This charming adventure could afford to take a few steps back
You see, The Plucky Squire falls prey to one of modern gaming’s most well-intentioned, but still utterly annoying, sins and overtly tutorializes everything. When it deigns to allow the player to pop out of their storybook for a 3D platforming level, the camera pans across the entirety of the stage outlining the intended path before you’ve even really set foot in the world. Even within the confines of the 2D world in the book, The Plucky Squire will often deploy humorous narration via onscreen text and a corresponding voiceover, which adds flavor to the game but also explicitly communicates what is expected of you at every turn.
At just about every step of the way, the game lacks any faith in your ability to figure out solutions and paths forward for yourself, preferring to bludgeon you over the head with answers before you can even be afforded a chance to think for yourself. It’s a frustrating wrinkle in an otherwise charming tale.
Ideally, it would be an optional thing, but oh well.
Yeah tons of games ask you at the start of the game, like "have you played this kind of game before?"
Def seems clumsy for a game that otherwise seems pretty well thought out.
I have seen people (in person and on the Internet) click tutorials away, proceed to utterly fail at the most basic tasks only to then blame the game and the developers, including in reviews. I don't blame developers for trying to prevent this from happening.
I don't think their implementation is the way to go. It reeks of bad UI, like Clippy in Microsoft Word.
Mario games are so accessible without the heavy handed videos/stops, because their designers think about how to best teach the player through play.
It's like teaching by giving people a hour long lecture vs hands-on experience - there's usecases for both, but in a interactive medium like gaming, one is superior than the other.
I'm currently playing UFO 50, which is a game by Derek Yu and friends. The games are "fake" 1980s NES games. You pick a random game out of the list of 50 and there's little to no instructions on how to play any of the games.
You just press start and see where it takes you, just like classic games.
It also has a whole fake narrative tied to it. The collection is 50 games released by the company "UFO Soft," a fake game company. Each game has little blurbs on its history. Some games have multiple entries to their series, some are one off. Others are "spiritual successors" to others. It's a whole little universe in the game. And even though not every game so far has been for me, they are all at the least creative and interesting. And some games I absolutely adore and want to play through to the end asap. I've only just touched the 25th game and have ~ 15 hours. And I know some will take me a long time. There are also secrets to find outside of the 50 games. The menu has a terminal and you can find hidden codes that give God modes to games, and some provide hidden lore of the universe this game company exists in
I played through it yesterday. It was interesting, and there were fun story beats, but it was very easy. With all the accessibility features and tutorials, it's probably a great game to get people who don't play games interested in platforming games and maybe even some RPGs.
Started playing It Takes Two recently. The game introduces basic controls, and that's that, no additional tutorials, no hints how to solve puzzles, no characters telling you what to do next when you are "stuck" (many games have these annoying verbal hints when you do nothing for a minute, this one respects its players). It has a lot of places where players can simply play around with mechanics and see what happens, just for the joy of exploration and not some immediate gain.
And it reminded me of playing Spyro back in my childhood days, a feeling I didn't think I'd ever get from any game again. The only downside is that the characters are surprisingly cruel at times, the game's creators certainly lack empathy.
I feel like the point of that in it takes two is communication. It’s pretty heavy-handed in the whole “sort out your shit amongst yourselves” theme, and it’s sort of meant as a way for a gamer to get a non-gamer into gaming, so you’d have one person with the skillz leading the other through challenges.
Or at least that’s how it played out with me. The person I was playing with is also a gamer but not really environmental/puzzle games (and easily frustrated) so it was sort of playing around with what to do and walking each other through - calling out timing and stuff, etc.
It’s a very interesting take on co-op, imho.
If you like small people in huge environments, exploring, and not being super hand-held, tinykin is a cute game, not super long, it does sort of a bit guide you through some major things but not in a particularly obnoxious way. Mostly just exploring on your own. :)
Our experience's different. I'm playing with my husband, and he's generally better at aiming and shooting, while I'm better at platformer aspects, and the characters we ended up playing are sort of wired in the right way for us, haha. Co-op is definitely super enjoyable in this game.
This games been getting a lot of press for some reason, but it really doesn't look appealing to me. But the tutorial stuff really seals the deal for me.
It just came out (on Switch no less) and it's visually interesting. I didn't buy it yet. I've bookmarked it to see if a future update removes all this.