20190719

Gyromancer

Developer: Square Enix, PopCap Games
Publisher: Square Enix
Release: 2009
Platform: PC (played), X360
Genre: Puzzle

Weirder than seeing PopCap's logo following Square Enix's one is to behold the aggressive breed born from such unlikely partnership.

Gyromancer is somewhat oppressive in many levels: characters art pieces can be surprisingly wicked, the plot is dark and gory, and the gameplay--as far as gem-match puzzles go--aim to constrain the player instead of encourage creative problem solving. In fact, even simple actions as spinning gems counter clock-wise (something that could be intuitively pulled off with a right click of the mouse) cost an item, and must be executed sparingly. As it piles up towards the end, some concepts communicate badly and puzzles manage to become even cryptic, an unthinkable feature for an apparently casual setup.

But it still hooks. Finding, unlocking and training gorgeous beasts proves to be rewarding--and so does simply following the classic-yet-nicely-told story. To the point it's easy to take "twisting gems" for granted and end taking the game more seriously than it has any rights to be taken.

Great art--tied to almost-as-great writing.
Gyromancer succeeds by not only dressing PopCap's stuff in a beautiful coat of paint, but also by adding meaning to mundane gameplay mechanics.


20190704

Downwell

Developer: Moppin
Publisher: Devolver Digital
Release: 2015
Platform: iOS, PC (played), Android, PS4, Vita, Switch
Genre: Action

It's a shame that in a solid hardcore arcadey action game like Downwell the "flourish" roguelite elements end up bringing luck into the table in such a decisive manner: it’s not rare to spend an entire gameplay session running into useless free upgrades--or not running into the most valuable buyable ones at all (or finding them available in the shops only when having that kind of money is just plain impossible, and so on). That piles up upon relying on leaps of faith to keep going down the title well; and taking chances coupled together with funky collision boxes and some unpredictable wall jump mechanics may not paint a beautiful Virtual Boy-esque picture from the beginning.

But when it comes to the sheer pleasure of playing it Downwell can sit comfortably among the old classics it emulates—and expands upon.

Steppin on turtles will kill them--but only if it's exactly in the shell
If Miyamoto’s quote about a single idea solving multiple problems at once hints at something about game design Ojiro Fumoto is a worthy heir of the relatively new Japanese tradition of being good at it. The single action button (used primarily for jumping) unfolds as a jack-of-all-trades: while in the air, it shoots bullets from the character’s boots; those can kill enemies, but also make the character soar instead of simply falling; if the boots run out of bullets they will be promptly recharged upon touching the ground--or enemies’ heads for that matter (just like some old mustachio kappa-killer), and the gameplay can keep flowing depending on the player’s ability and reaction/prediction capabilities. But then there are enemies that can’t be stomped--as there are ones that can’t be shoot; and some of them give more gems than others, maybe worth the risk of getting hurt in the process of killing/reaching them; and just when the player starts to get too comfortable in taking their time to subvert the frenetic pace proposal water levels—together with a brand new air meter--are introduced.

Downwell acts as a prism, expanding the gameplay field from a single premise--and with a level of elegance rarely seen in games, old or new.