Shutshimi (PS4)

My intent with Shutshimi on PS4 had been to play it a little bit, see what (if anything) had changed since the PC original that I reviewed last year, and then move on to the pile of other indies that are waiting for reviews. Well, so much for that. I put 40+ hours into Shutshimi this time around, to go with the 40 or so hours I put in during my original run with it. I have to now concede that the improvements present are enough to bump it back into my top 10. Barely. Because there’s also some design choices so frustrating that I briefly considered raining bowling balls down on the development team, only choosing not to because helicopters pilots have an irritating objection to taking part in homicides.

Brief recap of the game: Shutshimi is a 2D shooter that takes a page out of WarioWare’s playbook. Each wave lasts ten seconds, followed immediately by ten seconds where you choose what will happen on the next stage. This might include getting items that are permanent until replaced, like different guns or hats (that sometimes have special attributes), special upgrades that you keep until you lose them (such as growing large or getting a school of fish to flank you), or stuff that only lasts through the next round. You’re given three choices completely at random, each with an over-wrought description that usually has only a couple relevant words telling you what the item actually does. That leads me to wonder if perhaps Neon Deity is using Shutshimi as a plank to get the job they really want: writing legislation for the United States Congress.

Stare at this picture for 10 seconds. Did you do it? You're now legally mad.

Stare at this picture for 10 seconds. Did you do it? You’re now legally mad.

Last time I reviewed Shutshimi, I called it a drug. I stand by that, but now it’s even worse. It has online leaderboards. Sure, they’re not exactly competive right now. Once upon a time, I envisioned giving out an award called the YOU HEARTLESS BASTARDS award for games that were awesome that nobody bought or played. I suspect Shutshimi would be a contender for the YHB. Although I’m proud of the scores I posted (I’m #9 on normal mode, #2 on hard mode, and #11 on Boss Rush as of this writing) I have a sneaking suspicion they wouldn’t hold up if Shutshimi was selling at a decent rate. In fact, the names on those boards have barely changed at all in the week I’ve played. Shutshimi is a quality game, and the fact that nobody is playing it is pretty heartbreaking. Though really, it’s possible it’s too weird for its own good.

And yea, it’s a lot of fun. But it can also be fucking agitating as hell. Especially some of the “hats” you get. Some of these simply change your physical appearance. And there are also items that are hugely beneficial. Some make weapons more efficient, or others allow you to score more points. Sounds great! And then there’s the Robin Hood cap, where if you have it on, you score less points. I got this hat so often that I wondered if the development team had coded “anyone with IGC’s user name gets it one-hundred times more often than anyone else” because this hat ruined multiple high-score runs I had. One time I was playing hard mode, had 20,000 points, a full fishbowl (the most valuable item in the game, especially on hard mode), the weapon I wanted, and I was unstoppable. Then I got that fucking Robin Hood hat, and it was like “start loading the penis-shaped boxes into the penis-shaped U-Haul because this is officially a DICK MOVE!” Call me crazy, but in a game that is completely based on high scores, I don’t think there should be score modifiers. That includes those hats that give you more points.

Dude in third place had temporarily displaced me from second place, but much like Kim Davis, I'm determined to keep him from coming in #2.

Dude in third place had temporarily displaced me from second place, but much like Kim Davis, I’m determined to keep him from coming in #2.

What irks me even more are instances where the game clearly wasn’t tested enough. The most obvious example is how some of the achievements simply do not work as of this writing. It took me all of three minutes on my very first attempt to beat Boss Rush mode, which is supposed to earn you a trophy. I didn’t get it. I guess it’s tough to find three minutes in your schedule when you’re busy high-fiving each other for figuring out a way to shoehorn a “Guile’s theme goes with anything!” joke without coming across as too desperate. I’m also not fully convinced some of the hats (like the pirate’s hat, alleged to make cannonballs stronger) actually work. Finally, and somewhat annoyingly for me, there’s an effects intensity option, but it doesn’t always seem to work. Bright lightning strikes still happen, especially when you’re wearing the Jason Voorhees mask. This causes “a horrible night for a curse” (click, BANG, yip yip yip) which in reduced sensitivity mode normally mutes the flashing of the lightning. But, with the mask on, sometimes it doesn’t seem to work, like if you end up in party time for example. On one hand, I’m proud that two straight games I’ve reviewed featured effects intensity options, but on the other hand, devs who put this in really need to check every facet of their game to make sure it doesn’t just partially disable such effects.

