Kirby and the Forgotten Land

Kirby and the Forgotten Land is fun, but I wish I could play the challenging parts without beating the game first.

Kirby and the Forgotten Land is fine. But even though I just finished the game, I don’t really have any strong feelings about it. I think if you’re looking for a fairly relaxing 3D platformer, or are newer to video games, Kirby would probably hit the spot. That said, if you don’t play Kirby and the Forgotten Land, I couldn’t really make a strong argument that you’d be missing out on much.

Kirby games are generally fairly easy*. I don’t think this is a bad thing. Kirby is Nintendo’s entry level franchise. Making a game that everyone can beat, but still feels fun to play for both folks who might be picking up a controller for the first time as well as jaded freaks like myself is a tough balancing act. If you want more insight into that sorta thing, I suggest you check out this article from the Washington Post, with the creators. Even how the game handles detection isn’t straight forward, and is built in such a way that if an attack looks like it should connect, it connects! Which is brilliant, and clever, but still easy.

*Many Kirby games have post-game content in the form of boss rushes/time attacks/etc. These are NOT easy.

This writeup is about Kirby and the Forgotten Land though. So let’s get the bit of this article were I describe game mechanics verbatim over with, shall we?

In Kirby and the Forgotten Land, you play as Kirby. Like most Kirby games, the primary mechanic is being able to swallow up enemies, and copy their abilities. Unlike most Kirby games, the game is the first true 3D entry in the series. You don’t quite have the ability to jump/float infinitely, as it would break most of these 3D maps. Compared to something like Amazing Mirror, the game is incredibly linear, taking place over a series of levels played in order.

Each level has 5 mini-objectives, and two main objectives that are always the same. Objective one is to complete the level, and objective two is to find hidden captured waddle-dees. Usually the waddle-dees are in some sort of hidden area off the main path, or in something that needs to be destroyed. Objectives 3-5 are usually to complete some sort of additional task, and while these start out as hidden, each time you complete a level, you’re given a hint about what these extra goals are.

By the time I completed most levels, I had found 8-9 of the 11 waddle-dees. Beat enough levels, and you’ll reach the boss. Actually unlocking the boss does require that you freed enough of the waddle-dees from earlier, but I never actually had to go back to replay a level. I always had enough waddle-dees anyway. Beat the boss level, you unlock the next world.

Let’s talk about the bosses. They’re solid. Like most Kirby games, there are mini-bosses, which are fairly easy, and main bosses, which are the only places in the game I died. They’re fun spectacles and are somewhat challenging.

Outside the main game levels and the bosses, there are a few more activities. There’s a home town area that gives access to several mini-games, which I never played. There are also side areas called treasure roads that serve as time-trials/skill checks to get currencies to upgrade your abilities. I played like two of these, and then decided I didn’t care.

Complaining about Kirby being a generic video game is like complaining about Lord of the Rings being generic fantasy. Kirby is meant to be an easily played and approachable game, with a certain level of challenge and depth offered in the post game for more skilled players. As I mentioned in the intro, it’s not like it’s easy to make a game anyone can beat and feel good about it.

But with that said, I also don’t have strong feelings about it. Kirby and the Forgotten Land doesn’t offer anything I haven’t seen before, or seen at a similar level of polish. It’s a new Kirby game, with all that the series entails, including bright and colorful visuals, a story that takes a surprisingly dark turn in the last 90% of the game, and a final boss that looks like it belongs in a JRPG.

If you’re newer to gaming I think it’s a really solid place to start. Not because it is easy, but because it’s well designed. It’s good training ground for a lot of the habits and ideas that could serve well playing other games. Kirby and the Forgotten Land is $60 for Nintendo Switch. It’s a fine 3D platformer, with a fair amount of content and side objectives, but it doesn’t redefine Kirby games, and outside of the boss levels, there wasn’t anything super memorable about it. I don’t dislike it by any means, but I don’t feel passionately about it.

Post-Script: So after finishing the game, and dying a bunch in Elden Ring, I went back and decided to play the post game. It’s much harder and could best be described as a remix of the base game. It takes sections from each world, compresses them into a single level with juiced up boss fight at the end. Then it adds extra enemies to each section. It’s a lot more fun and interesting, because it isn’t as easy. I appreciate that it’s there, but I wish there was just an option to start with this version of the game.

