Playtime:
353 minutes
Bo: Path of the Teal Lotus is a game that looks great, sounds great, has some great ideas, and... isn't fun to play.
I was quite impressed by B:PoTL at first. It's clear even before purchasing the game that it's absolutely gorgeous, which sets an immediate positive impression; this is backed up by similarly impressive music and sound, lending the game a great aesthetic advantage from minute zero.
I also immediately loved B:PoTL's core design gimmick as well: pogoing. The game's platforming is built around the familiar pogo mechanic, where striking an enemy or environmental object grants you a bit of vertical distance, which can be leveraged for more airborne mobility. B:PoTL takes this mechanic a step further by fully embracing it—not only do you get vertical distance for your pogo, striking any enemy or object while airborne also grants you another jump entirely, with no limit to how many times you can chain these additional jumps. As long as you keep hitting things midair, you can stay midair indefinitely. This is a very interesting design choice, one I haven't seen anywhere else, and it opens up very interesting platforming before you even start gathering additional movement abilities. And the game actively encourages this with a special combo mechanic and platforming setpieces that are specifically designed to allow you to stay midair through their entirety. It's extremely satisfying to execute and is, in a vacuum, a very fun idea.
"Hold on," I can hear you thinking. "You said the game isn't fun in your opening sentence, but you just described the core mechanic as fun. How does that make any sense?" Dear reader, I understand your confusion. Yes, the jumping mechanic in B:PoTL is fun. But that's about the only fun thing about it, because the rest of my experience is an extensive laundry list of annoyance. Shall we get started?
Platforming is the core experience of B:PoTL, but the game relies on an extremely tedious design choice to build a lot of the platforming segments: moving objects. Now, I know moving platforming objects are nothing new, and they're present in pretty much any 2D sidescroller. They're fine in moderation, because moving platforms, grab points, et. al. open up a lot of design space when creating environments to navigate. The problem is that moving objects are UBITUITIOUS during platforming in B:PoTL, and you begin to spend a lot of your playtime simply waiting for the objects to get into the position you need them to be in so you can attempt the platforming sequence. And the challenge in this game comes entirely from platforming, which means you'll likely be retrying those platforming sequences a lot, which means you're going to be waiting... a lot. It's not overwhelming at first, but, after a few hours of play, it gets increasingly aggravating just standing and waiting for objects to move into place so you can simply TRY to advance forward. It's death by a thousand cuts, a thousand small moments of interrupted play that slowly compound into tedium. Remember all those times Celeste made you wait before retrying a room? No, you don't, because you never had to.
Speaking of tedium, do you like fetch quests? Of course you don't, because they're horrible. Care to guess what type of quest appears in—and I'm not kidding—EVERY SINGLE ZONE of B:PoTL? Yep, fetch quests! I really shouldn't have to explain why retrieving four nearby MacGuffins and bringing them back to an arbitrary point is boring, but I guess I will. Metroidvanias live and die upon their exploration, and, typically, are at their most fun when the player is caught in a stream of exploratory momentum, pushing forward into the unknown and stumbling onto new secrets. The constant fetch quests in B:PoTL cause this momentum to grind to a halt, forcing you to backtrack across the same zone you just worked through to find 3-4 completely immaterial objects just so you can keep playing the game. It completely arrests the sense of exploration, since you're forced to stay in one clustered area to find objects that don't have any mechanical function in the game. If it were only once or twice, I could forgive it. If it were optional, I could forgive it. But, again, there has been a fetch quest in EVERY ZONE, and it's so boring that I'm starting to keep my eye out for wet paint I can watch dry. I'd like to keep progressing through the game, but I can't—I have to run errands for another NPC.
Another thing Metroidvanias thrive on is interconnectivity. There's little more satisfying than pushing deep into a biome, breaking through a literal or figurative obstacle, and then realizing you've curled right back into another zone in the game you've explored early. This dynamic lends to little "aha!" moments as you make sense of where you are in the world and adds to progression, as your exploration rewards you with an increasingly convenient world to navigate. B:PoTL has few, if any, of these moments. The game is clearly on the smaller side, which isn't an issue; I've played small Metroidvanias with clever maps. The issue is that B:PoTL's map is not clever; nearly every zone is just a 'spoke' spanning out from the central hub city. This means that there's little of the interconnectedness that defines a great Metroidvania map, robbing you of those satisfying "aha!" moments. It also means that the critical path is artificially bloated. Guess where you must head next after going all the way to the right? Yup, that's correct, all the way to the left! Nothing says "fun" like backtracking the entire distance of the game world's distance in one go—and buckle up, because you'll be doing this several times. The meta-planning of the critical path is consistently terrible in this way, as you'll just keep zig-zagging between disconnected points on opposite sides of the map.
All of the gripes I've listed above are enough to render the game unfun for me—these are core problems that irredeemably dampen the experience. I could go into some of the smaller complaints, like the spongey boss fights, annoying baseball bat mechanic, and horrible grapple detection. But I won't linger on those, because the camel's back is already broken, and these complaints are yet more straw on the poor beast's ailing spine.
I really wish this game were better than it is. There absolutely are high points in this game, like the bridge chase sequence toward the beginning, which was pure exhilaration. The problem is that sequence was, like, 3 minutes long, which is a tiny slice of the game's overall runtime, and then we're right back to the slog. I really, really tried to finish B:PoTL, but loading up the game was, invariably, a descent into frustration. I ultimately had to throw in the towel because there are very few moments of actual fun to be had in the game—the majority of the experience is defined by annoyance. There are bright spots to the game, mostly in its presentation and dialogue, but the actual design is very poorly executed from macro to micro. I'd like to see these developers try their hand at a sequel, because I think they have the potential to make a good game. However, Bo: Path of the Teal Lotus is not that game, and I'd recommend you avoid it.
👍 : 3 |
😃 : 0