Monday 19 December 2022

Lil Gator Game: Greenalink's Lil review

Game: Lil Gator Game
Developer: MegaWobble
Publisher: Playtonic Games
Release date: 14th December 2022
Price: £16.75 or US $19.99
Filesize: 252 MB



 Lil Gator Game is a late 2022 indie game developed by MegaWobble and published by Playtonic Games.

The story involves a gator who loves their big sister, playing adventure games during childhood but "millions" of years later, the big sister has adult responsibilities and the gator is struggling to get her to join in the fun again.

The gator is a young kid who wants nothing but fun and gets stressed out whenever there's grown up stuff involved such as studying materials, organising a restaurant or making your own hat, fortunately the NPCs twists their words after noticing the gator's initial response to make it sound more fun and encourage motivation.  One interesting small attention to detail is that the young ones tend to have all of their words in lowercase whereas the grown-ups have proper casing (with a notable exception from the screenshot below).




The gameplay is a 3D adventure Breath of the Wild-lite experience. It's not super massive, the weapons do not have a durability system and there's no labyrinths dungeons to explore but both games share the stamina wheel mechanic mainly used for climbing and certain items to a lesser extent. There is no health/death so the player is fully invincible and all of the breakable assets are stationary and made out of cardboard to have that imaginative play feel for the gator's quest.

At the start you have to find a sword, a shield and a hat. The shield isn't used for defending at all but for shield sliding instead, it even includes the shield front flip if initiated from mid-air.  The sword is a melee weapon used as a reliable way to break assets to earn currency which is junk. Junk is used to craft new items during the quest, there are a few identical ones with little differences, for example:
A dart gun and a shuriken, the former has an arc effect similar to a grenade launcher whereas the latter travels in a straight line, the ammo is unlimited so you can fire constantly to your heart's content.

After clearing the small island, you get a text message from Tom who has a "construction" site for a small town/playground by the radio tower from the big island. From there, you have to clear three main quests, one from each major NPC (known as Jill, Avery and Martin). Jill specialises in nature, Avery focuses on building a restaurant with a group of theatrics buddies including a spaceman, a western cowgirl and a bat. Lastly there's Martin who is hanging out with older friends... trying to stay cool. These main quests involves clearing tasks from the major NPC's friends and eventually motivating them to go to the playground, this can include trying to catch a hercules beetle. being a court judge to expose a liar or taking down a UFO.

Unlocking buildings to improve your playground requires "NPC Visitors" as currency, this is earnt by clearing quests.

Quests are usually bitesize tasks that can be cleared in 1-5 minutes depending on the challenge. One slightly tough challenge for example was trying to find 5 ninjas themed targets thanks to a time limit but it did involve looking around the area as the targets were both high and low from the starting point and there were loads of bushes so try and cut those down first should make it easier.



Without spoiling the end game, there is an interesting sequence and a strong conclusion that sends an important message to the player(s).

After clearing the game, you're given a megaphone which is used to find any other NPCs that haven't had their problem(s) solved, this is an interesting way to find uncompleted tasks as with most modern games, you're given a map with loads of icons on screen to complete your todo list, the other item is the ability to text message Jill to help you find every breakable enemy/chest in the game as that is required along with the quests from the NPCs to unlock the second ending.

This game doesn't have a map and while it would have been nice, it does encourage more exploration. 
In fact, some of the NPCs will give you clues to find certain locations, one key advantage on the lack of fast travel is that you'll find other junk and quests along the way to help you get closer to 100% completion.

Did you know this game has a mini trampoline as a sliding item? Using that to land right after jumping from a high place never gets old. 





The music is light-hearted up beat music with a warm feel probably comparable to life sims games such as Animal Crossing and one part has an eerie tone that occurs when going inside a bat's home turf. The big island is notably dynamic as it changes the instruments based on the gator's current location.

Overall, the game is surprisingly enjoyable for nearly anyone, it's accessible for young ones to complete and older gamers would love its witty writing, the entertaining in-game mechanics if you ever wanted to speedrun it and the message at the end of the story. It's not a super long game to beat, for some.... it's at an acceptable length without overstaying its welcome.

Time to complete story ~4 hours
Time to complete everything ~6 hours.

Score: B+

Lil Gator Greatness:
Heartwarming/Charming tone with an important message.

No frustrating mechanics to rely on realism such as ammo/duratabilty and HP.

You can Naruto Dash

Cheeky references with semi-frequent nods to The Legend of Zelda.