TLDR: There’s a harder game mode, but you have to beat the game to unlock it.

Mad Rat Dead

Good, and supremely fucking weird. And the music BANGS.

Mad Rat Dead is a rhythm game that eschews quite a few of the genre conventions. I’m not a big rhythm game person, but I like it, and had a good time with it. It’s also incredibly fucking weird, like, weird even by my expectations of games from Nippon Ichi Software. If the name rings a bell, good! If it doesn’t, they’re the publishers of Disgaea and a bunch of other smaller stuff.

I can’t find a good splash screen image, so you get this instead.

The plot of Mad Rat Dead is… Hmm. Look, all you really need to know at the start is that you’ve been brought back to life by the Rat God to relive your last day prior to death, and fulfill your wish, which in your case is to kill the human who kept you in a cage all your life. There is more to it than that, but I will say that the game concludes fairly gracefully and satisfyingly. Anything else risks the dreaded spoilers. Onto the gameplay!

There are two types of levels in Mad Rat Dead: standard levels, and boss levels. Both have the same general rules. There is no life or health system. Instead, get hit, you die. Fall into a pit? You die. Touch spikes? You die. When you die, you get the ability to roll back time in increments of about a half a second, and then continue from that point. The main pressure comes from the beat timer. With each beat, it counts down, and if it gets to zero, you fail the level and have to start over. Rolling the timer back doesn’t roll back the beat timer, so the real loss from being killed is losing time.

Note: The game does have a mode where the beat timer isn’t active, and you can take as much time as you want to clear a level. I didn’t play in that mode, because…. well honestly because I derive at least some sense of self worth from playing games on the harder difficulties.

It sure is.

The most unique thing about Mad Rat Dead is that it’s a combo of a platformer and a rhythm game. It doesn’t require you to make specific inputs, unlike most rhythm games. Instead, you have fairly standard platforming controls (jump, dash, charge, ground pound) and movement, but your button inputs have to be to the beat. If they aren’t, they fizzle and don’t do anything. It also eats the next incoming beat, so you can’t just mash your way victory.

I really enjoy this for the most part. It feels really good to string movements together, and build your own combos and patterns. There are some points where the game does one of two things that make pulling a movement off a bit frustrating.

The first one is that it deliberately switches up the beat, slowing it down or speeding it up at certain portions on some levels. While this is obviously intentional, it often threw me off my game. As a general rule of thumb, I enjoyed the levels that were primarily either stationary or had many moving enemies, much more than I enjoyed the levels with either moving platforms or semi-tangible cheese platforms.

The second thing that messes with the “make your own beat” vibe is that the game has sections that feel like they really only have one solution in terms of inputs, and so if you mess up or die, you have to roll back the whole section, and restart. These felt quite jarring compared to the rest of the levels. Even the boss fights allow a fairly large amount of freedom, and having that taken away just felt bad.

Death incoming in 3, 2, 1…

The game’s not super long, but it’s fairly well polished. If you do choose to play Mad Rat Dead, there’s one movement mechanic that isn’t super well explained: the lock-on dash. On many of the levels, you’ll find enemies that can be used as bounce pads/chain jump location. In order to actually do this though, there’s two conditions that have to be met.

The first is that you have to be close enough to the enemy, but the second is that you also need to have not used one of your two double jumps, and your jumps only refresh when you hit an enemy, or touch the ground. The game never explicitly says this, so there was a large portion of time where I couldn’t figure out if I wasn’t close enough an enemy for the lock on reticle to appear, or if I’d just jumped twice.

I think I’d have raged a lot less if the game had ever explained how this works. That or I just didn’t read the prompts in the tutorial level.

So much good music.

As this is a rhythm game, it has music. Let’s talk about that music.

The music is fantastic and is actually the reason I even picked the game up. After listening to the soundtrack 7-8 times on YouTube, I realized I should probably play the actual game, and I’m writing this as I listen to it again. Since I’m a game person and not really a music person, I can’t tell you what genre it is, but I think it probably counts as club/EDM? If you’re into Japanese music or vocaloid, you’ll probably recognize a few of the names including DYES IWASAKI and Camellia.

