1. Sora Says: Super Bomberman R Sure is a Thing

    Bomberlovelies! It’s your fruit-snack-loving neighborhood Sora here with some SBR stuff.

    First off, I’m not sure how many people this matters to, and I suppose technically I’m practically a month late on this, but! I’ve been striving to keep the Base as spoiler-free as possible for those unable to play SBR for the time being. So, as you may have noticed, spoilers are noted and/or cut in the posts that they happen to appear in. I’m not sure how long to keep this up for; maybe six months to a year? What do y’all think? This is the first time I’ve ever had to be cautious about spoilers for a general audience, so I’m a little unsure on the etiquette.

    Secondly, I’ve tested out the recent patch for SBR, and the controls are definitely improved. I had to use the not-quite-a-d-pad on the Joy-Cons the first time through, but now I can comfortably use the joystick to get around. I’ve been lost in the fields of Hyrule for the time being, though, so I haven’t yet had too much occasion yet to fully enjoy this update.

    Thirdly, to the surprise of absolutely no one, I have Thoughts™ about this game. Not comprehensive ones, not coherent ones, and probably not even particularly interesting or unique ones, but Thoughts™ regardless. So here they are, spoiler-free: not so much a proper game review as it is me just bomberblathering into the void.

    ***

    Super Bomberman R appears to be the result of what Bomberman used to be trying to score with what Bomberman could be. Unfortunately, they barely make it to first base, and on the way to second base they fall into a sudden rift in space-time that leads to the universe of Normal End TSA, a universe which could ultimately be considered responsible for that other reboot everyone knows about. This is a terrible metaphor from a terrible fan with terrible crack theories. That is to say, SBR should have been a triumphant return to form for the Bomberman series, but ends up being…a little less so.

    For a loser like me, who properly came in during the Nintendo 64 era and had been super-stoked about the apparent return to that style of gameplay with the now-canceled Bomberman 3DS, the reality of SBR is once a golden promise and twice a leaden disappointment, a description which really shortchanges lead in its ability to shield us from bone-frying radiation. While obviously I was – and still am – relieved that Konami is actually making good-faith efforts to bring Bomberman to life again and save him from the nothing he’s become, I was much less thrilled with what they threw back to, and wholly unimpressed by the result from a gameplay standpoint. With mechanics that are pared down even compared to the game that inspired them, SBR completely failed to sell me on the old-school formula. It’s more impressive in terms of the rebooted aesthetics, with stronger visuals and writing, but the general execution of the reboot arguably comes at the cost of some of the nostalgic power that Konami wanted to harness.

    Fans who lit their fuses with the SuperBomb games might feel differently than I do, of course. It’s entirely possible that maybe this game isn’t “for me,” that there’s something I’m missing about SBR that would trip the nostalgia wire in someone else. As a childhood fan of the Bomberman games for Nintendo consoles around the late 90s and early 00s, it’s difficult to talk about the flaws of SBR without making it sound like I’m just bitter that it’s not Bomberman 64 R(edux). I mean, I am, but that’s beside the point. Also I have yet to properly play Bomberman 64 so I’m probably not even a real N64 fan. In the cascade of sentiments that follows, though, I’ve done what I can to meet SBR on its own terms in order to argue that, even by the retro standards it draws from, it doesn’t live up to what it could or should have been. Conversely, there were things I quite liked about the game! And I’ve made my best effort to give credit where credit is due. Make no mistake: SBR had more pressure than other games I could name (like a certain legendary one…) to pull off a perfect 10 on balancing tradition with innovation. Both directions come with their high points and pitfalls, and fans will have differing opinions about how well Konami scored on either.

    Personal grievances aside, I ultimately think it was important for Konami to first prove that they still had a handle on the bomberbasics, especially given the quirkier entries that got released in the lead-up to Hudson Soft being assimilated into the Konamiborg. (I mean, I liked Custom Battler Bomberman and think more people should check it out, but how did they even decide it was a good idea?) While I’ll contend that this game is maybe too basic, the overall choice to reference the SuperBomb series makes sense considering that Bomberman’s heyday was during his Super Nintendo days. (My gosh, have you seen the merch? The merch!!!) So in the end I can’t really blame Konami for using it as a springboard. I can only wish that they’d stuck the landing a little better.

