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Showing posts with label Neon White. Show all posts
Showing posts with label Neon White. Show all posts

Sunday, 13 March 2022

Neon White Demo

 Sometimes you really are 'better off dead'.

So recently Steam had it's latest round of demos that you can play early for those not-so-big titles that are coming up, a time for the independents to shine their talents down upon us; and to be honest I totally missed the Steam Next Fest. I was busy, caught up in myself, every excuse under the sun; I just couldn't really carve out the time to learn and quickly play through a dozen different styles of games like I did last year. However, I could hardly call myself sane if I skipped out on Neon White, which also had a demo during that period and which I had eyed during it's reveal trailer last year. I remember it being striking, fast paced, a silly premise, and a whole lot of promise. And who doesn't love a little bit of promise sprinkled in with their upcoming indie games, right? That is to say, even when I had not a second of free time on my plate whatsoever, I'll find time for games like these.

And I've made it abundantly clear by now how much I simply adore puzzle games that don't feel like puzzle games. The types of games that play in the vein of a genre that's exciting and freeform like a stealth game or an action adventure, but within the open grandeur of freedom hide the threads of interweaved conundrums and preciously placed problems that I get to identify and then puzzle my way through. Basically I'm talking about your Hitman's of the world, Dishonored, titles in that vein. And when is saw the basic premise of Neon White, coupled with that first trailer, I though that was exactly what I was looking at. Speedy shooting gallery with almost schump-style combat blasting across blinding but pretty levels, with extra tell of power-ups tied to weapons pick-ups to create puzzle-esque problem-solving- my head canon painted an absolute treat for me to play through. Which is a positives-first way of setting up that I was wrong.

What we have hear with Neon White is more of a straight puzzle game, with any faffing around at any other style of game being largely perfunctory. You're set free on obstacle-course style levels filled with platforming challenges and a number of demons you have to kill in order to be let into the exit token on the other end of each level. Most enemies you kill drop special power-up cards that grant you a new weapon with a limited amount of ammunition but also allows you to expend that ammunition in favour for a special action that typically is used for movement purposes. That might be a double jump, a dash, a repulsor shot, a ground pound or a zipline, depending on the type of weapon card you're using. Most every level is designed with exactly the right enemies who drop the right kinds of cards in order to get you to the end, and the gameplay loop mostly ends there.

You have your leaderboards just in case you want to try shaving off a few seconds my optimising a route, but given that every demon in each level needs to be slain there's only so many shortcuts one can take. Mostly you're forced to stick to the tried and true path planned out and paved by the developers. Sure you're given weapons, but everything from when you acquire them to how many bullets you are supposed to use before burning the card is pre-ordained by the god-like designers who want you playing to their exact beat. None of which is inherently bad, I hasten to say, but it's just not what I was expecting, so if you go in expecting that yourself (as if, perhaps, my previous impression had imbued that expectation) then be sure to update your perception; because this is conceptually as classic as puzzle games can get.

Which is to say that I had a lot of fun with the demo. For what it is, Neon White offers some decently fun puzzle platforming challenges with fairly straightforward solutions. No matter what you have in front of you, even if the entire route falls off into a death pit with no clear path forward, the last card you picked up with always be necessary to the next step of the route because every level in this game is built around forward momentum. Speed is the metric for success, and coming to learn what each powerup does so that you can anticipate the next step is engaging, as is coming across the odd complicated level which requires you to learn and memorise the sections in order, like verses on a music sheet. But in the demo I played I have to admit that there were no levels that had me even verging on seriously stumped, and I wonder how truly wild this formula can get when every problem comes prepacked with the solution readily provided. It's as though speed is the only metric for success, which slightly invalidates the puzzle aspect that it seems the game still wants to feed into.

Visually I quite like what the game has going for it, with the Neon in the title not just there for show but informing the luminosity of most every surface you hop and glide on. The Grecian sea-side resort vibe of the beginning area did feel a bit sparse, what with the predominate colour for it being white, but the actual construction and layout of the levels all resembled sculptured art pieces, which made fighting all the way up and done them a little visual treat. Later levels appear to get more interesting with their thematic themes and colours, but I'm yet to see anything truly breath-taking yet. I know this game has that sort of potential in it, the talent behind the world building team is evident enough with what's there already, it's just holding back right now with this public stage of marketing. Which I respect.

Of course there is a narrative to follow too, with this one involving a slight mystery in discovering the truth behind the identity of the deceased sinner the player is controlling. Much of the story appears to be told in largely static VN-style cutscenes between gameplay sections, and thus narrative and gameplay seem largely, if not entirely, disconnected; but I'm a sucker for a mystery and so I'm curious enough to want to detangle the web. The only caveat here is the rather... expressive characters that feature in the story, that being those of your former gang, who are all... kind of annoying. You've got the loud one, the dumb one and the aloof one, and none really jump off the screen too much. Nor does the worldbuilding, which if I squint my eyes I can pretend it's loosely tied to Hazbin Hotel and that makes things more interesting, but on it's own I'm a little wanting right now. But then I recognised the main Voice Actor right away as Steve Blum, and I love Steve Blum, so can look past most of that other stuff. (I'm biased okay, let me be me!)

Neon White is feeling like a curious game right now with a lot of strong ideas behind it, but I'm not quite sure if they're coming together in a satisfying package yet. I think the gameplay, though, is very good and it's probably worth a single playthrough for that aspect alone; but would I bother to play it again, or even stick around long enough to replay levels and earn the special presents? Well, that I'm not so sure about. Of course these are just my demo impressions and perhaps the really engaging and head-scratcher puzzle levels are hiding near the latter half of the game, I certainly can imagine how these design tools could construct a real brain teaser. But for what I've seen of Neon White during this Steam Next Fest, I'd advise the cautious to wait and see where this one lands once the fall thing comes out. 

Thursday, 1 April 2021

Neon White

 A surprise to be sure, but a welcome one

You might have noticed that I tend to be the sort of person who attaches himself to something new the second it catches his eye and attacks it with abandon. Like a dog who suffers sporadic bouts of ADHD, I'll just stumble onto something, think "Oh, this looks cool." And then suddenly I must learn everything about it and tell anyone who'll listen. That's pretty much me when it comes to this Neon White game that happened to debut during the Nintendo games conference, because now that I've tasted just that little bit I'm ravenous to know more about what this curious little action rhythm-puzzle hybrid has up it's sleeve. And if that mis-match of tags sounded even the least bit interesting, or just confusing, to you; then perhaps you owe to yourself to stick around in order to see just what in the heck I'm talking about this time. (What have ya got to lose?)

First of all, this here is game being published by Annapurna Interactive, and (according to Steam) only appears to be credited to one guy. I've looked at the official site too and there's nothing about who's making it beyond one name. I don't mean to call that into question at all, great games get put together by one man teams all the time, (look at Undertale) I'm just surprised, is all. This game looks really well put together, you'd imagine that'd take a master of few trades rather than a Jack-of-all. But assuming that what I've managed to dig up is accurate, this would appear to be the fruits of one, Ben Esposito. Some American guy who's had experience in making... Donut Country? That was a great little (and really well written) game from a while back! And What Remains of Edith Finch? And Tattletail? And Sonic Dreams Collection? (Okay, that last one isn't really worth celebrating) Oh, and he writes music? He did some work for Cartoon Network? Okay that's it. Blog over. I'm packing it up...

Damn, there's just so many talented folk out there, huh? And I don't even just mean sort-of-talented, I'm talking 'fingers in everything', 'self motivating' 'go getting types'. (It's enough to make this bum over here feel like garbage.) But hey, you can't feel like garbage when you're playing a sweet game, and Neon White looks like it might just be one of those. Now bare in mind that I'm basing my impressions off of what slant bit of details of this little title that currently exists, but at least I can put together a synopsis from it. You're a hitman called Neon White. (urgh, I actually hate that more than I should have any right to.) Wait, no more appropriately you were a hitman, you're dead now. Now you've been pulled from hell to kill demons in heaven, (huh?) and have some sort of competition against other hitmen to see who's the most effective at their job. Fastest gets to stay. (Honestly, I have to say that's pretty shoddy criteria to pick a hitman under. One should prize discretion and quality, maybe even a little flair for morbid irony if you're the poetic sort, but I digress.)

'Speed' is an important concept to keep in mind here as it's something you can feel flowing through the very veins of this fast paced action first person shooter. Look at the footage from the Nintendo conference and it's all jumping around hails of enemy fire (love me a bullet hell) whilst ripping through enemies at the blink of an eye and stringing that flawlessly into your next movement. In that way it's immediately visually similar to Ghostrunner, a game I talked about a couple of times before. We're talking about kill-or-be-killed spilt second action where the dance of death takes on this instinctual rhythm which, with practice, becomes as much a memory game as it does an action one. Like remembering the steps to a decidedly straight-forward waltz. (You see why I pulled out the 'Rhythm' tag earlier?) 

What Neon White has a little different from games like Ghostrunner, however, is this curious looking card system which I wish was touched on a little more in the scant resources out there. There appear to be these 'soul cards' that permit unique powers of movement upon the player when used, such as a boost up into the air or a dash of speed. But I think the toss-up comes in that it appears when you hold these cards without activating the power, you use the weapon present on the card. (At least that's my observation from the footage I've watched) Which, if I'm accurate, would create a curious give-and-take relationship between the movement and combat which I find very interesting. I just wish I could remember why the very concept of a game that substitutes cards for actions make me deeply nauseat- wait. Damn you 'Chain of Memories'. Why won't your memory grant me peace...

But I've also described what I've seen of this gameplay as indicative of puzzle-games, and let me extrapolate a little upon that. For me, 'puzzle game' simply refers to a game which presents a problem to be solved through rigid parameters, although that doesn't cover every example I can think of. Neon White appears to be composed of these time trial, almost rhythm action, sequences buffed with an aforementioned card system which no doubt will be of paramount import to the gameplay loop. I see the potential for a sort of game which is all about trial, error and optimization across levels that demand excellence through mastery. Similar, in a fashion, to how I look at the Hitman games, which I adore. Plus, there is the connection of this game literally being about an undead hitman, so I guess everything always ends up going full circle, or something like that.

The other side of this game that I'm curious about is the story, because there appears to be a small shade of VN elements tossed into this game. (Although I guess that shouldn't be too big of a surprise given the various intercut texting sequences from Donut Country) Neon White interacts with the other Assassins out for his promised spot in heaven, and indications are that there might be a little bit of a shared past sprinkled in somewhere. It's hardly the prelude to a deeply engrossing emotional narrative, but I appreciate the drips of flavour in such a deeply mechanical game in order to give the bones a little more flesh. It reminds me of a much more condensed version of the 'gameplay cut with living life' formula which has defined the popular Persona series. (and I love a little bit of Persona in my games.) 
 
So Neon White, in small minute long reveal trailer coupled with a couple anaemic info pages, managed to win me over. I seem to have really taken to these smaller more focused sort of titles of late, which I have a tendency to label as 'simple' though I hate to do so for the inherent negative connotations which accompany such a phrase. Perhaps if, come this winter, you too find the cumbersome 50+ hour mega games to be tedious (and a lot of the times disappointing) maybe you'll also find the more concentrated and better executed titles, like I'm getting the vibe this will be, are more up your alley. Or perhaps not, who knows? I will, come this Winter, so keep an eye out on this blog for that review.