I enjoyed Mad Rat Dead. It’s a unique rhythm game with solid gameplay, incredibly weird story, acid trip art, and incredibly good music. If that’s the sort of thing you’re looking for, I hope you own either a Switch or PS4, because those are the only two consoles you can play it on. If you’re still on the fence, it also has a demo on Switch, which I’m gonna link here, and a demo on PS4, which you can grab here.

Ed Note: Game screenshots are taken from the Mad Rat Dead NIS page.

CRIMESIGHT

A fantastic asymmetric social deduction game.

CRIMESIGHT is an asymmetric social deduction game, and it’s fantastic. It might be my favorite giga-brain moment sort of game, and it makes you feel very smart, as long as you don’t scuff up wins that you have in the palm of your hand.

Which I’ve done a few times to be honest.

In order to talk about what I like about CRIMESIGHT, I’m gonna briefly cover how the game works. There are going to be several paragraphs going over the game’s mechanics. If you don’t want to read any more, here’s my summary of why I like the game: it’s full of incredibly clever mindgames and bluffing linked to an interesting balance of resources and information between the two competing sides.

A screenshot of a game of CRIMESIGHT in progress. I think I lost this one.

A game of Crimesight is played over up to 10 rounds, on a single map consisting of multiple rooms and areas, and with 6 pawns. One pawn is the Killer, and one pawn is the Target.

First, a little bit more about pawns. Pawns start the game with nothing, regardless of their roll. Each pawn can carry up to two items, and has two health slots. They can also carry a single weapon. Weapons do not take up an item slot, and cannot be dropped once picked up. Every three rounds, the day ends, and pawns need to eat, or else they will become hungry. Hunger, like any other injury in the game, puts a token into one of the health slots. A pawn with one slot occupied can only move up to two spaces per round, and pawn with two slots occupied can only move 1 space per round, and is also blinded.

Each round, the players in the game may issue a number of commands to pawns, determined by the player’s allegiance, and the number of other players in the game. These commands consist of a movement command, and an action. First, movement. Each pawn can move up to three areas in one round. If they move more than two areas, though, they get fatigued, and will only be able to move twice in the next round. Then the pawn does an action. The action can be to search an area for food, to use an item on a location or another pawn, or to interact with an object. Pawns always move, and then take an action; they cannot do otherwise.

Let’s talk about the two allegiances, Moriarty or Sherlock, and the differences between the two.

The Moriarty player wins if they can have the killer pawn murder the target pawn. In order to do this, three conditions must be met. The killer must have a weapon, the killer must be in the same area as the target, and there can be no witnesses with line of sight. If the Moriarty player fails to pull this off in 10 rounds, the best they can hope for is a draw.

The Moriarty player also has several special advantages. They can see which nodes on the map contain food, weapons, or special items/objects. They start the game knowing the target and killer. In addition, if both Sherlock and Moriarty command the same pawn, Moriarty’s commands always win out, and will overwrite Sherlock’s. Moriarty can also always command pawns to move up to three spaces, even if the pawn is fatigued. Finally, they have access to a single special command, “assail,” which can only be used by the killer. When the assail command is executed, the killer will delay their action until the end of the round, and then move as close as they can to the target, and if their end location meets the criteria for committing murder, they will do so.

There are downsides to the assail command, however. Using it will reveal the killer and target, and if the killer does not reach the target that turn, there is a single final turn, after which if they cannot pull off the murder, Sherlock wins.

The Moriarty player also has one weakness: they cannot issue commands to the pawn designated as the target.

The Sherlock player has none of the advantages listed above. They start the game being able to see that 2-3 of the searchable areas have food in them. They don’t know anything about the rest of the nodes. They also start out not knowing who is the target, and who is the killer. There are only three advantages that the Sherlock player has over Moriarty.

For reference on why I included this photo: I played a game as Sherlock that went to 10 rounds. There was one obvious target, and an obvious villain. But, I thought to myself, what if the “target” wasn’t the villain, and the obvious villain wasn’t either, but Moriarty was instead using them to make us move the actual villain right next to the real target? AND I WAS 100% CORRECT. And this victory screen is from that game. Gigabrain strats.

The first is that the Sherlock players can issue more commands to pawns than Moriarty. The Sherlock player can also command any pawn, including the target. At the end of every day, they get additional information from “deductions,” where the game will tell Sherlock if the Killer is within 3 areas of the target, and based on that, narrow down potential killers and their victims.

