To adjectify it, it's prettier, longer, funnier, looser, fuller, easier & playfuller. It doesn't tower over its predecessor. It gives it a handshake & a hearty wrestle of which there's no victor.
Tripling down.
My biggest gaming crime of 2013 was writing off the original Guacamelee within the first 20 minutes. I wasn't keen on the artistic license of floating platforms - with the disposable cash, I can only assume, to support such a stupid conviction. My biggest crime of 2015 was writing it off after three hours of play. I got frustrated with the precision platforming required for an optional chest that I just couldn't let go. It's all or nothing with me it seems.
So with review code of the sequel in hand, I thought it only right that I repent and go all in. I finally played the two back to back. Guacamelee Gold, of course, as I unfortunately discovered too late, isn't the updated one. I think, however, I've since developed a sufficient appreciation of the UI, visual and mechanical overlap between the Turbo Edition and the sequel. Just as the reviews here might seem like a broken record of points I really wonder how I can add to, my double bill experience was very much a rerun in mostly the best possible sense, but also one that exposed the sequel in not always a positive light. It's definitely different.
Guacamelee is undoubtedly metroidvania excellence before the genre was steeped in yet more. The games are rich with robust combat and creative platforming whilst having the abilities required for both shared. This allows seamless bleeding of one into the other and adds real dynamism to the combat. Combat is a heavily encouraged chain combo affair of dodging, power moves and grappling to throw enemies at each other and hazards. This is complicated by requiring specific power moves or a dimension to then inflict damage, devilish arenas and challenging combinations of enemy types. Platforming by the end of both has such a dizzying wealth of options in an effective quadruple jump if you use your dash and uppercut, as well as wall running, dodging, flying and dimension-specific obstacles and platforms - it carves out endless potential that's then effectively capitalised on for engaging design. They have huge worlds filled with optional puzzles and hidden areas that demand specific powers and maybe even the limits of your ability to conquer. It has a lightheartedness and humour often unseen in other similar games (maybe Cave Story). clothed as it is in a very received idea depiction of Mexican culture, but in excellent humour and without overstepping the mark. They're just tremendous fun. 2 is such a similar beast, it can be dual-summarised easily in principle in a simple paragraph, it's true.
There's no actual way they get signal down there. He just sits and looks at his reflection.
With all the talk of this being a Guacamelee 1.5, I can't help but think the bar is simply set too high for sequels to ever surmount. The improvements are substantial and obvious from the outset. The presentation, thanks to that new rendering engine, is a gargantuan step up. Foreground and background details look ten times more detailed and colours are so darn vivid they burst off the screen unlike any other game I've ever played. This, supplementing as confident and stylish an artstyle as ever. Combat feels quicker and more responsive. The skill system is finally an interesting investment of satisfying requirements of various trainers. The enemy types have been doubled in subversive varieties and none feel out of place. The new soundtrack from the original composers and guests is predictably incredible. New mechanics are innumerable - from dimension shifts moving across the screen to yellow power move refresher orbs, timed spike platforms, bending platforms, time pressure and slow-motion enemies in combat, etc, etc. This is Guacamelee at its most playful and experimental. New mechanic after new mechanic being dropped into the mix and explored through expansion and evolution as it always did best.
There's certainly been somewhat of a tone change. The original was no stranger to humour, but the dial has been veritably pushed to eleven. Almost every free moment capitalises on the time for gags and references. No longer confined to posters, references consume whole gameplay sections - Limbo, Unfinished Swan, mobile games, turn-based games, etc. Nothing is safe. It's a satirical, very game-based self-awareness I wasn't expecting. One whole section lifts/paraphrases critical comments on the original's use of memes from the internet in what appears at first self-criticism and then seems more apologist - hilarious either way. I'm not sure I've laughed quite so much at a game for some time, but it won't be for everyone. Although it also capitalises on Mexican culture, its self-awareness and of gaming at large - injecting arcade ambience into some of its music, pushing gaming symbology, etc - push that further to the sidelines than it ever was before. It's a playfully weird decision, one that happened to work for me, but your mileage may vary.
On some fronts, like the humour and a reliance on precision platforming, it will frustrate some just like its predecessor. It seems to carry over, however, especially in the case of combat and some platforming, some of the Turbo Edition tweaks to difficulty. Unlike the Gold original, a section would only take me a few attempts to get past. Nor did bosses provide a significant block at any point to progress.
Steam devs after the indiepocalypse will have to share one big poncho.
