Game-related ramblings.

Tag: Keeping Score

Keeping Score: Gonner

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

I think I got Gonner in a bundle at some point, since it came with its digital soundtrack. I’d read good things about it as a sort of quick-play action game, so I was happy to nab it along with some other games. More recently, Gonner appeared in the Humble Fight for Racial Justice Bundle, so if you picked that up you may find you have a copy yourself. Developers Art in Heart announced a sequel a few months ago, predictably titled Gonner 2, so there’s more visually striking action platforming coming soon. A good time, then, to give the original a spin.

Keeping Score: Celeste

This is Keeping Score, a series about games and their soundtracks. This particular post is also the honorary fifth entry in the Scratching That Itch series, because Celeste was added to the itch.io Bundle for Racial Justice and Equality when I was nearly finished playing it. Don’t worry if you missed the bundle, there are plenty of ways you can help support the vital cause of racial justice; try here for a start. Lastly, as always, you may click on images to view larger versions.

Longtime readers may remember that I am a fan of Matt Thorson’s games, which I highlighted as part of a post celebrating super-hard platformers way back in 2012. Matt Thorson came to more prominence in 2013 with Towerfall (or rather, the multi-platform reissue Towerfall: Ascension in 2014), but I never played it as I’m not set up for local multiplayer. But Matt Thorson’s next game, developed with a larger team, had me quite excited: Celeste is a return to their earlier style of single-player, highly challenging platformers, but with much higher production values and finesse. Critics heaped it with praise, and I nabbed it soon after release, but as often happens I was distracted by many other games and didn’t get around to playing it until recently.

After I’d played for some time, and conquered all but its toughest challenges, Celeste was added to the itch.io Bundle for Racial Justice and Equality. I’ve been picking things at random from the bundle and writing about them in my Scratching That Itch series, but of course, my choice of Celeste was not random, and indeed was made before the bundle launched. Still, since Celeste is included in that absolutely massive bundle, consider this post — which I was fully intending to write anyway — an honorary entry in the series.

Keeping Score: Furi

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

Furi, from developers The Game Bakers, combines two genres that I have little to no experience with. It’s part super-tough melee brawler, full of timed parries and lightning fast dodges, eager to put players through the ringer until they have learned to react to attacks on instinct. I haven’t played many games like that, but from what I’ve read it sounds similar to the exacting duels of Dark Souls and the rest of the FromSoftware catalog, or even “spectacle brawlers” like the Devil May Cry series and other games by Ninja Theory. But Furi is also part twin stick “bullet hell” shooter, asking players to weave through crazy patterns of deadly projectiles to stay alive. I have even less experience with these types of games, but they seem to hearken back to the design ethos of classic arcade games, with high skill ceilings that entice players to invest time in mastering the game’s intricacies. And on top of that, it’s a “boss rush” game. You know how many games have players work through large numbers of weaker opponents and traverse various obstacles, before facing a final, extra difficult “boss” enemy at the end of the level? Well, “boss rush” games get rid of all of that and just leave the bosses. Furi is a series of extremely challenging duels, and it goes all in on the concept.

I find all of this a bit intimidating. The hardest games I’ve played are classic roguelikes, which at least give me as much time as I want to consider each move. I don’t relish the prospect of practicing timed sequences over and over with a mistimed split-second reaction leading to failure, or learning to dodge insane attack patterns that fill the entire screen. But Furi is enticing in other ways. It has a bold art style, starring some sort of cyborg ninja with a cool red cloak, making his way through a strange world full of bold colors and fantastical environments. All of it is displayed with intentionally low resolution textures and shading gradient effects, such that it almost seems flat shaded a times. It’s striking, and even seeing still screenshots made me wonder if Furi might be the game that would finally convince me to leave my comfort zone and take on these notoriously difficult genres. I could even get two of them out of the way at the same time! And, to top it off, Furi features an original soundtrack composed by a who’s who list of synthwave composers, including names like Carpenter Brut, Danger, and The Toxic Avenger. Oh, all right then. I’ll give Furi a go.