The game has a really interesting balance of power and information going on. When the game starts, Moriarty knows everything, but has almost no “resources” (i.e., the killer doesn’t have a weapon, all of the pawns are fairly bunched together to prevent murder attempts, and they’re also all healthy making it easy to run the target away from the killer). On the flip side, the Sherlock player has the board state where they want it, (no wounded pawns, pawns all close to each other so Moriarty can’t move a single witness away from a murder attempt, no gas leaks, dogs, etc) but zero information about who they need to protect from whom.

As the game continues, the balance of power starts to shift. The balance of resources and board state shift into Moriarty’s favor as pawns split up to search the map for food, pick up weapons, or end up hungry if they fail to find any. However, Sherlock gets more and more information: each time the two clash by commanding a pawn, more info is revealed to Sherlock about can’t be the target. The end of day deductions also potentially cut out large swathes of possible murder/target combos.

I do want to talk about the game’s multiplayer modes a bit though. There can be multiple players on the Sherlock team, or multiple on both teams. So far I’ve played the 1v1, 2v2, and 3v1 modes, and I vastly prefer 1v1 and 3v1.

While the game supports up to four players, there can only ever be one player aligned with Moriarty, in 2v2. The second non-Sherlock player controls Irene.

In the 1v1 modes, the game is fairly straightforward, since each player knows who the other player is. 1v3 is where things get interesting, because as a Sherlock player, you start the game not knowing which of the other 3 players is playing Moriarty. I find this neat because it lends an extra level of trying to read other player’s moves and actions, which isn’t present in the base game, and also lets you play more mind games as Moriarty.

This brings me to 2v2, and why I don’t enjoy it or the Irene roll very much. When playing the Irene roll, you effectively play a weaker version of Sherlock, but on the side of Moriarty. You can only command one pawn, you can’t see the location of items, you do know the victim and target, but you can’t use the assail command. It can be amusing, but it still feels like a fairly weak roll.

On the flip side, it’s not much fun to play against Irene either. Unlike Moriarty, if Irene issues a command to a Pawn at the same time as Sherlock, it’s a toss up on whose action goes through. And even if Irene wins out, it doesn’t give any information to the Sherlock player about who is/isn’t a target.

Outside of that one thing, I don’t really have any issues with the game. The game’s text display can be a bit frustrating, and there isn’t really a good option between “Tell me all the rules each time something happens” and “Tell me nothing,” but that’s pretty much it.

So that’s CRIMESIGHT in a nutshell, an asymmetric social deduction game for up to 4 players. I find it incredibly fun, and setting up either clever kills, or blocking them makes you feel smart. If all of this sounds like your cup of tea, you can buy CRIMESIGHT here on Steam. It’s $20, and it’s worth it.

Stacklands

Stacklands is cool! But short. But also only $5! So I recommend it.

Click this image and get the game!

I like Stacklands. Like many things that I enjoy, I wish there was more of it. But for what it cost, and what I got, I’m satisfied, and I feel confident recommending it. I have a few minor gripes, but in my time playing, I didn’t encounter any major bugs or flaws. So yeah, I recommend it.

Stacklands is also the first time I’ve played something by Sokpop Collective that I’ve really liked. Before Stacklands I’d kind of written them off as an indie arthouse studio, partly because I’m an asshole, and partly because they didn’t seem to make games with gameplay.

I’ve used the word “Engine Builder” more than I usually would in recent writing, at least for writing about video games, but I think it’s pretty accurate for Stacklands. I guess you could call it a progressive management game instead, but that just sounds like your boss decided switch the team to a 4 day work week.

A clean, untouched board. Don’t worry, that won’t last long.

In any case, here’s how Stacklands works: to start, you’re given a single booster pack of cards. After opening it, you’ll get a few different cards, and a villager. The other cards are also important, but if all your villagers die, you lose.

At least to start, most cards require you to place a villager on them to generate a resource. That’s kind of a cop out, but let me give a few examples. The Berry Bush card does nothing on its own, but when a villager is placed on it, the villager will harvest 3 berries from that card before it disappears. The same is true for cards like the iron ore vein, or trees, though they give different resources. However, some cards like the lumberyard and quarry, can’t be exhausted. They can be harvested any number of times (though usually slower then the impermanent cards).

