Surviving Mars

I have a soft spot for city sims, in particular when the settings are a large step away from typical urban settings. I have an even softer sport for incremental builders (Dyson Sphere Project is superb). There’s just something about logistical planning that I enjoy… fancy that. Surviving Mars is a mix of both genres, and in order to merge them, both are diluted.

The setting is simple enough, you’re sponsored and given a rocket ship with some bits that can be used to establish a martian colony. In true red planet fashion, the world is inhospitable and you need to balance restocking from Earth and discovering elements to become self-sufficient. The first “larger step” is building a dome for colonists, which is where the city sim portion comes about.

Colonists have specializations that improve performance in certain tasks, and diminish them when doing something else. There are social factors to ensure they stay happy and don’t go bonkers. They can have kids, go to school, and have perks/flaws that impact their behavior. They also die. See, children in space can only work at a given scale. They take a lot of resources and take a very long time to mature to be “useful” when in a survival mode.

And this is the logistics piece. Mars has a ton of resources to be discovered. Collecting them is very painful. Surface elements are sparse, and most of the elements require you to have a specialized building. Buildings that can only be staffed by people. People who can only live in domes. Domes which are expensive to build and maintain, and have a very limited range. It makes it so that the cost to harvest is often well superior of what you can collect.

Now, there are some solutions to this problem, but nearly all of them are locked behind research, which appears to have some amount of RNG in availability, as well as a significant time investment. Breatkthroughs are a type of research that are unlocked through random events and is completely gamebreaking as it removes the need for people. In the “logic” part of the game, you can also create bionic folks, who eat/sleep, but can’t die of old age. If I can create that, how in the world can I not automate mining?

The logistical challenge of the mid-game is often a frustrating point in many games, as it should be a struggle to balance things while working to add automation. Frostpunk is probably the best example of this mindset, where you’re always on the edge of failure, but the hope of automating one small step has a huge payoff. DSP’s mid-game has undergone a lot of tweaks in early access, and is in a really good spot now – the challenge is moving from a planetary scale to a solar system scale.

Surviving Mars (the base game, I have yet to try the DLC) has a rather large gap in the middle portion where automation should be the goal, yet the carrots to achieve this is hidden behind RNG. I enjoy the balancing of resources, both harvesting and refining. The game just puts a massive hurdle in scaling that system where the goal of colonizing Mars is stalled due to the inability to optimize. Contextually, I understand why research is hidden and breakthroughs are so powerful… that’s the whole point of exploration. Mechanically, the game portion suffers from the RNG in scientific progress and direction. Never to a point of critical failure, but in a frustrating lens.

Domes offer a nuanced tweak, where you can prefer specialists and then build accordingly. Space is limited in domes, meaning you need to build another one. The initial and upkeep costs make that a serious investment. Then the people need food, which is a practical challenge. You reach a power wall, where a single building may require 50 and your best tool only provides 5. The thought process here is to build a housing dome, then attach other specialist domes for specific production in the others. A hub and spoke model is theoretically the best path (and what, you know, NASA wants). The practical implications are that you will need multiples of these as mining requires a hub well away from the main cluster, which needs power/water/food/housing. The net effect is that you are better building core infrastructure and then routing it all over the map – with redundant components so that if they are damaged everyone doesn’t die in a half-turn.

And don’t get me started on both the need and pace of research. Argh!!

Boiled down, the game is about 10 hours longer than it needs to be. I ended up setting the speed to maximum (triple time?) and just stepping away for a while. Give me a problem and the tools to solve it.

This comes off as negative, but it’s more an articulation of frustration from the logistics portion. I like the art, I like the challenge of exploring a different planet, the idea that you could be on the edge of something new. There are some neat ideas here, and it would be interesting what would happen if the mechanical components of the genre could better fit the story. And I am very willing to accept that I have simply not cracked the nut of this puzzle.

Ori and the Will of the Wisps

Still on the metrodivania kick, I picked up Ori and the Will of the Wisps on Switch. I had played the original on PC and was more than pleasantly surprised. The sequel is just as amazing.

Ori is a metroidvania with respect to exploration, non-linear progress, and skills unlocking new areas. That seems somewhat straightforward and evident, but its the differences that make it stand apart.

Ori is really a platformer at heart, parkour to the next level. The closest analogy is Celeste, in the sense of continual movement, without the puzzle element. With the exception of a few bosses, you never need to kill/attack anything. You can, and it’s a way to speed up collection of money to purchase things, but it’s never mandatory. Instead the game puts a ton of emphasis on environmental hazards, spikes, explosions, lasers and so on. It accents this on a more than a few boss battles where you have a wall of death behind you and need to quickly and cleanly escape using a pile of skills. And with the sole exception of the last boss, you should be able to clear the game without getting hit, making hit points not all that relevant.

