I can not, unfortunately, eat Guacamelee! but I can describe it as Mexican Luchadore Super Metroid. Or maybe just Super Luchadore Mextroid? That sounds racist. Forgive me. Really, Super Metroid is one of my favorite games of all time, given I did play and beat the original Metroid as a small child and the basic design philosophy is likely to be one of my favorite of all time. Later Metroidvanias don't really hold up to me, becuase Metroid and Super Metroid both had this feeling of exploring an alien world.
Guacamelee! certainly isn't a classic - I'll set the tone right here, Super Metroid is a classic and Guacamelee! adds things to the model which flatly worsen the game to no real benefit in many cases - but it's amazingly charming and the art/music are (maybe?) culturally inspired by Mexican motifs, which gives you this really unusual and outlandish feel. Outlandish to someone born where there's two feet of snow still on the ground I mean. Many of the Super Metroid abilities are translated into this crazy wrestler world, with things like the bizarre Maru-Mari having a unique but equally bizarre version in this game. Not gonna spoil it, because it took me a moment when I realized what it was and I was very amused.
Regardless of setting the tone of the review, the one of Guacamelee is one of delightful colors, several cool mechanics and about 80% of its ideas that aren't theme lifted from Super Metroid. I'm not going to bitch about that because they don't try to hide it at all. I envision this romantic back story of a pair of young friends playing Super Metroid in their cool summer evenings and there's a bunch of racial stereotypes involved.
Ok, seriously, I don't know nearly enough about Mexico. Anything I describe here is going to be horribly racist, but either way, the game's visual motif is excellent and the game's core mechanics are primarily derived from Super Metroid. Or maybe other Metroids. Maybe they played like, the Return of Samus or something.
![]() |
maybe not |

On the other hand, as I said, this is a wrestler game and you are a Luchador. I don't have the romantic attachment to wrestling many men do, but the Luchador concept is a pleasing one. The combat system, instead of involving ice beams and missiles, is primarily one of using combos to take out opponents. This is mostly pretty slick, though the game does have the odd animation error here or there that looks a bit clipped. The actual combo based combat is odd, and I can't really be arsed to even remember how to do whatever it envisions as combos.
Still, compared to most platformers the combat is fantastic most of the time and much better than you'd expect. It just feels good, and your luchador is extremely mobile, which I really favor. You can dodge roll and duck, and keep on your toes, and the game will reward you. I do admit I really didn't like the "shield color" mechanic, in which enemies have to be hit with a certain attack type to break their shield and land hits. Some of the fights involving this were pretty asinine, with enemies juggling you while their allies regain their shields. Also the combat arenas, which come in phases, can be extremely frustrating in that "forced to repeat something stupidly easy over and over to get to the hard part".

The concept of jumping puzzles has always been a debated one in games and Guacamelee! is a little mixed in this regard. The main idea of jumping puzzles doesn't always work for me and I'm not ashamed to admit that my issue with them nowadays is generally less to do with the puzzles and more to do with the fact that stringing 16 button presses in a row in a narrow timeframe is a bit difficult given I have not really memorized my xbox controller perfectly. It's kinda why I didn't enjoy Dark Souls so much, though Guacamelee! doesn't have death penalties so it doesn't rub under my skin nearly as much. Anyway, some of the puzzles rely on flipping between the two universes and using specials and falling down walls to wall jump at specific points, and honestly it's the part where it's just so many inputs I fail at. That's a personal failing, don't get me wrong, but if you find it irritating you'll probably start to balk at this game.
What isn't a personal failing is, well, the universe flip trigger is a bit slow and you'll "jam" on transitions if you try to flip universes into a solid object. This is fine, but it shouldn't be part of a puzzle, since the hit box isn't perfect and it can just get very frustrating to jam the transition and end up falling back to start. The other thing is situations where you're made to use stamina consuming moves to do your jumping puzzles is really irritating since you'll end up pausing in attempts to wait on it to recharge. Also, as every platformer in the universe is mandated to contain, Guacamelee! of course has pointless spikes to pointlessly irritate you. I do not really understand the design obsession platformers have with spikes. Is there research that shows spikes make for more enjoyable games or something?
I actually had to look up a walkthrough in the one jumping puzzle laden section. One thing I really gotta note about jumping puzzles - Some people like them, some people don't, and there's room in a game for servicing different players but for the love of sweet sweet nachos please don't make optional jumping puzzles appear to be the path forward. It's just disgustingly bad design. The fact this became a recurring problem, or that I would get to areas and think like - Am I supposed to do this, as the casual gamer?

It becomes very difficult to recommend the game simply because the jumping puzzles do not at all feel like what you signed up for or what you necessarily care about. I don't really remember how many jumping puzzles Super Metroid had, but this is definitely more of a thing. The first two, maybe three hours of the game have interesting jumping puzzles, and then suddenly, you're just doing the same thing over and over and over. On the other hand, if you do want to play a torture platformer - though this game doesn't really quite cross that line - it takes so long to get to the hard parts you'll starve on what you're looking for.
While I generally liked the game, the things I was impressed with sort of faded away as the game slowly felt like they wanted to pad it out. I was also really unimpressed with the later maps, where you take what feels like the normal route and end up taking the torture platformer section. Often you'll do two hard sections and think, wait is this really where I'm supposed to go? And sure enough, you took a wrong turn and your reward is, oh boy, a health chunk. Some of the jumping puzzles mind you are fiendishly clever and did put a smile on my face, but lots of them are just 'jump here, don't hit spikes, repeat'. The levels looked good, but they lacked a sense of flow.

Honestly you could remove all the dialogue from the game and I would enjoy it more. Actually that's not true, the goat god was awesome.
I'm sure someone with a better grasp of the xbox controller would find it more enjoyable, but the boredom of waiting for the boss to re-appear, figure out what shield I'm supposed to break since he recharges his shield every single attack - assuming he hasn't shifted worlds at which point I have to hit the world switch key which tends to slow me down enough I won't get a hit through, dodge his attack that will kill me in four hits and covers a quarter of the screen, then rush back in and mmmmmaybe if I'm lucky land a hit. If I'm not so lucky, fumble an input, I probably sit there like an idiot and take a hit to face from his huge aoe. Repeat this 15-30 times depending on whether or not you get the timing down and ... Yeah I just don't care. It's essentially a game of simon says, and I just don't feel like it.

No comments:
Post a Comment