Granted, there are a good number of shorter games and episodic chapters here, but a productive November puts me within sight of hitting 100 games beaten for the year, which will be a new personal record.
Master post here.
84.
Super Castlevania IV (Castlevania Anniversary Collection) (Switch) | 6 November 2021
Complete playthrough. Moving to the SNES,
Super Castlevania IV is a notable step up from the NES games in a number of ways. Controls feel much slicker, particularly with jump patterns being more flexible; aesthetically the large sprites and some impressive graphical effects such as a simulated rotation effect) make the game more attractive and I think that I could detect some additional nuance to the classic soundtrack. Beyond that, the core gameplay mechanics are as solid as ever, though there's not all that much that's new here - combat is still primarily with a whip, while power-ups are directly brought across from the NES game. Arguably it's a case of not trying to change what already works well, but it would be nice at this point to bring in at least a little more variety, particularly with
Castlevania III alreay having given us different characters to control (not seen here).
85.
Castlevania: The Adventure (Castlevania Anniversary Collection) (Switch) | 6 November 2021
Complete playthrough. Coming from Super Castlevania IV, the limitations of the GB platform really show themselves here -
Castlevania: The Adventure, while having a few sequences of quite interesting level design, such as with the third level's spiked raising floor/spiked ceiling sequences, feels very slow and clunky to play. It's also (perhaps mercifully!) very short, with only four levels - albeit the difficulty tends towards series' punishing nature, so I imagine that getting through those levels successfully could take quite a while without the luxury of save states. Ultimately, from a modern perspective this is only really worth playing for historical interest.
86.
Sam & Max The Devil's Playhouse Episode 1: The Penal Zone (Steam) | 6 November 2021
Complete playthrough. Moving into
Sam & Max's third (and final) reboot season from Telltale, we see some nice additional polish at first, with a redesigned menu, etc., but frustratingly, the controls are now very focused on the console release, particularly with movement being with an analogue stick. There's an attempt to simulate that for mouse controls, which is workable, but far from ideal. That complaint aside, this episode maintains the fun story and great writing - and I particularly enjoyed the voice acting for the narrator who now introduces and closes out the episode. There's also a greater diversity of new environments here than we've previously seen, though this does mean that the puzzles can become somewhat more difficult to solve given the greater number of options.
87.
Castlevania II: Belmont's Revenge (Castlevania Anniversary Collection) (Switch) | 7 November 2021
Complete playthrough. When it comes to Gameboy interpretations of the
Castlevania series, this is much more like it! Controls are much more fluid than
The Adventure, there's greater enemy variety, sub-weapons return and the game is somewhere around half as long again, supported by a password system. While still very much a challenging game, it feels somewhat fairer too - except for the final two boss fights, which were a struggle even with save states!
88.
Kid Dracula (Castlevania Anniversary Collection) (Switch) | 11 November 2021
Complete playthrough. More
Mega Man than
Castlevania in its gameplay,
Kid Dracula see splayers taking control of the eponymous Kid Dracula, running, jumping and shooting across nine side-scrolling levels, seeking to recover his throne. Vividly-coloured levels take a variety of fairly common platforming themes, including cloud, city, ice and fire-themed areas. New powers earned upon completion of each level provide some measure of gameplay variety, replacing the standard fireball with a homing attack, an ice projectile, or more unusually, the ability to reverse gravity or transform into a bat - but for the most part these are very much non-essential and the standard fireball will suffice. Otherwise, the gameplay is fairly standard shooting and running - entertaining enough while it lasts, but not really all that memorable.
89.
Sam & Max Beyond Time and Space Episode 2: The Tomb of Sammun-Mak (PC - Steam) | 14 November 2021
Complete playthrough. With a time-based mechanic underlying much of the puzzle design,
The Tomb of Sammun-Mak plays out the events of four separate film reels that the modern-day protagonists find themselves discovering at the end of episode 1, featuring an ancestor of each. Much of the puzzle-solving relies on switching between reels, using knowledge gained from one to tackle obstacles encountered in another - and not necessarily following a forward progression of time. There's very much a feel of certain discoveries acting as the key to make headway in a series of cascading puzzles, where solving the first provides the requirement to solve the next, etc. - making the discovery of that 'key' nicely satisfying, albeit a couple of times being somewhat obscure (not all that unusual for the series!). I'm really enjoying some of the characters that we see introduced and/or developed upon here, each wonderfully characterful, with the series typical fantastic writing once again a highlight.
90.
UNSIGHTED (Switch) | 17 November 2021
Completed with with 'true' ending, 103.4% map exploration, 146/143 chests opened, all NPC rewards. Consider me blown away by this fantastic surprise -
UNSIGHTED rapidly went from a near-unknown to a strong contender for the best game released this year. With a beautiful pixelart aesthetic and an overhead perspective, there are strong callbacks to 2D
The Legend of Zelda classics throughout, extending to dungeon-like level design, complete with imaginative puzzles and bosses. There's also strong 'Metroidvania' design here, with regular ability upgrades opening up new avenues of exploration and encouraging backtracking to track down additional upgrades and other secrets.
Combat, however, sees significant improvements over older classics, fast and fluid in the same way that the new all-time great
CrossCode was a year or two ago, but here with a strong focus on parrying enemy attacks to open up vulnerabilities rather than the
CrossCode's system of 'breaks' - in so doing, achieving similarly incredibly satisfying combat, from a different direction. At times this can become rather challenging, particularly with multiple enemy attacks - with their own distinct patterns and timings - to tackle simultaneously, but fortunately there's a well-implemented customisation ability, allowing the player to customise the protagonist's abilities through installing a diverse set of chipset upgrades in combinations that best suit their own playstyle.
That reference there to chips brings us to the game's narrative, following the plight of a dying world inhabited now only by sentient androids, and in particular our protagnoist, Alma. Now, the amnesia trope that we start with is far from unusual, but the game doesn't lean too strongly on this, with a greater focus on a more unusual mechanic - every one of the world's robotic inhabitants, Alma included, relies on a substance known as 'anima', and once they run out of their own limited supply, they become 'unsighted' (from which the game of course takes its title), losing all control over themselves to join the ranks of the game's enemies. Collection of a mysterious 'dust' allows this time to be extended out, and players are presented with the dilemma of whether to use dust for the themselves, or instead whether to offer it to others (which can bring other rewards). Eventually a more readily-available source presents itself, but nonetheless this brings a distinctive urgency to the game's progression.
Arguably, that urgency could be antithetical to the exploration mindset that Metroidvania/Zelda-like structure lends itself too - and admittedly, I tend to agree with this - but fortunately a well-judged set of accessibility options allow this time mechanic to be completely disabled. Other options allow for more forgiving combat - or even invulnerability, if you want a particularly easy run through the game. Conversely, a challenging set of achievements allow players to test themselves in a range of different ways - from speedruns to limited-ability combat scenarios, alongside more routine collection-based objectives. Overall, there's very little not to like in this stunner of a game.
91.
Castlevania: Bloodlines (Castlevania Anniversary Collection) (Switch) | 19 November 2021
Complete playthrough. Bringing some interesting departures from the typical
Castlevania formula in this Mega Drive release,
Bloodlines from the outset feels somewhat more action-focused than earlier games, even with the main protagonist having an appearance that would fit well with side-scrawling brawlers of the time. While a fair amount shorter than the SNES's
Super Castlevania IV, in
Bloodlines the choice between two characters with diverging abilities offers some longevity. The appeal of the level design here is going to be very much dependent on individual taste - for example, the inclusion of a lot of forced auto-scrolling sections is something that we don't see often in the series - but overall does provide some interesting variation while still being solid overall. Graphically the game is excellent for its time, with some flashy effects depsite lacking the SNES's Mode 7, and pixelart quality and particularly the classic soundtrack being as excellent as ever for the series.
92.
Castlevania: Vampire's Kiss (Castlevania Advance Collection) (Switch) | 20 November 2021
Complete playthrough. More commonly known as
Dracula X, with
Vampire's Kiss being the European localisation. After playing through the whole of the
Anniversary Collection, I felt that I should complete the set of 'classicvania' games to which I currently have ready access with this, from the recently released
Advance Collection. Sadly, after the excellent
Super Castlevania IV, this second SNES release feels like a step back in many ways. Combat and platforming is rather clunky, notably losing the ability to alter trajectory mid-jump or whip-attack vertically. Level design is still fairly decent but overall more punishing, which that control setback just serves to exacerbate, hanging over the whole game. We also also see significant slowdown in places, without even the justification of any fancy effects to explain it - bringing particular frustration when combined with the controls to give frustrating additional, artificial extra difficulty.
93.
Sam & Max Beyond Time and Space Episode 3: They Stole Max's Brain! (Steam) | 20 November 2021
Complete playthrough. There's a lot of substance to this episode, divided as it is between two distinct sequences. It would be a spoiler to say too much about each, but suffice to say that there's some really impressive environment design on offer here, with a major focus on an ancient Egyptian theme (episode 2 *definitely* didn't mark an end to the influence of Sammun-Mac!), though in the latter parts the puzzles each seem to have pretty much the same formula for their solution, becoming disappointingly repetitive. Of course, the arguable key strength of the series in dialogue and writing remains in fine form here, so
They Stole Max's Brain! is still a good time to play through - even though the controller-focused controls remain a frustration!
94.
Sam & Max Beyond Time and Space Episode 4: Beyond the Alley of the Dolls (Steam) | 22 November 2021
Complete playthrough. Honestly, I wasn't as much of a fan of this fourth episode as some of the earlier ones, here focusing on Sam & Max's investigation of an 'army' of clones of Sam. While we see some good use of existing characters and the on-point humour remains, the episode's events and puzzles just weren't particularly compelling to me. There is, however, some good set-up for the final episode to come, helping the overall plot hang nicely together.
95.
Sam & Max Beyond Time and Space Episode 5: The City that Dares not Sleep (Steam) | 24 November 2021
Complete playthrough. Finally, we reach the wrap-up to the last series of Sam & Max's reboot and... well, it appealing was less than I'd hoped.
The City that Dares not Sleep focuses on a giantised 'monster' transformation of Max, now terrorising the city. Looking at things from a more objective perspective, this is pretty strong, with an interesting puzzle concept built around controlling each of Max's limbs and good use made of the episode's premise, so my lukewarm feelings towards the episode are probably in large part due to the 'monster' scenario not being a scenario that I find compelling - perhaps unfairly so! The way that the events of prior episodes all draw together here is effective and the variety of new environments is quite impressive - so I'd expect that this finale is likely to have solid general appeal.
96.
Ghost Trick: Phantom Detective (DS) | 28 November 2021
Complete playthrough. Combining an innovative puzzle mechanic that makes good use of the DS's touchscreen with a well-told lighthearted supernatural story,
Ghost Trick: Phantom Detective is a overlooked gem of a game, fortunately now somewhat more accessible via an iOS release. The game follows a newly-deceased ghost, finding himself with the ability to manipulate objects in the physical world - albeit only to a limited extent - who sets out to recover his memory of how and why he died, and who is was.
This plays out through various sequences where our protagonist tries to stop the deaths of various other characters, who then help to progress his 'investigation' - a common key element of these sequences being how to traverse to a key interactive area. Later in the game, the puzzle options become somewhat broadened - but it should be noted that really the story is the game's key focus. Fortunately, it's a good one! I'll avoid going into detail as spoilers would really, well, spoil the game, but suffice to say the key players are very well-characterised and throughout, there's a wonderful sense of style to proceedings, with distinctive animation and a memorable soundtrack.
97.
Unpacking (Xbox One - Game Pass) | 29 November 2021
Completed with 100% of achievements unlocked (1,000G).
Unpacking is a nicely relaxing puzzle game built around the therapeutic mechanic of unpacking a person's belongings into the various rooms of their home. While that might seem a somewhat uninspiring activity, this can be a nice organisational challenge, as items can't be placed just anywhere - their location need to be appropriate to what they are, such as a towel on a towel rail, cutlery in the kitchen drawer, etc. As the game progresses, we work through eight different locations, the various homes that a woman has lived in during her life, and a light story can be seen to thread through these, through the various belongings that she keeps over the years, then eventually meeting a partner who she lives alongside.
Delightfully detailed pixelart enhances the relaxing tone to the game, though in a few cases there's scope for confusion as there are a handful of objects that I couldn't quite work out what they were supposed to represent - leading to a frustrating trial-and-error process to work out where the game wants them to be placed. The game gets its length just about right, as it feels that by the end it's just starting to wear out the ultimately simple concept that it builds itself around. - though a set of challenges based around the achievement system provides a little greater longevity and variety, rewarding players for specific arrangements such as placing all equipment for coffee-making together on the kitchen counter. Overall,
Unpacking is a nicely original take on puzzle games and worth a try for anyone with who naturally craves organisation.