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Showing posts with label Tribute Games. Show all posts
Showing posts with label Tribute Games. Show all posts

Panzer Paladin

A game by Tribute Games for PC, Linux, Switch, PS4, and Xbox One, originally released in 2020.
Panzer Paladin is an action platformer set in a world that is under siege by the occult forces of Ravenous, who has sent 10 weapon-shaped meteors hurtling toward Earth, each landing in a different country. Using these weapons as portals, hordes of demons pour forth, threatening all of mankind as the world’s armed forces fall before their might. Fortunately, a plucky android named Flame offers to step in and save the day, despite the fact that she was not built for war… but no matter, because she is able to pilot a hulking suit of robotic power armor called Grit.


The game is modeled after 8-bit classics with numerous gameplay styles on offer, mixing mech combat with platforming, grappling, and the ability to hop in and out of the mech as the situation demands. The level structure is set up like the Mega Man X series, with a single level that the player must complete at the start, which doubles as a tutorial, followed by 10 levels that may be played in any order. Once all of these levels have been completed, the player gains access to the final gauntlet of six tougher levels that must be played in sequence.


All of Grit’s combat techniques are built around melee strikes, and while the mech suit is capable of punching, most of the game is spent wielding various sorts of weapons. Grit can attack to the left or right while standing, ducking, or jumping, with downward strikes possible while jumping, and upward strikes possible while standing or jumping. Attacking upward while jumping also gives Grit a bit of extra height to his 1.5x variable jump, and striking an enemy below causes a short hop, allowing him to bounce from one enemy to the next.


Grit can also perform a backstep to avoid attacks and has a shield that can block high or low projectiles as long as he is not attacking or jumping. Blocking just as an enemy strikes can temporarily stun them, allowing Grit to get in some free hits, even against enemies carrying shields. Otherwise, when fighting shielded enemies, players must alternate between high and low attacks in order to find an opening and cause damage.


With a button press, Flame can hop out of the mech and run around the environment. Her maximum jump height is the same as Grit’s, but she is somewhat less capable in combat. She is able to swing a whip to the left or right while standing or jumping, which has a longer range than Grit's attacks, but she cannot attack upwards or downwards and she cannot make use of any other weapons. She can also use her whip to latch onto grapple points and swing herself through the air, often over bottomless pits with multiple grapples required in succession.


Leaving the mech is optional for most of the game, but there are short areas in most levels where the player encounters passages that are too small for Grit to enter. Here, the player must hop out and complete a short platforming and/or grapple sequence, at the end of which is a teleporter that allows the player to summon Grit to his position. A few areas have alternate routes that allow the player to make progress through the level using Flame instead of Grit, which may allow the player to avoid some enemies and obstacles. Also, each level contains side paths for Flame – often hidden behind destructible walls – that lead to 1UPs or energy tanks that restore Grit’s health meter. In a nice touch, 1UP icons are specific to each geographical area, so for instance, the 1UP icon in Egypt is a scarab beetle.


Grit and Flame have separate health meters, and Grit is able to sustain quite a lot of damage, whereas Flame falls with just a few hits, and her health is not restored by re-entering the mech, as is the case in most other games with this mechanic. Each level contains a single energy tank to restore a small amount of Grit’s health meter, and there are some restorative canisters for Flame, but these are harder to find. The player begins the game with three lives, and losing them all returns him to the start of the level (with three lives restored), but he has infinite continues. Losing a single life returns the player to the most recent checkpoint… but there is a significant distance between them (there are only two per level), which can result in a lot of repeated play. Further complicating matters are numerous traps such as water and bottomless pits that will kill the player instantly.