Lil Gator Flops:
Not much to do after reaching second ending other than getting faster times on mini-time trials found  in some locations, a New Game + would have been fun to see how fast you can beat the game with best gear.

The ragdoll demonstration was pretty dark as the NPC was almost being MTV's Jackass worthy, none of the characters can die but still.... I was "uhmmm" for a second thinking don't try that at home.


Key provided by Playtonic Friends from Pressengine online.







Tuesday 6 December 2022

Official tournament event tours hampering the day one quality of the product - Part 1.

Quality day one releases were quite the norm for a long time and still is today to a slightly lesser extent but that usually depends on the game's genre and long-term support. 

Big franchises also have big events to help promote the game in the longer run.

But not everything can go to plan.

In this series I will cover two games that had lacklustre day one releases thanks to other big marketing shenanigans that made it "easier said than done" to delay the main game 

The first one is a juggernaut entry that from 2016 perspective.... what could possibly go wrong after the amazing Street Fighter IV series?

Capcom Pro Tour x Street Fighter V


Street Fighter is Capcom's flagship 1V1 franchise which caused a global phenomenon in 1991 thanks to Street Fighter II: The World Warrior.
Part way through early 2010 when Street Fighter IV era was its main game, Capcom introduced a pro tour series known as the Capcom Pro Tour, a series of official tournaments where the highest ranked players (+1 from last chance qualifier) gets a chance to win a whopping six figure cash prize.  The Capcom Cup finals before the pandemic era were held around mid-December, a few weeks before the end of the year, Capcom Cup in December 2015 was the last BIG tournament to focus on Ultra Street Fighter IV and interests after that event were shifted to its sequel that was coming out a few months later.

The problem:
The start of a new tour series happens in March and the new Street Fighter V game came out in February 2016 so practically a month to practice., the impressions of the day one build was clearly underwhelming in content as it lacked both:
a Story mode and even the obligatory Arcade mode which nearly every good to average fighting game has.

Pre-release trailers clearly focused on the esport player base thanks to the real-life tournament footage used in the trailers, but not everyone plays "For Glory" as a fair number of players play games "For Fun". Survival mode, the only true single player mode at the time was tedious in higher difficulties thanks to cheating psychic A.I being able counter react to the player's input and the early days there were no in-game items to use in order to turn the tables, so you only had one life. This was the only way to unlock extra colours so... good luck getting the harder colours with an hard to win character. 
Did you know that Extreme difficulty used to be called Hell difficulty? That name change happened around the first DLC release featuring Street Fighter 3's Alex.


Before Extreme there was Hell.



The reason:
Giving the game one month of playtime was enough for pro players to get familiar with their mains and having a 9 month pro tour season allows more countries to host their Capcom Pro Tour Tournaments, if it lasted for 6 months (say starting in June) then fewer countries would have been able to host it as some locations may have their venues occupied by other events not related to Street Fighter.

The anti-influence:
Tekken 7 was out for arcades in February 2015 and had a few delays before its console launch in June 2017, they took notes at Street Fighter V's disappointing start to avoid the same mistakes, fortunately for Bandai Namco, Tekken didn't have an official pro tour until a few years after launch, so its day one build was downright superior to Street Fighter V's launch edition thanks to having actual content for any type of player to enjoy and as of 2022 it's currently one of the most popular entries of the franchise thanks to long term DLC support and a very strong tournament showcase, even for spectators who've never played Tekken can appreciate the now iconic slow-mo moments when both players land their final blows at a (potentially) game ending round.


Ken Masters, another factor for SFV's plague thanks to his banana hair design.


In 2022, the upcoming Street Fighter VI had a much stronger beta testing reception thanks to many quality-of-life features to training, "bad online connection" mercy quits, accessibility to different control styles, a proper single player mode, gimmicky gameplay modes that were very reminiscent to 90s fighting games in a era when pro tournaments were an extra instead of a priority.

Capcom Cup 2022-2023 season aka the last BIG Street Fighter V tournament will end on February so Street Fighter VI make its debut spotlight a few weeks/months later.  Knowing that Capcom Cup finals can start a few weeks after the new year and not before during pre-pandemic days, Street Fighter VI could be out in April time so that it has one month of exposure for players to experiment before the first Capcom Pro Tour in May which will take 9 months to reach to the end of the 2023-2024 Season... February 2024, the question is... will all of the content teased in past trailers be available on day one?

Next time... will be covering a series where they tend to release new games in a pair because why not.