Villager working on a Berry Bush. Gif shamelessly stolen from the Stacklands itch.io Page.

So, how do you get cards ? There are two primary methods. The first is to buy card packs. You buy them with coins, and almost every card has a coin value. You can unlock several types of card back, and even if you die, pack types that you unlock stay purchasable. Each pack gives different subsets of cards, and while some are available in multiple packs, most pack types have at least one or two unique cards. They also have ‘ideas’.

Ideas are the game’s recipes. You only have to unlock them once in order to be able to use them in future runs. In order to use them, you place the required items on top of each other. A countdown starts, and when it finishes, you get the item from the recipe. One minor annoyance I have is that while you can use a recipe without discovering it, the game doesn’t reveal those recipes if you find them by luck or clever experimentation. You still have to get the idea card.

I like farms and carrots. Can you tell?

Villagers can die in a couple different ways. It’s possible that you don’t have enough food to feed them all at the end of a round, and so they starve to death. It’s also possible that an enemy just murders them. Enemies can spawn from exploring certain locations, or buying certain card packs. They can also be spawned by a mysterious portal, which show up on specific numbered rounds. There is one more way to spawn an enemy, but that one’s a bit secret, so I’m not gonna spoil it here.

There are also some other mechanics that I haven’t really covered here, including exploring, villager promotions, and storage limits, but I also don’t have anything useful to say about them in the context of this review.

I do have two gripes with Stacklands, one of which is legitimate, and the other I think might be a design choice, but it’s a design choice that I find really annoying! The second strikes me as something that might have been intended to function like that.

First, the legitimate gripe! When you mouse over a card pack to buy it, you’re given a slowly scrolling list of text in the bottom left corner that lists what you can get in the card pack, and I hate this. I hate having to wait for the scrolling to see what I could get, and I really wish I could either click on the card pack to see a list, or have the text box expand or something. I really wish I could see everything at once.

Second, the “I just don’t like this design choice” gripe. There are a variety of cards that produce cards either when you put a villager to work on them, or when you place various resources on them. It’s never really clear to me where the produced cards will end up. Let’s use the farm as an example. You can plant a crop on top of the farm card. When the farm card finishes ticking down, a new card is created. But when a farm produces, the new card(s) appear someplace next to the farm. Since I was growing carrots by the truckload, I then had to 1. Replant the carrots and 2. Keep moving carrots around to keep everything organized.

Like. A LOT of Farms.

Stacklands as a game isn’t long enough for this to become super tedious, and I feel like this is a specific design choice to make growing certain crop types more mentally taxing, but I did find it annoying.

Stacklands is $5 on itch.io, and $5 on Steam. Gametrodon editorial policy, dictates that “The people that make games should be the people that make money.” So buy it off itch.io rather than Steam. Look, you’re probs gonna buy off Steam anyway, so I’m going to make you google it.

Satisfactory

I like Satisfactory. There are a lot of other things I could say about it, but I spent days playing shapez.io, and Satisfactory is Shapez.io in 3D. That is to say, it’s a game about automation and factory construction, and the optimization of those systems.

The story of Satisfactory is that you are [EMPLOYEE#7190] for some gigantic space megacorporation called Ficsit, pronounced Fix-It, and you’ve been dumped onto some lush untouched wilderness to turn it into a giant factory. The reality is that it doesn’t matter that there’s a story, because there might as well not be one.

In any case, after being dropped down onto a planet, there’s an opening segment that amounts to a tutorial. After being introduced to the ability to construct buildings and craft parts, the player is free to do things at their own pace. There’s no real time pressure to get anything done. There is some hostile enemy wildlife, but even those are pretty non-threatening. Let’s talk about those for a minute, because Satisfactory is a game about building things, specifically giant factories, and everything that doesn’t contribute to that feels fairly vestigial and pointless.

Sure, there’s some hostile wildlife, and trees, and rocks, and whatnot, but they only matter to the extent that they get in the way of building. The AI for this wildlife is laughably stupid. The primary enemy, a sort of dog/armadillo thing, has constantly gotten stuck on loops trying to charge me, and then running in endless circles. It’s ineffectual enough to be forgettable, and annoying on the few instances when they actually do manage to connect a hit. The weird murder bumblebees are frustrating, but mostly pointless. Combat is just not very good.

