Saturday, August 3, 2013

Bit.Trip Presents...Runner 2: Future Legend of Rhythm Alien Review + a blurb about the Good Friends DLC! (PS3)

     Gaijin Games loves you! That's what it says on one of the loading screens for Bit.Trip Presents... Runner 2: Future Legend of Rhythm Alien. That idea plays out in the design and attitude of the game in several ways.
     First and foremost in my mind is how the game handles failure. In each level, your character is propelled along the 2d field, automatically running forward at a fixed pace. All you have to worry about is dodging obstacles and navigating the course. One hit will stop you cold. You must complete each stage without hitting any obstacle. But here's where the genius of the design comes in. If you get hit or fall down a pit, your character is physically pulled back past all the obstacles you've passed to the beginning of the level or the half-way checkpoint (provided you haven't purposefully jumped over the checkpoint for bonus points). You then immediately start again. It's an ingenious way to make the game demand perfection yet stay amazingly accessible and un-frustrating. It's remarkable how this system turns play sessions that would be very frustrating in other games (such as restarting a level a baker's dozen times) into a blissfully fun romp as you are nearly instantly thrown back into the gameplay. It makes me realize how much waiting for a load time to restart a level in other games is the real frustration, not re-doing the gameplay itself.
     Another reason you won't mind re-starting over and over is the brilliant music that will be tickling your ear drums as you play. Runner 2 is something of a rhythm game, only instead of playing notes by pressing buttons when an abstracted note comes along like in Frequency or Guitar Hero, you are playing an endless runner-type of platformer and the enemies and obstacles are the notes. Jumping over an enemy, sliding under a wall, kicking through an obstacle, or holding up your shield to block a projectile all produce sounds that fit perfectly with the timing of the music. Brilliantly, the sounds you produce through platforming are augmented by the music itself. You may play a few notes as you jump over enemies, and then the music may play a few notes. Or there may be a more rapid back and forth between notes you are creating and the notes that the level is playing. It very often feels like a duet. There are a huge amount of magical moments in this game where you are in the zone, playing a beautiful duet with the game as you traverse through a level.
     There are a huge amount of magical moments partially because there are many levels. 100 to be exact. It's a lot of content, and takes a good while to get through. There are five different worlds, and levels in those worlds all share a musical and graphical theme.
     Speaking of the graphics and art design.... The game has a very lightheartedly wacky sensibility to it. The game seems to take place in some sort of “un-fused reality,” possibly all inside the main character's head. There is always something crazy in the background. Some levels feature some crazy animated happenings in the background, such as a bigfoot running around. Or a really freaky spider guy. You saw him too, right? Or ghosts. Or UFO's. These shenanigans can be so distracting that they cause you to die, which is awesome. Every level has at least something going on in the background. It usually involves things with eyes that should not have eyes, like mountains, clouds, barrels, the moon, etc, as wells as trees, shrubs, and other stuff bouncing to the beat. I hate to say it, as I hope there weren't any drugs involved in the design, but it reminds me of drug related grafiti type designs. Everything looks like it's high or out of it. These aren't the smiling things with eyes from Loco Roco or anything like that. This type of design can sometimes be off putting, but something about it works in this game. Perhaps it is because the game keeps things upbeat and positive with its character designs.
     The main character, Commander Video, is basically a man-sized black tube with legs and arms and a white slot for eyes. His animation comes off as athletic and smooth. Other playable characters are not so smooth. Like Unkle Dill, a clueless pickle man who stumbles his way through the levels. Then there's alternate versions of Commander Video, like a female version and a futuristic Tron-like version. And don't forget Whetfahrt Cheeseborger. I can only describe him as a disco cheeseburger who never stops dancing and has each layer of his cheeseburger head fully designed and animated. You have to see it to believe how cool he is. Each character has a unique set of the many animations used in the game. It gives each one a unique feel despite the fact that they all play the same. Each one also has several outfits that you can find in the levels. Outfits can change up a character's look significantly. Commander Video may find himself wearing a robot suit. Commandgirl Video has a crazy inverted color scheme and a punk-rock outfit. Unkle Dill gets a toothpick through the head so that he looks like an hors d'oeuvre. There are 40 outfits in all, which gives you a huge amount of variety. The only character I wasn't fond of is Reverse Merman. He has a fish head and man legs, which is really cool. He also has gigantic testicles that bounce around, which grosses me out (note that he is wearing shorts, you can just.. see the shape).