    The takeaway: Super Bomberman R is a more of a gilded lead pebble than a 24-karat star, but, like lead, it still has its uses and strengths. It’s a relatively decent effort by Konami to reintroduce him back into console gaming, a distinctive entry in Bomberman’s history up to this point, and a solid choice to start a revival with – almost in spite of itself.


    Hate the Game, Not the Player (The Game Already Hates the Player)

    (I should note that I’m saying all this from the standpoint of having beat single-player once on Beginner mode. Aside from being a terrible fan with terrible metaphors and terrible theories, it also turns out I’m also a terrible gamer. The Terrible Tyrantress of Bomber Base: that’s me. So it’s entirely possible that some of my beefs with the gameplay are rectified in the two other difficulties, or in some other unlockable thing I haven’t done or heard of yet.)

    How “pared down” are we talking, in regards to this game’s mechanics? When I began the initial round of wordbarfing, I initially wrote that Super Bomberman R was such a throwback that remote bombs don’t exist in it. Turns out that both Super Bomberman 3 (which appears to be the primary inspiration for SBR, considering that they share the same basic plot premise) and the original Bomberman game for NES featured them. Whoops. No Hearts or Louies/Tirras either, which means that Bomberman is back to the good ol’ days of being a one-hit wonder. Fair enough: that’s pretty old-school, right? We don’t need no stinkin’ heart meter in these parts. But let’s take a closer look at the powerups. SBR has a functional enough set comprised of Bomb Up, Fire Up, Fire Down, Speed Up, Power Glove, Boxing Glove, Pierce Bombs, and Rubber Bombs. But it’s quite clearly lacking when you compare it with SB3′s offerings. And for a game which actually translates your score into in-game currency for continues and unlocking multiplayer options (a.k.a the shit that 99.5% of bomberfandom cares about), it’s unfortunate that Konami decided not to include bonus items (which, again, were featured in both the original Bomberman for NES and Super Bomberman 3) to help boost your numbers. Additionally, the lack of Bomb Downs and Speed Downs/Sandals lowers some of the stakes of the gameplay. You gain points for every power-up you collect, so it’s not inconceivable to theorize that running into a Bomb Down or a Speed Down would result in you losing those points. (Admittedly, I’m not sure at the moment how Fire Downs function in the game from a score standpoint, since I’ve avoided them thus far.)

    I can’t believe I had to satisfy my thirst for remote bombs with BotW. Unexpected perk of a Zelda game is unexpected.

    The lack of item variety might not grate so much if the overall context of the gameplay were more diverse and/or expanded. SBR does a little better than its predecessors in introducing alternate stage objectives for each world, but I found that the ones for world 1 and world 5 were too similar, which is fairly glaring when you’re only looking at five worlds in total. Additionally, the objectives that requires you to find a set amount of certain objects don’t randomize their location, removing an element of challenge from the gameplay. The field enemies are generic and monotonous, with what seem to be only aesthetic variations across worlds (and movement speed across difficulties, as I understand it). You can sometimes take them out via bombing a support structure that collapses on top of them, which can be fun when it happens, but there aren’t too many opportunities to pull that off and not much incentive to do so other than personal validation. The Baroms/Balloms/Valcoms/no-one-cares-about-localization-consistency-with-Bomberman highlight my earlier point about SBR’s innovation at the cost of nostalgia: their flipped design is an interesting twist, but I admit I didn’t even realize what they were until someone pointed out their balloony nature. On the other hand, at least SBR also gave us the Hige Hige Bandits (technically they’re from the Saturn iteration of the games, but it was around the same era and they’re cute so I’ll let it pass), and you get the impression that the mecha forms of the Dastardly Bombers were absolutely made for 3D. Their arena fights feature some really smart AI as well, even on Beginner mode. (Though there are still sometimes…mishaps…) However, I’ve seen less-than-impressed comments about the rinse-and-repeat nature of their mecha fights, which further reinforce the dull repetitiveness that appears to be endemic to this game as a whole. At this point I would almost welcome a bonus stage of Pontans armed with just 1 Bomb, 1 Fire, and 1 Speed. While there are over 50 stages in the game, 1/5th of those are boss battles (if you count the arena battle and the mecha battle as two separate stages) and they overall go by quite fast.

