Saturday, April 30, 2022

Tunic - Thoughts


Ignorance is the double-edged sword of childhood. You are born into it and made happier by its presence, albeit unwillingly. As one grows older so too does their pool of knowledge, aging into wisdom like a fine wine. But with that maturity comes (or should come) the loss of naiveté, the juvenile fount of joy. Childlike glee dulls—if not fades entirely—over the years, an arduous realization that will cement itself into late adolescence and early adulthood. Though man is made better, surer, by the loss of ignorance, it takes with it an enviable bliss, one he may find himself devoting a considerable amount of his adult life toward reclaiming.

Basically, it's nice finding stuff that can turn us into a kid again. What I find common among media that evokes this is that they often challenge expectations, opening a door on your ignorance to reveal brand new possibilities. Despite being eagerly sought out, examples for this are numerous: the provoking layout of House of Leaves, Undertale's messages directly to the player, the gruesome deaths in Game of Thrones, the slow-boiling scenes of 1979's Stalker, the crushing waves of Nadja's Radiance of Shadows, and hundreds, if not thousands more. Yet foolishly, after each invigorating experience, one wonders if anything can drop their jaw like that again.

So let's talk about Tunic.


Tunic's inspiration is nakedly obvious—it's an isometric adventure game modeled after the original Legend of Zelda. Its references to Link's debut are plentiful, from the items you'll acquire, to the location of secrets, to the adorable art found inside the game's manual. Sprinkle in some Soulslike combat (stamina meter, health flask, corpse runs) and Tunic doesn't just make nods towards its idols—it full-on headbangs. Yet despite Zelda and Souls being perhaps the most trite combination for an indie dev to mash together, there are two more things about Tunic that propel it from mundanity into sheer brilliance.

The first is its presentation; Tunic is a really good looking game. Note that I played it immediately after finishing Elden Ring too, a veritable giant of unparalleled art direction! But whereas Elden Ring goes big and wide, Tunic aims small—its world is simultaneously soft and vibrant like polymer clay, inhabited by creatures as adorable as their chibi renditions in the manual. You play through Tunic as you would explore a diorama, peeking around its handmade nooks and crevices for secret paths and hidden goodies. And the cherry on top of this stunning sundae is Kwan & Lifeformed's equally gorgeous soundtrack, providing not only a lush and mysterious ambiance, but one that is piercingly meditative—if not mournful—most of the time.

While Tunic's aesthetics alone are plenty laudable, the second thing it has going for it is where the game truly shines: its in-game manual. To anyone that hasn't played the game, that probably sounds as unexpected as it does bizarre—and that's merely the first surprise Tunic has in store! The entire game doesn't just emulate Zelda out of adoration, but with mischievous purpose: Tunic recreates the experience of playing an imported Legend of Zelda game, with your only guide being a paper manual written in a foreign language. But it unveils its secrets slowly, meticulously doling out one double-sided page at a time. You'll first be given tips on your controls, then the surrounding map, then the items you've been gathering—all while trying to parse gobbledygook that could be hiding important information. And those precious few pages are just the tip of the iceberg—Tunic is a treasure trove of secrets, some of which can actually change the way you play.


A little ways in, Tunic will reveal its third—and arguably largest—inspiration: Fez. A big chunk of the game hinders on navigating Tunic's dense world, rewarding you not just for memorizing pathways but pushing against the game's boundaries in the hopes of a new discovery. Like Fez, its camera (albeit static) doubles as a hurdle to hide puzzles and pathways, provoking the player to question everything. Similarly, there's an unexpected endgame squirreled away inside of Tunic that a majority of players probably won't access, even with the cryptic language being an optional challenge to decipher. The more similarities I describe the closer I inch towards spoiler territory, so let me entice you with one more tease: the enigma that lurks at Tunic's heart is probably the best puzzle I've ever solved in a video game.

If the manual serves as Tunic's splendid soul, then you might be wondering how its body—the gameplay—fares in comparison. My answer is noticeably less enthusiastic: not too bad. Traversal is a bit slow at the start but gradually picks up as you uncover secret roads and unearth new items. Combat on the other hand feels unrefined, mostly due to your character's weighty roll. Tunic provides you with i-frames but you'll find them lacking compared to the swift and wide-reaching attacks of your enemies. Upon encountering the Garden Knight you'll see exactly what I mean—and battles only get more complicated and ruthless from there.