     The cutscenes you see at the beginning of each level are rhythmically and alliteratively spoken by the smooth voice of Charles Martinet, the guy who plays Mario. In the games, not in the movie. These are quite entertaining, especially the intro, which is making stuff up as it goes and is filled with bombastic verbiage. He also narrates these hilariously-gross Ren and Stimpy or Tim and Eric style ads that accompany each start-up of the game.
     So what are these levels I've been talking about so much like? Well the level itself has obstacles, such as stairs, platforms, and railways you slide along or hang from. Then there are enemies. Mostly these are round little robot guys whose eyes follow you around. They hold still and you have to jump over them or slide under them. There are also these stop sign guys you kick through. There are a bunch of other things too, such as springboards that launch you in the air and loop-de-loops you trace with the analog stick to earn extra points as you run through them. I'll leave some of them for you to discover. Combine these obstacles with the enemies and level designs and you get levels that range from basic in the beginning of the game to quite difficult in the end. Most levels would take you about 2 minutes to run straight through with no mistakes, although you will make mistakes and play through them over and over until you beat them. My longest level took 24 minutes to beat since I kept messing up and being pulled back to a restart point.
Each level has a set amount of gold bars that you strive to grab as you are running. There are also 4 power-ups in each level. The first 3 add to the music. It crescendos when you get the 4th pick up, which takes things down a few levels so that you finish with a more mellow sound. Getting all the gold and power-ups earns you a perfect ranking. If you get all the gold and power-ups in a level, then your character jumps into a cannon at the end. You shoot yourself out at a target to get bonus points, which are important if you are competing with your friends on the leaderboard shown to you as part of the intro to each level. Getting a bull's eye scores you a perfect plus ranking.
     There is also a boss fight at the end of each level. I've heard these criticized, but I think they are awesome and fun. You use the same controls, but the obstacles being thrown at you all come from a big boss enemy. I won't spoil any of them. They break up the normal game play brilliantly as each one is a unique, fun experience.
      The 25 retro levels also break things up. You access them by finding game cartridges in a level. These feature pixel graphics and chiptune sounds and totally different background and enemy design (swapping spiders and scorpions for the normal robotic enemies), but are otherwise very similar to normal levels. They are typically more difficult than normal mode levels and are more unforgiving since you only get three tries to complete them before having to exit and start completely over.
     And what does this music I've been mentioning sound like? Well, the sound of picking up the gold and some of the other sound effects are always the same, but the music itself differs in each of the five worlds. It is mostly very well produced electronic music. The ocean themed level has a bit of a sea shanty thing going on, while the forest level has a jazzy organ sound to it. It all sounds great.
     There are three difficulty modes. Normal is pretty balanced, starting easy and getting quite challenging near the end. Hard mode is the same, except it ratchets up even higher, but does not get excessively difficult. Or maybe it just feel less difficult due to the forgiving nature of the way the game handles your mistakes. I was super pleased that by the end of my trophy run (I got 100%!), I was one-shotting some of the most difficult levels that had given me trouble in the past. I found it strange that there are trophies that want you to play easy mode. I would prefer difficult trophies that make you skip checkpoints or something like that, but I went along with the easy mode trophies anyway because I was having so much fun. Still, in general, I disapprove of easy mode trophies.
     I also ran into 2 glitches. There is slowdown in this one section of the last world (although I believe a recent patch has fixed this, cannot confirm). There is also this weird thing where one of Unkle Dill's outfits makes black lines shoot out of his eyes and stretch out behind you as you run. I don't think it's part of the design as it is a professor outfit, so it's kind of weird.
     I downloaded the Good Friends character pack DLC, which includes five new characters and a new version of Commander Video. The characters are all from other games: Josef from Machinarium, the guy from Spelunky, Dr. Fetus from Super Meat Boy, Raz from Psychonauts, and Quote from Cave Story. I haven't played any of these games (although I want to play them all), but I still enjoyed getting some extra variety out of the already robust character and outfit selection. The Invisible Commander Video you get in this pack is also super cool. And it only costs $3. I thought it was going to be like $10, which would have made me mad.
     Bit.Trip Runner 2 is a great game, tier 2. It was a blast to play thanks to it's demanding gameplay coupled with the quick and painless way it throws you right back into the action if you mess up, its fun characters and visual design, and the fond memories of its wonderful soundtrack I will have for years to come.






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