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Toki Review — A Barebones Barbarian Update

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Toki

19In the early days of video games, the purpose of arcade games was to provide enough entertainment to get people hooked in addition to having a difficulty curve that meant plenty of coins would be dropped into the machines by players seeking ‘just one more go’. Toki was a title in the 1980s that embraced this purpose, from its original arcade incarnation to its ports on Amiga, Mega Drive, and NES. Toki’s newly released remake that seeks to do the same on the Nintendo Switch.

The game begins with the titular protagonist, a lantern-jawed loincloth-wearing barbarian type who lives in the jungle. He sees his love interest kidnapped by an evil sorcerer, who turns Our Hero into a small ape-like creature before vanishing with the love interest.

Toki then discovers that the magic spell that turned him into an ape has also bizarrely given him the ability to spit powerful fireballs. Using his newly-found powers, Toki sets out to traverse several levels populated with the minions of the sorcerer in order to free his love interest and end the reign of the sorcerer—exactly the sort of nonsensical premise early arcade games were famous for.

The first and most noticeable thing about Toki is how beautifully drawn it is. Everything seems full of colour and life. The detail in the backgrounds is amazing, and one may quite easily become distracted admiring the artwork. The sprites are large and chunky and move with an incredibly fluid animation. The character designs go for an exaggerated, cartoonish feel which suits the action perfectly, with plenty of ‘ugly-cute’ style designs for the enemy characters, though some of the boss designs are genuinely unsettling, like the walking amalgamation of intestines.

In common with many arcade-style platformers, learning the layout of each level is crucial. Many of the levels require precision jumps in order to traverse them, and some areas are set up to make the player suffer what feels like a very unfair death, which can be extremely frustrating, especially with the time limit in place for each stage.

Along with Toki’s standard fireball attack, the game also has various power-ups to be found, providing an assortment of special abilities, such as a close-range flamethrower, a wave beam attack, and a Contra-style spread beam. These abilities make the game feel like a hybrid of shoot-em-up and platformer, but some more wacky power are also available, such as an American football helmet that blocks damage, adding to the absurdist, cartoonish theme.

The game has variable difficulty levels, covering Easy, Medium, Hard, and Hardest. These levels do not change the difficulties of the levels as such, but instead provide a differing number of credits and continues. The Easy difficulty gives the player nine continues and nine lives per continue, with harder difficulty settings progressively lowering the amount. These levels are a curious choice but work for this type of game.

The music is remixed from the original arcade release and sounds great. The game has some very catchy tunes, of particular note in the boss music, which manages to balance staying true to the original theme while bringing it up-to-date.

Playing the game through to completion does not take very long, even accounting for the difficulty. The game only has six levels, which are not particularly long, and once players have learned how to avoid the death traps and mastered the level layout, even upping the difficulty fails to offer much challenge.

Disappointingly, the game has no extra modes to try out, and no artwork or sound test to unlock. Even unlocking the original Toki arcade game is impossible, which seems like a huge oversight for a retro remake.

For fans of the original, or those who like collecting physical editions, the Toki Retrocollector Edition is worth looking into, as it comes with a mini comic book, art prints, a sticker sheet, and a mini arcade cabinet that will hold a Nintendo Switch. Further information on this can be found on the OnlySP YouTube unboxing video.

Toki is a fun way to kill some time, and will certainly appear to retro arcade fans. The artwork, animation, and music are all amazing, but the sometimes unfair difficulty and lack of extra game modes means the game is an unfortunately brief experience that probably is not worth revisiting once completed. The Retrocollector Edition redeems the game somewhat with some great extras, particularly the mini arcade cabinet, but unfortunately the game itself does not have quite enough substance.

OnlySP Review Score 2 Pass

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Review

RAGE 2 Review – Glorious Guns but a Shoddy Structure

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RAGE 2 gameplay screenshot 5

A Conflicted Beginning

The opening moments of RAGE 2 are reminiscent of little so much as Killzone. A gravelly voice gives a stirring speech about superiority and the need to quash the rampant spread of lesser humans. The speaker is General Cross, a bald, deformed head—Scolar Visari transplanted across the years and franchises—atop a robotic body. Furthermore, like Killzone, such charisma and character are reserved for the enemy faction, here known as The Authority.