The final act in particular features a hyper-aggressive gauntlet, one that will undoubtedly waylay folks drawn to Tunic for its serene atmosphere. Combat-hardened players will be able to muscle through it (as well as the brutal last boss), but that doesn't prevent the endgame from feeling like an unprecedented spike in difficulty. It's important to remember to play Tunic more like Zelda than Dark Souls—your items are often more impactful than your sword, so don't be afraid lob grenades and blast away with magic. Tunic's insistence on the player utilizing their entire arsenal is what keeps me from deeming its combat as "poor", as you're given plenty of options to neutralize annoying enemies and dangerous threats. Plus, like with Zelda, combat is mostly an auxiliary diversion to the game's main draw: Grade-A Adventuring.


Anyone over thirty has likely played a fragment of Tunic before, whether it be roaming the grassy overworld of The Legend of Zelda, engaging in the dodge-centric duels of Dark Souls, or busting out the ol' pen and paper for Fez. But to reduce Tunic down to its core inspirations does a disservice to how skillfully it combines these aspects together, creating an experience that's constantly clever, unique, and fresh. It's a decent game for intrepid explorers but a must-play for the puzzle connoisseur, especially if you like thinking outside the box. Tunic may not be for everyone—players that frequently find themselves lost in games will undoubtedly suffer—but for anyone that sticks with it, you're guaranteed a memorable experience at the very least.

Friday, April 15, 2022

The Great Ace Attorney Chronicles - Thoughts


The Great Ace Attorney Chronicles manages to pull off an incredible feat, one which every game in a modern franchise can only dream of: it surpasses its predecessors. What's doubly impressive about this accomplishment is that the original trilogy can stand tall off of its unique premise alone, whereas The Great Ace Attorney doesn't really bring anything "new" to the series. Rather, where The Great Ace Attorney's excels is in its masterful craftsmanship, culminating in the best story Shu Takumi has penned yet. It's a roller coaster of bizarre twists, endearing characters, and mysteries so elaborately tangled up that even the great Sherlock Holmes would be left stupefied.


At first blush, this may all sound like a baseless boast, especially given how The Great Ace Attorney opens. You'll note early on that the narrative moves at a glacial pace, turning its first case—the intended tutorial—into an overwrought and verbose affair. This pervades the entire experience, as events, details, and motives are explained and then re-explained in elaborate detail, heedless of the player's understanding. Characters will belittle and infantilize you in court as you wait to present decisive evidence, drawing out conclusions that you've worked out several lectures ago. While this foible is present to some degree in every Ace Attorney game, it's arguably at its worst here—particularly because Shu Takumi should know better by now. The sole vice of The Great Ace Attorney's is that it's incorrigibly loquacious, like a college professor enamored by the sound of their own voice.

But as long as you don't mind being battered by wordy tidal waves, The Great Ace Attorney offers a fantastic ride from start to finish. Even its plodding first case contains several twists and turns, turning it into a struggle befitting of a penultimate case in an earlier game. The Great Ace Attorney doesn't let up either, repeatedly gobsmacking the player with baffling developments, wild conspiracy theories, and enough red herrings to make you suspect a nine-year-old of murder. So many mysteries underpin The Great Ace Attorney that by the end of the first game in the duology, you'll be left with more questions than answers. Fear not however, as by the end of the second every disparate piece of evidence will link together, like the cogs of a great machine.

And therein lies what makes The Great Ace Attorney so good: it's a competently told, standalone story. No character is invincible because they're a fan favorite, no ally inscrutable because they're on the "good" side, and no villain so deplorable as to commit a crime for the sake of it. The Great Ace Attorney's is an elaborate tale of nationalities and deep-seated hatreds, where conflicting ideologies mix with freak accidents to produce Machiavellian outcomes. At times the yarn it weaves is as fantastical as it is improbable, but glimmers of reality will bleed through, painting the world as a tragic place where good intentions frequently clash with carnal impulses—and often lose.


It's difficult to talk about the game without delving into full-on spoilers, so I'll just say that I was left very satisfied with how The Great Ace Attorney Chronicles resolves. While it's by no means perfect—expect some preposterous motives and incongruous details—the mystery surrounding the Professor case is utterly captivating. Even if you correctly guess the perpetrator lurking at its core, the way the final trial unfolds is spectacular, delivering some dark revelations that took me by surprise. Given how easy it is for a murder mystery to misstep in its final act (see Dual Destinies and Pretty Little Liars Season 7), The Great Ace Attorney deserves to be commended for not only delivering a convincing climax, but doing so with an unexpected, morally-gray gut punch.

Of The Great Ace Attorney's many delights (including its knock-out soundtrack), the way it plays with expectations is my favorite. Despite the franchise formula being well-trodden by this point, there are some genuine surprises to stumble upon in court—especially if you're expecting the game to mirror its predecessors. While I'm impressed most by the final case of the second game, it's the third case of the first game that left me smitten, as I pulled several 180° turns trying to guess its outcome. In fact, I don't think there's a bad case between either game; there are some laboriously long trials, yes, but every case is peppered with reveals both big and small that'll push you onwards. Be prepared for anything, from an innocent-yet-unexpected pet to a curious piece of evidence that can blow the case wide open. If you've grown weary of Phoenix Wright's 20-year-old tricks, I wholeheartedly recommend giving The Great Ace Attorney an try—there's bound to be something here that will impress you.

If you're a new player however, be forewarned that the game is long—very long. Like 80 hours long. The Great Ace Attorney is an exhaustive undertaking akin to Persona 5, where you'll have to chip away at it over the course of several months. I very much enjoyed the time I spent with it, but I'd be lying if I said I wasn't tempted to start another game after the conclusion of every other case. And like Persona 5, it's an absolute marvel of ambition... that you probably won't be touching again until a decade or two has passed. Still, a game's replayability isn't its sole defining factor; The Great Ace Attorney is worth the price of admission for the amount of "wait what?"s it elicits on the first time through.


While I contend that The Great Ace Attorney Chronicles would be improved with a firmer editor (you could probably cull 10% of the script without sacrificing anything of importance), everything else about it is spot on. If you're in the mood to read a tale as charming as it is impactful, and as puzzling as it is goofy, then The Great Ace Attorney will not disappoint. It really can't be overstated what an accomplishment it is for this duology to dethrone the OG trilogy. The Ace Attorney Trilogy might be the better introduction but The Great Ace Attorney is the more provocative package, in theme, style, story, substance—you name it. It is gaming's greatest whodunit, one that will leave you with a single question after its credits: how can Shu Takumi possibly outdo himself next?

Monday, April 11, 2022

Up Left Out - Thoughts


I have a bit of a love-hate relationship with sliding tile puzzles that—admittedly—leans on the latter more than the former. When the tiles are faceless or asymmetrical, I usually enjoy monkeying with the pieces until I accidently come by the solution. But for traditional puzzles, I'm forced to relive my childhood frustration, transported back to the impenetrable bonus minigame from Bart vs. the World. I'm obviously better at them as an adult than a child, but I nevertheless view them as the more restrictive and unimaginative cousin of Sokoban-style puzzles. Thus, I began Up Left Out cautiously, uncertain if I'd be forced once again to mash together the irreparable bust of Homer Simpson.

But thank goodness I stuck with it—Up Left Out is a fantastic little puzzler that will give your brain a delightful workout.


Like with klocki, Up Left Out's greatest strength is the way it frequently plays with its rules. It starts off with a simple goal: move every block once. Eventually new objectives and gimmicks will weasel their way onto your board, like blocks of varying sizes, blocks you can rotate, blocks that need to be aligned, and blocks that grant access to similarly-shaped blocks. If that sentence sounds silly or confusing, have no fear; Up Left Out carefully complicates its mechanics one step at a time, ensuring the player never feels lost.


As you continue to rotate, align, and mimic the blocks on the table, you'll notice that there's a kind of unexpected quirk to the way they move. The board itself utilizes classic ice physics, meaning once a block moves it won't stop until colliding with the wall or another object. At first I feared this would make puzzles more step-intensive than they needed to be, but I quite enjoyed the mechanic by the end. It keeps the constant reorganization of the tile puzzler interesting, sometimes turning what would otherwise be a simple move into a challenge.

Up Left Out bears a decent mix of easy-to-moderate puzzles, taking care not to lean on one mechanic too heavily. The fifth to last puzzle (pictured below) is probably the most complicated, requiring deft maneuvering inside of its claustrophobic confines (which is why it's my favorite). Besides that, you won't find any real brain scratchers among the lot. Up Left Out prefers to stimulate rather than demoralize the player, so you'll always be close to a solution as long as you can muster up the brainpower. If it's lacking in any area, it's that it might be a bit too short—but with a $1 price tag, it's kind of silly to ask for more.


I found Up Left Out to be a lot of fun, offering a pleasant diversion that you can blast through in one or two afternoons. It's more of a substantial puzzle game than Maciej Targoni's other entries, but still adheres to his philosophy of keeping the experience tranquil and relaxing. Up Left Out tests but never confronts, knowing how to keep the player calm without putting them to sleep. It's one of the few tile puzzlers that I can jibe with; if you spot Up Left Out on sale, don't hesitate to pick it up.