With the winter sale, I decided to get a few more games to end off the year: Momodora: Reverie Under The Moonlight, the Blaster Master Zero trilogy, and the Bleed Complete Bundle. These are all games that I've heard pretty good things about for years, but I've never actually gotten around to playing them so now's a better time than ever, I guess. Let's see if they live up to the hype:
Bleed Complete Bundle
The Bleed games are a duo of short but sweet action platformers that feel like a blend between Gunstar Heroes, a twin-stick shooter, and Devil May Cry. Both games are just constant, nonstop, all killer no filler action with chaotic level design and tons of large-scale bosses each. Once you get used to the dual-joystick control scheme, it's a blast to just shoot your way through these stages. With only seven brisk stages each, both games are incredibly short, but they each come with a lot of replayability between a ranking system, multiple difficulties, sidemodes like a one-life Arcade Mode and a Challenge Mode for fighting bosses, and a variety of unlockable weapons, upgrades, and alternate characters. Both Bleed 1 and 2 are just really fun and fast-paced action games and while they can be pretty tough at first, they're both incredibly fair and reward mastery.
However, in terms of which game is better, I am a little mixed. Bleed 1 is certainly more rough around the edges as movement doesn't feel quite as precise, the visuals can seem a bit washed out, and the music is fairly forgettable. However, I absolutely adore its DMC-esque upgrade system where you get points from doing well in the levels that you can use to buy more weapons, health and energy increases, and a few other perks. Bleed 2 is infinitely more polished, with refined movement, a fun dual-wielding system that lets you use both a gun and a bullet-parrying katana, a more rocking soundtrack by the composer of Minit and Fall Guys, and even more sidemodes like an Endless Mode with procedural level design and a slew of unlockable modifiers. However, there are elements that I prefer about the first game. Bleed 2 takes place in one continuous journey which means the level design isn't quite as weird and varied as in the first game, it reuses a few too many bosses from Bleed 1 as well, and it removes that aforementioned upgrade system entirely. That being said, while both games are great in its own way, I do think Bleed 2 is still the better package .
The Bleed Complete Bundle as a collection is pretty barebones though. It just contains the first two games and nothing else. On Switch, you can't even switch between the two games, you have to exit out which kinda sucks. Thankfully, though, the porting job is pretty much top-notch. Both games run incredibly smoothly even with all of the action, and aside from a minor sound bug in Bleed 1, lack any glaring issues. If you want a pure fun, highly replayable arcade experience, I'd definitely recommend both of the Bleed games. There's never a dull moment in either of two games, and they're constantly bursting at the seams with creativity and charm.
4/5 Stars
Momodora: Reverie Under The Moonlight
Momodora is quite the fascinating little series, initially starting as what was basically a Cave Story clone before evolving into one of the more beloved indie metroidvania franchises, and Reverie Under The Moonlight is regarded as the point when Momodora really solidified its new identity. RUtM is a fairly small metroidvania where you play as a priestess named Kaho who's trying to purify the land from a deadly curse. Just to get it out of the way, this game is absolutely gorgeous, with bold, colorful, and fluid spritework. The characters all have a cute chibi look to them, but don't let that fool you, this game is dark. Most of the NPCs you meet are suffering from the aforementioned curse in some way, and the somber music and occasionally moody backdrops create a really haunting and depressing tone that helps Momodora 4 stand out. In general, I think Momodora's presentation is outstanding, though my only gripe is that the game is stuck at a 4:3 aspect ratio with no widescreen support or even any border options. Not that I have a problem with 4:3 mind you, but having two large black bars on the side of my Switch for the entire game can feel a bit distracting.