Ori is also a fable of sorts, where the story is told through a narrator and experienced through the same environment. There are quests throughout, more for exploration than much else. There are a few cut scenes and NPC dialogue, but it’s the world itself that changes around you that resonates the most. You clear a zone, and the world changes. The art is just plain spectacular, and the music is near perfect. If it wasn’t for the difficulty and frequent deaths, I’d consider this zen.

Credit to the non-linear development here. You hit a cross road about a 1/3rd of the way in and have 4 options to take. Each can be completed in the order you want, and gives a skill that allows for further exploration. Aside from a skill that creates a light for dark areas, the other 3 are all movement based to reach new areas. Many metroidvanias give the appearance of choice (Blasphemous actually delivers in the first 1/3rd), but its more artificial as the boss selection is linear. There are no hidden bosses, crazy skills, or major secret areas. Maybe a nook or a cranny here; in general what you see is what’s there.

I’d be remiss not to mention the difficulty here. Metroid Dread can be beat by nearly anyone. Bloodstained takes it up a notch. Blasphemous is next up, and Hollow Knight a sort of pinnacle. Ori is near the top, not because it’s punishing, but because it’s demanding. The final area in particular has some absolutely devastating areas to get through that feel like trial and error, with little respite. It isn’t 1-hit death, and when you do die, you only lose the progress on that attempt.

There aren’t many games like Ori and the Will of the Wisps, and it’s a right joy to play through. It’s a different take on the metroidvania genre, with a much larger focus on precise movement and exploration, rather than difficult combat. Highly recommended.

Back to Hollow Knight

As many parents can attest, the final week of summer and first week of school is a non-stop adventure. Time management is just at another level, not to mention planning. Everyone is back in class, and hockey restarted this weekend…now it’s about showing up. Looking forward to the first “normal” fall in a long time.

The hectic pace means that most PC gaming isn’t even an option, and the Switch takes lead. (It does make me curious about a Steam deck even further. A new version is due soon.) I’m on a good metroidvania kick now, which works amazingly well for short gaming bursts. Hollow Knight ranked as my #1 iteration of the genre, and given the recent playthroughs through Blasphemous, Dread, and Bloodstained, I wanted to see if it still held true.

No doubt in my mind, it still does. And a Kickstarter no less.

One of my kid’s teachers is a Harry Potter fan. Super fan I suppose. She loves the Philosopher’s Stone, reads it every year, and keeps finding new bits. I played WoW for longer than most, and still there were new bits to find. Hollow Knight has this as well, especially if you’re paying attention to the lore. Given the non-linear construction of the game, there is a ton that’s open quite early if you want.

There are 5 core abilities in the game. The dash is acquired early, followed by the wall jump. Those together are enough to do a good 80% of the rest of the game. The charged dash opens a few more optional areas, and the double jump is required to reach the final areas. Finally, the shadow dash is used for reaching the “true” ending. This big middle portion allows for a crazy amount of exploration options, and the scaling of enemies per zone allows for a higher or lower level of challenge.

This particular playthrough was focused on exploring as much of the map as possible early on, including unlocking the fast travel (tram) options. As a fresh player, the difficulty curve acts as a sort of soft wall to tell players “maybe not now”. As someone with experience, in particular as to how the downward slash (pogo) works, it nearly trivializes some content.

Taking out Hornet at the start was a breeze, where my first playthrough took nearly 30 minutes on that single boss. The White Tower’s buzzsaw challenges took me a couple days to get through prior, this time it was relatively smooth sailing. The last boss went down on the 2nd attempt this time… and that’s a full on bullet-hell experience the first time.

After having had this run through complete, I posit that metroidvanias have another defining feature – positioning. This was an absolute back in the old castlevania days, where single hits were enough to put you in a pit. It’s now morphed into a skill-based approach, where all bosses support a no-hit kill mode as well as the ability to completely wipe the floor with you. There are no bosses that have unavoidable damage, and Hollow Knight takes this to the extreme with the final Godhome boss – Absolute Radiance – where a single hit kills you.

It’s been an interesting summer of metrodivanias runs, and solidified my love for the genre. It has all the bits I enjoy about gaming, with a solid mix of exploration, challenge, and progression. Hollow Knight is a near masterclass in this design, and remains the bar which other games are measured.

Mike Fahey

Some sad news, Mike passed recently. I had read that he had suffered another medical event in the spring, and the complications were the last bit. It’s a weird thing to mourn a person you’ve never met.

Mike was an old-guard of the gaming blogosphere, and was the only reason I kept with Kotaku over the years. He had a quirky sense of humour, and a calming “uncle” vibe that was always entertaining and safe. He was the old geek we aspired to be, and felt like the final bastion of corporate takeover of gaming media.

He wasn’t a serious journalist by any means, just that friend who liked stuff and you wanted to hear what he had to say. Snacktaku in particular was a highlight of the very odd things that people put in their bellies. His participation in the various Kotaku podcasts were always entertaining because he genuinely liked the people he was working with and had no podium to stand upon.

It’s a tough loss for the community, and moreso for his family.