Showing posts with label Momodora. Show all posts
Showing posts with label Momodora. Show all posts

Thursday, March 11, 2021

Momodora: Reverie Under the Moonlight - Thoughts


Momodora III was the first entry in the series to feel like a proper game, but rdein's fourth attempt, Momodora: Reverie Under the Moonlight, makes III look positively childish. Reverie is Momodora but all grown-up and anxiety-riddled, filled with gloomy locations, darker story beats, and a subdued—but fitting—color palette. Gone are the simplistic Cave Story references and chibi girls slapping goofy eyeballs (well, you'll still slap monsters with a leaf, but they'll be of the shadowy and abominable variety.) Your adventure through the City of Karst will be equal parts foreboding and awe-inspiring, unsettling and beautiful; Reverie Under the Moonlight is the elegant culmination of everything rdein has learned thus far.


I'll start by revealing that Reverie is short, but not bite-sized short. I've run through the game multiple times (on increased difficulties) and none of my playthroughs have extended past three hours, with the shortest being just shy of sixty minutes. That's not to say that Reverie feels brief though; you spend a decent amount of time in each location, and just as you start to get a grasp on the enemies and traps in one area, you'll soon venture into another. This keeps Reverie feeling punchy and fresh, maintaining the energetic spirit of the old Momodora titles, but giving you enough time to settle into each zone so that you grow attached to the music and enemies as you search for goodies.

Structurally, Reverie Under the Moonlight returns to the Metroidvania genre, but keeps its levels and boss fights compact, akin to Momodora III. There's health upgrades to collect and various baubles you can equip, which add some minor flair to your combat repertoire. While there are hints of a neat combo system here, given Kaho's well-animated 3-hit chain and enemy flinch states, it's... not very deep. It is, however, quite satisfying, especially with how easily you can mix in powerful ranged attacks. The hardest difficulty requires you to essentially play the game flawlessly, taking nearly zero hits—which would brutal if not for the fact that the bow is your best offensive ability, letting you play cautiously and melt most of the bosses. If you learn to love it, the bow shall reward you well.


Not that most people will be playing the "1-hit kill" mode of course. The default difficulty is well-balanced for your first playthrough, though rdein's difficulty curve will vary from room to room. Some areas will test you with tricky foes and nasty spikes, while other times you'll stroll through a section just to unlock a shortcut and go "wait, that was it?" This is the charm of rdein's games though: you never know what to expect from one screen to the next, whether it be new foes, a new boss, or environmental vignettes.

Speaking of: Reverie, like other Momodora games, has a simple narrative that's cloaked in its own enigmatic history. Unlike Dark Souls however, there aren't easy ways to decipher and unravel it; you're a stranger to Karst and its adjoining lands, encountering and dispatching of characters that have six lines of dialogue or less. I like this approach because it gives precedence to the ambiance of Reverie over its lore, evoking the history of the Queendom in short glimpses, often found in stray details like a burnt painting or broken bird cage. Sure, there are NPCs that will give you a general gist of what's going on, but you'll feel like you're interrupting the lives of most folks you encounter—or what little life they have left.

Lastly, the game is smooth as butter to play. rdein has always nailed player control in the previous titles so this isn't a huge surprise, but coupled with the larger sprites and more detailed backgrounds, it's impossible not to be impressed with the aesthetic Reverie displays. Throw in some melancholic melodies that underpin just how forgone Karst is, and you'll find yourself remembering sections of Reverie more often than in rdein's older games. And maybe that's what strikes me so much about Reverie: it has that ineffable quality where it stays glued to your brain, even after the credits roll.


Even though I enjoyed the previous entry plenty, Momodora: Reverie Under the Moonlight was so captivating that I immediately started a Hard playthrough upon finishing it—and yet another playthrough after that. It's a greatly enjoyable mini-metroidvania, although using the word "mini-" belies its quality; what it lacks in longevity it makes up for in personality. Reverie feels like a complete package, full of good fights, interesting settings, smooth controls, and some really stunning music. I'd still call Momodora a quaint series, but with Reverie it's no longer as small or quiet as it used to be—and it's all the better for it.

Tuesday, January 8, 2019

Momodora III - Thoughts


After finishing Momodora II, I was prepared for more Metroidvania-style action, wondering what Momodora III would add to the formula. I found the answer to be quite surprising: nothing. Because Momodora III really isn't a Metroidvania per se; it has more in common with the arcade roots of the first Momodora of all things. It's crazy, right? I mean, how many series look backwards for inspiration, especially when they seem to be heading in the right direction? But rdein has learned a lot since their first title, as Momodora III proves itself to be the first game worthy of a playthrough.


That's not to say I didn't like or enjoy the first two games—they were charming and pleasant experiences that reminded me somewhat of when I used to savor playing Flash games on Newgrounds. But after completing those games, I felt their diminutive size was more of a detriment than an appeal, as there really wasn't much that I could latch onto or discuss. I've recently discovered that I was more or less wrong about that; it wasn't the size of the games that failed to enthuse me, but the content of the games themselves.

What made me come to this realization is that Momodora III is as short as the other titles (~1 hour), but it doesn't feel like it's lacking anything. The game bounces you between a handful of worlds, letting you meet some cute girls and pick up a smattering of power-ups. Structurally this sounds very similar to II, but the vividness and variety of the locales feels so much more robust. Being able to equip three different items and having each zone conclude with a boss fight gives Momodora a momentum it had been previously missing. And rdein makes sure to pepper the land with curious oddities, hiding away secret power-ups within walls and making NPCs mysteriously vanish, making the player wonder if they missed something earlier within the level. The other games had a touch of this esoteric flavor, but it's felt here most of all.


