Time To Beat: 3 Hours
Another Ludum Dare game, Titan Souls (created by Acid Studio and published by Devolver Digital), is an interesting attempt on the only bosses genre.
Another Ludum Dare game, Titan Souls (created by Acid Studio and published by Devolver Digital), is an interesting attempt on the only bosses genre.
A simple, sparse game, absent of plot
details, Titan Souls places the unnamed protagonist in a
vaguely NES Zelda-ish world. Full of rivers, trees, buildings, and
stairs, but empty of anything living, the player must challenge a
number of Titans to advance.
The first area, gated to constrain the
player, contains four enemies. Much like Shadow of the Colossus,
each enemy would be considered a “boss” in an average video game.
Unlike the Colossus, the Titans do not live up to their title, and
this immediate failure of the game to deliver is the defining issue,
since there is nothing else to do in Titan Souls.
In this first area, one encounters a
gelatinous blob, a rolling cube, a brain encased in ice, and a stone
colossus with deadly fists. A single hit will slay protagonist or
Titan, but the latter are resilient: they are immune to weapons
except for a patch as bare as a snail out of its shell. This weak
spot glows pink, but it is often protected by armor or the manner in
which the Titan moves. And to defeat each enemy, the protagonist has
limited tools. She can increase her speed by running, and rolling.
She has only one weapon, a single, arrow, which can be launched, and
then recalled (like a boomerang) or recovered by hand.
After defeating these four introductory
Titans, a gate opens, and a total of twelve new bosses can be
challenged. They reside in four regions; a dark forest, a decaying
city, a volcanic underground, and a frozen mountain peak. North of
the city stands a second, even larger gate, and once the player has
defeated a further seven bosses it will open. At last, are two final
bosses, a robot who aims lasers from his eyes, while attempting to
crush you with his fists, and a ghostly copy of yourself (arrow and
all).
Each of these regions, from the opening
area, to the varied geography of the larger world, and the final
bosses have a save center which is where the player respawns, and it
also records the number of bosses alive and dead in each region.
What makes the game frustrating is
encapsulated in the title. Meeting each boss for the first time is
like looking at the cover of a book. Each boss is a story, which
when told, illuminates their weakness and their behavior. By reading
the book the player learns how each Titan can be defeated. Each
thirty-second battle is like reading a chapter. Each death is a
temporary conclusion, but in between death and battle, there remains
the tedious return to battle. Sometimes it takes as long to retrace
ones steps to the boss from the respawn locations as it takes to
fight the boss. This isn't a small issue, considering I died 191
gruesome pixelated deaths while slaying 16 of the 18 available foes.
There is nothing in the game aside from the Titans, and so it seems
unnecessary to retrace one steps, when it would have been simpler to
respawn in the Titan chamber.
There is no payoff, either in the
ending nor in the success of dying to a Titan in ten mini battles,
and beating it on the eleventh. While the initial three or four of
those attempts were experimenting, to understand the boss, the other
seven was searching for the perfect combination of timing and luck.
But this search felt frustrating, because of the precision timing
required.
Titan Souls' combat can be
summed up as nasty, repetitive, and swift.
One redeeming feature is each of the
bosses are unique enough to distinguish them from each other, and one
or two are inventive enough to earn the player's appreciation.
But the Titans are still a poor
substitute for either Link to
the Past, Shadow of the Colossus. Titan Souls
has none of the world building, the detail, the puzzles, or the
adventuring of the former. Nor are bosses as intricate. When
compared to Colossus, Titan fails
to develop the epic them it
needs. One might claim the foes of Titan Souls
and Colossus are
equally deadly, but that would miss the point. The enemies in
Colossus look and feel
like Titans. They challenge the player through ten minute sequences,
requiring complex sequences. The player can suffer setbacks, but can
overcome them to win. If Wander is thrown from the back of Valus
the game doesn't end. The player begins the climb again.
There are no
setbacks in Titan Souls. There is no back and forth. Since a
single wound kills, the game, in spite of the uniqueness of each
Titan, is as shallow as their 2D graphics.
In conclusion, the
Titans of Titan Souls are like a million mosquitoes, pricking
the skin, and raising innumerable irritating welts, but when each
bloodsucker has had their fill they've drained one's enthusiasm, as
well as the game's marrow.
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