The Joy Of Motion: Coming To Grips With Pacing In Video Games pt. II
https://basementmtl.blogspot.com/2014/04/the-joy-of-motion-coming-to-grips-with_18.html
Last week, I spoke briefly
about how poor pacing in an otherwise well-realized
video game is enough for me to be put off from playing it through to
completion.
Luckily, I have no such
qualms with this week’s centerfold: Guacamelee!.
Developed by Drinkbox
Studios (Tales from Space: About a Blob and its sequel Tales of Space:
Mutant Blobs), Guacamelee! perfectly contrasts the choppy and disconnected
pacing, which I felt while playing Lone
Survivor with a smoother, more visually polished and more immediate experience.
Guacamelee! has players donning the skin of Juan as he fights waves of the
undead in an attempt to save his love, the El Presidente’s daughter.
Unfortunately, the plot itself is relatively barebones, with occasional bosses
explaining to Juan where to go next before attempting to defeat him.
Fortunately however, the lack of meaningful plot actually enables players to be
more consistently involved in playing
the actual game.
Combat is similarly lacklustre:
you attack enemies until you've wounded them sufficiently to grab them, at
which point you can throw them into the environment or at other enemies. It
pains me to even discuss this, largely because of how boring it is to
experience.
In other words, is Guacamelee!
a great game in spite of how insignificant it’s plot and combat are? Well sort
of, and that brings me to the point of this post. You see, whereas these
aforementioned aspects of the game feel anaemic, they also thankfully do not
detract from the excellent visual style, the music and the platforming. Each of
these three elements combines nicely and contributes to a lean and often
forward-thinking Metroid-vania action-platformer.
For instance, much of the
platforming elements feel satisfying thanks to the integration of environmental
puzzles. In keeping with the undead theme of the story, Juan eventually gains
the ability to hop between the world of the living and the world of the dead at
will. This shift happens instantaneously, and acts mostly as window dressing by
slightly changing the look of the environment. As an example, denizens in towns
change from fleshy to skeletal, shrubbery occludes your vision in the living
world and no longer exists in the dead world, and colour palettes are
exchanged.
Shifting between worlds also
makes parts of the environments appear or disappear, depending on their
affinity: platforms or blockades in one world disappear when shifting into
another. By cleverly mixing these obstacles, Drinkbox managed to consistently
create engaging and often challenging puzzles out of the environment.
Fortunately, none are overly taxing, and failure goes unpunished.
And that’s part of the quiet charm to Guacamelee!. It’s a game that does exploration right. The world feels carefully crafted, the music is infectious, the animations are lively and the visuals are vibrant (especially on the VITA’s OLED).
Perhaps it’s unfair to
compare Lone Survivor—which is inherently more concerned with ambiance and tone
over pacing—to Guacamelee!—which brilliantly re-captures the excellent pacing
found in Castlevania:
Symphony of the Night, a game often heralded as creating the Metroid-vania
subgenre and therefore contributing to the institutionalization of seemingly
smooth and effortless pacing in action-platformers. But then, I feel both games
contribute nicely to the discourse surrounding pacing in video games.