Category: Reviews

  • Review: X-YZE

    Review: X-YZE

    While another game has stolen the bump-combat limelight this week, one game – released earlier this fall – has positioned itself as an equally worthy successor of the old legacy popularized by Ys I &II.

    X-YZE (pronounced like “Excise”) is an indie bump-combat game developed by Chris on Itch.io for Windows, Mac, and Linux. It strips away the RPG elements of our favorite franchise and instead focuses on wringing as much as possible from an otherwise very simple mechanic.

    After rolling credits, I’m more than happy to recommend this game to Ys faithful as a compelling bump-combat alternative that will push your skills to the limit.

    Let’s dig into why.

    A screenshot of a boss room in the game X-YZE

    Obvious Inspirations

    X-YZE wears its inspirations on its sleeve – so much so that you can even find them referenced on the game’s Itch page.

    Obviously, Ys is chief among them – the bump-combat system is really the star of this game, and it builds on the control and difficulty of early Ys games in really interesting ways.

    More than that, though, I got hints of CrossCode, Undertale, and Mega Man Battle Network through the level and boss designs.

    If any of those things perk your ears up, let me strongly encourage you to try this game out.

    Mechanical Excellence

    And of course if you love bump combat, you will likely love this game’s extreme focus on it. It reminds me of how a game like One Step from Eden can take inspiration from Mega Man Battle Network, streamline it, and kick it up several notches. So too did X-YZE build on a very simple bump and dash foundation to create some really cool mechanics.

    The enemy variety feels great for the roughly 2-3 hour playtime, and I particularly liked the sections that forced you to abuse the dash’s ability to curve around corners.

    At each turn, X-YZE feels slick as hell and just as fun to play.

    A screenshot of the "Config" menu in X-YZE showing features like "Extra Lives" or "Attack Power Boost"

    Accessibility Meets Difficulty

    I made it about halfway through this game on its native difficulty before rage quitting. It’s comparable in terms of frustration to Nightmare-level Ys games.

    Fortunately, Chris had the foresight to add a ton of accessibility options which let you tinker with your character’s health and damage, as well as how often the game saves.

    Truly, I would not have beaten the game without these features. I am glad that they are in the game. Because I assure you, it will still push you in the final dungeons to be your best.

    Something I found in my own playthrough, however – and echoed in the game’s Itch comment section – is the need for more save points beyond just the minimum per-room save. Some of the later rooms can feel punishingly long, and being killed near the end of one of those gauntlets made me feel more like closing out of the window than picking up where I left off.

    Polish and Panache

    In almost all other respects, though, X-YZE is a confident game that has an excellent sense of pace. Chris clearly knew what to keep and what to cut away to streamline the experience.

    There are small things you love to see an indie creator tackle, like boss encounters which automatically skip over the intro cutscene after your first attempt. Figuring out a clever way to abuse the dash mechanic and its added damage boost was extremely rewarding, and it always felt like I was catching up to the designer’s expectation of me, not circumventing them.

    More than that, I found that the actual level design was done with obvious care and consideration. New mechanics or enemies were always presented in such a way that the player can learn what they need to know naturally, without obstructive text boxes or explainers.

    The bosses, too, were absolutely killer. Each one felt unique and well-thought-out. They represented a real reward after slogging through some truly punishing levels. I can’t say much without spoiling, but the penultimate boss fight was an all-timer. It reminded me a lot of fighting Ys I’s Dark Fact but with a ton of added sauce.

    A screenshot of some story text from X-YZE

    Story

    Essentially the only area I felt X-YZE fell a little short was in the narrative.

    I find it difficult to be critical of a story that is so obviously a personal, highly charged one. And so I want to be clear that my criticism here lies not in the content or emotionality of the story, which reaches a true fever pitch in the last twenty or so minutes of the game, but in its delivery.

    For most of the game, you’re given out-of-context tidbits at each save point. You can begin to piece together the game’s narrative about self worth through these bits of text, but it won’t be easy. I would have liked to see the overarching story come through more earlier in the game to give context to what we were doing. I think this would have made the final dungeon set hit even harder.

    In Conclusion

    X-YZE really shines through its mechanical nuances and adjustable difficulty, not to mention just excellent vibes. And as a bite-sized exploration of how far bump-combat can really be pushed, it’s a total winner.

    You can snag X-YZE on Itch.io for free.

  • Impressions on Ys vs. Trails in the Sky: Alternative Saga

    Impressions on Ys vs. Trails in the Sky: Alternative Saga

    Thanks to the kind folks at refint/games, I had the chance to play Ys vs. Trails in the Sky: Alternative Saga, a remake of the PSP party fighter featuring oodles of your favorite Falcom characters.

    I am not a professional game reviewer and I am not unbiased. I love this series, and it’s exciting for me to have had a sneak peak at the latest installment!

    However, I want to focus on the presentation of game itself, its quality as a party fighting game, and its worthiness as a remake specifically for people who are already fans of the franchise.