Players quickly get the choice of either a male or female Walker before being tossed into a high-octane battlefield overrun by cyborgs and mutants alike. Armed with only a few basic weapons, Walker is an effective killing machine in this first conflict, and the gameplay experience is as satisfying as they come. The guns are responsive and feel powerful, while the level design invites the kind of non-stop strafing and perpetual motion popularised by classics such as Quake and DOOM.

As veteran gamers might expect from past experiences, the battle goes badly. The heroes are killed, and Walker’s hometown is razed. In using this premise RAGE 2 attempts tired pity-me story beats to invest the player (at this point, unsuccessfully). The hometown hero (and Walker’s mother figure) is slain in the battle, which begins a quest that combines personal vengeance with the global desire to do what is best for the world: stop the monsters.

Before that, players must first expand their skill set, and so the sublime first-person shooter gameplay is joined with RPG mechanics that promise immense depth to the gunplay out in the Wasteland, though the first of these so-termed superpowers is underwhelming, providing the ability to dash out of harm’s way.

RAGE 2 gameplay screenshot 1

With the story set up, the game shifts gears, putting players into an armoured vehicle, and the grippy handling feels as good as the gunplay. The vehicle physics are decidedly arcade-infused, caring little for such nuances as terrain. Instead, all that matters is putting the pedal to the metal and tearing off towards the first objective (and trying to not get too sidetracked in the process).

Despite all of this—the satisfying gunplay, the competent (if so far unspectacular) story, the pleasurable vehicle controls—something feels missing in RAGE 2, a certain spark that will make everything just click.

Gunplay To Die For

Shaking the dust of the ruined Vineland from Walker’s boots for the first time is a bit like bungee jumping. Although the player’s time in the village has been short, they have become acclimatised to a certain po-faced tone and blazingly fast gameplay. Suddenly, though, the security of familiarity drops away as Walker freefalls into the wasteland.

Three story-focused questlines are provided as immediate options, but every path is peppered with distractions and side missions that beg to be roughhoused. After only an hour’s random exploration, the overworld map is littered with icons denoting all sorts of miscellaneous activities.

The Arks, in particular, call for attention. In the fiction, they are similar to Fallout’s Vaults in their stated purpose of repopulating the world post-apocalypse, but they serve primarily as a means of increasing Walker’s abilities. As enticing and—importantly—useful as the Arks are, they highlight a problem about the open world that manifests quite quickly: almost every Ark is blocked by a cohort of enemies, with another set arriving once Walker has acquired her newest skill.

Indeed, most of the activities scattered about the world amount to combat challenges against ever more dangerous foes. Occasionally, random NPCs will offer races, but these are not frequent enough to offset the sheer number of bullets that players will fire both on foot and in their vehicles. Thankfully, many of the enemy outposts, bandit dens, and bounty hideouts feature bespoke, open designs, meaning that players are never at liberty to settle into a single pattern of clearing these challenges.

RAGE 2 gameplay screenshot 2

Further adding diversity (though not nearly enough) are the different combat proclivities of each faction. The Goons and The Shrouded will be the most familiar to gamers, each showcasing a combination of pop-n-shoot gunplay, explosives, and close-range attackers. The mutants are more animalistic, preferring melee. Meanwhile, The Authority uses brute force and high firepower to wipe out any opposition. Although players need to be aware of the unique tactics and skills of each faction, none force the player to change their strategy; the best approach is always to move fast and keep pulling the trigger and, eventually, every enemy breaks down into scattered giblets.

The ever-expanding suite of options, compelling gunplay, varied level design, and satisfying difficulty all ensure that these encounters are never boring, but these traits are not enough to prevent a growing sense of tedium. In many ways, venturing unstructured through the wasteland feels as though the developers had a hammer of a gameplay loop, so every problem had to be a nail.

The bungee jumping analogy, then, comes full circle. After the thrill of freefall, the cord snaps back and the jumper, before too long, arrives back on terra firma. RAGE 2 follows this pattern, as the freedom of tearing across a vast environment always reins itself in to fighting.

However, novelty is not that not-quite-identifiable thing that lurks just beyond reach. Even moving from vehicle to foot changes things up, and the ridiculous amount of options in combat keeps things perpetually fresh.