Gameplay-wise, Momodora mostly plays like a 2D soulslike. You have melee and ranged attacks, a dodge roll, and a variety of both active and passive items you can use to help with combat. The control here feels pretty good all around, super tight and responsive, not too sluggish but still feeling deliberate in its pacing. As you'd expect from the genre, this game is quite tough as you can only take so many hits, but it mostly felt totally fair and satisfying to conquer. The world design is more open than I'm used to seeing from a metroidvania, utilizing a hub-and-spokes system. Early on in the game, you stumble upon a city that basically serves as a central hub, and from there, you can uncover a variety of areas in whichever order you want. There's a nice balance between linear challenges and nonlinear exploration, and the world is so small and contained that I never felt like I got lost or was being punished for peeking around. The boss fights are definitely the highlight of Momodora 4 though, with each one being visually creative and boasting challenging but well-telegraphed attacks.
That being said, there are a few elements that prevent RUtM from being something truly extraordinary. For starters, it's just too short. While I appreciate the game's compact layout, I was able to beat it in around 3 hours on a casual playthrough and it feels like it ends just as it's getting really good. I think the difficulty balancing also contributes to this feeling, as since most of the world is open to you from the start, a good chunk of the game keeps a consistent difficulty only to pick up in the final area. Otherwise, though, Momodora 4 was a fun metroidvania with solid control and combat, thoughtful world design, and a fantastic sense of atmosphere. I can't wait for Moonlit Festival to come out on consoles so I can see if it's able to expand on this strong base.
4/5 Stars
Blaster Master Zero
As a fan of both Blaster Master and Inti Creates, it took me way too long to get to the Zero trilogy. I've even heard some claim that this trilogy, and particularly the third game, ranks as Inti's best work period. Considering how much I adore their work on the Mega Man Zero and ZX series, that's a damn high bar, but I'll try to keep my expectations in check. That being said, I did actually play the demo for Zero 1 back when it released so I already know what to expect with this entry.
Blaster Master Zero is essentially a complete reimagining of the original Blaster Master for the NES, which I actually previously reviewed. While the gameplay loop is pretty much the same and the first area is even 1:1, Zero 1 does quickly diverge with its level and boss design, along with making a lot of gameplay tweaks that take advantage of the newer hardware. Most of my gripes with that original NES entry have pretty much all been smoothed over here. Your hover refills over time, you have a separate button for special weapons, there's now a proper map screen, the wall slide doesn't activate automatically, you get multiple charge shots to let you blow through blocks faster, enemies respawn far less often, and there are permanent upgrades that give you a reason to explore in both the side-scrolling Sophia segments and the top-down Jason segments. Jason himself gets a few permanent upgrades and sub-weapons too, so it feels like he actually grows alongside his tank in this one. The level design is also a lot more interesting in Zero. Past the first area, Blaster Master Zero introduces a variety of level gimmicks in
both the Sophia and Jason segments to shake up the original level theming. Area 2 was reimagined from a dingy castle to a vibrant city, Area 3 took the factory setting of the original and added conveyor belts and movable gates, and Area 5 elevates the worst area in the original with the addition of currents to help you move around underwater faster. While it still can be pretty hard to shake the blatant similarities to the original, I think most stages in Zero manage to be improvements on their original counterpart. Emphasis on most though, because Area 7 was an active downgrade from a pretty fun combat-focused stage to a stealth-focused one. It was a frustrating difficulty spike since getting spotted means being ganged up on by enemies and losing a ton of health due to the lack of i-frames, and god forbid you miss something and have to backtrack. I spent over an hour in this fucking place, easily the low point of an other consistently fun game.
Inti Creates also aimed to improve the weapon upgrade system during those top-down segments, but this is probably where the execution fumbled the most. So the way it worked in the original was that the more power you had, the more powerful your weapon, but getting hit makes you lose power. This system had two major issues: Firstly, it sucks to have your weapon be downgraded, and second, the "best" weapon (a wave gun) was actually a downgrade thanks to its inconsistent hitbox. Zero 1 fixes these issues to a degree. You get an upgrade early on that gives you a temporary guard that protects your power for a single hit, the wave gun properly works, and you can choose between any of the weapon types you're able to use given your power. However, this is a double-edged sword since the weapons are pretty horribly balanced. The wave gun is far and away the best weapon as it should be, but it's so good that you can wipe the floor with any enemy or boss with minimal effort right from the very start of the game, making the vast majority of Zero 1 an absolute cakewalk. But on the other hand, most of the other weapons are pretty weak, and as I mentioned, the lack of i-frames means it's very easy to get trapped between a bunch of enemies and lose your entire arsenal (especially in Area 7, my god). The difficulty balancing is all over the place, which I'd argue is the biggest flaw with Zero 1. I can only hope that the sequels are able to smooth that out.
