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Reviews: A Valley Without Wind 1 & 2

Game: A Valley Without Wind
Recommended price: Bundle
Metacritic Score: 54
Completion Time: ~13 hours
Buy If You Like:
Metroidvania action platformers, infinitely long games

Art style reminds me of And Yet It Moves.

Art style reminds me of And Yet It Moves.

A Valley Without Wind (hereafter AVWW) is a procedurally-generated action-platformer in the Metroidvania style. The premise is that some unknown cataclysm has rent time and space, placing enemies like robotic mechs into Ice Age biomes. As a “glyph bearer,” your job is to scavenge materials from bombed out buildings, complete missions, and then take out the continent’s Overlord after killing off his/her/it’s lieutenants.

If all this sounds… strangely disjointed, that is because it is. The entire game comes across as more complicated (or simply arcane) than it has any reason to be. Basically, you jump around and kill enemies with ranged spells. The spells you have access to come from “spellgems” that you can either craft from materials you scavenge or earn via Missions. You also have several slots for enhancements, which are items you equip that have randomly-determined stats and abilities. For example, you might have a Foot enhancement that let’s you double-jump and have +20 mana, or Pants that eliminates all falling damage and gives +20 Haste.

Missions are one of the few things that give direction and meaning to AVWW, but after a while they too seem irrelevant. Essentially, Missions are a guaranteed way to acquire some particular thing, like a Spellgem. Missions themselves come in different types, such as Falling (character floats down long shaft avoiding enemies/spikes), Boss towers, Perfection (must restart if hit by any enemy), Rescue missions for additional survivors, and so on.

The problem is that not only is everything procedurally-generated, e.g. infinite in scale, there is not any real sense of progression. The “world” levels up after you kill an enemy lieutenant, but all that really means is that you need to re-craft all your Spellgems to the higher level to match the increase in monster HP. Finding stash rooms in buildings feels fun at first, but then you start to realize that the actual number of materials you need for any one thing is tiny. Alternatively, maybe you are missing just a single resource type and are forced to delve into dozens of buildings in order to find one inside.

But the biggest buzzkill for me was how absurdly limited the spell selection was. Once I found the most useful spell (and one backup of a different element type), every other spell was practically useless, which meant getting mats for them was useless, which meant pushing back the wind from new terrain squares (e.g. unlocking them) was useless, which meant farming the building to push back the wind from the lieutenants to access the Overlord and end the pain was useless tedious.

Don’t get me wrong, there are some interesting things going on in AVWW. The hybrid roguelike feature that is permadeath-but-you-keep-all-items made enemies feel threatening without punishing exploration, for example. Of course, the designers then made the decision that your avatar is a faceless nobody you have no attachment to, and the survivors are essentially reduced to extra lives with slightly (very slightly) different base stats. The granularity of the difficulty is extremely nuanced, allowing you to increase mob strength, platforming difficulty, or “citybuilding” complexity all independently.

At the end of the day though, I just did not feel particularly compelled by A Valley Without Wind. There is a vague sense of progression – defeating the lieutenants and then face the Overlord – but that never really trickled-down to the individual levels you were navigating. When the game comes right out and tells you to not bother exploring every nook and cranny for items (since the world is infinite), it makes you start wondering why you are looking for anything in the first place.

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Game: A Valley Without Wind 2
Recommended price: none
Metacritic Score: 68
Completion Time: n/a
Buy If You Like:
Throwing money away, poorly implemented games

If only this was a meaningful choice.

If only this was a meaningful choice.

There are very few games which I simply give up on. Of those games that I abandon, it is usually due to either frustrating game design or simple boredom. When it comes to A Valley Without Wind 2, it joins that sorry company with the distinction of having both qualities.

If you have played the original A Valley Without Wind, the first thing you should know is that the “sequel” has really nothing to do with its (much better) predecessor. The formula has changed. Radically. The premise is that after infiltrating the inner circle of the Overlord Demonaica and being gifted with an Oblivion Stone (aka the Glyphs of the first game), you reveal your true intentions to fight the Overlord’s power. You do so by… running away.

Basically, you order members of the resistance to move around the overland map in a turn-based manner, constructing farms and scavenging scrap to build other structures while you unlock more of the map by destroying rain machines (evil versions of the Windmills). Each resistance member can move once a turn, and they will not actually perform any actions until the end of the following turn. The turns themselves are advanced only when you enter into one of the rain machine maps and destroy it. Before doing so, you are free to explore any of the maps to look for Perks or… no, that’s it.