A Story Lost Amidst the Bombast

The claims about story being a focal point of RAGE 2’s development ring hollow. A forgiving estimate of total narrative-led play time would clock about six hours—a realistic estimate, four. The disappointment spans more than just the brevity, however.

Walker is exactly the kind of faceless, figureless protagonist that has plagued the shooter genre for years. Her bland, no-nonsense demeanour is a dampening lens through which to view this madcap apocalypse, and it undercuts the otherwise energetic tone. Whether interacting with the dour John Marshall or the despicable Doctor Kvasir, Walker remains unflappable, the consummate professional, and that is to the detriment of the whole game. Indeed, her personality—or, rather, the lack thereof—is a clear demonstration of that missing something that has proven so elusive. More on that later, though.

With the story being so short, the lack of impact should come as little surprise. The invasion of Vineland in the opening moments is, by far, the most interesting plot point of the entire game. Such narrative necessities as momentum, surprise, and emotion are jettisoned in favour of a straightforward quest for revenge. Unfortunately, the story is so comprehensively forgettable that nothing else is worth saying about it.

RAGE 2 gameplay screenshot 6

To return now to that something; Walker may want for a personality, but the game does not, and this juxtaposition highlights a central shortcoming: a lack of cohesion. RAGE 2 feels like a Frankenstein’s monster of conflicting visions. The remarkably tight combat and hand-crafted locations are designed for the most frenetic of shooters. However, the wider world makes the gunplay feel like just one part of a design that incorporates meaningless RPG progression and purchase mechanics and a considerable amount of driving from one location to another, with regular pit stops to clear enemy hubs (until that process becomes more tiresome than it has any right to be).

Even the world feels disparate, the map stitched together out of box-ticking biomes. To be fair, the deserts, jungles, waterfalls, and canyons all bear the same breathtaking beauty, but they all blend together into a meaningless mish-mash, with the gameplay locations instead being primarily industrial warehouses. The natural environment is wasted, which makes the open world seem like nothing more than padding—another area where mismatched design principles lead to a game that wants to be everything and suffers because of that ambition.

A Slipshod Structure

Bethesda has already laid out a roadmap of post-launch support for RAGE 2, and that has raised fears among the community that the game adheres to a service model. Such concerns can safely be laid to rest. Although the storyline leaves much to be desired, RAGE 2 is plump with content, as evidenced by the dozens—maybe even hundreds—of markers sprinkled across the map.

Unfortunately, the game suffers too much from its freeform design. Players are immediately free to hunt down the Arks that unlock new abilities. As such, every skill and weapon can be unlocked within a handful of hours, which is disastrous for pacing. Even more troublesome, the RPG mechanics serve no real purpose. Players need never purchase a single upgrade to succeed, and the sheer number of different currencies make doing so a chore anyway.

Because of this lack of structure, a game that could still be interesting 30 hours in can also feel worn our within a dozen, and that suggests the post-launch support will likely only appeal to a dedicated fanbase. The challenges, vehicles, and events scheduled to arrive in the coming months will likely not change up the core gameplay structure all that much. Instead, judging by the little information already available, they may simply give dedicated fans more of what they desire.

RAGE 2 gameplay screenshot 8

On a completely different note, but equally as concerning as the game structure is the enemy design. Beginning with General Cross and extending across the Goons, mutants, and other factions, RAGE 2 seems to take a perverse pleasure in vilifying the Other, the outsider, the disabled, the religious. Even Doctor Kvasir, as a former Authority scientist with questionable morals, is a deformed being. By contrast, the undisputed heroes are all healthy and whole. While problematic in some respects, this subtle and most likely unintentional subtext is easily overlooked and unlikely to affect the enjoyment of most gamers.

Simply put, RAGE 2 is a strange beast. Perhaps that was inevitable as the follow-up to a middling first effort developed across two very different studios. Perhaps that shared production is also the reason for the lack of unity. Whatever the reason, RAGE 2 is clearly best suited to a particular kind of player. The game offers an often-beautiful environment combined with easy, enjoyable traversal mechanics. Comprising the bulk of the experience is some of the finest and most diverse gunplay combat to be found gaming today. However, these charms are let down somewhat by the lacking story and structure and a general feeling of a tonal mismatch between the bland protagonist and the madcap world.

OnlySP Review Score 3 Credit

Reviewed on Xbox One X.

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