gonna play either of the Gungeon games isn’t the plot – it’s the gameplay. And I can say that both definitely deliver.
This slideshow requires JavaScript.
Let’s start with Enter the Gungeon. This was definitely the more challenging of the two games. It took me somewhere in the neighborhood of 31 hours to beat the game once. Granted, rogue games have a tendency to be challenging, especially if you get a bad roll of the dice, but that’s still pretty rough. Thankfully, I kept playing because I was enjoying myself. The basic formula is explore and fight your way through several interconnected rooms, find and beat the boss, travel to the next floor, rinse and repeat until you’ve beaten the final boss. Much like Binding of Isaac, truly beating the game requires more than those simple steps, and suffice to say I didn’t have time for that. Thankfully I was able to beat the High Dragun, so technically speaking I did beat the game for the purposes of this review.
This slideshow requires JavaScript.
One thing I really liked about Enter was how much control you have over ever minute detail. You can manually reload each of your guns with Y, there’s a handy drop down menu that slows down time as you select your next weapon, and you can move and aim simultaneously with the joysticks. Guns are fired with the R trigger, and the L trigger does a handy dodge roll with temporary invincibility. Basic stuff, but it’s implemented really well here. When you lose, it’s generally cause you did something stupid like grab a cursed item or your reflexes just weren’t up to snuff. You’ll do well to hoard all the keys you can find, since each floor typically has multiple chests you can open up. These will either provide you a new gun or a new item, with passive or activated effects. Or if you’re unlucky, they’ll be a mimic in disguise, waiting to murder you.
This slideshow requires JavaScript.
As you travel you’ll also come across a not so friendly shopkeep that sells wares, but don’t make the mistake of firing your guns in his store too often. While there’s only one shop at first, you’ll gradually find and free various prisoners that will populate the Gungeon in subsequent runs. Some will also show up in the HUB area, so it’s good to not always Quick Start a new game, taking you immediately into a new run without visiting the HUB. All of them will offer some service, if you have the cash and the need. Perhaps my favorite feature, though, are the maps. As you run about, the current floor is accurately displayed, and most rooms have teleporters. At any time outside of combat, you are free to bring up the map, select a teleport node and just instantly travel there. It really made the experience flow remarkably well.
This slideshow requires JavaScript.
There’s a handful of characters you can pick from, and each has slight quirks that might make them more or less appealing to certain playstyles. These are the main possible characters in both games – Marine, Pilot, Hunter and Convict. They each have a primary weapon with unlimited ammo, and they all fire somewhat differently. Also, they have passive boosts, such as the Marine’s Military Training, which makes his shots fire more accurately and reduces charge time. And though it took me a while before I noticed, each character has a handy item they can choose to activate, generally with limited uses. The Pilot has his “Trusty Lockpick,” which sometimes lets him open chests without a key; meanwhile the Convict has access to Molotov Cocktails she can use to burn foes to a crisp. They all play somewhat differently, and those passive boosts can go a long way. There’s technically a fifth main character, the Cultist. The catch is she can only be used in co-op, which I was unable to try for this review. And if you’ve spent more time with the game than I have, you can also unlock some other playable characters. My favorite was definitely the Marine, since he starts with a layer of armor and his Military Training meant his Pistol was more useful than the other starting weapons. But none of them are horrible, they just force you to try different things to succeed.
This slideshow requires JavaScript.
When you’re not picking up weapons and blasting holes in things, there’s a lot of other elements that spice up gameplay. You’ll find obstacles that can be used to your advantage, such as explosive barrels and chandeliers you can drop on enemy heads. There’s also less helpful features like buzz saws, jets of flame, freezing ice cubes and more. And lest I forget, holes. That last part normally wouldn’t merit mention, but after I died repeatedly from rolling into holes I didn’t realize were there, it started to become problematic. Which isn’t to say the gameplay is bad, far from it. But for whatever reason, the game likes to generate holes in already dark rooms, where they tend to blend in with the background. Maybe it’s a matter of shading, but it caused me more frustration than I expected. Thankfully, the rest of the Enter gameplay works wonders. It’s fun to dodge and weave, flip up tables to block bullets, roll through bullets and the like. Both Gungeon games definitely reward you for playing skillfully, especially Exit the Gungeon. And you’ll need to play well, since these games have some intense boss battles.
This slideshow requires JavaScript.