    Comments about the disparity between the dearth of game content with the game’s full retail price are further underscored when you consider that story mode’s main replay value appears to solely be in earning currency to unlock all the multiplayer goodies and custom antenna attachments. Not that replaying story mode for battle mode booty is anything new, of course. But at least something like Bomberman 64 also featured a way to unlock additional story mode content, and you were able to customize the full character instead of just the antenna. The setup reads like Konami trying to Stockholm players into liking a half-assed single-player misadventure. I’m a little concerned that SBR potentially demonstrates the modern limitations of Bomberman’s original arcade-based formula, i.e., the gridded, linearly-progressing stages. With the chance to reboot Bomberman for a new generation of gaming, Konami needs to do what the Zelda team did for BotW and sit down to figure out what is actually a legitimate convention of bombercanon, and what is a convention only because “that’s how it’s always been,” especially if it grew out of the technical limitations of the past. 

    I’m not gonna shut up about Zelda, okay. I was Zeldatrash before I was bombertrash.

    In terms of multiplayer, well, we already know that Konami sorta bombed it a little out of the gate, given the lag issues for online play. But even at its core, the multiplayer experience doesn’t make the grade – or at least as high of a grade as it should have for a series that has such a huge reputation as a party game. You can’t even argue that it’s just “going back to basics,” as SB3 at least let you choose whether you wanted to do an all-out Battle Royale or a Tag Match, along with offering item minigames to let players have a chance to start the following match at an advantage. On the other end of the spectrum, one of the selling points of the Switch is its ability to adapt to multiple setups for on-the-go or at home. It’s not hard to surmise that Konami wanted to get hitched to the Switch in order to promote Bomberman’s multiplayer capabilities. So why are the battle mode options aside from the stage selection so bare? Obviously we don’t yet have any sort of insight into the development process and timeline of SBR, but it seems like they should have at least blown battle mode out of the water given 1) the price they charged for the game and 2) how much downtime the franchise had. It’s not like they didn’t have any inspiration for it, either: all they had to do was look at Bomberman Generation and they’d be set to start the party. Online play does host some interesting features, such as ranked match-ups and the ability to create individual battle rooms for yourself and whoever you invite to fight things out with, but I’m not sure how this compares with something like, say, Bomberman Live. Someone more informed is going to have to pick up the slack. The point is, where’s my Reversi Battle, dammit?!


    Even the Way I Do Subsection Headings is Cool (Spoilers: It’s Not)

    The first surprising thing Konami did for the franchise this year was to announce an actual console game for it. The second surprising thing they did was to upgrade the aesthetics of the original in both visuals and storytelling. The third surprising thing they did was Bombergirl. That they bothered to introduce no less than eight protagonist characters, animate cutscenes with those characters in them, and have those characters voiced with (at least in Japanese) some all-star talent continues to astonish me, not to mention some of the little spoilery details they threw in. While I generally agree about how short the cutscenes are, the writers still managed to make the most of what they were given to work with. Each sibling gets their fifteen seconds of fame not by hogging the spotlight and leaving the rest of their siblings in the dark, but by sharing it and letting the personality dominoes fall where they may; notable moments for me are the ending cutscenes for world 1 and world 3. In this way, in spite of the large cast and the decidedly-less-large narrative space, no character feels too neglected. We’re not talking JRPG levels of writing depth here, not by a longshot, but it’s probably the most consistently entertaining writing I’ve seen from a Bomberman game.

    (Granted, the Bomberman series likes its writing the way Zoniha likes her men, i.e. barely there. So it’s not like SBR had a high bar to clear.)

