Monday, September 7, 2020

Review: Super Wakana Land

 

 Finished 100% in around 8 hours

About the game, NSFW, text and story
Before playing, the download page on SMWC have lot of NSFW warnings. And that is the main reason you may start playing the game: Because it's a hack made by a shameless hentai pervert. But of course there is more to that.
About the NSFW parts, there are multiple hidden NSFW pictures in the game (just a anime girl picture ripped from danbooru) which honestly is kinda dumb. I know it's the point of the game, and I myself am a big hentai addict but I feel those were just cringe. I don't mind NSFW in games as long as there is a reason why it's here, or that it's made for comedic purpose and not just "here's tits k bye". The special world for example, is full of NSFW references, and I found the levels very funny. The special world was great because it's not just there, the NSFW part are implemented into the level, from the titty springs, the enemies redesign and the special boss, I found this great.
Other NSFW aspect is the text, with occasional swearing or sex references. Again I don't mind that if there's a reason to be here, either due to the story (but don't count on romhacks for a good story LUL) or for comedy. Sometimes it felts just edgy, sometimes it was funny. About the texts, some were bad but some were also good, the sidequest to find the hidden .brr has many smwc references that I found funny. Some references though were a bit overbearing or not explained for those who don't know the SMWC lore. Like the Vitor laboratory. It is never explained to the player who Vitor is, how Wakana know him, etc. I think for the main story at least, those references should be avoided so player from outside can enjoy without missing any bits. For optional stuff tho I don't care, go nuts.
 
Good start
 
Assthetic
One of the strong point of the game is the aesthetic. Let's be honest, it looks very good. From the various graphics used that fit together to the great musics ports, many (or all) from Wakana himself. It was pleasant to look at. Many HDMA effects were used, although sometimes I feel it was too much. Too many places used that rainbow changing palette or a dark HDMA that made me miss for plain levels without any HDMA to obstruct the view. 
 
This sort of HDMA
 
Level design
is still the most important things for a game, and on this point, it is nice but could have been better. The level were nicely done and not too hard, sometimes a bit long especially levels with boss at the end, and there is no multiple midpoint patch. At least the cutscenes only play once which is good. And the final level that warned of being the hardest only took me one try.
So the level design varied and not flat, but unfortunately many many times the hack resort to item babysitting, most notably finding a P-switch and having to backtrack to use it in the correct place. Aka the SMWCP syndrome. Seriously it was used way too much, sometimes in place not needed, like having a door bring you to the next room instead of the same room to get a P-switch to activate it and enter a door to the next room. Sure it makes the level longer, but better have a short level than useless padding like that.
When not babysitting P-switches, the gameplay was enjoyable, while not mind breaking it was pleasant to traverse the levels. 
 
Why
 
Gameplay
The gameplay is something very important to mention, because this game use a new protagonist with a new sets of weapon. Wakana can have 5 air jump, float, shoot projectiles for mana, invincible slide.
The plus is all those jumps and float makes for a very aerial style of platformer, and makes many obstacles less dangerous, where if you slide off you can fly back on land. It is satisfying to go through the levels with so many jumps you always feel safe.
The cons are I felt like those abilities were sometimes unexploited. Like many obstacles could be bypassed with jumping over. But it's not too bad, since Kirby does it too, it let the player decide to fully exploit the mechanics or rely on them when needed.
Other things to mention is the mana. Coins replace mana and are scattered everywhere, and you can also regain by holding up. Either in some places you have too many mana/don't have reason to use mana, or sometimes you have too little and have to wait to recharge it. Fortunately dragon coins increase the speed of recharge but it was still annoying sometimes to sit down and wait for the mana to be charged before continuing. Also dragon coins doesn't save on midpoint which is unfortunate. That, and there's also a helpful glitch (but still a glitch easily fixed) that when the game is paused, pressing up still recharge mana. About start, I've read the readme later but yeah start sometimes broke the music, or can even softlock like in the level where it goes dark and when paused the darkness continue and on your last life you die but can't unpause to exit.
Slide was useful but a bit under exploited, ground pound was okay, and honestly I played almost the whole game without using spin jump because I forgot it existed when ground pound break blocks too. Don't even know if spinjumping on spiky enemies is still safe or not. Spinjump could have been removed without impacting the game. 
 
What the heck am I playing?
 
Overall
Despite some parts with mixed opinions (the dialogues/nsfw sometimes funny sometimes cringe, the many p-switch babysitting and the non-optimal gameplay), this was an unique SMWhack experience which I enjoyed. The game does what it aims to do, and either if some people will not like that I appreciate sticking to your ideas. Some ideas weren't implemented in the best way unfortunately but for the most part it was nice to play.
 
Final note
⭐⭐
Okay

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