Exploration is a somewhat similar boat. You can select from 4 different worlds to spawn into when you start the game, but they’re all fixed, not random. There are a few things that you can pick up as you venture around the world, and some crashed ships to find, but even those crashed ships are only interesting because they can give you access to hard drives, which give you research. Research lets you pick between various sidegrades/unlockable recipes.

Research is the game’s primary internal motivation. Most additional buildings, structures and tools are unlocked by research. The game itself consists of tiers, and completing the previous tier’s mission unlocks the next two tiers or so, and those tier’s associated missions. All of these missions involve feeding resources into something, usually your space elevator or remote dispatch drone.

Research serves a sort of tutorial gate, forcing the player to get familiar with what they currently have unlocked before they get access to more complex buildings. Let’s look at how the game handles electricity as an example.

Almost every building in the game requires electricity to actually do anything, from auto-miners to assemblers, to constructors. At the start of the game, after building the HUB, it comes equipped with two biomass burners. These can be powered by stuffing them full of leaves, and wiring them up to whatever needs power. Additional power requires building more biomass burners, which will also need to be kept supplied.

When you get far enough along the tech tree though, coal becomes available. Coal-powered generators can be set up to have coal routed directly into them with conveyors, so manual refills are no longer necessary, but in addition to coal, they also need water. This means pipes, and potentially, pumps or a pump system to make sure that water is getting where it needs to be fast enough.

Getting the most out of your power setup with coal can be a bit more involved than biomass burners. It requires at least 3 building types, a miner to dig up the coal, a coal burner, and a pump to supply the water. You might find after building your first set of generators that you need more power, and end up setting up a few more, only to realize that you’ve underestimated the amount of coal to keep things stable. Or maybe you redesign things, and forget to connect your pumps to the rest of the grid, causing a network wide outage, and forcing you to restart the coal plants semi-manually with an attached biomass burner. Maybe you’re burning too little coal, so you set up more burners, only to realize you’re now behind on water.

At its heart, Satisfactory is a game about optimizing systems. Optimize your inputs and outputs, remove bottlenecks, and try to make sure you have enough power throughout it all. While the exploration and combat feels rather week, the building gameplay is incredibly enjoyable. The game is still technically in Early Access, with a fair amount of “WIP” content, but nothing to make me hate it. You can find a link to the game’s site here, and I heavily encourage you to check it out.

P.S. When I started Gametrodon, I did so with the intention of not wanting the site to turn into the game equivalent of those baking websites that open with 3 paragraphs about how this recipe was the last surviving thing they have from their great grandmother, who got it from a mysterious shop next door that disappeared the day after they purchased it. But Satisfactory really makes me want to do one of those writeups, because it has a lot of things you could write about related to the game that aren’t really related to the game.

You could cover the fact that the game had timed Epic Store exclusivity when it first came out about 5 years, still requires some sort of weird ghostly cross-play solution to play online, and that switching that behavior requires you to contact customer support for some reason. You could point out how it’s kind of weird for a game to still be in “Early Access” after 5 years of development and patches, and the weird things that exist in the game because of that, such as the creepy fucking alien artifacts that will speak to you, and make scary noises, but have been a work in progress for over 3 years. Or maybe you could cover the sort of weird tone the game takes around construction and its theming. “Here’s a perfectly vibrant planet, full of unfucked nature, get down there in the space suit you’re renting from us [VALUED EMPLOYEE#3719] and fuck it up.” I’m not sure that the lyrics “Paved Paradise, Put up a Parking Spot” was supposed to be a How To guide. It’s vaguely uncomfortable, much like any worker placement board game where you realize that the “workers” you’re placing, based on the game’s setting and historical context, would have all been enslaved Africans. Not uncomfortable enough to make you stop playing immediately, but it does make you pause the next time you’re about to pull it out at family game night.

In short, there’s a lot of interesting hot takes you could make about Satisfactory. Fortunately the preceding paragraph of extended one-liners has gotten my desire to be Yahtzee Crosshaw off my chest. I don’t need fame and fortune from writing snarky hot takes about video games.