Celeste: First Impressions

97523cf39d22dbeeed8d31acafd8dd3e.jpg

 

When Celeste was released earlier this year I noticed it gained traction surprisingly quickly on /r/NintendoSwitch so I was keen to check it out. Funny enough, when the game was announced during the Nintendo Mini-Direct alongside Fe I was actually more interested in the former, but as the tables turned I’ve now beaten Celeste (not 100%) and haven’t even touched Fe yet. Be warned, as this entry will include spoilers regarding the storyline so if you don’t want to see that then feel free to read this at another time.

Story

The storyline of Celeste centers around a woman named Madeline in her quest to reach the peak of Celeste Mountain. During her travels, she stumbles upon several side-characters that she gets more aquainted with as the journey progresses. The game also tackles elements such as anxiety and depression, and takes quite a realistic approach in doing so. The dialogue is very well-written, and quite humorous at times as well. The characters are likable. It all really comes together and adds to the charm that in turn keeps the player invested and motivated to push onwards.

Presentation

Celeste looks very visually pleasing, in my opinion. Backgrounds are nicely fleshed out, the colors are vibrant, the character designs are very true to their concept design and I especially like how they’re displayed in the dialogue prompts. The attention to detail is reminiscent of Shovel Knight. I had no frame drops throughout my playthrough either, the game is silky smooth in that regard. Overall, I have no complaints concerning the presentation of this game.

 

Gameplay

For me, the gameplay is another aspect that really shines through with Celeste. It’s a hards-as-nails 2D platformer, think Super Meat Boy or I Wanna Be The Guy style of gameplay in a way. The thing that gets me with Celeste’s gameplay though, is that it feels incredibly fair throughout.

The level design is intricate enough to teach players how to navigate through the screens by introducing new gimmicks without being overbearing. It gives you time to adapt to a new style, and then ups the ante once you’ve got the hang of things. Along with really tight controls, it ends up being that much more satisfying in terms of truly feeling in control of your actions. Every death feels like your fault as opposed to being a cheap trick played by the game at your expense. On top of that, for newcomers who aren’t used to slightly unforgiving platformers there’s an assist mode that allows you to add handicaps of sorts such as changing the in-game speed and making Madeline invulnerable.

As you scale the mountain, your deaths symbolise the effort you’ve put into reaching the top with Madeline and it’s almost as though your goals intertwine. It’s similar to a Dark Souls mentoring approach.

Extras

I wouldn’t usually add this category, but in terms of sheer replayability this game is jam-packed with extra content. Dispite the main campaign not being the longest thing out there, there’s tons of addition challenges. Optional collectibles such as Strawberries are placed in each level waiting to be collected, and some of them are a nightmare to collect. The game even outright states “these are just for impressing your friends”, leaving the choice of putting in the extra work in your hands.

Alongside the Strawberries, there’s also cassette tapes that can prove to be quite tough to find. However, if you manage you’ll unlock a whole new version of the world you were referred to as a “B-Side”. From there on you can even unlock a “C-side” if you’re so inclined. Now, the difficulty does get pretty high once you decide the tackle the B and C-sides, so do expect an insane amount of deaths if you decide to tackle these optional bonus worlds.

Another fact worth keeping in mind is the existence of Crystal Hearts. I believe there are eight in total, and honestly you might need a guide to find some of them because a few are them are very well hidden. In fact, collecting some of these opens an optional additional chapter so it might well be worth the effort to find them.

Finally, in one of the chapters there’s a prototype of the original game hidden somewhere I won’t specify. It was a nice touch of the developers to include it as a nod to the game’s original roots. You can really see how much it has truly progressed since then.

Overall:

I enjoyed this game so much more than I initially thought I would. Kudos to the dev team for starting off the gaming year of 2018 so well! I’ve heard talks about a potential level editor being added later on via a patch, and I’d love to tinker around with that. For $20, Celeste is a steal in my opinion.

 

 

 

 

 

 

 

 

LSD Revamped [Fangame]

While on the topic of LSD: Dream Emulator, I feel like highlighting a work in progress fangame that in my opinion is deserving of its own entry.

46475-wc8t2jtt-v3.jpg

LSD Revamped is a love-letter to LSD: Dream Emulator that has been an ongoing project for a while now. Serving as his introduction to game design and the Unity engine, a user going by the alias of Figglewatts has been working on LSD Revamped since 2011 and is still actively developing it to this day in hopes of recreating the original as faithfully as possible (minus the soundtrack) which alone is already an ambitious feat. However, Figglewatts intends to take it even further by implementing Oculus support, mod support, texture packs, and a complete SDK for players to mess around with. Imagine making your very own dreamscapes.

tumblr_nqcz58cTTg1r4c0opo1_1280

A playable alpha for this game was released three years ago and is pretty bare-bones, but very impressive on its own regardless. It even features modern FPS mouse controls as an option. It’s still available for download if you want to see it in action for yourself, just don’t go expecting a fully featured game.

