A very long time ago, I started this blog as a way to discuss the merits of arcade games, which often go unappreciated. Even the most enlightened community has at least one person who treats these amazing games as nothing more than quarter-munchers, and it breaks my heart. The brilliance of an arcade game is in its ability to deliver intense action and dizzying complexity, often within a minute of pressing the start button. Even if I tend to lack the skill to expertly play a lot of the arcade classics that have graced this blog, I believe in my ability to recognize quality.
| Keep reading. This isn't actually a SpikeOut review. |
What makes SpikeOut so phenomenal is how it effortlessly blends multiple concepts together while avoiding the pitfalls that 3D brawlers often fall prey to. Also, it's controls and mechanics are extremely intuitive. Learning how the game works had an appreciable impact on my enjoyment. Let's start with the Shift button. While this is held, the player-character faces the same direction no matter which way they walk. The second I started using it, I noticed that my movements were faster, more responsive, and easier to plan. I could see and feel the difference, so naturally my mind became occupied by all the ways that technique could be put to use. Next was grappling. The instant I grabbed someone, and knocked down nearby foes with their thrown body, I understood the grab's value as a method of crowd control. Charge attacks are another massive part of SpikeOut. Knowing when to use the level 1 launcher, the level 2 stunner, and the level 3 super adds immense depth to this beatemup. In just a few minutes, I was taught the importance of every move, and efforts to learn felt genuinely rewarding. Despite my extremely limited experience, I could see exactly what makes this game so beloved.
Going into Slashout, I tried to keep outside impressions as muted as possible. However, something to the effect of "it wasn't as well-received" had managed to worm its way into my subconscious. Maybe it was a YouTube comment, a forum post, or I had just absorbed a stray opinion via photosynthesis. In any case, it was a thought that would instantly spring forth after my first couple of attempts at this Hack & Slash follow-up. Even though I didn't have a single clue as to why it wasn't as well-received, it wouldn't take long for me to come up with a large list of possible reasons.
Let's introduce our heroes. Slash is the all-rounder with decent reach, speed, and power. Luna, who looks like a cross between Princia Ramode (F-Zero GX/AX) and Ulala (Space Channel 5), is definitely quick, but her pitiful reach makes dealing with crowds a problem. Axle is a real "swing and want to forget" kind of guy. His huge axe has a good chance of clipping foes, even if they're not the intended target. Lastly, there's Kamui. He's a ninja. That's all I got.
The most notable omission in everyone's repertoire is a grab. Yeah, I get this is a Fantasy Hack & Slash, but grapples were an essential part of SpikeOut. Physical contact is a consistent occurrence, so having some means to rush in and toss someone aside, maybe knock down a few others, could've gone a long way towards making crowds more manageable. Also, while charge moves are available in this game, there's hardly any reason to use them. Their area of affect is ridiculously small, and the heroes almost always get hit out of them. Unleashing a level 3 charged move should've been equal parts satisfying and devastating. Instead, it's just a meager projectile. An overabundance of effort to maybe knock down an enemy.
Let's talk about a few of these assholes. In the Mining Facility, there are bomb-carrying robots. Try to combo them while they're still carrying, and you'll inevitably get exploded. That's not their worst trait, however. What they really love to do is sit just outside of your sword swings and throw dirt. Yes, dirt. Piles and piles of it at intense velocities and angles. Oh, and you're most assuredly going to get pelted from offscreen. It happens all of the time. Next are the pumpkin ghosts, who throw giant pumpkins to break up any attempt at fighting. That's not all, because they have a spin-attack with they can throw out on a whim. Almost everything in Slashout lives to annoy, and every hit adds up quickly. If a group of foes act with any degree of cooperation, there's a good chance you'll be struggling far more than any reasonable arcade-goer should have to.
This all leads to one of my biggest issues with Slashout. It's got this square-peg to round-hole design philosophy. The main reason SpikeOut plays so wonderfully is because its combat mechanics and enemies were designed for each other. Both good guys and bad guys have roughly equal limitations, and it's all due to the fact that they're all humans. Since everything in Slashout is some kind of monster, it has fantastical moves and abilities available to them. A hero doesn't have to worry about something simple like getting punched, or kicked, or grabbed & tossed. No, they have to deal with projectiles, flying attacks, spinning moves, random stuff with weird properties, and so much more. In fairness, SpikeOut has one or a few bad guys with spinning moves, but there's a wind-up, a clear visual indicator, and enough signals to our brains that maybe we shouldn't go near someone that's got a pickax on spin-cycle.
Each stage ends with a large boss. I can see what the developer was going for, but very little clicks into place. Bosses have an assortment of attacks which they'll perform every other second. It feels like Dark Souls or something, except with stuff that's ludicrously difficult to avoid. Also, the 60 second time-limit doesn't provide many opportunities to look for a window. Players have to do an entire health-bar's worth of damage to get additional seconds on the clock, and that's a big ask when bosses seem to do whatever they want. Now, I'm somewhat certain there's a strategy to defeating everything while taking little to do damage, but the absence of tells and free time has me trapped in the constantly KOed zone.
There's a bunch of other issues worth picking at. Sources of healing are limited to potions and level-ups. Neither can be considered reliable. Several stages have uneven terrain or camera-blocking objects. Since most everything has collision, getting pushed (not hit) by one monster while trying to attack another monster can cause that attack to whiff. These and many other minor problems contribute to game where success and failure are out of the player's hands. Ultimately, it creates a product that exists seemingly to chew up quarters, and that's not good.
