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Sequence Breaking with Toki Tori 2 | Making Metroidvanias

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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.
Title:
Sequence Breaking with Toki Tori 2 | Making Metroidvanias
Description:

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Video Language:
English
Duration:
04:50

English subtitles

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