Enter the Gungeon has a whole ton of bosses, and besides referencing things like Dungeons & Dragons, they all tend to be focused on gun and bullet puns. Which I was totally okay with, even if it was a bit silly. I mean in a game where even keys have bullets, you tend to either appreciate the goofiness or get turned off by it. The bosses are where the game shows off the bullet hell features, as even the most basic will flood the screen with interlocking patterns of nasty projectiles. Many of them also love to move around the arena, forcing you to evade and think on your feet. Even the easiest boss is more than capable of killing you if you’re not careful. Going into battle armed with a great gun or two definitely helps, but it’s not required. That said, I did appreciate how much breathing room you generally had to avoid projectiles in Enter the Gungeon. That’s definitely not the case in Exit, where the screen is much smaller and forced into a 2D perspective. Thankfully, overall the bosses in the sequel are a bit more forgiving, at least once you’ve learned to successfully dodge their attacks. I also loved how practically all the bosses in Exit the Gungeon are insane mashups of two or more bosses from the first game. As an example, there’s one called Medusilier Bomb Shell, which is the Gorgun from the first game in the hollowed out Fusilier mini boss’ shell, using weapons brandished by the final boss of that game. It’s really silly and rewarding if you’re familiar with the original adventure.
This slideshow requires JavaScript.
Overall I really enjoyed my time with the first game, even if it could frustrate me on occasion. There’s a plethora of items to unlock that can increase your odds of success, such as one that makes it so flipping a table stuns all foes, or one that makes dodge rolls reload your guns. The hardest part of this game was the platforming, especially when you get a run that’s focused on murdering you. And for minor irritants, how about the fact that weapon combinations aren’t listed anywhere? You might get two weapons or items that work better together, providing enhanced effects, such as having the Bubble Blaster and Siren guns equipped, providing homing bubbles and massive bubble blasts. I was also annoyed that I couldn’t find anywhere that the game tracks which characters have beaten the game in Enter. And lastly, Enter the Gungeon can really cramp your hands, at least playing the Switch portably. Not that any of these complaints stopped me playing for very long. Plus, considering the game only costs $14.99, all my issues are pretty easy to overlook.
We’re not done yet! Turn to Page 2 to Exit the Gungeon! ->
This slideshow requires JavaScript.
In many ways, Exit the Gungeon is the condensed, somehow crazier version of the first game. It’s different in a number of ways, but I felt it was the superior experience. Or I felt that way eventually. At first I was really frustrated by how hard the game seemed, and a lot of that had to do with the change in perspective. I mentioned how in Enter the Gungeon, you have a lot more room to roam about and avoid damage. That is entirely not the case here, where you’re usually trapped on a moving elevator or some other narrow vertical space, avoiding bullets and blasting foes to smithereens. Another reason I was initially not as hot on the sequel was how it handles dodge rolls.
This slideshow requires JavaScript.
Enter the Gungeon quickly sold me on the utility of dodging bullets to survive. It was just intuitive and easy to grasp. Here though, you can dodge in many different directions. You can still dodge horizontally, but now you can also dodge upwards and downwards. That last one caused the most confusion, since dropping from one platform to another counts as dodging and makes you temporarily invincible. Eventually I got the hang of it, and learned to do smart things like jump up to dodge one bullet then dodge horizontally to avoid another. Keep in mind that when I say “one bullet,” I’m being conservative. Normally there’s a whole shooting range of bullets flying at your face at once, so you’ll need all the dodging you can handle.
This slideshow requires JavaScript.
The other way that Exit the Gungeon most distinguishes itself is through Kaliber. The goddess of guns herself is helping you, kind of. See in this game you only have one gun at a time, period. But every few seconds, Kaliber will magically change which gun you’re using. If you play well and thus increase your combo level, it’s more likely that you’ll get rewarded with amazing weapons. Which is good, since you want those Mass Shotguns, not the Bubble Bobble guns. Even if you’re amazing, it’s still more than a little random, so get used to your weapon changing unexpectedly at the worst possible time. To make up for this, you can acquire passive upgrade items like in the first game, as well as grabbing floating temporary booster shots. These will grant you various upgrades for a limited amount of time, whereas the usual items last the entire run. Thankfully, a successful run in Exit the Gungeon will take you a half hour max, whereas the first game getting all the way through can take more than an hour. That’s a big part of why beating Exit only took me some 6 hours total.
This slideshow requires JavaScript.
