The Big Catch: Tacklebox Analysis
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- Опубліковано 9 вер 2024
- An analysis of a 3D platformer demo thingy.
I worked very hard on this, and I think I'm proud of it.
The Big Catch: Tacklebox: store.steampow...
Yo! Noid 2: dustinbragg.it...
shoogles' critique of Penny's Big Breakaway: • Some Constructive Crit...
The part in question is at 19:49 of his video.
Raw footage: • Big Catch Analysis Foo...
Script with notes: cohost.org/Kir...
An earlier "rough cut" for those curious: • The Big Catch: Tackleb...
I wanna say a couple important things that I probably could've done better to indicate in the video.
First of all, I read this post cohost.org/applecinnabun/post/6436290-the-big-catch-first during my first playthrough of the game, and the third paragraph under the cut may be the reason I was so aware of the atmosphere and general design philosophy of the Tacklebox. The reason I didn't flag this up in the video is threefold:
1. I didn't really know how to work it in. The section of the video where I discuss the design philosophy is already hyper-condensed due to me revising it from the ground up twice, and I think I may have over-condensed it just a bit. How do you work a mention like this in without bogging the pace down? I wasn't really sure. Even still I'm not sure how I'd phrase it - "my understanding of the game may have been heavily affected by this post" I suppose, but where would I put that? I was also wary about commenting asking if I could do so, which is just a personal anxiety problem that I need to get over. Note that this isn't justification, I should have figured this out before publishing and it's poor form that I didn't.
2. I had sort of taken it upon myself to evaluate how relevant it was in my understanding of the game, figuring "well, I probably would have realized this anyway," which again is not something I should have done. Very silly thing to assert, and it was likely an excuse to myself in service of:
3. I was just really antsy to finally get this thing out. I worked on the script for 25 days and by the end I was hyperfocused on simply getting it done, so I brushed aside the responsibility I think I should have taken here for the sake of cutting corners to that end.
Whether or not I'm actually obligated to credit this post is probably debatable, it seems to me as though it _is_ a somewhat minor case and may not remotely qualify as plagiarism, but I don't feel comfortable making that judgment. So I'm defaulting to the belief that I did not handle this as I should have, because it's probably better to play this safe than not, and I failed to do so.
Secondly, I make an argument in the video in favour of the Tacklebox's difficulty, and say specifically that game design trends are typically "about strongly catering to the player." In previous revisions I had made it explicit that this is not an elitist stance, but that got cut in my hyper-condensing. I am all for the Tacklebox having assist options, I think they're an inarguable good - a spinput button, a way to set down a respawn point wherever the player wants, infinite health, slowdown if feasible. My argument pertains solely to environment design and player guidance: the game is about exploration, so it _shouldn't_ cater to a player by giving them a cozy facade of exploration that's really a guided tour. The game is about exploration, so the spaces should feel real and challenging instead of being on the easier end, because that contributes heavily to the atmosphere. I don't think those are possible to change without altering the core of the experience, and _that's_ what I was trying to get at. I am decidedly not saying "this is for the Real gamers out there..... no CASUALS allowed.." because that's shitty.
Kind of surprised that Yo Noid 2 led into Big Catch from a development standpoint, even if it makes sense. Who'da thunk a lame ninja game (remember, the original Yo Noid was a reskin of such) would eventually lead to this masterpiece?
I feel like the game knows what it is and wants to be.
Focusing on movement and collectables the tacklebox environment reflects such. By knowing what their focusing on the audience who appreciate platformers are already interested and those who enjoy more complex gameplay will put their foot in the door also.
these games function on the player wanting to simply play and learn. You want to get good at the movement and you want to collect all the coins and in the main game there’ll be outfits/side quests/ etc to fully flesh out these massive environments giving the more casual player something to self motivate.
Players that need consistent instructions or guidance, this game just purely isn’t for them, you have to be willing to learn through trial and error & I say it’s about time theres a game that doesnt hold your hand and lets you figure it out. Nothing in this game is unfair or too hard a few extra fishingrods in areas (pond tower) wouldnt hurt but making the player reclimb something 20 times teaches them valuable timing and movement control.
I love this game and wouldn’t change a thing if just to make it easier for half hearted players. Plenty of other games out there.
This game looks fun & dynamic - and hopefully once performance and stuff is improved it looks like it will be a slick experience with the movement options.
Not as engagingly goofy as Noid 2 though.
Still watching the video so haven't seen everything you discuss yet. I do hope that the final game has more final motivation (like you're talking about here) - and also that it doesn't have a janky boss fight using all new mechanics for the first time (the worst thing about Noid 2).
very well-done analysis. I appreciate how thorough it was
i don't like exploration much, i'm more of a linear enjoyer; but i'll just have to see for myself, years later when the full game goes on sale for like.. 70% off lul (i got too many damn games!!)
I really enjoy and resonate with video commentaries, and to see one as long and well researched for a game that just came out is a wonderful surprise to be sure.
I can't really describe the other side of the argument for the final area's bonus climb. I saw the footholds around the outside and was drawn to it as well. The whole demo conditioned me to climb and explore every crevice, so the thought of returning to Bail and "finishing" the demo didn't even cross my mind. Not to mention I did accidentally spoil myself on the reward for the additional climb by looking at the community page on Steam. It's no doubt a great demo. But I think the only correct way to experience it is to learn it all organically through exploration.
It's sorta flattering to have this video called "long" given the tendency for「VIDEO ESSAYS」to be an hour or more. It's very difficult to write this much analysis when one is as focused on keeping it succinct, substantial and well-structured as I was, and... yeah, it is quite long from that perspective. Sort of an implied validation of the amount of work I put into it I guess? ^v^; (also "video commentary" is a nice little name c: glad you said that hehe,,)
If you haven't, I'd recommend watching the shoogles video I mentioned in my analysis (unless you intend to play Penny's Big Breakaway yourself first). If you liked my video, you'll probably like his.
Anyway I'm curious what exactly you mean by "well-researched" o,o the video had fairly little research done, to be honest. I tend to be rather mindful of the veracity of what I say about a given game's contents, so I suppose if you mean that then fair enough, but I didn't really research anything external to the game.
Thanks for mentioning the ending thing. I do think it's fitting in the abstract to be pulled into the bonus climb immediately, although personally the hour and a half I spent on it _did_ affect my emotional state in a way that I believe was less impactful than otherwise. For whatever reason it didn't really occur to me that others may be thankful for that climb in a way that I wasn't. Oop.
There's no one correct way to experience a game, and while I agree that the ideal way is to be left strictly to one's own devices (except maybe being told about the compass radar if one doesn't notice it themselves!), not everyone would enjoy that despite potentially enjoying the Tacklebox with some other approach. I played La-Mulana 1 with Cheshire's hint-based guide pulled up 95% of the time and it still became my favourite game, even if I can now see the value in playing without it from going through La-Mulana 2 that way. If that sort of thing is what it takes for somebody to like a game, then I'm all for it c:
excellent vid, I've been loving this game and it was nice to hear your thoughts on it. I found your interpretation of the intro to the final sequence interesting. I had a similar bittersweet feeling but also had goosebumps from partial fear. opening the door, going through that room with very odd geometry unlike the entire rest of the game, dragging the lid off the coffin, then falling down the hole and being met with trypophobia walls. I was on the edge of my seat in fear of what this environment means from an anthropological point of view, and felt both sadness and fulfillment at the rising climax of the soon to end adventure. I actually didn't even notice the bonus climb at the very top my first time. As soon as I grabbed the suit, I just walked out of my room, wireless headphones on, then sat down with my dogs and listened to that ending song for 30 mins overcome with emotions. going back to the game and hearing bail's final words were so...respectful? her acknowledgement and sympathy towards your position was so...communicated.
Thinking about it now, it reminded me of what I felt from Stephen King's "What Writing Is," which is weird because I have never thought of that since the one time I read it 6 years ago. I don't even read either lol. It's like this whole experience was fabricated to bring you to that one moment in time (I mean technically that's true since it's to make you a fyskari). You pushed yourself while almost completely on your own, and for a brief moment, someone else can completely understand what you are feeling right then and there. You become someone who has walked that difficult path; likewise, you can understand and be understood by someone who has walked that same path.
This is a lovely comment, thank you a lot
@@Kirobsi yw! :3
amazing analysis!! your wording is so elegant, and well thought out. clearly a lot of time and care was put into this. i love this game so much and can't wait for the full release, excited to see what other stuff you may put out in the future
Thank you c:
great video! I enjoyed it very much. The only thing which I have to say, which i’m sure you understand too, is that the game was designed to deter players who dislike the exploration aspect of the game. You say somewhere that it’s very hard to keep the players hooked if there isn’t much inventive to play besides collecting coins and exploring (in the early game). I do think that this was intended, however, due to the overall layout of the game. I must say though, I have not personally played the game so I cannot comment; I have only played similar games where exploration is seemingly the only objective. But anyways, thanks for keeping me entertained once again Kiru.
It's not so much that it's designed to deter players, rather that it's designed to appeal to a niche of players, if that makes sense. But ye, that framing difference aside, that's correct. Through my layers of revisions to the section in question, I may not have said clearly enough that I take no issue with people not clicking with the game. It just seems that a lot of people _misunderstand_ what it's going for and suggest things that would make it a completely different game, so I mostly addressed that over anything. But yeah, it's fine not to like its direction, so long as they understand what it is.
Also, call me Kiwi! hehe,,
and thank you c:
well done kiwi ^^ you made the game sound really fun
Odd... my own computer is by no means a spring chicken, yet it ran smooth as butter.
My bottleneck is very much my CPU. It's also a CPU that is only moderately better than like... an xbox 360's, as far as I understand. So that might be why o: (playing on the 'retro' graphics setting also helps the GPU load, but as that isn't my bottleneck it makes a fairly insignificant difference for me personally. Even still, you can see it spike to 80% GPU usage with 'retro' in the second framerate clip, which is... wild)
My PC was fairly underpowered when I got it in 2017, so nowadays it's kinda pitiful
Ur voice pretty 🎉
I tried my best to like this game there's lots of potential here, smooth movement, and the gameplay in the beginning felt promising and fun. But i feel the movement options weren't clearly defined and for a platformer the character feels really slow you can spin jump, backflip, and wall run. But ground movement is seriously lacking not to mention the sections in this game are seriously punishing, having to redo them after falling at a precise hook jump is incredibly tedious.
the game overall is good quality but it just really isnt for me ill try out pseudoregalia instead and see if i'd enjoy a game like that instead
It's unfortunate that it didn't click with you. I'd hope at least that my video offered some new insight and/or appreciation for the game in spite of that though o:
From what little I've heard as someone who never played Pseudoregalia, it seems like it's less divisive, so you'll probably have better luck there.