Why Are You Here, When You Could be Playing “Guacamelee!” ?

In a perfect world, there would be no need to tout the virtues of a game like “Guacamelee!” because you would already be hopelessly obsessed with it, and relaying your experience to others with conversations no more elaborate than “Dude!” and “I know.”

Instead there’s probably a pretty good chance you haven’t heard of “Guacamelee!,” and don’t know that you should be playing it, and not reading this, right now. Since you’re already here though (thanks by the way), let me skip the traditional review and just give you five quick reasons to experience the brilliance of a game where you play a dead peasant turned Mexican professional wrestler super hero, on a quest for revenge and love (actually…make that six reasons).

Style…Now In Color!

It takes all of a glance at “Guacamelee!” to notice that this game is a looker. Its Mexican culture and folklore motif is rarely used in major games (the great “Grim Fandango” is the only other that jumps to mind), and here is gloriously captured in every single aspect of the title, right down to the font. It makes every frame instantly recognizable, and turns the game into something truly great. If you cut “Gucamelee!,” it would bleed style and charm.

More importantly it would bleed it in vibrant colors. We’re still in the black, brown, and gray age of video game color palates, so when a title like “Guacamelee!” comes along and presents an already creative style in full Technicolor, it’s worth considering a purchase just to experience the brilliance that transpires when 16 bit art philosophy meets the hardware power of the modern age.

It’s Actually Really, Really Funny

It’s not all classic day of the dead style though, as the world of “Guacamelee!” also sports nods to cartoons like “Samurai Jack,” video games like “Mega Man,” internet programs like “Homestar Runner” and much, much, more. Nearly all of these references are well hidden in the game’s art style, and recognizing them is sure to lead to uncontrollable grins for anyone in the know.

Yet the game’s best jokes come from its own devices. Whether it’s your ability to morph into a chicken to get into small spaces, or the lamentations of a gun toting villain who realizes he’s wasted all of his bullets shooting the floor for emphasis, at its best, “Guacamelee!” feels like a lost golden age Disney movie when it comes to accessible, yet genuinely funny, humor.

Challenging, Yet Rewarding

As much as I love a game like “Dark Souls,” it’s hard to ignore that at a certain point the risk/reward factor becomes painfully uneven. However, even though “Guacamelee!” pays tribute to many classically challenging games like “Dark Souls” does, you never feel like you are being cruelly punished.

Even though it’s not exactly the most difficult game ever created, “Guacamelee!” does sport sections that require above average skill and patience. However, as long as you are willing to develop your skills and creatively explore the extent of those abilities, you won’t get hung up on too many sections due to unfair play. Even if you do though, the payoff always equals the effort. It’s difficult to find a game that can hit the mark when it comes to a balanced, yet progressive challenge, but that’s exactly what “Guacamelee!” offers.

 

Fresh Combat, Classic Adventure

“Guacamelee!’s” biggest gameplay feature would have to be its Metroidvania 2D adventure style, where a large map becomes more and more open to you as new abilities are earned. Yet that classic 2D trope isn’t the only familiar concept, as the better part of the gameplay is largely just a creative tribute to a video game age gone by.

The one aspect that feels like much more than an homage though is the combat. It’s a combination of Mexican lucha-libre and old fashioned brawling, all based around a fighting game combo system, and at its best produces moments previously unseen. Most enemies require you to use a variety of maneuvers to best them, and exploring the destructive potential the system is capable of is just as fun as exploring the levels themselves.

It’s Basically this Year’s “Journey”

Alright, so it probably won’t be nominated for a Grammy, and it’s potential to make grow men weep at its beauty is slightly less than “Journey,” but when playing “Guacamelee!” you get the same distinct impression that you’re playing something that exists well outside of the norm, and is artistically significant for the medium.

Though to be honest, “Guacamelee!” also resembles “Journey” in that it is very short. It’s not quite as short as last year’s indie sensation, but even if you are going for 100%, you’ll maybe get 10 hours out of it. While that is a little heartbreaking, considering the game’s bargain $14.99 price, it shouldn’t prevent you from playing “Guacamelee!”, and this year be the one who recommends that great indie game to everybody, and not the one who hears about it from everybody else.

  

Indie Project “Gone Home” Looks to Push Your Idea of Mystery Games

“Bioshock 2” wasn’t a bad game at all, but overall it couldn’t escape that dreaded cash-in feeling it exuded by virtue of being a somewhat superfluous sequel to one of the greatest video games of all time.

Still, there were elements of it that showed hints of real potential, and even innovative design. We may soon know who to thank for that now as a few members of that development team have now formed an indie development team called The Fullbright Company, and their first announced project called “Gone Home” looks to be anything but cheap or a cash-in.

Instead it’s a mystery game, and while it’s set in the first person, don’t dare call it a shooter. It’s a story of a girl going to her families’ new home after some time abroad, only to find no one is home, and a note left by her sister pinned to the front door saying to go away and not to come looking for her. The entire game then looks to be the player (as the returning girl) exploring the home in order to discover just what happened while she was away.

The developers are touting that “Gone Home” will be entirely about environment, with one of the major aspects of this being the game’s setting of the mid 90’s which is supposed to give it a distant, yet oddly familiar feel. It’s a time that isn’t vastly different from our own, yet it still allows for an original vibe, and represents a time period which doesn’t specifically get mentioned much in gaming.

More than the when, or who, of the game though, it is the where that really matters, as the home itself is to be loaded with insane amount of details not necessarily relevant to the plot, but intricately designed all the same. Nearly everything in the house, from trash, to receipts, to old diaries is fully interactive and has something to tell the player about the virtual life of the people who inhabit this place. It’s the classic idea of sandbox gaming, but instead of a sprawling metropolitan area, or sweeping outdoor terrain, it takes place in a more intimate dwelling where the plot isn’t point A to point B, but rather a living, breathing idea that can be explored with little in the way of pre-determined objectives.

“Gone Home” looks to be a title that wants you to appreciate the little things in life, and how they make up the bigger ideas that we eventually use as landmarks in our personal history. A great example of this detail is a note written by the character’s mother that’s handwriting looks like the handwriting style one would have if they were a typical middle aged mom from around this time. Another might be how the players is able to define the entire father character by the books he keeps, and the gifts he gave his children more than anything directly, or even indirectly, said about him. They’re little things, but then again, this is to be a game of little things.

Also of interest at this point is the vague horror nature of the game. The whole “family missing” bit, along with some ominous warning signs about the house’s history and a vague suggestion to avoid the attic that have been mentioned, are all little hints that something indeed went seriously amiss here, and lends the game a sense of uncertainty, which can sometimes be something a great deal more terrifying than straight up horror.

Not a lot more is known about “Gone Home” at this point and it’s pretty clear that is how the developers want it. Level design is consistently the most unappreciated aspects of gaming, and “Gone Home” looks to be almost solely a well designed level. It’s the type of game then that might not be easy to judge by its eventual sales then, but rather measured on its success from a pure design standpoint. A game like “Gone Home” succeeds if it gets those who play it talking about it, and if it gets people in the industry considering it when making their next title. From the little shown so far, it looks like it could be well on the way to accomplishing just that.

  

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