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Believe it or not, but Toki Tori 2 was one
of the most daring and ingeniously designed
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puzzle games of 2013.
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I say that because it's a Metroidvania game
where you aren't stopped by doors you can't
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open or blocks you can't break. The only thing
stopping you from breaking off the main road
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to forge your own path is just basic knowledge
of how the game works.
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Before I get to that, let me define a Metroidvania.
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Back in the day, most games were split into
levels, and they followed one after the other,
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in order. Then games like Metroid came along,
squished all the levels together into one
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contiguous world map, and jumbled up the order.
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This means that during your adventure you
might come across a door that you can't access
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yet, until you unlock a new item that will
let you through, so you now have to retrace
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your steps to get back to that obstacle and
bypass it.
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There are now loads of these games, including
Metroid and Castlevania of course as well
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as Shantae and Shadow Complex and Strider
and Guacamelee and more.
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But they all generally do the same thing.
Bits of the world are completely inaccessible
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until you get the next power up, meaning these
games aren't truly about exploration at all.
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You're still on a predetermined path. Only,
there's a lot more backtracking.
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So, enter Toki Tori 2 - a game which does
something quite different.
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You only have two abilities in this game - you
can tweet and you can stomp. And that's it.
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You never get any more powers or items. You
do learn some songs that let you respawn,
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jump to the map screen, take a picture, or
view your location, but they don't actually
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unlock any new areas.
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Instead of abilities, the game has a complicated
ecosystem of creatures that all act and interact
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in different ways, and you advance by manipulating
these critters. You might tweet to move this
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platform near to you or use fireflies to disable
these masks.
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The main pathway, as much as there is one,
introduces you to these concepts slowly, and
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doesn't let you advance until you've got it.
So in this very early section we have to learn
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about making bubbles to ride up to this next
area. Along the way, checkpoints linger just
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out of view so you know where you should be
going.
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But, at any time, you can break off from this
path, even if the majority of first time players
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don't even realise that they can.
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Take this very early area. We came in from
the left, and it seems like all we can do
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is move to the right.
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Then again we could lure this bird over here
to get up to here, then use this water to
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grow this grass so we sneak past the other
birds, then use this little animal friend
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to clear the gap.
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But you probably won't because you don't officially
learn about luring birds until this part of
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the game, or growing grass until you do this
puzzle, or using those repeater bugs until
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you get to this section.
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If you manage to do get up here and wander
off to the left, you've reached a part of
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the game that most players won't actually
access until much later on. It's sequence
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breaking - you know, the way that industrious
players use cheats and glitches to bypass
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bits of level - but made official
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Here's another example. In this section, we
fall down and our only option is to go left.
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The stairs on the right are too steep and
we can't jump, remember. But, we later learn
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about herding fireflies, so when we eventually
come back to this area we'll know to bring
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these little guys down with us to wake up
this sleepy purple monster, who we'll feed
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to the frog, who gives us a bubble to get
up here.
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And in this section, these electric critters
are in our way. Later on in the game we'll
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get taught how to disable them by stomping
while wet. But maybe you'll figure that out
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before you're supposed to and then start to
explore the game on your own terms
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That's kind of the magic of Toki Tori 2. Exploration
in this game feels real and organic because
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you can discover your own path at any time,
and your options are never limited by your
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abilities. If you can't advance, it's only
because you can't work out what you're supposed
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to do.
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The main path eventually brings you to this
area, where you find that the main goal in
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this game is to lure these five frogs to these
warp holes. And you can do that in any order
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you like which again, reinforces the sense
of discovery and exploration.
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Likewise, one other goal in the game sees
you collecting these shards to activate these
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stones to open this gate. And you can collect
them however you like. It's always up to you.
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Now I don't think that every game, or even
every Metroidvania, should try this. It's
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a ballsy move, because if you don't tune it
just right players can break the order all
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over the place, miss vital bits of knowledge,
and get lost or stuck or fed up.
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But it's just nice to be trusted with the
way you plot out your adventure for once.
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So many games these days hold your hand with
helpful companions, endless tutorials, and
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big compasses that point you in the right
direction.
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Toki Tori 2 has no tutorials, no words at
all actually outside its logo, and it respects
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your intelligence in a very satisfying way.
This one has gone overlooked but I think it
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deserves more attention. Don't be fooled by
its cutesy exterior - this PC and Wii U puzzler
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is wicked smart, and also devilishly tricky
at times.