Monday, April 3, 2017

Are 3D platformers stuck to indies now?


Holy crap, it just occurred to me that the 3D platformer count for indies is quite incredible. We've got ex-rare guys making a successor to Banjo & Kazooie, Skylar & Plux being a R&C inspired spin, Snake Pass sort of mix physics platformers in with the theme, and more. However, in every case I've got to confess I get a slight bit down on the indie reality of the situation. In no way do I want to tell you that it's a bad thing that these games are happening, nor am I doubting or talking down on the teams. However, let's not play blind here, I'm trying to be a realist and as a long time fan of the genre... there's a bit of an ache that comes with a couple of details. The Indie details. The fact that these awesome and great games, which are worth enjoying and celebrating, are still a little different and off-key from the point of the same games I grew up with. Alright, getting to the main point, consider this: Spyro 3 had over 20 levels, and this was pretty typical at the time. Banjo, Mario 64, Gex, they all had absurd amounts of levels, and no shortage of depth or complexity either (heck Mario made sure each level was worth going back multiple times). Just look at the list of realms on there!

Skylar & Plux got it's 3rd delay recently, and while that's all fine, it shows a bigger issue when taking everything else into account. The game's been up and coming for nearly a year (maybe more), has been advancing towards completion, and we've got all sorts of trailers up, but when it's released we're looking at around three levels (from earlier reports I can recall) of play, or in their words somewhere around 2-7 hours estimate depending on collectibles. But what if this is just a team testing the waters? Well, Yooka-Laylee is made by ex-rare employees, heavily backed and funded to be successful (and double-backed with Team 17), and it's getting a physical copy at $40. So we're probably good there if it's competing with R&C, right? Heh, no, sorry: you get five "worlds" (levels). They're supposedly replayable, but so was B&K/DK64, as well as Mario 64 and Gex with quadruple that level count (and not quad the price). How about Snake Pass, with 15 levels? That's a pretty great amount for some diverse runs, but remember what I said earlier about physics puzzles? Yeah it's playing closer to a puzzle platformer than a free 3D platformer. Each of those 15 levels is a near line you move in. It's still fantastic, and a lot of fun, but there's still a catch holding it leagues away from the kind of game we used to really sink our teeth into.

Fun, but not quiet Peach's castle

I know there's already that guy out there whining back about how I'm complaining about length, or that he/she prefers a short game. Look, that's fine, go enjoy your short games because we sure aren't short of them. However it's not always a matter of binary length complaints, but it actually does in fact effect other parts of the game around it. In most of these 3D platformers there were always those levels that filled us with wonder, strong nostalgia, or creativity. Then there were those levels we hated, that did something weird and crazy we didn't like. Levels made or broke the moment, and were a core part of the experience, like what guns and enemy variety are to a shooter. Now suddenly leave us with 3-5 levels, and that's a lot less of a game and experience, and it never takes away from the risk of getting one of those iffy levels. I could hate water levels, and level 3 is all over being a water themed level. I could hate gimmicks, but each level decides to be a gimmick to make full impact of their limited quantity. I could love every single level. Either way, it turns out the game becomes even less. If I hate the water level, that's one miserable part of a short game I never want to touch again, so the fun was even shorter. Same with gimmicks. ...and then, again I'll bring up Snake Pass or even Tinker, and use them for an example of not length, but the great lack of depth they possess. Either way, this is all a factor of indie teams doing their usual thing, but they're doing it with a genre that was nearly based in length, and freedom which contradicts their work ability. This was a genre where people talk about collecting 128 stars, or 40 orbs for a gateway point, 20-30 levels, and the art style and creativity oozed out of every drop of it. That's what kept us playing them, and now we're flipping a switch towards five levels for $40. I'm not moaning over spilled milk, this is a black and white comparison, and I'm a bit worried we'll be stuck in this sort of frame as time goes on.

Again, I'm stressing to you that this isn't anything against any single developer here (well... maybe curious as to YL's pricing, but eh). If anything, this is a cry as to why full dev teams need to come back. Right now it's just Mario and Ratchet, but there was never any real reason for the others to leave. Meanwhile I love the indies that are trying to do the best they can. I'm hyped and ready to buy Skylar & Plux, and enjoy every hour I can get out of it. I'm excited to see how Yooka Laylee does, and I'm loving the nostalgic nods and cool stuff they've given us. I'm really enjoying the odd but lovable design that is Snake Pass, and it might be my favorite puzzle game this year considering I don't do many of them. However, I don't think they should be burdened with the task of upholding the genre on their own. They can't, not like this at least. The thing that got generations into it, the very thing that made them love it, was in games that they could truly have time fall by the side, and get absorbed in.

Indies that make short and impactful games, are doing so from an angle where it makes sense. They do big stories, or crazy experimental mechanics that really catch on, or cast the narrative in an interesting angle that leaves you curious.  Platformers are a different story. They're the things that pull you in with a charming character, and an alluring world, and they're supposed to keep you fully immersed and searching in that world, having an adventure. They're about vast treasure, awesome levels, and quirky nonsense, and sometimes you can't work that into a four level game, or start taking away basic freedoms like jumping, and expect that to become the new example. We need another Sly Cooper sized game, or for people to try and go the distance that Mario 64 went, instead of stopping just short of the first bowser boss. It shocks me that in this age of "look at my massive open world game, with so many activities, side-quests, and graphics" the original open world filled with treasures and colorful worlds has been left to the little guys.


So much to see and do back then

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