I have to openly admit that part of the reason why I prefer Momodora III to its predecessors is because... well, of the lack of a ceiling. I's downward delve felt too repetitive by the end and II's setting variety was rather superficial in hindsight, basically having the player move through some caves or... caves with a sky background. Momodora III still has some underground outings, but it also offers the player a lush grassland, violet garden, and riverside cityscape. I'm a huge sucker for stage variety, and III keeps its levels short enough that you never feel like rdein overuses certain gimmicks, traps, or enemies. The final area in particular is my favorite for both its mood and visuals, capping off the adventure quite nicely. And the final boss is no pushover, which is a nice change from the previous two entries.


Momodora III is a small, quaint, fun game—like the others—but it's also pretty satisfying. You'll face a decent amount of challenge on hard but it's nothing hair-pulling, which makes it a good fit for anyone that likes some action in their platformers. It was a bit odd emerging from this experience not yearning for more, but I don't think that speaks ill of Momodora III. If anything, I think it's a sign of III's success over its older siblings: it's the one title that holistically emerges as a game rather than an experiment.

Monday, October 29, 2018

Momodora II - Thoughts


There's a small, quiet quaintness to Momodora II that I... well, had been expecting, having played the first Momodora only a day prior. Like its humble predecessor, Momodora II is a cute, free, pixel-based platformer that can be completed in a single sitting, but there's a big difference this time around—the world has opened up! No longer will you find yourself hopping down ledges you can no longer climb back up, or missing collectible goodies—the world is your oyster!... even if that oyster is fairly small.


One of my favorite things in gaming is to see how a series changes from title to title, especially when it's being guided by a single author. Larger companies can tend to produce sequels that feel rote, predictable, and incremental, whereas the lone indie developer can (ostensibly) play with the formula however they wish. That's why Momodora's foray into the Metroidvania genre was kinda interesting, since it's structurally different and yet very recognizable—there's a noticeable through line from the arcadeyness of the first to the gentle exploration of the second. Whereas Castlevania experienced a staggering sideways leap from Rondo to Symphony, Momodora I to II feels like a very natural, forward progression for the series, almost as if rdein had been planning this since the beginning.


A lot of aspects have been improved: ranged attacks now run on a resource, there's more variety in the settings (every background isn't just rocks, hooray!), and the palette is much more pleasant. I appreciate the inclusion of an automap and adore that health upgrades come in the form of "love letters" (d'aww). The only drawbacks I can think of are that there are less weapons, the game is surprisingly easy despite being melee focused, and the soundtrack is lacking the engrossing melodies of the first Momodora. For some, the drawbacks will be worth it, especially since Momodora II feels significantly less like a Cave Story fan project and more like its own thing. Lastly, what continues to impress me the most about rdein—besides cobbling this together with the help of only a few friends—is their precious monster design. Despite foregoing the eyeball motif for the enemies, there's still a lot of cuties, like the foxes with their little lanterns and maids that sweep up skull-shaped dust clouds. It's probably what I'm looking forward to seeing the most with the other games in the series!


Though I enjoyed Momodora II for what it was, I don't have a strong preference for one game in the series over another. The first scratches a nice basic platforming itch, while the second is a delectable exploration-focused experience. The rub—at least for me—is that both games are content being appetizers, offering at most a 1.5 hour break for you to get lost in their bite-sized worlds. They're still fun and well made, but I couldn't help but want more rather than different coming off of the first Momodora—perhaps third time's a charm?

Thursday, August 30, 2018

Momodora - Thoughts


There's a small, quiet quaintness to Momodora that I wasn't really expecting. The first time you play an indie game by an unfamiliar designer, it can run the gamut from lovably peppy (Joakim Sandberg) to oddly fascinating (Jason Rohrer) to downright oblique (Stephen Levelle). On the surface, Momodora is a very clearly a love letter to Cave Story, but after reaching the credits, it... well, is very similar to Cave Story—but focused on a more direct, arcadey experience.

... And that's about all there is to the game.


Which is fine!—short experiences act as nice breathers between larger titles (like say, Octopath Traveler and Wasteland 2). Plus, Momodora's gauntlet of stages & secret treasures were plenty enjoyable on their own. The controls are snappy and J.W. Hendricks' score is both catchy and surprisingly deep (check out Stage 5). The game can be a bit tricky at times with its enemy placement, but it's nothing that a simple retry won't remedy. If there's one thing I feel "iffy" on, it's that I wish the hitbox of the enemies/projectiles/player character were just a few pixels smaller, as I often felt like I was safe from the arc of a boulder's throw... but I clearly wasn't. It's not that big of a deal though—it's a minuscule problem in relation to the size and price of the game (it's free, by the way).


One of the aspects that really stands out to me—besides the intense Cave Story aesthetic—is that Momodora flips its gameplay on its head early on in the adventure. At first you're given a swift-striking leaf to melee enemies with (it's a tremendous weapon!) but soon you'll find both a gun and boomerang, which cements your domination over the entirety of the x-axis. rdein wisely designs around this by placing plenty of nasty projectile-oriented foes above and below you, but it's still weird to go from playing the game somewhat cautiously with a melee weapon to a guns-blazing style where you can obliterate unsuspecting foes through walls. There's multiple weapons you can switch between (as well as unimpressive shield ability), but it doesn't change the game nearly as much as the leaf -> gun transition.


Momodora is a fun excursion for those in need of a platforming appetizer. Though I wasn't motivated to sniff out all the hidden treasures, I was plenty amused by the sharp level design and varied ocular opponents (every enemy is an eyeball of some sort—very cute!) Momodora was nice—tiny, humble, and nice. I'm very interested to see how the series develops from here, given that rdein has shown that they have the chops to make a decent platformer.

Also look at this guy!: