I am currently at an ideation phase for my own game. I decided to make a Metroidvania with a fresh combat system that actually feels good and powerful- I felt like too many games of this genre (and especially Hollow Knight and Super Metroid) had very unsatisfactory combat system that quickly became too boring, repetitive, or focused more on avoiding enemy hits rather than actually hitting the opponent.
So, when I heard about Guacamelee, I was instantly hooked. I picked this game up during last year’s winter sale, and when I had the opportunity to go back and clear my backlog, I was excited to see what this game had in store for me.
To put it simply, I felt… angry. Not because the game was bad, because the game had so much potential to be better yet it was so unsatisfactory. In this review, I will try to go over some points as to why I felt this way and my (quick) suggestions to the solutions to this problem.
As a side note, I played the Super Turbo Championship Edition (wow, every single subtitle from SF2), which adds some extra features, a genderbend 2P option, better resolution/graphics, etc. Main storyline practically stays the same so it shouldn’t be an issue here that I didn’t play the “original” version.
- Very Linear Progression
- Item gating feels rushed- progression feels off
- Combat becomes repetitive
- Anticlimactic ending (I know, hold on for the objections)
Before We Begin, Some Positives
I think it’s always a good praxis to include some positives even if the whole piece is critical. So, let me start off the review by stating some positives.
I absolutely adored the art style. The Sunday-cartoony look of the game matched very nicely with the Luchador/Day of the Dead theme of the story. This art direction also allowed for some exaggerated action, which helped to set the tone and add some dynamic into the game.
Character design is also a point that I liked. Juan’s exaggerated limbs immediately convey his tough guy superhero persona. X’Tabay is one of my favorite characters now, literally. Uay Chivo acts as both a mythological deus ex machina but also a hilarious meta-commentary (Goat Fly sends me off, every time. Without fail.) Carlos Calaca’s exaggerated black sombrero and classic mariachi clothing (with a cape, of course) radiates cartoon villain energy, which I shall bask in with pleasure. Overall, I think this “Sunday cartoon” vibes is what makes this game very pleasing and also a bit relaxing to play.
But here’s the thing: when I think of Sunday cartoons, I think of a typical hero’s journey (I know the structure is deeply problematic, but… blame western media conventions?) and direct, almost humorous action. This game does that very well. As an action adventure game, that is. However, as a Metroidvania game? Well, I have some different set of expectations there and this game didn’t check all the boxes there. Here’s why.
Linear Progression
Main story progression is too linear. You have to visit each area basically only once and there is barely any backtracking. Each of those areas aren’t giant spaces with winding paths, either; it rather feels like a Zelda dungeon than a Metroid area. No, not the more complex ones, I am talking about Wind Waker levels of linearity. Almost all stages simply have forward motion and never even tries to go back, and unless you are in for the 100% clear (I will talk in depth about this later), there is no replayability in any of the areas. Hell, some areas are completely left over from the main story- and this, I think, is a very lazy way to pace out the game.
Also I just want to say that I am not completely against linear progression or that all games should have a nonlinear level design. In fact, if I only consider the theme and the tone of the game, the linear progression would fit better. I am just saying that this game clearly had a lot of potentials to be nonlinear (and it shows, very clearly) but designers didn’t make it so; as a game that is marketed off as a Metroidvania, this comes as a disappointment.
Item Gating Feels Off
Throughout the game, Juan gets mysterious luchador powers from Uay Chivo (name from Huay Chivo, a Mayan sorcerer/beast), including the ability to uppercut, wall climb, dash, and even fly. Players get their powers from the Choozo statues (ha…ha…………….. god this just keeps getting weirder)
Item gating definitely exists in this game but in a very limited context because of the aforementioned linearity. There are no stages (or parts, even) where the special abilities and their properties become the center of design; they are always just aiding combat or adding an extra mobility feature. The times when the abilities are actually useful are when you just get them; this becomes apparent in the last ability, Goat Fly, as Juan gets this ability right before the final dungeon and never uses it again in a meaningful matter except for entering the final dungeon of the game.
Yes, item gating in Metroidvania should aid in mobility and combat alike and should open up new areas that are inaccessible before, but shouldn’t they serve a purpose beyond that? It comes to be as a result of contrived design- they had to get to this conclusion and had to come up with a way, so they made up an item that is basically only used once and never again.
My opinion about item gating is that they are kind of outdated and can be seen as off or boring if not spaced correctly. Either limit the abilities to a short list of 4-5 and introduce all of them at the beginning or recontextualize not just that single area but the entire game, making sure to include some aspect of even the most basic and early abilities throughout the entire game. And please, I am not completely against including major items or special abilities right before the ending, but it should come as common sense that a gimmick used once then forgotten is contrived.
Boring Combat
This is more or less a critique of combat mechanics in the whole genre, but I was especially disappointed because of my prior expectations. Action is crisp and does feel very satisfying. However, it does lack depth. Since the game’s aesthetics are so focused on that cartoony feel, avoiding enemy attacks seem a bit gauche.
Special abilities are also largely focused on mobility and are very often one-time gimmicks; as a result, most enemy fights come off as “keep pressing X till the enemy is dead”. No avoiding, no clever platforming, no small puzzles (I sometimes miss the classic “hit three times on bosses’ weak point” type Zelda gimmicks), just… hitting. This doesn’t even satisfy the superhero cliche well, as modern comic/cartoon heroes often have flashy abilities or finishers (this is more apparent in tokusatsu where they have to sell toys so they make as many gimmicks as they possibly can).
Anticlimactic Ending/Grind-Centric Real Ending
Now this topic is truly based on my personal opinion. My guiding design philosophy is video games are for everyone. I believe that the whole story should be enjoyed by everyone who finishes the game, not just the few who will attempt to collect every single collectibles/items/whatever. “True ending” should always be a reward but never a punishment.
That’s why I hated this game’s ending. After you defeat Calaca, you obtain a mysterious collectible and face the ending- where El Presidente’s daughter is dead and you meet her at the world of the dead after you die. This was extremely disappointing- not because of the story itself but because of the fact that they introduced a collectible this late into the game and gave little to no clue on how to get it. I had to search it up, and after finding out that I had to grind a battle dungeon, I stopped playing.
The decision to include this is disappointing because of two reasons.
- Players view the “true ending” from the lens of the “false” ending. This is not only more narrative work but also disillusions the player. Multi-ending approach can work, most definitely. However, for this game where the aesthetics clearly present a classic cartoon superhero story, it just doesn’t work.
- It’s so clear that this was an afterthought. In other words, they tried to extend the playtime of the game by including this, but it’s not only user-unfriendly but it’s also very obvious that it’s contrived and artificial.
In conclusion, give extra for those who go the extra mile; don’t punish those who don’t do everything.
Nitpicks & Conclusion
- Boss characters don’t have much presence throughout the game. Juan’s “rival”, Jaguar Javier, appears only twice during the entire game- the very beginning and the very end. I thought he would appear a bit more frequently throughout, acting as sort of a double agent/tsundere rival character who keeps fighting the protagonist but still gives hints against his superior. Nope, doesn’t happen here.
- I mean, Lupita’s name is mentioned once or twice but… bit iffy that she’s just El Presidente’s daughter throughout the whole game?
Maybe my expectations for this game were too high- after all, I am trying to make a game just like this. However, even considering the amazing art decisions, the perfect cartoony look, and the awesome soundtrack, the whole affair come off to me as:
It had potential, dammit.