A look at DrinkBox Studios' Guacamelee!
Super Turbo Championship Edition |
I was fortunate to have been born during video gaming’s childhood. Had I been born during its infancy, in the mid 1970s, I likely would have been overstimulated before the pastime’s potential had truly revealed itself beyond mere mindless diversion. Had I been born during its troubled adolescence in the late 1990s and early 2000s, I would have been denied the precious perspective afforded me by having grown up alongside gaming. My introduction to video games was the heady Wild West days of the early 90s, when developers were still finding their footing, but doing so on firm foundations of success. This is the period of gaming history everyone remembers, when gamers forswore the kinetic din of the arcade in favour of the convenience and intimacy of the home console, and it is to this tumultuous era that so many games now turn for inspiration.
Maybe it’s part of the retromania obsession
that current pop culture is busy suffering through, full of Hollywood remakes
and vintage typewriters. But maybe a decade of collective revisitation,
revision and replication have taught us a few things about taking the old, and making it new again. Maybe now is gaming’s true golden age, when
we have the tools to apply the wisdom of the past while avoiding its pitfalls
in the present. Games like Guacamelee!,
Shovel Knight, and Super Time Force certainly make a
strong argument: all three are 2-dimensional platformers, drawing inspiration
from a cornucopia of 90s material, and serving up classic gameplay with a
modern twist. But is their reliance on nostalgia doing a disservice to players
in the present?
Guacamelee!
Super Turbo Championship Edition doesn’t think so;
in fact, the game trades on it. Guacamelee!
is the tale of Juan, a poor agave farmer who must save his true love, the
daughter of El Presidente, from the clutches of the skull-faced charro Carlos
Calaca when he takes her hostage and unleashes the legions of the dead on Dia
De Los Muertos. Poncho-clad esqueletos invade the peaceful, wrestling-obsessed
world of Juan and his neighbours, and they are powerless to resist until a
mysterious luchada named Tostado gives Juan a magical wrestling mask, which
transforms him into a super-powerful luchador. With heavy emphasis on
traditional Mexican culture and folklore and zesty, colourful, cartoon-like
presentation, Guacamelee! creates a brazen
and compelling 2D world right out of the gate.
The gameplay, unsurprisingly, is based on wrestling-style
melee combat, wherein you must employ Juan’s meaty punches and kicks to soften
up enemies before they can be grappled and thrown (into the floor, the walls,
or even other enemies). A robust range of upgrades and special abilities you
gain along the way round out the traditional setup, calling for the player to
backtrack through previous areas in order to reveal new paths and secrets.
“Metroidvania”, an unwieldy portmanteau of Metroid and Castlevania, two classic games which featured sprawling 2D maps for
the player to fight through and explore, is now a catch-all term for any game
that conforms to this structure. Guacamelee!
is not only proud of how closely it follows this tradition, it’s downright
boastful; its references to Metroid in particular are about as subtle as a
luchador’s ring entrance. (For example, the Guacamelee! player busts open “Choozo” statues in order to gain new
abilities, when in the Metroid
series the player would find upgrades clutched in the talons of Chozo statues.
Like I said: subtle.) Other icons of gaming pop culture are lambasted as well,
with fraying posters of upcoming luchador fights pasted on pueblo walls
featuring fighters like “Los Super Hermanos Brothers”, “Casa Crashers”, and
more. But these references, while cloying and overly-ingratiating in most
games, suit the bombastic tone of Guacamelee!
perfectly – they’re much easier to genuinely enjoy in the brash and satirical
context of this stylized Mexican brawler than in just any game which tries to
curry favour with the player by appealing to their sense of nostalgia. Guacamelee! certainly does this, but it
does so skillfully, blending the familiar mechanics of past titles with its own
unique (and very modern) style and charm – and this makes all the difference.
Screenshots from Shovel Knight (click image to expand) |
Interestingly, modern games are, in
general, only awarded the “old school” epithet once they surmount a certain
standard of difficulty, the idea being that so many new games are designed to
be accessible to all players that the few games which are prohibitively
difficult stand out as unusual, when such a thing – the ability to reach the
end of a game only through grueling practice and fierce concentration – was the
norm during this classic era. Shovel
Knight saw me cursing as I failed over and over again, and more
importantly, saw me coming back for more. It hits that retro sweet spot of
being just difficult enough to galvanize you (“I know I can beat this!”) but
not too difficult that you give up. It doles out harsh punishment, but doesn’t
skimp on the reward – every Knight you best in combat is a fist-pumping
victory, celebrated with a fountain of glittering jewels and coins which you
spend on items and upgrades. Shovel
Knight’s treasure system actually forms a significant part of the
gameplay’s foundation, as it replaces the traditional “lives” system (your
character having a set number of lives or “attempts”, resulting in a game over
when fully depleted). When you die in Shovel
Knight, you lose a chunk of the cash you’ve earned, and you can navigate
back to the place where you died and collect it again, but only if you’re brave
enough to attempt the same challenge that killed you in the first place. This
way, difficult sections can be avoided, so long as you’re willing to sacrifice
some hard-earned loot (which I almost never am). This is just another way Shovel Knight sinks its hooks into you,
and earns its “old school” status as not just an imitation of classic action
games, but an perfection of the form.
Screenshot from Super Time Force |
But though the gameplay offers, as the
trailer puts it, “a veritable fecal storm of hot violence”, there’s not much
beyond the pixelated art style and the “make-it-to-the-right-of-the-screen”
design that places Super Time Force
in any kind of retro category. Part of the charm of a retro-styled modern game,
and part of the reason for creating one in the first place, is the special
suspension of disbelief it requires: you want to imagine that this game could
actually have existed alongside the Zeldas and Sonics of yesteryear. But Super
Time Force’s aesthetic is bright and crisply animated, and far surpasses
anything a classic console like the NES could ever have handled in terms of
frame rate, colour palette, and complexity (unlike Shovel Knight, whose simple graphics and 8-bit music would have
been right at home). The humour is too self-referential, and too often breaks
the fourth wall – it’s not just modern, it’s post-modern. Super Time Force wears the trappings of a retro game, and while a
challenging and brilliantly fun game in its own right, it betrays its modernity
too easily to really nail the “classic” feel it’s going for.
Of the wealth of influences that 1990s
gaming gifted unto the present, there are things gratefully retained and things
thankfully discarded. Whether a game takes after Shovel Knight and lives and breathes the classic style, imitates Guacamelee! by blending old and new, or
creates a fresh yet retro-flavoured experience like Super Time Force, it’s clear that the lessons of the past have been
learned, and learned well. I’m consistently amazed by the rampant expansionism
of the form, and it makes me wonder: look how much the art of film has changed
in the past twenty years, and then consider how much gaming has changed in just
five. In five more years, what will
we remember about today’s games, and what will we forget? What fundamental facets
of today’s games will we treasure, and look back on with the rose-tinted
glasses we gamers wear so well? I, for one, can hardly wait to find out.
– Justin Cummings is a writer, blogger, playwright, and graduate of Queen's University's English Language & Literature program. He has been an avid gamer and industry commentator since he first fed a coin into a Donkey Kong machine. He is currently pursuing a career in games journalism and criticism in Toronto.
– Justin Cummings is a writer, blogger, playwright, and graduate of Queen's University's English Language & Literature program. He has been an avid gamer and industry commentator since he first fed a coin into a Donkey Kong machine. He is currently pursuing a career in games journalism and criticism in Toronto.
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