The player is able to select between Easy, Normal, and Hard modes from the start and can change the difficulty level at any time during the game. It’s worth noting that the player is able to visit most levels in any order (and replay them). As a result, the difficulty curve remains relatively flat throughout most of the experience, but the difficulty level increases for the final six levels, offering tougher environmental challenges and more complex boss encounters. The game also features a speedrun mode, as well as a mode where you can design your own custom weapons, and a unique take on the boss rush formula via Tournament mode, which is locked to start. There’s also a remixed Classic mode that unlocks when the player completes the game, offering an additional challenge.


The primary aspect that sets this game apart from other genre entries is its weapons system. Throughout the game, you will encounter dozens of different melee weapon types, each of which may be added to your inventory to be used right away or held for later. Some weapons are simple swords of varying lengths and damage output, but there are also spears, hammers, staffs, and even some really odd weapons like a dead cat on a stick or a keytar. In addition, every boss you defeat grants a unique weapon that is more powerful than those you’ll find during regular play.


You can have four active weapons in his inventory at any given time and cycle through them with a button press. With fewer than four weapons equipped, any weapon recovered from a downed enemy or hidden behind breakable blocks will be immediately added to your cache of usable weapons. Anything beyond four is dropped into to your inventory, and you may equip these weapons from the pause menu. Every weapon has a different range, attack power, and durability.


Every time a weapon makes contact with an enemy or destructible object, it loses some durability, until it is eventually destroyed. While this kind of weapon system generally slows the pace of straightforward action games, here it is part of the overarching strategy. First of all, in order to activate a checkpoint, you need to give up one of your weapons. You get loads of them, so you’re not likely to put yourself at a disadvantage, but you can take the risk and skip a checkpoint if you want to hold onto your inventory. Generally, you’ll just equip the weapon with the least amount of durability, slam it down into the checkpoint, and move on… but there’s another use for weapons: magic spells.


Every weapon you encounter has a spell associated with it, and at any point you can choose to destroy an equipped weapon to unleash its spell. Spells come in several varieties, offering increased attack power, increased defense, or increased durability for your next equipped weapon (these effects are stackable), as well as small, medium, and large health restoration. There’s even a spell that temporarily grants the player wings, allowing him to bypass most environmental obstacles and enemies.


Offensive spells include lightning strikes and the ability to absorb HP from your enemies to restore a small amount to your mech. There’s even a blessing spell that grants slow health restoration over time, and this can be used to counteract being cursed (which slowly drains health). It takes a few seconds to break a weapon, so it can be risky to try during combat, but keeping an extra baseball bat on hand with a large health restoration spell can save you in a pinch.


Things start with a bang as a cool anime-style intro introduces the characters. Then you drop down into a level set in Canada where you learn the basic mechanics and encounter loads of different weapon types right out of the gate. You also learn that you can throw weapons across the screen to hit distant foes, although doing so causes you to lose the thrown weapon (you can pick it back up if you miss your target). Early on, it’s best to hold onto as many extra weapons as possible, because you have the option to melt down excess weapons between levels for small permanent health upgrades.


While you’re free to exit the mech and run around as you like – there’s a teleporter before each checkpoint so you won’t ever be stuck – the mech’s increased defense makes it safer to stay inside. Plus, you can’t pick up any of the cool weapons while playing as Flame… but in a nice touch, if the mech is destroyed, Flame automatically hops out to begin fighting on her own. Most Flame-specific challenges are very short, but there is one level late in the game where the player must rely almost entirely on Flame to navigate the area. Thoroughly exploring levels occasionally results in finding a durability powerup, which affects the current equipped weapon, and there are also powerful weapons tucked behind blocks that must be destroyed with certain weapon types – cutting, piercing, or impact – but given the abundance of weapons, you’ll almost always have something on hand to break it.


The player encounters many of the common enemy and weapon types throughout much of the game, which can make some of the action repetitive, but things are changed up from time to time with more powerful foes or tougher environmental challenges. Players will encounter exploding platforms, rolling rocks and cannon balls, conveyor belts, lasers that can be blocked with moving platforms, a moving train, and even the requisite mine cart and elevator sequences (both in the same level!), along with the traditional platforms that drop out, fall, or move back and forth.


The methods required for defeating enemies are generally clear based on their designs, with some impervious to attack from a certain direction and others using shields or other objects to block your attacks. Bosses offer somewhat more complex behaviors as well as some subversions to the established mechanics. For instance, when fighting Medusa, she is able to temporarily turn Grit to stone, requiring that you hop out and attack as Flame if you don’t want to remain stuck in place. Anubis has a powerful attack that can actually knock you out of the mech, but there are grapple points along the top of the arena so you can get back over to the mech while avoiding attacks.


However, some bosses are quite easy, even on a first playthrough, and particularly if you’ve cast attack or defense spells beforehand. Since most regular enemies fall with one or two hits from any weapon, it’s best to save boss weapons to fight other bosses, and doing so allows you to cause quite a bit of damage, to the point where it’s possible to stand still and just hammer the ATTACK button while absorbing any incoming damage. Of course, this won’t work for every encounter, and you’ll need to improve your combat skills by the time you face the bosses in the final six levels.


You’ll also fight a mysterious horseman several times throughout the game (every other level or so), and he’s introduced with a short musical theme. The horseman is a bit challenging the first time you face him, but he doesn’t change up his tactics, making him easy to defeat on subsequent encounters, and doing so grants a unique weapon each time. As you might expect, he eventually plays a role in the story.


Aesthetically, the game is done up in an 8-bit style with a bright and colorful palette, and a constantly upbeat soundtrack. Since each level takes place in a different country, there are lots of visual themes. That said, some of the backgrounds are overly busy with little to no negative space, which gives areas a somewhat crowded feel compared to the classics of the 8-bit generation. Character designs are cool, with badass player characters, stylish enemies, and wicked boss creatures. The game also features some nice cutscenes after every few levels, offering a bit more to the story and adding to the generally lighthearted atmosphere, and there’s an exciting introductory sequence as Flame and Grit are dropped into each new area.



2D CRED
Panzer Paladin was developed by Tribute Games, a studio based in Montreal, Quebec. The studio previously developed Ninja Senki DX, a Gameboy Color-style ninja actioner; Wizorb, a game that crosses the block breaking of Arkanoid with RPG elements; Mercenary Kings, a Metal Slug-inspired run-and-gun actioner with RPG stats and a crafting system; Curses ‘n Chaos, a colorful single-screen brawler; and Flinthook, a procedurally-generated grapple-based platformer.


Flinthook

A game by Tribute Games for PC, Mac, Linux, PS4, Switch, and Xbox One, originally released in 2017.
In Flinthook, you take on the role of the titular character as he raids and plunders pirate airships, absconding with stacks of treasure. This is an actioner built upon a roguelike structure with procedurally arranged levels, variants that impact the environment and enemies, loads of random elements, and whole lot of gameplay to repeat upon death. Fortunately, currency and XP systems allow players to unlock new abilities and purchase upgrades that carry over from one session to the next.


Flinthook flies around the cosmos, selects pirate ships to attack, and then fires a huge anchor into them. Each mission allows the player to select from one of three ships, with the difficulty of each displayed, along with any variant conditions, such as extra tough enemies, lots of branching paths, a broken map, the presence of shops, low gravity, fog, enemy swarms, etc. These variations can have a major impact on how the player interacts with the environment; for instance, low gravity means that the player needs to pay extra attention to hazards on the ceiling and needs to react quickly upon being flung into a new room.


Curses ‘n Chaos

A game by Tribute Games for PC, Mac, PS4, and Vita, originally released in 2015.
Curses ‘n Chaos is a single-screen brawler starring a pair of bounty hunters named Lea and Leo who have been cursed by the Wizard King. As a result of this curse, Death follows them wherever they go, and their only hope is to continue fighting forward. Fortunately, the duo meets an alchemist named Allison who knows how to mix ingredients to create tools that can help them in battle. Combining the appropriate ingredients can even help Allison to brew up the Elixir of Life to dispel the terrible magic that has been laid up on them.


