Nabbit
Heading to Lorule? Rent your equipment here!
The past couple weeks, we've been playing the original localized Goemon on SNES (not the first game in the Ganebare Goemon series, but the first to come to the West). I've been reading for years about it being a formative early 90's game for many, and I love retro platformers that I missed out at the time. I had heard this game was an offbeat mix of platformer, beat 'em up and minigames.
That's pretty much true, and it definitely has some ARPG trappings also. I have pretty mixed feelings on the game now that we've finished it. We don't usually stick with games unless we're actively enjoying them. I'm this case I'd say there were parts we enjoyed q good bit and parts that felt kinda cheap or showed their age.
Things we didn't dig so much:
Okay, on the flipside, things we enjoyed:
I'm super curious what the N64 entries are like. Are the controls and platforming tighter in those and more modern? Is there more of a focus on platforming? And what's the save system like there?
I'm also for sure interested in the spiritual successor being developed by Good-Feel. I have a feeling a modern Goemon would have pretty much none of the things I didn't care for as much in the game.
And I'd love to hear about people's experiences and memories with the series.
That's pretty much true, and it definitely has some ARPG trappings also. I have pretty mixed feelings on the game now that we've finished it. We don't usually stick with games unless we're actively enjoying them. I'm this case I'd say there were parts we enjoyed q good bit and parts that felt kinda cheap or showed their age.
Things we didn't dig so much:
- The economy I'm the game felt kinda broken and reading online it seems like this was a common impression. The game expects you to grind coins in minigames or fighting townspeople for a long time. It almost felt like grinding battles in an RPG. Maybe it's because I haven't played other beat em ups, but this part of the game wasn't as compelling to me. The way basic items got more and more über-pricy felt like an uphill battle against the game structure.
- The gameplay for the platforming generally doesn't feel great to me, Goemon is kinda heavier to control but the game doesn't feel like it's designed around that like in DKC.
- The save system is hilariously unforgiving, definitely one of those late arcade era games that feels more like a late NES game in terms of saving. There are long passwords to input. At least there are infinite continues but you lose all of your money. Thank goodness for Wii U save states. I tried not to overuse them.
- If not using save states, some of the expectations of beating sections in your allotted lives were super high. The endgame in particular. We ended up using a password with high money and gear because at that point we'd saved in a boss battle with basic gear and the succession of battles was going to be too extreme to beat.
Okay, on the flipside, things we enjoyed:
- Quirky, creative boss battles
- Abundance of minigames, many of them fun, plus you've got Breakout and Gradius in there
- Offbeat and very uniquely Japanese settings and tropes
- Charmingly low-rent localization
- Some interesting platforming setpieces
I'm super curious what the N64 entries are like. Are the controls and platforming tighter in those and more modern? Is there more of a focus on platforming? And what's the save system like there?
I'm also for sure interested in the spiritual successor being developed by Good-Feel. I have a feeling a modern Goemon would have pretty much none of the things I didn't care for as much in the game.
And I'd love to hear about people's experiences and memories with the series.
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