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MelosHanTani finished Ys Origin
Almost done with my Hard Toal run! First, the things I think are good

- The romance and setting. Oh babey
- At certain brief points the combat feels really good

BUT...

For the past few years I've espoused these three Ys games (with the order being Oath > 6 > Origin) but coming back to Origin I see a number of problems.

First, the gameplay's whole point of existing is speed and aggression. It feels absolutely the best when you're doing these things and being rewarded for it. For this reason, Hugo's Hard playthrough kind of sucks: he's slow, aiming is fiddly and you're doing so much thinking about your exact positioning as a result.

BOSSES

The boss movesets are often contradictory with the whole 'pulpy dark high fantasy power metal' aesthetic and "fast and aggression feel good!" idea : a gigantic number (perhaps all?) of the bosses are designed around only having particular safe windows to attack. These range from the most obnoxious (Gelaldy, the fire construct, who you must wait for his hands to pound the ground): these feel almost like Zelda/Mario bosses: you're expected to behave a very particular, strict way, waiting for the moment to bop the enemy.

Some bosses employ this logic but allow you to speed up opening these windows: Khonsclard (sand plant) or Velagunder (poison bubble arm beast), etc. However, because the act of attacking them when vulnerable is so boring (they just sit there waiting to get hit) there's a terrible, clunky rhythm to the fights. Some bosses do the same thing but 'hide' this fact - Shion lets you be aggressive to stop his shield but you'll still have to dodge his easy attacks before making him vulnerable again.

The fights that feel best are the one-on-ones - Epona, Galleon, Hugo, Kishgal - but on harder difficulties, their damage output is so punishing that your only option is to learn their moves perfectly. Doing so isn't much of a task, but it turns the battles into basically a Zelda fight of sorts, where your moves are the items - dodge, do 3 hits, dodge, do 3 hits... repeat until dead.

The problem then, is that the difficulty in this game mainly stems from weird hitboxes, dense bullet and attack patterns that are difficult to dodge because of the top-down camera, and poor visual communication. One boss's attacks are dust clouds on top of moving sand! Your position on the screen can be a bit hard to see because of how small you are.

This is still mostly manageable, but it does push you to use the iframe-granting moves which feels messy. Bosses like Nygtilger are particularly bad on this front: the boss is extremely simple, except that you have to stand on it while it continues to snake around and shoot bombs that get hidden under its body.

If the game wants to be about speed and aggression, then the bosses ought to be tuned to reward that. But due to fundamental issues described, playing at high speeds becomes tricky because the game rarely feels like it's up to snuff on the precision of your movement. So the key to success on harder difficulties feels more like holding back and playing slowly, because moving too fast will lead to you getting hit by a nearly-invisible dust cloud, or you being unable to jump due to the 0.25 second delay after an attack (yes really!)

There's nothing wrong with a jump-delay after an attack, but again the enemies/bosses have to be tuned to account for that... otherwise you just end up playing conservatively, because many times bullets or attacks will whip out at ridiculous speeds during that delay window.

LEVEL DESIGN

What I find the most disturbing about Ys Origin coming back to it, is how they twisted shmup's combo systems into this compulsive, flashy and ultimately shallow system of powering up as you do more hits quickly, to gain EXP faster. I think they 'perfected' this system with Origin (compared to 6 and Oath), it makes the regular levels feel like slot machines.

Here's the problem with the level design: again, think about speed and aggression. The levels are disastrously designed: pressing buttons leads to 10 second camera pans, gigantic hitboxes on spike pillars make you move slow and ploddingly, there's generally a ton of Zelda Design all over the place: use the obvious item on an obvious wall, press a button, run over here, etc. There's almost nothing resembling a true puzzle, it's all there as filler.

The enemy design doesn't really work: let's be generous and pretend that I'm not going to grind out levels so I can just blindly mash my way through anything (which the game strongly encourages and pushes you towards).

Due to the gigantic hitboxes and speed of enemy attacks, and the way that enemies rarely combine in a synergistic way - you're encouraged to slowly take your time and pick things off. When designing enemy encounters for a game that's meant to be fast-paced with movement, it's better to have enemies with slower (not necessarily slow) attacks, few to no invulnerable states, and that attack at various ranges. By balancing the combinations of enemies, you can create combat encounters that each subtly feel different. The fast pace is maintained, but without making it incoherent if you choose to play aggressively.

The difficulty, then, comes from trying to avoid the slow accumulation of mistakes. Trying to play fast is impossible in Ys Origin - you'll just group all the enemies together and get stunlocked by something, unless you have enough DPS to overpower them. Your attacks' weird forward motion/tracking will just drag you into some bullet flying at 10,000 MPH.

I'm of the opinion that adding more numbers to Action games doesn't fix anything, it just serves to hide inherent problems. If there were no numbers in Ys Origin's combat or healing items, it would clearly feel kind at odds with itself. You'd be playing at a weirdly slow pace so as to not get hit by the weird overlap of enemy behaviors, you'd be circle strafing and bopping stuff slowly. But with numbers, this is hidden because by the time you're about to complain about anything, you've leveled up 3 times and now everything dies in like 3 hits and so much health items are dropping you can ignore the entire design.

IN CONCLUSION

This game feels very symbolic: only released 3 years before Demon's Souls, it sits at the point right before 3D action games basically started to completely lose their connection to physical reality, shifting from a focus on spacing and movement, and, well, Action, towards the realm of reading animations to perform dodge rolls and parries, waiting for meters to cool down to perform your Magical Gacha Slam!

Ys Origin has at its core something that kind of makes sense, but the entire design of the game misunderstands it. Entire boss battles break if you miss weapon upgrades, stage hazards take out 30% of your health if you overlooked an armor box.

Padding out things with incessant numbers and resistance multipliers, a game designed by math formulas, curves, nerds and spreadsheets, rather than thinking about what it feels like to touch literally anything and how that might be pleasurable if transmitted to a player.

IN CONCLUSION IN CONCLUSION

It's called ACTION for a reason! Designers take note: You don't DODGE ROLL out of the way of a FUCKING CAR, you MOVE OUT OF THE WAY. Jesus Christ!


4/5 because of epona and hugo and setting a game in the final dungeon of ys 1 is sick

33 mins ago


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Baxter earned the Pinged badge

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MelosHanTani commented on MelosHanTani's review of The Portopia Serial Murder Case
@Baxter yeah i saw your review and saw how short portopia is and finally got around to playing it! maze was great. It makes me think more text-focused games should do genre shifts to built horror more (reminds me of what silver case and 25th ward do at times.. not necessarily for horror, but to build certain emotions and atmospheres)

1 day ago


Baxter commented on MelosHanTani's review of The Portopia Serial Murder Case
The maze! Seriously haven't been able to get that part out of my head, it's all I can talk about anymore lmao

1 day ago



MelosHanTani finished The Portopia Serial Murder Case
THE MAZE...reminded me of yu-no's later amazing 'labyrinth' (in the metaphorical sense)

To give more details... it's a meta take on the mystery/detective genre? Of course by the 80s mystery had likely played with twists around point of view / narrator a lot, I wonder if this was the devs' stab at adapting those ideas to a game format. As an experiment, I'm not sure it entirely works fully - in hindsight you can read Yasu's actions as disobeying you, twisting the truth, but in the moment it feels like the game is just kind of buggy or missing info - even if this feeling is likely intentional. Whereas in a book..you can read the book. You could get 'stuck' in a book but not in the same way you get stuck in a game.

That's not to say that the game is pretty funny at times, playing with the command-input format (different texts playing for repeated interactions, gags, etc). I like that it's very aware of the affordances the commands give - building tension through the labyrinth, Yasu's constant stare in some spots.

I kind of wonder how you were to deduce this yourself. I ended up using a guide halfway through so I wasn't sure if you could ask Yasu about the IOU or diaryy to get hints that he was the culprit... oh well!

Other than the feelings of 'we're never going to figure this out' and the tension of Yasu's always wanting things to be done with I think the main characters don't get quite enough screentime for the payoff/reveals to feel super justified.

But overall hey! Pretty interesting still. And the use of that maze at the end is such a great subtle horror moment. We think of old games as being archaic but really they seem happy to shift registers at will...


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