Like all
the portable games I play these days, this one was played almost exclusively
during my lunch break at work in a small room with several people staring at
me, wondering why a grown man enjoys lunchables and videogames so much. And
like Bangai-O Spirits before it, it has become something of an institution for
me. I played it almost every week day for like 30-40 minutes for over a month. And in this case, I
played it for 30 hours. That's a lot.
Patchwork Heroes is a 2d game in which
you and a small crew must crawl around on a giant flying airship. Your
objective is to saw it to pieces until you get it very small, causing it to crash. You must do this before time runs out and it gets to your village and bombs it
HARD. You crawl around on the ship with the analog nub or the arrows. L makes
the view zoom out as long as it is held down. You will usually need to switch
between this zoomed-out view and the normal view quite frequently to keep an
eye on your surroundings. Holding down circle makes you saw. While sawing, you
move slowly. If you separate a piece of the ship completely, the smaller part
falls away, so ideally you want to chop whatever is left of the ship in half to
get rid of the most at once (although this is almost never possible once you
get into later levels. I'll explain why soon). The bigger the piece of warship
you chop off, the longer the airship will temporarily stall, which freezes the
countdown timer. Pressing square makes one of your squad members stay in place
with a bomb that will go off in a few seconds (they parachute away as the explosion goes off). This is useful for taking out
areas that are reinforced metal, which you can't saw through. However, each
member of your squad also acts as a hit point, so you must be aware that you
are trading a hit point for an explosion. You can have up to four people on
your squad. You usually start a stage with a few and can also rescue others who
are trapped in prison cells on the airships.
Guarding
each level are robotic defenses. These range from stationary missile turrets to
insect-like robots that chase you. Each robot has a different AI routine. Some
chase you down mercilessly. Others move in a set pattern. Others only attack
while you are sawing, or when you aren't sawing. There is quite a variety, and
there are usually quite a few in each level. You can block enemy attacks by
hiding behind a shield by holding R. You can do this indefinitely, but the clock is
always ticking... Surprisingly, you can't directly attack enemies. The only way
to kill them is to saw them off with the piece of ship they are standing on
or trap them in the blast of a bomb.
Killing enemies fills up your mojo meter. If you have any mojo, you can press
triangle to activate a mojo attack. While you are in this state, the mojo meter
drains rapidly. You run quite fast, sawing as you go, and you can saw through
reinforced metal in this state. You are a little hard to steer, though, as you are propelled forward without stopping and have to take big wide turns instead of sharp ones. You can often try to set yourself up for
a mojo attack that chops the ship in half, which in turn nets you lots more
mojo so you can go and try to repeat the feat.
This all
might sound somewhat basic. It's easy to understand, but the game really sets
itself apart with its incredibly clever level design. Once you get a few levels
in, the design of each ship is really, really smart. There are some that are
very complex and interlinked in many ways, almost like a little maze. Others
seem basic but have different sections connected in multiple little walkways
that all need to be cut. Others seem straigh forward until you see the little
bits of reinforced metal you have to find a way to deal with. Many also
featuring strategically placed enemies that chase down and repair any cuts you
make in the ship. Many levels also feature objectives you must complete, such
as saving prisoners with time-bombs on them or not chopping off a certain part
of the ship, or using timefreeze power-ups and stalls to complete a level with
only 5 seconds on the clock. All these levels are quite different from each
other, but they are all very efficient at making your task of slicing the ship
anything but straightforward. You need a plan in order to chop that thing up in
time, especially if you want to rescue all the optional prisoners as well.
There are
many levels. I played all 30 story levels and all 50 challenge mode levels on
normal and pro difficulty levels. That's 160 levels played, and I was having a
blast all the way to the end. It's quite challenging even on normal mode, and
pro mode makes everything move maybe 2-3 times as fast, which is hilarious and
makes even basic enemies very deadly. Challenge mode, which gives you alternate
win conditions such as winning without sawing, or without bombs, or any number
of other conditions, gets really out of control toward the end. It's quite
challenging but so engaging that you won't mind re-trying its hardest levels 20
times.
The game also has a great art design,
nice music, and a cool story. The art looks like Russian steam-punk or
something. The airships look like giant quilts. The menus are all animated tube
screens, mechanical gears and gadgets, and projections. There are also little
mechanically animated dolls all over the place in the menus. It's all in nice
dull colors. The music is also great. There is a lot of horn and woodwind work
that fits perfectly with the visuals and is a nice change as you usually don't
hear that kind of stuff featured so prominently in a videogame. The story
focuses on a captain in the airship fighting squad named Titori, the missions
he and his friends undertake to defend their home town from the airships, and
the things that start to come to light about the airships when he meets Asli, a
young woman who joins his community and starts to ask him to retrieve airship
parts for her while he is out sawing airships. This story starts out pretty
strongly, and I had high hopes for it, but it doesn't finish as strongly as I
would have liked. It's still pretty solid though, and also adorable.
The game has a strong sense of theme
to it in the way it does many different things. For instance, each time a
squad-mate dies, the screen temporarily freezes and their name and age pops up
on the screen along with the word “dead.” It's kind of heart breaking,
especially since these people end up in a graveyard that you can visit between
levels. You can even think of them fondly and place flowers on their graves.
The game also encourages you to try and save as many prisoners as possible for
moral reasons. Characters say thing like “You wouldn't leave them behind, would
you?” Each person you rescue (and there are a few hundred) has a little
write-up about them and a unique portrait. You also get a nice sense of
progression as each mission earns you pay depending on your performance, and you increase in rank after you
get paid a certain amount. Rank increases usually unlock bonuses, like songs
to listen to or special cutscenes and even a gallery with 99 wonderful pieces
of concept art. Even when you don't earn a rank-up or reward, the game will
comment on big accomplishments, such as congratulating you on beating story
mode or challenge mode on pro, or completing the game having rescued every
prisoner. Unfortunately this is one of those games where you need to have played the game on every difficulty for your save to read 100%. Not a big deal, but it bothers me a little that after playing on the normal and pro difficulties, I would still need to play every stage on easy and hard to get to 100%. I'm not going to do that. I wish beating a stage on pro made it count as if you've beaten it on every difficulty.
It's hard to think of any flaws in
Patchwork Heroes. I'm not sure there really are any. I don't think I'll give it
a perfect score, but it certainly flirts with it. It might be there if the
story took a little different direction and had a stronger conclusion. The
game's simple concept mixed with its smart implementation and scenario design
and wonderful aesthetics make it great fun for the long haul. It's a great game,
tier 2.
No comments:
Post a Comment