Tuesday, October 29, 2013

Costume Quest Review (PS3)

     A few months ago I was playing with a long bubble wand with my niece, and thinking about bubble swords, and I decided I would play Costume Quest close to Halloween. I was hoping to recapture some of the magic feeling of Halloween night, dressed up in a costume all night pretending you're on an adventure in the dark. And I got that feeling right away since the first costume you get is a cardboard box robot, which I am proud to say I once trick-or-treated in.
     Costume Quest is a tiny little turn-based RPG, a format I wasn't sure would work too well. I was surprised to learn that you can have a great story and interesting character progression in a small package that only takes a few hours to play (I would estimate about 5 to beat it and get all the trophies).
     The story involves Halloween night in a new town for twins Wren and Reynold. You choose one to be your avatar, and then head out into the night. Monsters kidnap the twin you aren't playing as, and you soon recruit a few new friends to try and locate your missing sibling and stop the monsters' nefarious plan to steal candy. Fortunately, you find that when you engage a monster in a fight, you become a real-life version of your costume. You also become Kaiju sized, as do your opponents. That part is strange, but works quite well, especially since a lot of the costumes are of big things (giant robot, Statue of Liberty, french-fries....).
     The graphics are colorful and cell-shaded. The human character design is quite reminiscent of Animal Crossing. The children you see out and about are all in various costumes that are all simple and look great. Adults are often comically obese or crazy-skinny, so the whole thing has a pretty cartoony vibe to it. The environments look fairly good. You'd think they'd run out of settings that worked for Halloween, but your 3 levels are the suburbs, a mall that is holding Halloween events and store-by-store trick-or-treating, and a Halloween carnival. A handful of the graphical assets are not as high-fi or well designed as they could be, but by and large everything looks good.
     The first thing you might notice about the sound in Costume Quest is that there is no voice acting (beyond a few grunts and such from monsters here and there) despite the fact that there is a ton of dialogue. This was off-putting...for about five seconds. Then I got so caught up in the clever writing and the flow of the way the text pops in and out during conversations that I totally dropped this complaint. In fact, I think this is one example of a game that is better without voice acting. The sound effects are good for the most part, but maybe a little lacking. The music is good, with happy-go-lucky spooky music throughout including wavering organ sounds and Nightmare Before Christmas-ish tunes.
     As you go around the levels, you use the left-stick to control your character. The other members of your party (up to 2 other characters) follow behind you. There is no camera control, but it's not needed. Unfortunately, your character can get stuck on stuff and stop moving, which seems like an unnecessary glitch. I feel like you should just slide past stuff, not get caught on it. Cross makes you talk to npc's. Square makes you swing your candy bucket. You can use this to hit a million different types of inanimate objects to make candy (the game's currency) come flying out. Part of the way into the game I discovered that hitting npc's makes them each say something unique and funny. There are a lot of kids and adults out and about, and I started hitting them all once I discovered this. Circle activates your costume's field ability. Only a few of them have these abilities, and in general they are only used in a few places to access specific areas. For example, the space warrior costume's light saber can light up dark areas that are too spooky to go through otherwise, and the knight's shield can block falling stuff (such as waterfalls) that block your way. The real useful one is the robot's roller skates, which let you skate around quickly. It gives you a very cool kids-wearing-heeleys-at-the-mall vibe and is super useful for getting around. It's unfortunate that if you want your lead character to wear other costumes, you often will want to switch back to the robot when you're not in battle just to use the skates.
     R2 let's you switch costumes quickly using an equip wheel. This works well for your main character, but get's a little tricky when you are trying to switch out multiple characters as each one has their own screen you toggle between. It would have been easier to have a costume select screen where a costume can be equipped to a character with the press of a unique button for each character. This is how battle stamps (abilities and stat boosts) are equipped, so it's strange that costumes don't function the same way. Triangle brings up your journal where you can equip battle stamps, look at your quests, look at collectibles, and check your stats.
     The game has three levels, and in each you must trick-or-treat at all the houses/stores/carnival tents to continue to the next. When you knock on a door, a grown-up might answer and give you candy, or you might interrupt a monster who is robbing the house's candy and get into a fight. This leads to some real tension when you knock on a door and the drum roll plays.
