Sunday, July 22, 2012

On the Rain-Slick Precipice of Awesome

Sometimes, when a game franchise switches developers mid-stream, things go awry. It just isn't as good anymore. Things are different for no good reason. New gimmicks are introduced. It just doesn't work.

Penny Arcade's On the Rain-Slick Precipice of Darkness 3 is the exception.

The first two episodes looked pretty good, yes. All the concept art came directly from the source and was turned into pretty backgrounds and character designs by professional animators. You (yes, you) were even a player in the game! Personally, though, I always thought the best part of the first two games was the writing, which came straight from the source, unfiltered. As a result, the games are intensely funny. However, I never thought they were really terribly great games. The combat was repetitive and a tad boring, and I thought the attempts to inject action-RPG elements into the game always fell a bit flat.

That said, I think I speak for both proprietors of this here blog when I say that we were kind of disappointed that the third game apparently wasn't going to come out. Hothead (the previous developer) and Penny Arcade had, uh, differences and they split up. Making up for it, PA published what is essentially a novelization of the plot of the third game online. (As one might guess, that link is pretty much 100% spoilers.)

And then, a simple page appeared in our programs at PAX 2011.

It was like this, except there wasn't a date on it yet.
Could it be? Yes, it was. And now it is. Zeboyd Games is pretty much two dudes who develop retro-style console RPGs with modern sensibilities. Though I was not familiar with their previous work, I had at least heard of it from hanging out on the Penny Arcade forums, which is where they started their enterprise. Suffice it to say, these dudes have a healthy respect for the source material.

This game picks up where the 2nd left off. The player is no longer represented in the game with a character, and there is no way to import your character into the new generation of games. Like I said, since to me the best part of the previous games was the writing, I don't view this as a terribly big loss. Speaking of which, the writing is great in this game too, as it's pure Tycho (Jerry Holkins). The story that I linked to above was expanded, messages, and adapted for the game by Tycho, and all the other text you need for a game (item descriptions, flavor text, etc.) were also written by the man himself. Suffice it to say, this is the funniest game I have played since the last Rain Slick game. (Yes, Portal 2 was funny, but there's something about poking fun at RPG tropes while playing a RPG to be really hilarious.)

I've basically been paying for Tycho's writing for years by purchasing all the Penny Arcade books, so I would basically like anything that had most of the text written by him. However, unlike the first two games, this game is also fun.

Okay, yes, there's a bit of grinding in some places, but that's part and parcel of the retro feel. The vast majority of the game aims to recreate the experience of the 16-bit SNES heyday of the console RPG. However, there are modern sensibilities. The squad regains their health after every battle, for instance. There is a pretty cool class system, allowing each character in the party to have up to two sub-classes. (Examples of classes in the game include "slacker", "cordwainer", and "hobo".) These sub-classes grant additional actions and abilities.

Items work in a similar manner. Items have two sorts of upgrades: quantity (the number of times per battle the item can be used) and quality (the level of the item). Characters can also use magic, as dictated by their classes. Every battle turn each character gains 1MP, with various items and abilities allowing one to gain MP more quickly. The turn systems itself is worthy of note, more akin to something one would find in a modern RPG. All characters and enemies appear on a timeline, with two parts: waiting to get an action, and then shortly afterward, actually doing said action. The key drama here is whether one's speedier characters can pass enemies before they act. There is also one sub-class that can manipulate the flow of action, such as kicking enemies out the short period between when they enter and action and before they act on it. I know this sounds complicated, but it works pretty well in practice. And, most importantly, it's a lot of fun.

And as previously said, I didn't really say "fun" in relation to the gameplay in the first two games a whole lot.

Many folks would pay $25 for a game like this. More would pay $15. What if I said this game was only $4.99 though? That's a downright steal. Even better, it's on Steam and XBox Live Arcade.

asim's "tl;dr" summary: This game is more fun than many games that cost 12 times as much. There's almost nothing to lose by getting this game and it's the most intentionally funny game that's come out since the last Rain Slick game.

Other stuff: Yeah, I was going to write a Mass Effect 3 review. But it might be awhile before I'm ready to approach that minefield again. Not sure how much there's left to say about it at this point. It was sort of like that Steven Spielberg move A.I.. It was really good until the last 45 minutes.

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