Another area where Blaster Master Zero stands out is in its story elements. Despite having the same basic premise as the first game, a guy named Jason piloting a tank called the Sophia III to rescue his pet frog Fred, it similarly diverges once you come across a girl named Eve in the second area. So now you have two characters riding Sophia at any given time, which helps the adventure feel a bit less lonely. Jason's developing relationship with Eve is pretty endearing too, and her presence does a lot to flesh out the lore of why Sophia III and Fred are even here in the first place. It all culminates in an entirely original true final level that lets you take an upgraded Sophia through a trippy gauntlet that tests you on all of the game's mechanic, before using it to fight an infected Sophia III with Eve trapped inside for the tense but impactful final boss. This was easily the highlight of Zero 1 for me and it made me very excited to see what Inti does with the sequels. Beyond the story, the presentation in Blaster Master Zero is great. The spritework manages to stay true to the art direction of the original Blaster Master, though it's also a lot more detailed and polished, with widescreen, a smooth framerate, and no flickering whatsover. While Naoki Kodaka's score for the original Blaster Master is a tough bar to meet considering it's one of the best on the NES, I'm also pleased to say that Blaster Master Zero has a really strong soundtrack with exciting chiptune techno that manages to capture that distinct Sunsoft energy.
Overall, Blaster Master Zero is a great reimagining of the original Blaster Master which expands on its mechanics, level design, and story in all the right ways. That being said, the fact that it's so reliant on that original game means I don't think it was fully able to establish a distinct individual identity yet, and the difficulty balancing could definitely use some work. It's a strong start for the trilogy though, and considering that Zero 2 and Zero 3 are apparently completely original, I'm excited to see which direction Inti Creates takes the series.
4/5 Stars
Blaster Master Zero 2
Blaster Master Zero 2 is an improvement on the original in pretty much every way, and shows Inti Creates charting an entirely new path for the series that I'm very much vibing with. The story follows right after the first entry as we learn that the mutant Jason defeating in the last game has infected Eve, so the two launch into space to find a possible cure. It's a solid premise since it means Zero 2 is going to be a much larger-scale planet-hopping adventure that can expand upon the world of Blaster Master Zero, introducing a variety of new planets and characters inspired by series from Sunsoft's past, including the more niche stuff like Ikki (Gonbei), Trip World (Kanna), and one of my all-time fighting games, Waku Waku 7 (Tesset). It's truly a love letter to the company's history, and it makes me happy that the folks at Inti Creates seem to be even bigger Sunsoft geeks than I am. The game also introduces a proper rival character in Leibniz, who lost his own support droid and wants to take it out on Jason and Eve, and I'm mixed on them. I found myself absolutely despising the guy, from their annoying boss fights to their irrational meddling in Jason's life, but I also can't say Inti didn't accomplish exactly what they were going for with this character. I've never seen a rival character this blatantly despicable, and Leibniz's sheer hater energy is almost charming in how over the top it is.
As for the gameplay, Zero 2 makes some pretty bold changes to the Blaster Master formula that I'd say work out for the better. Sophia's energy system has had a complete reworking, as it's now an energy bar that you can recover by dropping onto the ground from high up. It sounds weird at first, but it adds a unique element of resource management to the game since you can use special weapons more often as long as you're actively seeking out places to drop from. Her wall climb has also been replaced with a wall jump and I think that's for the better, it's a lot snappier in my opinion. The top-down Jason segments are what really got overhauled though, and generally for the better. The weapons have been rebalanced and all degrade with overuse encouraging to actively pace yourself, and you now have a counter move that feels great to pull off at the cost of enemies and bosses being far more aggressive. In general, I think Zero 2 is definitely a harder game than its predecessor since the Wave 8 weapon isn't as overpowered and most foes put up more of a fight, but it remains pretty fair the whole way through. Inti Creates finally struck a perfect difficulty balance, fixing my biggest issue with the first game.