     In battle, your side always goes first. Each costume has a regular attack and a special ability that charges up and can be used on every 3rd turn. Some battle stamps give you an alternate attack. All of these options pop up in front of you when it's your turn. You pick one with the press of a button, and it happens to whichever enemy you have highlighted (you select this with the arrows). Normal attacks all require some kind of input to maximize damage, such as tapping a button rapidly, hitting a button at the correct time on a moving timeline, or simply pressing a button as it is prompted on screen. You'll do damage if you ignore or fail at this, but not as much. The button you have to press is random, so that keeps you on your toes. You similarly can block some of the damage of enemy attacks by pressing a specific random button when prompted. Special attacks all have different effects, such as damaging all enemies, healing the party, giving buffs and de-buffs, and other cool stuff. It's a shame special attacks don't require different types of inputs, that would be fun. As it is, you just watch them go off like a normal turn-based RPG. Battle stamp abilities usually do some kind of status effect. Battle stamps are acquired from a shop where you pay candy, which you get from trick-or-treating and from battles and side quests. Battles are pretty easy in general, although I had characters die a handful of times, and even lost a few battles. Once I got through the first area however, this became pretty rare as I really got to know how the battles work, although I still lost a character here and there and had some close calls. Losing means nothing in this game, you end up right where you were, but the house you were at hasn't been trick-or-treated or the enemy you engaged hasn't been defeated. You also never have to heal outside of battle, everyone gets full health at the start of each fight, which greatly streamlines the whole game flow.
     Battles stay interesting even when you get really good at the system as you have a constant flow of new battle stamps and new costumes at your disposal. Each character can equip one costume and one battle stamp, which leads to an interesting amount of customization. Although it would be even more customizable and interesting if you could equip more than one battle stamp or if it mattered which character wore which costume. I would love it if the difficulty were cranked up a bit but you could equip 2 or 3 battle stamps as I saw some cool synergies sitting there un-utilized because you can only equip one. Still, you can find some interesting combinations. I experimented with multiple types of builds that all worked well in battle and were fun, so I stayed interested the whole time. It's bad design that in order to see a costume's effect on your stats, you need to equip it on one screen and then switch to the stats screen. You also read about it's abilities on a third screen, so that's pretty annoying and would have been easily fixed by putting it all in one place.
     There is a battle-heavy segment or two in the game that starts to drag, but they pass. Enemies also keep things interesting as you encounter new species and classes of bad guys, and a handful of bosses that do interesting stuff that you need to try and counteract. I also forgot to mention how cool it is to see the shabby, home-made costumes transform into huge, awesome versions of the themselves during each battle. Seeing each new transformation and new attacks makes you eager to find new costumes and see what's next. I especially like the Statue of Liberty's patriotic healing spell.
     There are a few other things to do besides trick-or-treating and fighting. Side quests such as finding kids who are playing hide and seek and bobbing for apples are fun diversions and net you extra candy. There are creepy treats cards to collect and trade for, although you will probably get them all just from playing normally. These are trading cards in the vein of Garbage Pail Kids and Wacky Packages: disgusting and funny puns and gags involving candy. Just like Garbage Pail Kids, these range from delightfully corny to downright disturbing. These are really well done and great fun to look at, although I really wish you could zoom in and look at them full size instead of as thumbnails in your journal. Also if you get multiples of them, a number appears in the corner to indicate how many you have, but blocks part of the art. Regardless I really enjoyed this part of the game; it's really kickstarted my interested in the real-life counterparts to these cards, and really adds to the theme of kids doing stuff, since kids love that kind of thing in real life (at least I did, and still do).
     As I briefly mentioned, the dialogue in this game is really good and clever. Everyone has a few interesting things to say, some of which might make you chuckle out loud. I suspect that the great writing is the glue that holds this whole experience together. From the weird things kids say to the clueless adults and funny references to other media, a lot of my delight in this game came from eagerness to see what the next npc would say. And there are tons of npc's.
      Costume Quest is short and sweet and scratched my longing-for-childhood-at-Halloween-time itch pretty darn good. It's got a few flaws, but is greatly supported by the way it's cleverly written text dialogue steadily pops up and flows on your screen, offering constant clever comments in between your mostly fun battles with lightly customized characters in a cool Halloween setting. It's a great game, tier 3.






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