Save me Mr Tako: Tasukete Tako-San and Pirate Pop Plus
August 31, 2019 2 Comments
I didn’t grow up with an original Game Boy, and only had a Game Boy Pocket because I wanted to dive into the Pokemon craze right away and had gullible parents unaware that Game Boy Color would be arriving two months after Red & Blue hit the US. To say I have zero nostalgia for the platform would be an understatement. Especially when my primary reason for wanting to own a Game Boy in the first place was a series that’s had roughly two-kajillion sequels with essentially the same gameplay but better writing since then. And frankly, I was never a big fan of the watershed titles for the platform. I’ve played all the Mario Lands. I had Link’s Awakening DX on Game Boy Color. They were what they were, but I wasn’t a fan. Really, the only stand-out to me was Donkey Kong ’94, and that was by virtue of it not having a console-counterpart. If you had asked 10-year-old me what was the worst game I owned in 1999, there’s a good chance I would have answered Donkey Kong Land. Mind you, I had Bubsy 3D.
Until recently, while I believe my “anti-Nintendo” reputation was a bum rap, it’s safe to say I really was anti-Game Boy. Following my re-evaluation of Donkey Kong ’94, along with my play sessions with Operation C and Castlevania II: Belmont’s Revenge, I’ll admit that portable gamers weren’t entirely hosed. But I also don’t get why anyone would want to make a game that looks and plays like a Game Boy game in the modern age. A severely limited system where even the best games had many compromises that had to be made in order to keep them portable. Don’t get me wrong: it is impressive when someone pulls off the mimicry without it feeling like they just colored a game in creamed spinach tones. Take both the games I’m reviewing today. They both feel very authentic, to the point that you can buy them as lost 1989 – 1995 titles for the platform that were just now unearthed. If seeing that off-putting color palette stokes those nostalgia fires, ignore this review. Both these games rise high enough that they should work for you. Well, that’s assuming you ignore the maddening difficulty of Mr Tako, but since so many blowhards from that era bitch about games today being too easy, I assume that’s you.
For everyone else, the question is: how good are these games on their own merit?
Save me Mr Tako is probably considered the best Game Boy-like ever. It’s super popular. And, yeah, it really does feel like something that could pass for an unreleased mid-90s Game Boy title. One of the ones that came out after developers figured out how to optimize it around the time Wario Land: Super Mario Land 3 or Link’s Awakening hit. It also offers alternate color palettes that I believe are based on ones offered by the Super Game Boy. The sound, the look, the cramped field of vision. It’s all here. For better and for worse. Picture “worse” here being carved into a series of Everest-sized mountains.
Mr Tako is one of the most baffling experiences of my IGC life, because everything is in place for a fun game. It has a quirky story about a brewing war between sentient octopi and humans. It has an absolute ton of power-ups to keep things fresh through-out. The storyline has you occasionally switch from playing as the titular Mr Tako to human characters to solve puzzles and beat levels. And Mr Tako is potentially one of the great indie mascots. He’s overflowing with charm and personality and is Pikachu-levels of adorable. And there’s a huge variety of levels and themes and enemies. Really, Save Me Mr Tako should be an indie platforming epic.
And I was just so bored playing it that I legitimately felt guilty. Like it was on me. That *I* was doing something wrong. And this is before the game totally shit the bed with some of the most cheap, unfair shit I’ve seen in years and one really bad oversight. But I’m getting ahead of myself.
The one concession that Mr Tako offers that feels modern is offering 20 starting lives. As opposed to just doing away with lives. I mean seriously, if you’re going so far as to give players 20 lives, why do lives at all? Every other aspect feels married to being a Game Boy release. The levels are ambitious for 1991-93, but not for modern gaming. Just lots of jumping around. Trees. Nook-and-cranny exploration and searching. It feels like it’d be an incredible, critically acclaimed, game-of-the-year-on-its-platform contender. And it’s not just a typical hop-and-bop. Mr Tako can’t kill enemies. Instead, he hits them with ink and it stops them. While covered in ink, he can jump on them to reach higher platforms. All this framed with a relatively complex story that’s sort of like Wag the Dog, only with an army of Octopuses. Of course, the writing is married to being Game Boy-like as well. Very on-the-nose. Very to-the-point. The most basic writing style. I hate it when neo-retro games do that. The only one that’s really pulled it off is Shovel Knight, where at least the visuals did a little more.
For whatever reason, Mr Tako just never held my attention. I’d knock out a few stages, find something else to play, and dread reopening it thinking “oh God, I’m not liking this and everyone is going to be pissed at me.” Because I honestly couldn’t put my finger on why it wasn’t “doing it” for me. Maybe it was too simple? Maybe it was too basic of design. I don’t know. I did like one aspect of the platforming: when you’re just under being able to jump up on a ledge, the game automatically gives you a little boosty next to the edge of it to put you up and over the top on it. It’s actually nifty. Never seen a game do that. And that is the only aspect of the gameplay that really stood out to me in almost three hours. Now mind you, by time I threw in the towel, I was only 22% complete on the game. If anyone thinks I gave up too early, (1) if a game needs three hours and over 20% of its contents to “get to the good stuff” I say that game is an automatic failure and (2) by time I did quit, Mr Tako had absolutely cratered into a slog of frustration and madness that made me actively hate it.