It takes a while to see everything Shutshimi has to offer, but I’m fairly certain I have now. Despite all the issues I have with it, I still love this game. I wish it had more enemies, I wish it had more weapons, I wish it had even wackier shit to encounter, and I wish the absolutely shitty multiplayer mode had any value outside of breaking up relationships. It’s actually remarkable that a game I like so much can leave me wanting so much more. I guess this in theory opens up things for a sequel, assuming anyone but me buys Shutshimi. I wouldn’t bank on that. The funny thing is, I’m normally not a big fan of games where randomness and blind luck factor into successful runs. In fact, Shutshimi is one of the few games, along with something like Super Amazing Wagon Adventure, where the game is more fun because of how the luck is handled. It was suggested to me that I’m a hypocrite for complaining so much about punishers where survival is based on luck but not complaining about games like this, where luck is all that matters. But that’s not entirely accurate. A blind jump in a punisher is something the player can’t do anything with. Whereas in Shutshimi, you’re given the luck, good or bad, at the start of each wave and have to make do with it. I think this is why Shutshimi works, or why Spelunky works. It’s fun to make do with bad luck. Well, except that Robin Hood hat. That’s not fun at all. I would suggest they go to the office and fix it right away, but the forecast is calling for a light shower of bowling balls.

Shutshimi logoShutshimi was developed by Neon Deity Games
Point of Sale: PS4, Steam
This review only covers the PS4 version.

$9.99 noted that technically the game is called “Shütshimi” and that fancy “ü” makes it so a search for “Shutshimi” on PSN comes up empty handed making the developers fucking morons in the making of this review.

igc_approved1Shutshimi is Chick-Approved and ranked on the IGC Leaderboard.

Special Note: For some reason, I’m in the special thanks credits in Shutshimi. I have no clue why. I’m not on the development team, and to the best of my knowledge I’m not pals with any of the devs, only friendly with them on social media.

Shutshimi

With my last two reviews landing in the top ten on the Indie Gamer Chick Leaderboard, I’m now worried that my readers will think I’m going soft. Or possibly that I’ve been replaced by my nicer, goatee wearing Mirror Universe counterpart. Neither is true. As far as you know. But really, I have a reputation to maintain here. So what I need is a game from a genre that is my least favorite. Something that looks like it’s been done a zillion times before. Something I can rake over coals and murder with my malicious words. I need a shmup.

So I picked Shutshimi, and it’s one of the ten best indie games I’ve ever played. Well, fuck me.

I should have known better. As many of you are aware, the original Wario Ware on Game Boy Advance is my personal choice for the best game ever made. Probably a sign that I have ADHD or something. But other games based around time crunches have also owned me, such as Pac-Man Championship Edition, Bejeweled Blitz, NES Remix, or XBLIGs Orbitron and Minigame Marathon. I’m wired for shit like this. And Shutshimi is essentially the Wario Ware of shoot-em-ups. Stages last ten seconds. Sometimes less, but never more. Between stages, you enter a store where you have a choice of three different items. The items have overly-long, elaborate descriptions (that are often not very helpful) and you have exactly ten seconds to make your selection. You fight a boss every few rounds, but only ten seconds at a time. And that’s pretty much the entirety of the game. And I call it a game only because it might be slanderous to call it what it really is: a drug.

Hell, it even looks like how you picture being on drugs.

Actually, going off this picture, maybe I’m on to something with the whole drug thing.

And an addictive drug at that. I have no love for this genre. I find the majority of shmups to be boring, samey, typically unambitious, and designed strictly to target those that are nostalgic for shooters. I’m certainly not nostalgic for them, and thus I’m not these games target audience. More over, shmups are the most high-risk genre for my epilepsy triggers, something I honestly haven’t minded up to this point. I don’t want to sound like I’m milking my condition.. even though that’s exactly what I’m doing.. but it’s a genre I do go out of my way to avoid. I skipped this one for weeks. I only gave it consideration to begin with because it came via Anthony Swinnich, a long-time Indie Gamer Chick fan, and because he put “The Switch” in it. In other words, they included an option that made this game more epilepsy friendly.

