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Mento

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Indie Game of the Week 83: Volgarr the Viking

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I sort of knew what I was in for by booting up the legendarily brutal Brad-breaker Volgarr the Viking, but curiosity kills cats and Norseman alike. Besides, you can't really get a measure of a game until you have it in your hands and can see for yourself the way it controls and flows and can piece together in your mind what it is about the game that you personally hate. OK, maybe that's just the salt talking.

Volgarr the Viking is an Adult Swim Games published, Crazy Viking Studios developed masocore platformer that specifically hearkens back to the breed of 2D side-scrollers that only gave you so many opportunities for failure before figuratively slapping the drumsticks out of your hand and telling you to start the whole thing over but better and faster. At the time, there were understandable reasons why games were made like this: a new game would take thirty minutes to complete if you played through it start to finish with no setbacks for death, and if that was bad news for a $60 home console purchase bought earlier that same day it was extra bad news for the arcade machines that needed a constant diet of currency to turn a profit. It was also the case that developers had to focus test their own games, inadvertently adjusting a game's difficulties to their own ability rather than that of the average player. These considerations are no longer applicable in this modern age of video gaming - the industry has since found other carny tactics for bilking its audience, notably lootboxes and pre-order DLC - unless your goal as a developer is to invoke the difficulty of those ancient games for the sake of misdirected nostalgia, which is where we get Volgarr the Viking.

I want to state something specific about what game difficulty is and how certain types of it are more disingenuous than others. It's something I've struggled to articulate for as long as I've been blogging here - one of my earliest blogs some seven and a half years ago attempted to get to the root of "bad" versus "good" difficulty. One conclusion I've reached after several years is that there is little compelling about "endurance" difficulty; which is to say, seeing how long you can go with a moderately tough game before you eventually choke. Volgarr's various instances and obstacles added together don't amount to a truly difficult game if you take your time and memorize when and where the next attacks are coming from. Rather, the fact that it drops you back so far after death and forces you to repeat sequences which you've mastered several times before doesn't so much qualify as difficulty but busywork. You aren't being challenged as much as being harangued; endlessly inconvenienced rather than facing new hurdles and rising above them. Unless it's one of the bosses, the chances are you aren't dying on one area in particular but across a number of areas you've defeated more often than not.

I did manage to beat this guy, but then the boss fights are much like everything else: straightforward, but a mistake or two is all it takes to get dropped back to the start of the area.
I did manage to beat this guy, but then the boss fights are much like everything else: straightforward, but a mistake or two is all it takes to get dropped back to the start of the area.

Per contra (and per Konami's Contra), there's not a whole lot a game designer can do to make a platformer more difficult beyond an artificial scarcity of checkpoints and some extremely limited exoneration for failure. It's why a lot of Indie platformers tend to be puzzle-platformers, in which a share of the difficulty comes from solving the conundrums at their core (as is the case with a certain other Viking-themed platformer), or spacewhippers, in which the challenge comes from determining where to go next and risking high-level areas off the game's intended path for what advantages can be found there. The genre of 2D platforming has expanded over the years for the sake of necessity, incorporating new ideas for challenges along the way, because the old model was no longer sustainable. Volgarr doesn't even provide what the few successful masocore platformers do: Super Meat Boy has its alacrity and deliberately bite-sized stages where a successful run would take only seconds; the new Dead Cells and its spiritual predecessors of sorts Rogue Legacy and Salt & Sanctuary offer savage hardships but also allows for a system of character development with which to better overcome those hardships when skill alone is insufficient. Volgarr does provide some entertainment in how it brings us back to the inadvertently cruel games of our youth in a knowing fashion - the whole point, before anyone accuses me of missing it - but it's a reminder if we needed one that game design has long since moved on with good reason.

Rating: 3 out of 5.

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csl316

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"Max doesn't count."

Volgar's a cool game and I loved watching Brad play through it. I never got that far but I really appreciate its design.

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Relkin

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While I do agree with you some of the time on the subject of good and bad difficulty, I reject the idea that Volgarr is in the latter camp. You mention how it's not a difficult game if you just "take your time and memorize when and where the next attacks are coming from". That's essentially saying that it's not a difficult game if you overcome the difficulty of the game. I'm curious: do you consider all memorization-based games to be in the "bad" difficulty camp? What about a Soulslike? In Dark Souls, if you just memorize the level, the enemy spawns, and the attack patterns of the boss, it's not difficult.

I get the impression that your main issue with Volgarr is that it's punishing in its difficulty; and more specifically, that it doesn't offer a way forward when "skill alone is insufficient". But, beating the game through player skill alone is the point of this type of game, and while you do mention at the end of your blog that you know what Crazy Viking Studios was doing with this game, I don't think you have it completely right.

Volgarr isn't just a throwback to the "inadvertently cruel games of our youth" (although I think you meant purposefully cruel games of our youth), it's an example of what that era of games could have amounted to, if not for hardware limitations and shitty game design that prioritized how long it would take to beat the game over how good the game was. No enemies popping in at the edge of the screen to suddenly kill you. No slowdown throwing you off your game. The challenges presented are numerous and varied, but are meted out at fair intervals, rather than tons of things just happening in your proximity all at once. Most of the games that Volgarr harks back to are bullshit. You are totally right that game design moved on with good reason. However in doing so, I think something of great value was left behind with the trash.

Sorry to hear you didn't seem to enjoy this game that much, but as always, it's interesting to read why.

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Mento

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Edited By Mento  Moderator

@relkin: You've got some good points here. With a handful of exceptions (those respawning slimes in the aquatic world) there's very little randomness with enemy placements and being mindful of them in subsequent runs does pay dividends. I didn't give the game nearly enough credit for its deliberate level design.

If I could rephrase that paragraph better, I'd say that Volgarr's challenge isn't in the individual components - the enemy attacks, the platforming, the traps (at least after the first time you encounter them) - but that the large number of them added together between the last checkpoint and the next (or the boss) is often sufficient to trip you up occasionally, which is all that's needed to hit the fail state and be forced to restart. Memorization of patterns and learning from mistakes are fine components to any game retro or otherwise, but the dark side of that - relying on repetition until you get it right (the tortured Whiplash analogy I used) - is less palatable. It's why I'm glad Dark Souls (and its ilk) tries to mitigate that slightly by either giving you alternative routes to clear your palette with or the opportunity to apply a few extra stat points or new equipment to adjust the odds in your favor.

Besides arcade ports for obvious reasons, I don't believe any NES game was really going out of its way to be cruel to the player. It can feel like that with a few of them, but back then I don't remember a high difficulty level being something the backs of boxes often touted. Usually it was things like game length and the graphics. Saying that, I don't doubt there were a few designers who considered it a badge of pride that no-one could beat their nightmare game.

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Relkin

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@mento: I'll agree that the there's probably too much game in between each checkpoint. I personally don't have an issue with it, but I thought it was a serious problem in Demons Souls, so I totally get how someone would feel that way with Volgarr. I'll also admit that most of the games I was thinking about from that era were arcade ports, but I don't think that discounts them from the conversation (not that you are).