The world and boss design are also pretty outstanding, albeit with one caveat. In a big departure from series tradition, each area now occupies its own planet meaning the interconnected world of the first game and the original Blaster Master isn't really a thing here. While I do miss the heavy sense of exploration that Zero 1 had, I do think the pros of this decision far outweigh the cons. Zero 2 being set on a bunch of different planets means the level variety is off the charts, with each area being a lot more engaging and complex than in the first game. From dodging sudden bamboo shoots popping out of the walls in Montoj, to solving strange puzzles in a trippy nature world, to dodging dimensional rifts that split a planet in half, there isn't a single weak stage in the bunch this time. In addition, being able to quickly hop from planet to planet seriously reduces backtracking, and the addition of smaller optional planetoids that hide collectibles gives the game more replay value. As for the bosses, there are a lot more Sophia-centric bosses this time around and I think that's for the better since they tend to be my personal favorites. The changes to the energy system means most of the Sophia fights have a great sense of verticality to them, and taking down these hulking monsters in your giant tank always feels awesome.
Going in, I'll admit that my biggest concern with Zero 2's story going in was that Eve
being infected would mean she gets sidelined or damselfied but I couldn't be more. If anything, this is Eve's biggest role in the
trilogy as she's constantly chiming in and interacting with the other
characters, which in turn made her more endearing. I also really like her new mutated design, the cutesy body horror look really helps her stand out visually. But nothing prepared me for Zero 2's final area where Jason unleashes and gets petrified by a new multidimensional overlord, forcing you to play as Eve as she fights her way across a planet, scrounges up a new tank, reunites the aforementioned cast, and saves Jason all on her own while still suffering from the mutation virus. Compared to the power trip of Zero 1's final area, Zero 2's final area is more puzzle-focused as Eve's abilities are fairly limited requiring you to use your wits to survive, but it all leads to an absolutely wild final boss and one of the most intense button-mashing sequences this side of The Legendary Starfy. It's an incredible conclusion to an already fantastic action platformer, and finally seeing the series' deuteragonist get her time in the spotlight was just the icing on the cake.
Overall, Blaster Master Zero 2 is everything a good sequel should be. It expands on the Blaster Master formula mechanically, boasts a stellar lineup of levels and boss fights, bumps up the visuals and music substantially, increases the scope with its story, and ends on an incredible final act that gives me everything I didn't know I needed. It left such a high bar that I just couldn't see how any sequel could possibly improve on it, and uh, spoiler alert, it didn't.
5/5 Stars
Blaster Master Zero 3
Blaster Master Zero 3 is often regarded as one of Inti Creates' best games, held up right alongside Mega Man Zero 3 and Azure Striker Gunvolt 2. And now that I've played it... oh man, I hate having to say this. I think this might be my least favorite of the trilogy, and by a wide margin too.
From a story level, Zero 3 has me pretty split. It takes a lot of bold swings, but in turn, it does a lot that I like and a lot that I'm not huge on. Once again, it follows right after the previous game as Jason and Eve finally arrive at Planet Sophia only to get immediately arrested. Jason quickly breaks out only to learn Eve has disappeared, and just to twist the knife further, he discovers that Leibniz is now hanging out in Sophia. I'm not huge on this trilogy's tendencies to just immediately override the happy ending of the previous game, but at least Eve's infection felt like the natural consequences of her and Jason's actions in Zero 1. This just felt like convoluted conflict for the sake of it, and the fact that it means Eve got completely sidelined for this whole game right after her playable role leaves a bitter taste in my mouth. On the other hand, though, Leibniz as a partner actually kinda ruled. For most of the game, they kinda just act like a petty child content to sit back and watch Jason flail about, and their constant snark throughout the adventure is admittedly a lot more enjoyable and sharply-written than most of Eve's dialogue in the previous games. I also kinda liked how increasingly desperate Jason got over the course of Zero 3, you can tell he was just completely fed up with being constantly dealt a bad hand. The main duo pretty much carried the story for me, since the actual main plot just felt too convoluted.