    The colorful cutscenes directed by Poeyama and illustrated by Hideyuki Takenami burst with expressiveness and fun, and the redesigns for Bagular/Buggler and the Dastardlies are delightful extrapolations of their older looks. So it’s a mystery to me why Konami didn’t extend any of that good stuff to the actual gameplay graphics. I said in a previous post that the contrast between the realistic environments and the cartoony vibe of the characters would probably help with navigating the game world, but in actuality I found the environmental details too overwhelming and distracting, which when combined with the then-iffy controls led to more than a few deaths for me. (World 3, I would say I’ve got my eye on you, but I need to keep what’s left of my poor eyesight.) Additionally, while they’re well-rendered, they’re also on the generic side, which is doubly disappointing given the distinct nature of the cutscene visuals and the character designs. It’s not like there hasn’t been a 3D Bomberman game with overly-stylized gameplay graphics before (see again: Bomberman Generation, and to a lesser degree Bomberman Jetters), so why so standard? Especially since such a direction, again, arguably neutralizes some of the nostalgic charm of SBR. Who the hell hails the Bomberman games, especially the Super Bomberman ones, for their ultra-realistic graphics?

    The animation only kinda makes up for the uninspired environments. Konami gets my applause for the unique walk cycles, victory poses, and idle stances, any one of which would have been more effort than I would have expected out of them. But they all have the same bomb-throwing animation that honestly barely qualifies as an animation considering how it feels like it lasts half a frame. I wouldn’t normally harp on something so nitpicky except that Konami’s own promotional efforts for the game made such a big deal of the UNIQUE PERSONALITIES!!! of each bombersib. If they were already going as far as to customize each character’s idle stance, it seems like such a gross oversight to not also customize the other basic movement associated with a Bomberman character, or at least give it a little more flair and presence. The enemies also just flop over and blip out of existence when they die, which aside from being unsatisfying in general also doesn’t do justice to the source material. I’m not asking for bloody gibs splattered across the scenery here (although that could be kind of funny if handled in just the right tongue-in-cheek sort of way), but watch a couple of minutes of gameplay from SB3 and you’ll see that along with featuring death animations in general, different enemies even have different ones. In short, despite some genuinely nice attention to detail – let me reiterate that the designs for the Dastardlies’ mechas are pretty awesome – the gameplay visuals generally don’t match up to the fun factor of the cutscenes, resulting in a slightly inconsistent feel for the game and (more importantly) some missed shots at recapturing the charms of the original.

    Given the effort Konami has put into the upgraded aesthetics and narrative and the subsequent promotion focusing around that (yes, I’ve seen episode 2 of Bomberman TV and me and BDR are working on summarizing that; well, mostly BDR, really), it’s hard not to think that Konami was trying to cover up a manure mound with sheets of rainbow gold. Nevertheless, that same effort, along with some spoilery stuff, suggests the possibility of follow-ups in this particular iteration of the canon, which can hopefully only be a good thing. I’d still prefer a return to the more traditional Bomberman lore, but I don’t mind riding shotgun for this. I mean, shit, the scenery’s great.


    The Rest is Still Unwritten (Because My Pen Ran Out of Ink and Pommy Ate My Spare One)

    There are some other things I could kvetch about in this game (things I didn’t touch upon here: the English voice-acting and the music, particularly the menu tracks), but in the end, I’m still happy SBR exists, and I don’t regret shelling out full price for it. The awesome thing about modern gaming is that Konami is able to fix parts of SBR according to player demand via online patches, as mentioned at the top of this post, which also means that, theoretically, there’s room for DLC to address the lack of content. The recent releases of Bomberman games of VC indicates more official interest in the series again, while the direction displayed by SBR show promising experimentation and expansion of the canon. And the scale of the promotional efforts for SBR is clearly Konami putting on some serious gameface in the matter of making Bomberman relevant again. It’s like seeing the signs of the apocalypse on Opposite Day.

    As of the time of posting, the third week of numbers is in for SBR, from both Media Create and Famitsu (via Game Data Library). No matter which metric you go by, SBR has broken over 50,000 copies sold in less than a month, which is on par with or beyond the lifetime numbers of many other Bomberman games. Super Bomberman R might be far from a perfect game, with some circumstances mitigating its impressive numbers, but it’s still one to respect.

     
  1. nintendope06exe liked this
  2. fuzzypicklesblog-blog reblogged this from bomber-base
  3. sadincae-archive liked this
  4. rainian-agent-abrella liked this
  5. bomber-base posted this