Exit really grew on me the longer I played. Once I got accustomed to things, I grew to really like the quirks. The controls were very intuitive here, since all you really need to do is aim to fire your gun, instead of aim, fire bullets and reload. I also utterly adored the bizarre bosses found in this game, most notably the weirder ones like the feline version of Dr. Robotnik and the Bullet King’s Chancellor, Toadstool! The entire thing felt much more streamlined, for better and for worse. Take Blanks for example. These are found in both games, and clear all bullets from the screen. In Enter, you had to press down on both joysticks simultaneously to activate a Blank, but in Exit you can do so with a single shoulder button press. But for every feature like that, there was stuff that felt out of balance. I liked the ease of gameplay and less hand cramping controls, but I also missed having a plethora of guns, bosses and foes. And if I complained about the platforming in the first game, it can be even rougher here. It’s very easy to fall off the sides of some areas, and you have much less maneuverability to avoid damage. But then again, you don’t have to worry about things like storing extra hearts for later use or weapon synergy combos. Plus, some weapons that were less effective in the first game are super powerful here, such as the powerful exploding banana. But then foes that barely bothered me, like the annoying Rubber Kin, are suddenly dangerous agents of death. And while I do like shorter runs, I wish I could save progress here and return later like I could in Enter. One of the more interesting aspects of this game is that once unlocked, bosses can seemingly appear in any area they want, with the exception of the final boss. That means you really need to master fighting all of them, since you never know when exactly they’ll show up.
This slideshow requires JavaScript.
Like in the first game, you’ll find and rescue prisoners who can later aid you. But just as the Gungeon itself is in a chaotic state of flux, so are its inhabitants. A hilarious example is Manservantes and the King. In the first game, they would challenge you to beat a room a certain way, and then reward you for it. Here, the servant is now the boss, and the king has been mutated into a bloated crybaby. When you encounter them now, you play a twisted golfing mini game using the former king as your ball. Like I said, this game is somehow even more crazy, and I love that about it. Sure it still shares the same DNA as the first game, with multiple playable characters and bosses, but there’s interesting new ideas. Each character now has a more set in stone path to the final boss, and you can actually unlock and play that route as other characters. Also totally new is that you can customize your heroes with hats and costumes. Sure, they serve no practical purpose, but sometimes you just want to look snazzy. Just keep in mind, while in the first game beating bosses provides Hegemony Credits used to unlock useful items for subsequent runs, here you also need to use those Credits for hats and suits. At least if you’re a completionist.
This slideshow requires JavaScript.
Both of the Gungeon games have tremendous art and musical direction. There’s a whole boatload of foes, and each is rendered with love and care. While none of them are anywhere near as demented as those I grew fond of in The Binding of Isaac, there’s still some delightfully dark humor here. I appreciated how so many foes are basically walking bullets holding gun or grenades that run to you and explode, and many others are totally unexpected and freaky, such as the giant hand that throws you back in time, or the terrifying bullet spewing Lead Maiden. The biggest difference aesthetically between the games is that the sprites in Exit the Gungeon are a bit more bombastic and larger than in Enter. That said, neither game is close to ugly, and there’s a lot of personality on display, from the faces of the Gundead to the dozens of crazed weapons you can use. While there’s plenty of basic weapons like shotguns and rifles, there’s also things like mailboxes, demonic tentacles, unicorn horns and much more. Musically, the first game can be a bit milder at times, but there’s also a good variety of tunes to distinguish different areas. I did slightly prefer the music of the second game, perhaps just cause it was less reserved.
This slideshow requires JavaScript.
Though I had some minor problems with both games, none of it was a huge deal. Sure I got annoyed with platforming in both games, and sometimes the first game was more than a bit aggravating. Plus the load times can get long and there’s some occasional slowdown when a lot is happening on screen. And I really didn’t love how sometimes I got hit by enemies I couldn’t fully see on screen in Exit the Gungeon. But overall, the pros most decidedly outweighed the cons, especially since both games are so inexpensive, with Exit only costing $9.99.
This slideshow requires JavaScript.
I’m ecstatic I finally found the time and presence of mind to play through both Gungeon games. While it’s true the first one is more jam packed with content, the second makes up for it by doing an amazing job of distilling the unique essence into a more palatable form. In all, I spent nearly 40 hours playing through both games combined, and enjoyed every crazed minute. Games like this are why I’ll always be a fan of Devolver Digital, and why I eagerly await what’s next from Dodge Roll and Singlecore. If you love crazy, hardcore rogue games with more than a bit of insanity thrown in, you can’t go wrong with either one. Now if you’ll excuse me, I have to put in dozens more hours to fully complete both games!
This slideshow requires JavaScript.
[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4.5″]
Author Purchased Copy of Enter the Gungeon. Publisher Provided Copy of Exit the Gungeon.
And many thanks to Brandon Rose for the awesome Featured Image!
REVIEW: Oprainfall Conquers the Gungeon Title Enter & Exit the Gungeon
0 notes