At the start of the game, players may select between Lea or Leo, each of which has equal combat abilities, or they can team up with a friend for online or offline 2P co-op. With all of the, er, chaos happening onscreen, going in with a friend can greatly help with crowd control, but players share a stock of lives, so you’ll want to bring along an equally skilled companion.


Ninja Senki / Ninja Senki DX

A game by Jonathan Lavigne for PC, PS4, and Vita, originally released in 2010, with the DX version released in 2016.
Ninja Senki is a very traditional action platformer, harkening back to the glory days of the NES and GameBoy, where boys were boys and games were tough and all the best strategies were found in the pages of Nintendo Power. The story is as simple as they come: “Kinuhime was killed by a ninja demon. Now Hayate has become obsessed with revenge. But can revenge bring her back?”

You take on the role of the ninja Hayate who must travel across feudal Japan to avenge the death of his love. You are equipped with the standard 8-bit ninja skillset… a jump, double jump, and infinite shuriken.

You have a high 2.5x jump which can be extended a bit further with the double jump. In addition to jumping again in midair, you may also initiate a double jump while falling, which is used as an advanced technique to get Hayate between low overhangs and bottomless pits. Interestingly, the ninja can also perform a double jump after touching water, which opens up a small number of challenges where you must repeatedly jump across a body of water which otherwise acts as a bottomless pit.


Mercenary Kings / Mercenary Kings: Reloaded Edition

A game by Tribute Games for PC, Mac, PS4, Vita, Switch, and Ouya, originally released in 2014, with the Reloaded Edition released in 2018.
In Mercenary Kings, you take on the role of one of the titular Mercenary Kings, a skilled group of guns for hire, as you face off against an evil corporation known as the Cybernetic Loyal Active Weapon clan, or CLAW for short. These CLAW baddies stole an experimental chemical called the Mandrake Formula, which can be used to replicate cells and strengthen soldiers, and even give them new abilities.

During the course of stealing this formula, CLAW managed to wipe out most of your brothers and sisters in arms, while also seizing control of an island and its secret Laboratory Base, thus qualifying themselves for an all-expenses-paid trip to beatdown town. As you might expect, the agents of CLAW intend to put this formula to nefarious use, and it is up to you to infiltrate their newly-acquired facilities and put a stop to their plans.

Despite its Metal Slug-inspired appearance, this is not a straightforward action game, but rather a somewhat nonlinear adventure. You will be shooting everything you see (for the most part) and watching some sexy pixel explosions, but you’ll be spending an equal amount of time exploring the open environments and gathering materials to build new weapons and customize your arsenal. And despite this RPG-style progression system, the game is not a deep character-driven adventure either. There is an overarching narrative and cutscenes that play after major events, but the story takes a backseat to the open gameplay and robust customization tools.


Wizorb

A game by Tribute Games for PC, Mac, Linux, PS3, Vita, Xbox 360, Ouya, iOS, and Switch, originally released in 2011.
Brick breaking became its own genre with the 1976 arcade release of Breakout, created in the earliest days of what would eventually become known as the video game industry. As with all great successes of the day, the game went on to be cloned and copied and iterated upon many times over. Years later, a game based upon this formula – called Arkanoid – surpassed the original by adding new types of bricks, variable brick formations, and powerup capsules.

Brick breaking gameplay has persisted throughout the generations with numerous variations on the formula. What’s interesting about these games from a design perspective is that they each require direct and nearly constant input from the player, yet the player is not in direct control of the primary gameplay object (the ball) for most of the game. Direct interaction occurs less than 10% of the time and the outcomes of these interactions are impossible to precisely predict.

In this way, the descendants of Breakout are more akin to a form of video pinball, where the player spends most of his time strategizing and attempting to line up a productive shot, while spending the remainder preparing to react to the game’s machinations.