In fact, as well as the inherent frustration that comes with retreading a lot of old ground with the slow road to regaining your powers of old, the difficulty in both combat and platforming actually seems overly lenient. On the combat side, upgrades imbue you with perhaps too much fist power. Super variants of the power abilities will annihilate many enemies in one or two strikes, which means later in the game you'll have no need to string combos together like you're taught in the excellent training rooms like Guacamelee of old (on normal at least). It assays to balance this by throwing more and a deadly synergy of types of enemies at you. It can work. Especially with the new insta-death timer enemies providing a welcome time and place pressure on you. Still, blasting through single enemies doesn't sit right with me. The platforming on the other hand, as I found with the first, gets to its most interesting when you gain the ability to run up walls and fly laterally from them. This is also when it reaches peak difficulty. I indulged every optional chest I came across, so I imagine some of the variation and difficulty in these helps even out the easier ride the route to the objective delivers.
With its new-found experimental chops it does have, though, it works in platforming sections into combat arenas and vice versa in increasingly novel ways. There's a lot of creativity and confidence on show here that I can only imagine is sequel-borne. The full realisation of the chicken form's abilities - making it an equal - is a masterstroke. Not only is it (and the chicken Illuminati) hilarious, but it almost doubles the mechanical wherewithal of the game. I only wish there had been more occasions the game took advantage of quick changes between the two and on top of that point, the full suite of abilities. I feel there are more challenging levels that could be born from what they've built here for sure. Workshop support? Pollo edition?
Supposed easier ride aside, there's a weird mix of design principles butting heads in the green thorns and various lava, spikes, dimension rips and otherwise red obstacles. The green thorns that predominated the original, would cleverly reset you to your last platform so you can recommence without skipping a beat. Other obstacles that are now here in a big way in both combat arenas and platforming, simply kill you and send you back to the last checkpoint - either where you saved or at its most generous, at the beginning of the room.
I like the devs being so transparent with their update schedule.
Now, these are clearly justified when the player failing demands the room be reset - if there are enemies that need to be respawned, for example. Too often this isn't the case. In fact, whole rooms will look like a salad of red and green. Since so much of the game is so impeccably designed, I wonder what the reasoning was behind it. Is it a gradation of penalty for how difficult a smidge of platforming is to perform? That would be some fine detail to the point of absurdity and highly unlikely. It doesn't work for the exact reason their original solution did. It breaks up the flow, it increases the time to get back to the same missed jump and it magnifies frustration.
Talking of confused design principles, it's a small thing, but it was always nice to be introduced to abilities and dangers by characters speaking to you. The yellow orb ability refresher is introduced by a box of text. It seemed another weird moment the ball was dropped. Unless a phantom character I forgot about an hour ago was the real conduit out of sight?
It's also longer. Objectively longer by a quite a few hours (it took me almost double the playtime), but it also feels longer. Guacamelee felt like it utilised its story to perfectly break up only a few combat arenas or platforming sections at a time. In Guacamelee 2, both the story and I got veritably lost. The temples, the utter labyrinths that all the areas are (the game is truly massive), are too long. Single sections will just drag on. With the chicken now fully outfitted with abilities to earn and introductions and cadences of all the different abilities and obstacles to flesh out, areas just have to be large to fit it all in. It can just feel endless.
Bunch of eggheads.
It's only an issue, I think, because the story itself doesn't feel any larger than the first. It's just stretched. And so in the end, the story doesn't quite land. The concept of the mexiverse is itself so enticing and it's the perfect platform for some good gags, but it doesn't particularly go anywhere other than every bad guy's perforce demise. Part of me was hoping Salvador would end up being Juan - your Juan being an inexperienced luchador having to rise up to stop him. It would have nicely explained the gameplay retread (although becoming an out of shape parent does an okay job of that too). Less a criticism and more of a preference. Even though it sinned by used the damsel trope, the original was overall a much more focused adventure of removing the henchmen one by one. At least we got the titular holy guacamole in there this time!
I didn't get to try the four-player co-op, but it looks like it turns the game into a delightful farce, with just enough of a guiding hand with the use of coloured floating bubbles and teleporting players upon entry into a new area, etc, to prevent a full descent into madness. More of its added playfulness on show. It's a shame online play isn't in play, but I think the sheer intensity and tendency of control to swing into one player's hands might have lead only to frustration. Also, they mocked this criticism in-game, and I don't want to a target of Guacemelee 3's satirical chops!
Guacamelee 2, to adjectify it (which is what I'm here for, I think), is a prettier, longer, fuller, funnier, looser, slacker, easier, playfuller (actually legit), satire (just about!) of a sequel that preserves so much of the good of the original whilst going veritably nuts with its humour and some of its novel exploration of mechanics. It doesn't pale in comparison to its predecessor or tower over it as much as it shakes its hand and gives it a hearty wrestle - of which there is no victor.