Thankfully, in terms of the moment-to-moment gameplay, Zero 3 is pretty much on par with its predecessor if not slightly better. Sophia plays pretty much the same with a few quality of life improvements, like the ability to fast travel between save points (thank god), having a separate energy bar for the various shot types, and giving Jason a hover pack to make those platforming segments way less punishing. The real changes are with the top-down segments, and for the most part, they're all fantastic. Jason now has a dash which allows him to quickly get out of the way of enemy fire and speed through the dungeons faster, and instead of having eight weapons that you progressively unlock as your power increases, you now have five weapons that you always have access to and can level up on your own. This is a great change since the game can now make proper use of all of your weapons and losing a single bit of power doesn't feel as crippling anymore, though it comes at the cost of your energy guard now being made temporary. I'm not huge on this, especially since if you lose your energy guard it respawns in the world forcing you to recollect it. I also found Zero 3 to be easily the hardest game of the trilogy, but not entirely in a fun way. Enemies feel tankier in both modes, counter tells are much shorter and harder to notice, and bosses now have multiple health bars, it felt like Inti pushed the needle too far in the other direction here.
But I think the biggest downgrade coming off of Zero 2 was the level design. Zero 3 takes place almost entirely on Planet Sophia and brings back the more metroidvania-esque design of the first game with far larger and more labyrinthe areas. This sounds awesome in theory, but in execution, ehh. The planets in Zero 2 were super creative and varied, but now, most of the locations in Planet Sophia feel like the same mechanical environments with a different color palette. The only exceptions are the two areas to not take place on the planet, but that's because they're both reused from previous games (Stranga, all of Zero 1). The layout of each area is also a lot more disjointed with walls, tunnels, and rifts making it hard to just explore without abusing the fast travel, and it doesn't help that so much of each area is left inaccessible on the first visit meaning Zero 3 has one hell of an endgame item cleanup. Speaking of rifts, the main gimmick of Zero 3 is that you can now enter these superdimensional portals to travel around, but I'm not huge on that either. Most of the superdimensional areas look pretty much the same regardless of which location you're in which only further reduces the feeling of variety. But easily my least favorite thing in Zero 3 are the Sophia Force Bases, which are randomly generated top-down dungeons with brutal tanky enemies that you can (and are encouraged to) skip with superdimensional portals. It's like the cyberspace system in Mega Man Zero 3 but bafflingly flipped on its head, and I had no interest in engaging with most of these unless I really needed to. In general, the sheer amount of fluff and messiness in the map design means this is the only game in the trilogy I didn't bother to 100%.
When I was playing Blaster Master Zero 2, I couldn't keep myself unglued from the screen, everything was so perfectly calibrated. But with Zero 3, I actively found it hard to keep playing. Dealing with the sloppy level design, the tanky enemies, the constant cheap deaths, it just wasn't fun. Remember when I complained about Area 7 from the first game? Yeah, every level in Zero 3 feels like Area 7. Eventually, it got to a point where dealing with the game's bullshit was too much and I just... dropped it, at least for now. I hear the finale was really good, it certainly sounds pretty cool from what I've seen of it, but when I was enjoying the gameplay this little I couldn't bring myself to see it through.
I don't want to say Zero 3 killed my interest in Blaster Master since I still really liked the first two games, nothing can take that away from me, but it was probably one of the most disappointing games I've played since Tears Of The Kingdom and the first time Inti Creates really let me down.
3/5 Stars
So yeah, that should be just about it for 2024. Quite the eventful year as far as my gaming library is concerned, but I'm ready to move forward to... Oh... So, umm, just at the last second, I got Mario & Luigi: Brothership as a gift. Guess I gotta start working on a review for it, get ready for a big one...
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