    A screenshot of our beautiful boy Adol playing through the Story Mode

    Enhanced Game Features

    refint/games has provided a full list of enhanced features here on Steam, but there are a few particularly noteworthy ones:

    • Rollback Netcode
      • If you’re in the fighting game community, you’ll know that Rollback Netcode is the expected standard for online play. It’s a very technical bit of coding work, but it helps ensure as little lag as possible with a more seamless experience.
    • Offline Multiplayer
      • With the ability to not just play Ys vs. Trails on the go, couch co-op/multiplayer is a very much hoped for addition!
    • Input Remapping
      • A point in favor of accessibility and customizablity, you can now change all of your input buttons to make the fighting experience truly your own.
    Adol and Aisha meet in an alternate world

    A Cavalcade of Familiar Faces

    Perhaps the best feature for extant Falcom fans: a great number of your PSP-era favorites, in beautiful new hi-def artwork.

    Aisha is, in my humble opinion, one of the best party members in the series. I was happy to see her show up here alongside other under-appreciated Ys Seven characters like Mustafa and Cruxie. If you weren’t as big an Ys Seven fan as me, well… Time to go back and play it. Because otherwise it’s mostly going to be them and a few fan favorites like Geis or Chester.

    I’m also quite glad that I recently finished the original Trails in the Sky game so that I had more context for (most of) the opposing characters. But I wouldn’t say that any prior knowledge of the Trails series is a must for Ys fans. You’ll have plenty of fun interacting with your Ys Seven (and other) favorites through a story that I saw one reviewer describe as adjacent to “cozy fan-fiction,” which I think is neither inapt nor a negative thing. It reminds me quite a bit of the enjoyment I got from seeing my favorite Persona 3 and 4 characters interact in the Persona Q series.

    Notably, refint/games did a fantastic job with the visual remaster here. The loading screen images are beautifully upscaled, the character portraits are seamless and crisp. And yet the actual character battle sprites haven’t lost the charm of the PSP era despite a small technical glow-up.

    Cruxie tests her mettle against Adol

    Fun, Button-Mashy Combat

    More familiar, perhaps, to the Ys fans playing, the game’s combat will have you dashing rapidly around the 3D map and mashing on buttons to dodge, attack, jump, and guard.

    It may look like Ys Seven, but to my fingers it feels more like the high points of Ys Origin or Oath in Felghana.

    The Story Mode’s inclusion of customizable accessories and skills also helped me utilize Adol in some very different ways over the course of the game, first leaning into a more hack n’ slash style and ultimately going to a juggle-heavy set-up. And the items, skills, and upgrades you unlock are persistent: they can be used to customize your characters across all the game’s varied modes.

    Depending on the stage and opponent you might be able to take a more methodical approach to combat, but more likely than not you’ll be spamming your best abilities and attempting poorly timed (but very generous) guards against your opponent’s super abilities.

    Ys vs. Trails feels fun to play as a party fighter, but those looking for a well balanced esport – you may want to look elsewhere.

    For instance, I never quite got the hang of ranged characters like Aisha or Mishera. I’m not sure if it’s a balance issue or a me issue, but they always felt at much more of a disadvantage compared to the run-in-and-fighters.

    Everything also feels relatively tame in this game until you meet the unbridled chaos of a 1v1v1v1 match. It can be quite fun, but also quite messy.

    Showcasing the Story Mode’s difficulty levels

    Story Mode is Nice, with a Caveat

    Clocking in at about two hours for my first play through on Adol, the Story mode provided a fun if melodramatic plot to experience as I met with characters from both franchises.

    I found that the classic Ys trope of “if you can’t beat the boss, just gain a level” to be a funny inclusion, but also that it took away from the inherent skill of a party fighter like this. While my personal skillset did certainly expand as I played, I never felt like I *had* to actually get good at the game, because I could always just grind it out.

    This is, of course, offset when you beat the story mode for the first time as you unlock two other difficulties to play through, but these just bump up the base levels of the enemies. You can also find more difficulty by playing through the level-matched Arcade Mode.

    I also am aware of having barely scratched the surface of story-based unlocks for this game. There are five stories to play through (Adol, Estelle, Geis, Kloe, and Tita) in total, but from what I’ve read the actual content doesn’t change just a ton.

    Missing Multiplayer

    Unfortunately, I really struggled to find online matches that weren’t pre-scheduled. I hopped on for several nights in a row and couldn’t seem to find any open lobbies. Don’t expect readily available matchmaking for this title.

    A beautifully updated image of Adol and Dogi on the coast

    Final Thoughts

    The original Ys vs. Trails entry was a fun but otherwise inessential expansion of Falcom’s beloved franchise. Alternative Saga hasn’t put enough into the game to make it a must-buy for people who aren’t already Ys or Trails fans, but it’s also true that refint/games has delivered a really solid remaster at a really solid price point.

    I’d love to see a second installment, and one where they perhaps leaned more into the party fighting genre. Why not include mini-games, or even a board game mode? At times this first entry feels a bit like it’s masquerading as both a serious fighting game and a more casual one.

    If you’re a fighting game purist this may not make it to the top of your wishlist. But if you already love Ys or Trails, you’re in for a genuine treat.

    I’m excited to chip away at this game and its massive achievement list when I’m in the mood.