Ten hours. That’s how long I played Shutshimi the first time I booted it up. Shock doesn’t even begin to describe how I feel about this. It’s one of the best games I’ve ever played. And it did it the same way Wario Ware did: simplifying the play mechanics, and then weaponizing them by throwing them at you in fast-paced, bite-sized chunks. Because the game is randomized, you really can’t count on anything. An item that does one thing will do a different thing the next time you see it. No two play-throughs are the same. The lightning-fast approach is only detrimental because the writing is so damn funny, you’ll want to read it all and simply can’t.

Oh, that’s not the only fault here. Shutshumi is one of those games that is so good, the mistakes it makes frustrates me to a greater degree, because they’re so fundamental they shouldn’t exist. The top of the list for me is the lack of variety of enemies. The opening enemies, the sharks and squids, are too easy to dispose of. It takes too long for newer, more challenging baddies to appear. It’s also too easy to get a feel for enemy patterns. I wish the ordering of enemies had been every bit as random as the items. If Shutshumi had gone for full-on random wackiness like Super Amazing Wagon Adventure, I think it would have made the game stronger. Despite the awesome randomness of the items (which often determine the effects of the next stage instead of giving you a power-up), because the levels unfold more or less in a linear way, Shutshimi almost becomes too easy.

Not that I know how good I am. There’s no online leaderboards as of yet. When the game gets Greenlit on Steam, they’ll come, but that’s no help as of yet. My top score is in the 9,000 point range. I’m not especially skilled at this, but I don’t have to be good at stuff to enjoy it. If that were the case, I wouldn’t still be golfing. But without those leaderboards, the ceiling of addictiveness for Shutshimi is significantly smaller. I’m also annoyed that only the PC version contains the epilepsy switch, meaning I couldn’t play the XBLIG version. Me, Indie Gamer Chick! If you look up XBLIG in the dictionary, there’s a picture of me urinating on Sententia. I mean, I appreciate the switch’s presence, but why did only one platform get it? Epileptics play consoles too, you know.

The lack of variety in enemies (along with the lack of online leaderboards) is the only thing that finally got me to put the controller down. As Brian pointed out, maybe that's a good thing.

The lack of variety in enemies (along with the lack of online leaderboards) is the only thing that finally got me to put the controller down. As Brian pointed out, maybe that’s a good thing.

My other concerns are nit-picky. There’s no variety in the backdrops, except stuff caused by random item pick-ups that result in party effects or for the game to be shrouded in darkness (I’m guessing with epilepsy mode turned off, there’s lightning flashes for that section). And some of the items are just stupid. One of them eliminates enemies altogether for a single stage. Technically that helps you advance an extra wave for free, but it also means you score no points. Just a really bad idea. I also think the shotgun weapon is now my choice for least favorite item in a good game. Fucking thing is worthless.

I’m sure shmup fans will be appalled that this game, which is admittedly overly simplistic, is the only game of its breed to capture my imagination. But it did. For all of its flaws (most of which, oddly enough, seem to be due to lack of ambition), it’s the first game in a long while that I had trouble putting down. It took me an extra couple days to get this review up because I would go back to check something about it and end up putting in an extra hour or two of playtime. Shutshumi is such a breath of fresh air. A great idea, something that will hopefully kickstart a new era of creativity for a genre that often lacks it. It also proves that the best ideas are often the simplest. Shutshumi has not a single mechanic that hasn’t been done before. Every part of it is tired. But it’s how it used its mechanics that makes it special. They should show it off in game design classes. I commend the developers at Neon Deity Games. And I only call them developers because I think it might be slanderous to call them what they really are: a drug cartel.

Yep, I ran that joke into the ground.

xboxboxartShutshimi was developed by Neon Deity Games
Point of Sale: Xbox Live Indie GamesIndie Game StandHumble Store

IGC_Approved$1 noted that “the wacky smoking animal” stuff is getting tired. First the pipe smoking cat from Aqua Kitty and now a cigar-smoking goldfish? Give it a fucking rest, guys in the making of this review.

Shutshimi is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard.