Guacamelee! is a game that I resisted playing for a long time, mostly because of my personal trauma with Metroidvanias. I have played in my life many games with Metroidvania aspects, such as Alien: Isolation and even Dark Souls. But few were the times I played those purebred 2D Metroidvania games - and those games really pushed my buttons. For you kids who weren't around back in the day, Metroidvanias were games that demanded a lot of memory and backtracking from players, making them aggravating for those of us who saw no fun in that. But times changed, and much in the same way games perfected themselves to be more gamer-friendly, Guacamelee! shows that Metroidvanias too can catch up with more modern trends. And as such, it is the first true Metroidvania I truly loved. Of course there are still some aspects of it that brought me some PTSD - namely the treasure hunting. But for most part, it's an incredibly fun game, full of love from its developers. For starters, as the title implies, this version of the game is expanded, adding a few things here and there. I never played the original version, but I can see playing the game as Tostada - originally a female NPC who appears at some cutscenes - is one of such additions. Now, when I describe this game as a Metroidvania, I pretty much describe about half of it: you gain powers as you progress, thus giving you access to areas that were previously inaccessible. But the game does a tremendous job in creating an unique identity for itself, which made it distinctive and celebrated in the Metroidvania appreciating community. The world can get quite big, but there's always a quest marker pointing you where to go. You're never lost on which direction to take, in that the game guides you to your next mission. The thing however - and this is where the game gets a bit clunky - is that to collect the previously locked treasures of an area, you have to backtrack and cover large distances to come and go. Thankfully, blocked paths appear on the map as squares with colours matching the move they need to be dis-obstructed. This lets you know where the places you couldn't access before are, thus facilitating things a lot. Plus, the game does have a fast travel system in form of these giant stone heads, and they are of enormous help to move around the world, yes. But still, you have to go to these stones to access the net of shortcuts, and it would have been much better - even for a matter of locomotion - if players could teleport to these heads from wherever they are. To aggravate things more, some locations don't have these heads. This is a massive blow against the game, since it affects so directly its treasure hunting aspect, making it not fun. The combat however is the best aspect of the game. Being based in combos and dodging, it was actually fun to dispose of multiple enemies in an almost Arkham style. And the best part is that the powers you gain along the way become a direct part of combat: they're not there just to just open paths, and I saw myself incorporating them to combat. On top of that, you eventually get the Intenso, which is this power mode that makes you much more stronger, and charges with combat. Many times, you'll be locked in a room until you dispose of all enemies, and when you're done, a massive piñata will appear with a prize inside, letting you that bout ended. Some enemies are your regular minions, while others move more quicker and dodge your attacks. And then there are the cursed ranged ones, tossing projectiles at you in the middle of a fight, or even during platforming, and they suck! As you progress, you'll find enemies who are more complicated, requiring different techniques: some enemies have shields with different colours, meaning that to break them, you have to hit them with the right move - but thankfully, Intenso can break any shield of any colour. Some enemies have multiple shields, and some enemies are shown as silhouettes, signalling that they're at another plan of reality, and you have to switch to fight them back. Speaking of which, this is one of the most famous aspects of the game - the ability to traverse between the worlds of the living and the dead. Different worlds have their differences, such as platforms and barriers that appear and disappear. Many puzzles and fights demand quick inputs. Another power is to become a chicken, granting you access to smaller passages. This game is very much a platformer, and some platforming can be very tricky, specially at later levels. And remember that your powers are limited by a stamina-like bar, and that you can't perform the same fighting move more than once at a jump. As you explore the world, you collect golden coins that you use to buy upgrades at checkpoints. Unfortunately, this is one of those games in which, once you buy everything, the gold starts pilling up. Then there are the purple coins, that you use to buy new costumes at the checkpoints. And these costumes have buffs and debuffs: they may grant you an advantage along with a disadvantage - you know how it is. Naturally, you'll also find upgrades for your health, stamina and Intenso capacities - they lie in chests, but you may also buy some of them. And there are even some side quests to be done, but don't expect quest marks for these ones. Now, there are some elusive collectables that I recommend you to catch, which are the orbs. These things are incredibly well hidden - as in, you'll need walkthroughs for that crap. And once you find the hidden entrance for each of the orbs, you usually have to traverse a very demanding platforming section that will have you cursing at the devs. These orbs are hard to get, but once you do, you'll gain a fantastic power: the ability to fly freely as the chicken. This pretty much trivialises most of the other moves, and it's great for exploring. In fact, I suggest you to only go treasure hunting when you get that power. That's my advice: if you want to 100% this game, get the orbs as soon as you're able. Also, the orbs are important to get the real ending. There's also the Pollo Bomb, which clears purple blocks, and it's not mandatory to get to the main boss. I kept on playing the game, believing that at some point I would be introduced to it like it had been happening with the other moves. But you get it in the Hell level, as a reward for completing a series of challenges. That wasn't very clear to me, but maybe it was my fault for not paying attention. Last but certainly not least, the presentation. Guacamelee! is a gorgeous game, with a marvellous soundtrack to match (which also changes with the realities). The humorous dialogues, the character designs, the scenarios, everything is very pleasing to the eyes and ears. I find incredible that it took a group of Canadian developers to make one of the most wonderful love letters to Mexican culture that I know. But unfortunately... ugh, the pop culture references! The game is just littered with them! I admit that spotting the Me Gusta meme really brought me back to 2010. But most of it is just annoying as hell, and they dent what is otherwise a beautiful game. I mean, one of the moves is called Das Boot. Because when I'm playing a Metroidvania brawler themed after Mexican culture and folklore, I want to be reminded of 1980's German marine war movies. In the end, Guacamelee! is not perfect in some aspects, but its highs go very high, thus deserving its classic status among Metroidvanias.
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