Keeping Score: Loot Rascals

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

I was searching my backlog for something I could play in short sessions without getting too invested in a long story, and I settled on Loot Rascals. I don’t remember when I got it, but I do remember seeing some positive reviews online, praising it as a quirky and light game that sounded like it was exactly what I was looking for. Players explore a procedurally generated hex-based map, generated anew each game, while scrounging for loot and battling the colorful, titular rascals. Everything from the landscape to the bizarre cast of rascals is rendered in a beautiful watercolor style, and there’s even a Scottish robot sidekick with a teapot for a head. What’s not to like?

Keeping Score: Guacamelee! Super Turbo Championship Edition

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

Guacamelee! is a game that immediately appealed. It is a platformer of the type that has unfortunately been labeled “metroidvania“, referencing the Metroid and Castlevania series of games. I have tried to find a name for this sub-genre that is not dependent on knowledge of other games, opting for “exploration platformer” in the past, but that moniker that does not capture some very specific connotations that come with “metroidvania”: a freely explorable world in which players gradually find new abilities that can circumvent barriers that previously blocked off access to other areas. You know, like those Metroid and Castlevania games. Sigh.

I generally enjoy these types of games, but Guacamelee! stands out from the crowd. For starters, it’s about luchadores. For those who do not know, luchadores are Mexican professional wrestlers, famous for their colorful masks and acrobatic wrestling moves. Juan, the protagonist of Guacamelee!, must master the mystical moves of the luchador in order to stop undead tyrant Calaca from merging the world of the living and the world of the dead, with dire consequences for both. I am on board for this. There might even be some mariachi trumpets.

Keeping Score: Floor Kids

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

Unlike most games, my interest in Floor Kids began with its soundtrack. Composed and performed by Kid Koala, who is my favorite DJ (and, apparently, also Your Mom’s Favorite DJ), I heard about the game through his social media posts about the soundtrack he was making. If the new music didn’t have me excited enough, the game looked great too: a hand-drawn animated game about breakdancing, made by actual breakdancers with great love and respect for the scene. Promotional clips looked fantastic, and the game earned praise when it released as a Nintendo Switch exclusive. After a few months of exclusivity were over, it came to PC via Steam and I picked it up, along with the soundtrack.

Keeping Score: Teleglitch: Die More Edition

This is Keeping Score, a series about games and their soundtracks. As always, you may click on images to view larger versions.

I’ve been meaning to play Teleglitch for some time, ever since reading enthusiastic impressions from multiple writers over at Rock, Paper, Shotgun. It’s a creepy science fiction game about escaping a futuristic military research facility in which studies on long-range teleportation have gone horribly wrong, resulting in the titular teleglitch. Originally released in 2012, the Die More Edition followed in 2013, constituting a major overhaul of the whole game with a bunch of new stuff. Knowing me, getting to it five years late isn’t actually that bad.

Keeping Score: The Real Texas

As always, you may click on images to view larger versions.

Like many people, I have a large backlog of games that I’ve purchased but have not yet played. As I was looking through it to choose another game to play, I realized that many of them had their soundtracks included. Given my love for both games and music, I decided to start playing these and write about both the games and their soundtracks. This is Keeping Score.

The first game I chose is one I’ve been meaning to play for some time. It’s The Real Texas, by Kitty Lambda (aka Calvin French), which I bought way back in 2012, shortly after its release. It came to my attention again a couple of years ago when Calvin French emailed me to tell me a mini-sequel called Cellpop Goes Out at Night had been released, and I got it for free since I was an early supporter of the original. That made me want to finally play it, but apparently it takes me two years to actually do that once I think of it (Solium Infernum may have delayed things, too). Well, I’ve played it now, and it’s certainly an odd one.

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