You might already be aware of the existence of this game if you read the full interview by the programmer of LSD Osamu Sato which I linked to in the previous entry as he acknowledges it with the following statement.

“Now there’s even some guy who has taken it upon himself to revamp LSD and make it run on the PC. All on his own, of course. Without anyone’s permission. He shouldn’t be doing it, but I sympathize with his efforts.

So you’ve got guys like him, and then there are others taking images [from LSD] and putting them on hoodies and selling them. Or guys putting the soundtrack on cassette and making their own designs for it and selling them, tons of guys like that. And these guys will come and try to post the stuff made on my Facebook. Pretty crazy, huh? They aren’t considering the copyrights or anything at all.”

 

2014-10-30_002

There are legality concerns that arise with this project, and I truly hope it doesn’t end up getting taken down in the end as I feel like this guy has really been putting his heart and soul into making this game as true to the original as possible. I’ve been following his blog updates, and he has as of late even managed to reverse engineer bits of the original game in order to add authenticity to the final product. Now that’s true dedication. If you’re interested in seeing his updates for yourself, I’d advise checking out his development blog for updates. You can even send in questions. He takes hiatuses every now and again, but always comes back with really insightful updates. They make for really good reads. Either way I’m eagerly looking forward to the next release of this project, and will likely make another write-up dedicated to it once it’s released.

 

 

 

 

 

Throwback Flash Game: Interactive Buddy

Being really into flash games in my childhood, I thought I’d have a piece every so often highlighting specific online games that truly stood out as quality creations.

Interactive_Buddy

Today I’m going to be talking about Interactive Buddy, what it is and why I enjoyed it so much. Interactive Buddy is a free flash game released on Newgrounds in 2005 by user shock-value where you have this little blob companion that you spend time with as you please. Whichever way you choose to interact with him (through violent means or by passive activities) will earn you money, which you then can use to buy new weapons, skins for your buddy, game modes, supernatural abilities and even gain access to a scripting window where you can program various functions if you’re knowledgeable enough. The settings menu is also surprisingly in-depth for a free flash game as you can toggle anti-aliasing, control the strength of the motion blur present in-game and even limit how many objects can be present at once. You can even go as far as set the accuracy of the physics.

The weapons are quite varied, and I was always partial to the landmines. Something about tossing a bunch of mines into the playfield along with a lone baseball for the buddy to chase always satisfied the inner sadist of middle school me.

There are so many aspects about this game I loved. I liked the whole Tamagotchi vibe, the detailed physics, the vast weapon and customization choices and just the overall charm of the buddy. Plus, c’mon, who wouldn’t want to hang out with Napoleon Dynamite?

If you enjoyed Interactive Buddy, check out the App Store and support shock-value by purchasing the sequel “Interactive Buddy 2” that he released in 2012. I’ve had a blast with it personally.

 

Short Write-Up About The Game Year Of 2017

As the year is nearing its close, I’d like to list the main reason I felt 2017 was such a great year for gaming along with a list of general games I felt really set the bar high. Enjoy this short write-up.

bundle_color_console

First off, the introduction of the Nintendo Switch. With such a strong line-up of games this year, it’s hard to believe that it hasn’t even been a year since this console was released. With titles such as Zelda: Breath Of The Wild, Super Mario Odyssey, Skyrim, DOOM, LA Noire, Splatoon 2 and ARMS all in the same year it’s evident Nintendo isn’t playing around this time around after the poor reception of the Wii U.

Add to the fact that the Virtual Console hasn’t even been introduced yet, Metroid Prime 4 is geared up for a 2018 release along with a potential release of a mainline Pokemon game as well and you’ve already got an exciting next year for Nintendo fans. Personally I’m holding out a Smash Bros 4 and Super Mario Maker port. Also, I need Gamecube VC in my life.

To be honest however, I feel as though there have been great game releases all around the board. We’ve got Cuphead, Steins;Gate 0, Sonic Mania, Okami HD, Horizon: Zero Dawn, Nier: Automata, The Crash N-Sane Trilogy, Resident Evil 7, Persona 5, Assassin’s Creed Origins, A Hat In Time and Yooka-Laylee (sue me)

Even now I’m certain I’m forgetting a numerous amount of quality titles, but it’s just been too much for me to process. My backlog is becoming sentient at this point. That being said, I hope 2018 mellows out a bit, or else I might end up putting myself into debt.

Either way, Happy Holidays to everyone!