If this sounds nothing like the Metroidvania of the first game, that is because it isn’t. At all. In fact, the platforming aspects of AVWW2 has taken a thousand steps backwards. You cannot aim with the mouse any more, meaning that you are firing spells in just (usually) the cardinal directions. Instead of your own custom spells, you have to choose one of five “classes,” which have a total of four spells that do not necessarily even cover a wide range of situations. On top of that, spells have a sort of “priority” system where your projectiles are almost always destroyed by enemy projectiles, unless you have some specific spell with a high priority in your repertoire. This might sound tactical, but it’s really not. All it means is that you jerk clumsily around the screen, spamming your spells in a few directions while plowing into a screen full of enemy projectiles.

This is not even getting into the fact that the random loot and equipment strategy of the first game has been cut off at the knees neck. You have exactly one “equipment” slot, with no inventory; if you pick something else up, it replaces whatever you had equipped. The equipment also degrades as you take damage, so it will eventually break on its own. While the equipment you find is still random, there is no strategy or even thought required. “Is this better than what I have/an empty slot?” If yes, equip. If no, skip. The only customization you have is choosing which Perks to use, which basically amounts to 1 of 4 different Perks per level. Do you want +10% jumping height or +1 Heart (even the HP has been dumbed down)? Then again, considering that the platforming aspect is practically nonexistent, the Perks don’t really matter.

The funny thing (in a sad way) about all this was that the turn-based part of the game seemed sorta passably fun. Monsters would periodically come out of the Overlord’s tower, and you have to position your resistance members intelligently to intercept them without getting overwhelmed (each deals damage equal to their HP to one another), while also not leaving valuable structures open to destruction. Plus, around Turn 14, the Overlord himself was going to come out and destroy everything in his path. From there, you had a few things you could do while on the run, and the race against time angle was kinda compelling too. The problem was that the platforming aspects necessary to advance the turns and beat the overall game were so comically bad.

Ultimately, I am not even sure who A Valley Without Wind 2 was even made for. Metroidvania fans of the original will encounter perhaps the worst, most boring platformer ever made. Strategy gamers might have some fun, up until they are forced to play the worst, most boring platformer ever made to advance the turns. And… that’s it, the entire audience. The game simply fails at everything it was trying to do, when all they had to do was do what they did the first time around. I am not sure what the designers were thinking when they made this game, but whatever it was, it didn’t work.

Optional Difficulty

I am finding myself with conflicting opinions on optional difficulty.

On the one hand, options are good. The distribution of peoples’ skill levels is a gradient, and not usually well-served by binary distinctions. We can easily imagine someone not being challenged at Normal difficulty, but perhaps overwhelmed when the switch is flipped to Hard – doubling monster HP and the like is overkill when all the person needed was +50%.

On the other hand… I might have become a bit corrupted by years of extrinsic MMO rewards.

You see, I just finished playing A Valley Without Wind, which I found to be fairly easy overall. The game actually features one of the most generously granular difficulty options I have ever seen though: it features 5+ different difficulty settings in three independent categories. At any time, you can boost the platforming difficulty up a few notches while lowering the actual fighting bits, or raising the “city-building” aspect to maximum while all but removing everything else.

Despite feeling like the game was a bit easy, I did not change the difficulty at all. “Why would I? It’s not like I get any better items or anything.” Oh. Oh my.

To be fair (to myself), this attitude changes depending on the game. I played on the highest difficulty in Magic 2013, for example, and couldn’t imagine playing on anything lower. X-COM was completed on Normal Ironman, as I imagined that at least Ironman was the “intended” difficulty. And actually, that is my usual metric: what did the designers intend to be the “real” difficulty? “Whatever is appropriate to you” is not a real answer to the question, as most times the difficulty is “Base +/- 100%.” I want to know what the Base is, and judge from there.

Now, it is also possible this is a specific game issue, e.g. I just don’t care all that much about AVWW. I had no problem with turning on Hardcore mode in my second playthrough of Fallout: New Vegas, for example, and actually felt like it made the game more interesting/fun when you couldn’t carry around 1000+ rounds of every ammunition type. Conversely, I did not see how mobs having more HP in AVWW was going to improve the gaming experience at all – left-clicking a few more times while you continue kiting isn’t really more fun.

In any event, this scenario has given me a somewhat greater appreciation for the “forced” difficulty games out there… at least the ones that fall within my natural ability, of course. While I still believe it is better overall to tune a game to cover a wide range of personal abilities, I hate having to arbitrarily decide what is an appropriate challenge to me. I don’t want easy games, but I don’t necessarily want a more tedious experience either (i.e. everything takes longer to kill + you’re more likely to die). Just give me a challenging game and let me figure out how to beat it on my own, without tempting me to cheese it with metagaming.