Mr Tako’s one-hit difficulty becomes intolerable when playing as anyone but the octopus. A human character with no means of defense who has twice as much surface-area for enemies and projectiles is just not as fun to play with in our zany cephalopod adventure. It creates such an unwelcome pacing issue in what is already a game that feels slow despite having relatively small stages. There’s fifty hats that grant Mr Tako powers, but most of the ones I’ve gotten so far aren’t fun to play with. And on top of all that, the current Switch build doesn’t pause the action when you open doorways by solving “puzzles” (which is as simple as pushing a gravestone). When the camera pans over to show you what you opened up, you can die, even though you’re not on the screen and have no means of defenes. It’s one of the worst oversights I’ve ever seen in a game. There’s actually a patch that’s been waiting to be applied for a long time, but the developer has no control over when it’ll go through. It’s apparently fixed on Steam, but it doesn’t change the fact that I had no fun up to the point I quit. Maybe the easy mode that’s included in the patch will fix that. I don’t know. I’ll need to try it again when that patch hits. I know one of the devs from Twitter. Nice guy. He knows to hit me up for his Second Chance with the Chick when it’s live.
Really, I think I must just be bias against looking like a Game Boy game. Because I recently also bought a game called Pirate Pop Plus. Instead of opting for complexity, it feels more like one of those really simple early-generation GB titles like Alleyway or Balloon Kid. Inspired by the classic arcade game Pang (also known as Buster Bros. in many releases), you throw a harpoon up at bubbles, which split into progressively smaller bubbles. The twist in the formula is that a pirate shows up to randomly shift the gravity on you, causing the action to rotate around the play-field. It is a fresh twist that manages to play intuitively. I should have liked it given that I’ve enjoyed Pang in the past, and while the gravity stuff is unquestionably gimmicky, it does work.
And yet, I was once again just sort of bored. There’s visibility issues (mostly owing to the backgrounds occasionally being too noisy) and the whole thing just looks and feels very old and tired. I normally don’t give a flip about visuals, but here, they don’t work. And I don’t think it’s just about having a limited four-color palette. Gyro Boss DX had one also. But there, the visuals are stark and clean. No matter what color scheme you’re using in Pirate Pop Plus, it’s still married to a Game Boy aesthetic not in service to the actual gameplay. And that’s a damn shame, because looking the way Pirate Pop Plus does really does take effort. It’s not like making your game look this way is a corner-cutting measure.
Bill Simmons often points out the weird, unique-to-basketball phenomena where traded NBA players look completely different in their new uniforms. When Shaquille O’Neal was dealt midway through the 2007-08 season from the Miami Heat to the Phoenix Suns, even though he was exactly the same player he had been just a few days before, Shaq suddenly looked fat and out of shape upon donning the Suns jersey. But nothing had changed besides putting on a new top. When Kwame Brown was traded from the Wizards to the Lakers, he looked amazing in the purple and gold, and for all we knew, he was going to breakout and prove he wasn’t one of the biggest busts ever. It didn’t happen, and why would it? He was still Kwame Brown! He sucked! But man, did he wear that Lakers outfit to perfection. Meanwhile, I watched Kevin Durant for three seasons on my Golden State Warriors, and while he played marvelously for us, something always looked horribly off. I think even the most diehard Dubnation member would concede it.
I can’t help but wonder if this also applies to video games. I recently played Contra Anniversary Collection. When I saw Operation C, and by “saw” I mean literally saw screenshots of it, I was bracing for the absolute worst. It used almost the same character models and lots of aspects of the game were simply black-and-white versions of gameplay elements lifted directly from Contra and Super C on the NES. But it just looked wrong. And guess what? It wasn’t at all. It was one of the best Game Boy games I ever played. One of the most faithful adaptions from the NES to the Game Boy I’ve experienced. And for the entire two hour play-session, my brain kept telling me “this can’t be happening. It just looks like it shouldn’t be possible!” At least my session with Operation C tells me that I’d recognize a good game when I play one. So I don’t actually think Save Me Mr Tako or Pirate Pop Plus are good. But then again, maybe if they looked different, I’d be willing to give them a little more rope. Besides to hang themselves with, I mean.
I’ll fully admit to loving my Game Boy as a kid, but I think it’s more because my favorite kinds of games were ones that didn’t suffer too much from the kinds of sacrifices that needed to be made for the platform; turn-based RPGs like Final Fantasy Legend I-III, etc. I did like Link’s Awakening, but action and platformers like Mario Land I never cared for then.
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