Developed by Pixel Reign
Released in 2019
During the amusing tutorial of ‘Super
Mario Maker 2’, Yamamura and Nina are discussing difficulty. “Since the dawn of
time, philosophers, game designers and seat-cushion engineers alike have asked
the question: How Hard is too hard?”
Anyone who thinks 2D platformers are easy and designed for kids hasn’t
played a ‘Mega Man’ game. Games like ‘Castle of Illusion’, ‘Ghosts ‘n Goblins’
and even ‘Super Mario Bros: The Lost Levels” were known for their challenging
gameplay. Indeed recently there have been a slew of platform games celebrated
for being brutally difficult. ‘CupHead’, ‘Super Meat Boy’, and ‘Hollow Knight’
are obvious contenders.
‘Robbie Swifthand and the Orb of Mysteries’ is a game very much cast
from this mould. Any doubt about this should be eliminated the second you press
start. “This game is meant to be experienced by hard-core players. Tough but
fair [...] with an increasing difficulty from start to finish”. The warning
isn’t subtle, but it is an apt way of summarising the experience.
The premise of ‘Robbie Swifthand’ is a simple; you’re presented with a
plethora of short levels that can typically be finished in minutes provided you
know the optimal route and method. The majority demand you find a glowing orb,
and then transport it to a gateway. Doing this opens an exit door and once
reached the level is completed. Of course, as the game progresses the
complexity of the stages increases. Levels consisting of simple timed
jumps over spikes and under pendulums make way for more complex stages involving
double-jumps between spiked moving platforms while riding air currents.
“‘Robbie Swifthand’ was born out of our love for high difficulty 2D
platformers and our slightly sick sense of humour,” remarks Angelos Gkamiliaris
from Pixel Reign. “The levels have obstacles with minds of their own where
everything is designed to kill you. Or at least to inflict severe psychological
pain that will drive even the most hard-core platformer enthusiast to madness.”
Robbie starts in a central hub from which four worlds can be selected.
These worlds consist of a world map comprising dozens of levels, which can be
selected from in order to negotiate a route through to an end of world boss.
So, provided you’re not stumped by two levels simultaneously you’ll
always be moving through the game, working out which route presents the easiest
challenge. But there’s no point even starting to play this game if you’re
afraid of failure. “[The game] can quickly transform from a fun casual
platforming experience into one that will make even the best platforming
veteran cry” says Gkamiliaris. After each failed attempt a marker will be left
on the level to show your mistake and before you finish most stages there will
likely be dozens of these glowing graves. Deaths are usually pretty
horrific too, with Robbie’s lifeless bloody corpse smeared across the levels.
But gory mistakes serve a purpose; you have to ultimately discover what
not to do, to determine what you should do.
Obviously when a game requires you to fail before you can succeed
there’s a risk it’ll become quickly frustrating. The strength of any game
like this depends entirely on deaths being the result of your error. When a
player feels played by the game, enjoyment for it quickly dissipates. You should
be kicking yourself for not noticing something obvious, or for mistiming a
simple jump. What you should not be doing is throwing the controller across the
room in frustration, because you’ve been cremated by a random jet of fire
seconds before you pass he goal. ‘Robbie Swifthand’ starts off fun and fair,
but tragically it quickly becomes cheap and irritating. Initially, difficult
spots are highlighted: Admittedly this is often quite subtly and on occasion
you’ll only realise what the danger sign post was after you’ve died. Spot
lights will illuminate spikes, wall decorations will allude to where blocks
will fall and failing a series of precise jumps will see you landing on a
platform below rather than instantly onto spikes. In the second world though,
the game begins to feels unfair and by the conclusion you’ll be at the mercy of
luck. Notoriously difficult levels include giant spiked balls that plough throw
the level destroying the route and instantly killing Robbie. Because these
levels feel longer and have to be completed at speed they prove to be the
hardest in the game. There’s no time to think, no time to perfect timing and no
margin for error.
The end of stage bosses, while imaginative, are also unfair. It’s all pretty standard, “hit-them-in-their-weak-spots-several-times” fare, but their attacks seem to always include one that’s unavoidable. The first for example, tries to crush you with giant stone hands. After much trial an error you’ll master the ability to lure and then dodge these hands, you’ll also be adept and leaping over them when they strike across the screen. But you’ll scream in frustration when this same boss suddenly summons a row of blocks without any noticeable warning. The only escape is run to the other side of the screen, but when it’s impossible to reach that in time ‘Robbie Swifthand’ feels deliberately obtuse.
The end of stage bosses, while imaginative, are also unfair. It’s all pretty standard, “hit-them-in-their-weak-spots-several-times” fare, but their attacks seem to always include one that’s unavoidable. The first for example, tries to crush you with giant stone hands. After much trial an error you’ll master the ability to lure and then dodge these hands, you’ll also be adept and leaping over them when they strike across the screen. But you’ll scream in frustration when this same boss suddenly summons a row of blocks without any noticeable warning. The only escape is run to the other side of the screen, but when it’s impossible to reach that in time ‘Robbie Swifthand’ feels deliberately obtuse.
Even with the ability to move the screen using the right analogue stick,
there are far more “leaps of faith” than I’d like. Arguably this might be deliberatly
part of the “fail to succeed” design but while that may explain it, it doesn’t
justify it. The best levels of ‘Super Meat Boy’ and ‘CupHead’ made it obvious
what you had to do and where you had to go. That’s what made it satisfying when
you completed a level, the method was obvious but the execution was the
challenge. In ‘Robbie Swifthand’ too many levels involve simply taking the
plunge; jumping off a platform edge hoping you’ll land on a platform not a
spike. Technical issues also blight the experience. On several occasions the
screen became fixated on parts of the level I didn’t need to see, and I had to
wrestle the camera to even allow me to see where I intended to jump. Some
levels also end up in an unwinnable state, typically because you haven’t caused
a block to fall at an earlier point.
Even the ball throwing mechanic seems arbitrarily difficult and
imprecise. Robbie can only throw the orb to his side at a right angle; he’s
unable to throw it up or down. To open a gateway directly above you, Robbie
will instead have to ricochet the ball off a nearby wall or throw it while
jumping or falling.
The game wasn’t designed for the Switch’s table top or handheld mode.
Everything feels a bit too small with most of the text so minuscule on screen
it’s almost impossible to read. More crucially it’s trickier to gauge the
pixel perfect jumps when they’re illegible on screen. The unfair spikes hidden
in the shadows or behind foreground practically vanish when played on the Switch’s
screen which means deaths from them seem all the more cruel.
It’s admittedly a difficult balancing act. There’s a need to see as much
of the level as possible, but the more environment you show the smaller the
game characters and hazards become. ‘Robbie Swifthand’ is an attractive game.
The rich varied environments are all illuminated with unity powered real time
lighting. The main character is cheeky yet charming, with pixelated eyes
looking towards hazards as they swing and loom around him. But the problem is
the good looks and complicated particle effects might be atmospheric but
they’re not ideally suited to the task at hand. Platform games depend on
precision, you need to know exactly what is, and isn’t, safe to stand on
especially when the game gives such a small window of opportunity to make very
accurate jumps. Again, ‘Super Meat Boy’ and ‘CupHead’ do this much better.
These two equally brutally hard games look stylish but they also look clean.
The gloom of ‘Robbie Swifthand’ too frequently adds an extra layer of
difficulty, and in so doing, once again success feels even less like the result
of successful play.
Many say it’s not the destination but they journey, and if you’ve come
to this game looking for a gripping tale of self-discovery you’ll be
disappointed. The intermissions that occur between most levels seem bizarrely random,
as characters with ‘Zelda’ alike voices talk about the internet with
post-modern self-referential irreverence. So if the narrative destination isn’t
worth the pain, is the journey good enough to warrant the time you‘ll have to spend
to get far in this game. For me, finishing a level wasn’t satisfy, it was just
a relief it was over. But for others (maybe those who also enjoy bullet-hellshooters) achieving what seems impossible is immensely satisfying. ‘Robbie
Swifthand’ deliberately puts up a stiff challenge. Patience and persistence is
required to complete the fair levels, and luck and good fortune is needed in
the unfair ones.
As Yamamura in ‘Super Mario Maker 2’ points out, some players just like
to be challenged. There’s delight to be found overcoming something others
can’t, and it’s fantastic that the platform genre can cater for these people,
with their nerves of steel, restraint and discipline. ‘Robbie Swifthand and the
Orb of Mysteries isn’t a game for the faint hearted, it isn’t a game for the casual
and it isn’t a game for children. But for those who found ‘Super Mario: TheLost Levels’ a casual stroll, you may have met your match here, after all
Angelos Gkamiliaris does describe it as a “masochistic experience”.
If you gaze across the levels created for ‘Super Mario Maker 2’ you’ll
likely see more stages judged hard than easy. These will be good practice for
‘Robbie Swifthand’ and if you’re up for it, a fiendish challenge awaits. Just
stock up on Joycons to replace the ones you’ll inevitably break in
frustration.
A copy of this game was provided for free to review. The content of this post has not been seen or edited by anyone prior to publication.
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