If you’re reading this, then I have managed to complete enough of this ludicrous indie puzzler to write a review of it. I had originally played Baba Is You on my Switch with my sister. However, time caught up to both of us, and since she got her own Switch with her data transferred to it (since we used to share mine), I could no longer play—or finish—Baba. Because I thought it was such a great puzzle game (with a LOT of bang for your buck), I had decided to get it on Steam, and play it over again (since we only got about less than a third of the stages done before). And, well, I both hate and love it to death.
There really isn’t a premise, nor plot to Baba Is You. Simply put, Baba is you. You is Baba. And Baba, who is You, wants to Win. That’s about it.
So, how does Baba, who is You, Win? It’s simple, really. Just touch the Flag, which is Win. However, some things get in the way, and sometimes, there isn’t Baba, nor a Flag. That’s fine, though, because that’s the whole point. Every level has an assortment of words that can be pushed like blocks, and… Okay, I should stop teasing since you probably read the description of this game already. Long overdue TL;DR: you form sentences that dictate the rules of every level.
This is definitely not the first game to be so meta, but Baba Is You is one of the best when it comes to this kind of gameplay. This simple idea branches out into an incredibly in-depth puzzle game that teaches you through level design. Every time you think you’ve seen everything, the game pulls something even crazier.
The way to Win is for You to be touching the object that is Win. While Flag is most commonly Win, that can—and often has to be—changed. Baba doesn’t necessarily have to be You, either. You can be a rock, a crate, or the entire level, as long as the words are there to form that statement. Just be careful not to touch anything that is Defeat, or dislodge whatever statement dictates your existence, because that’s how you die in this game. Fortunately, a simple press of the X or Y button will begin to undo your actions, up to the very beginning of the level.
If the game sounds hard to you, that’s because it is. Word of warning, Baba Is You is NOT for people who have busy careers, unless you want to look at a guide. Figuring out puzzles on your own feels good, but that takes time, and we don’t have that much of it these days unless you’re a kid. In any case, Baba Is You’s puzzles are brutally mind-bending, and for the most part, ingeniously clever. The biggest battle is figuring out certain nuances with the game’s mechanics, such as what rules get priority when assigned to the same object; for example, something that is Defeat cannot kill you if it is Stop, Push, or Weak. The game also expects you to create some incredibly bizarre scenarios that completely disregard everything you understand about videogaming itself. Unfortunately, the difficulty is quite inconsistent. Either that, or it’s just a matter of how each individual thinks. I’ve had more trouble with some of the “normal” levels than some of the super-secret psychopath levels in the late-game!
Fortunately, the game is pleasing enough to look at to where it’s really hard to get mad. It has a very minimalistic pixel-art look that’s surreal and dreamy. Enabling the “wiggle” animations (or whatever they’re called) makes Baba Is You feel very cartoony and alive. The soundtrack is also very chill and atmospheric.
Final Verdict: 9.25/10
Baba Is You will probably be my favorite puzzle game of all time. I haven’t gotten 100% yet; thank the passage of time for that, but I at least beat it. Baba Is You gives you insane bang for your buck: 226 levels for 14.99 USD. If you like puzzle games, there’s no reason to not play Baba for that deal alone!
I owe 100% of my knowledge of this game to one of my favorite YouTuber/Streamers, ProtonJon. The game is VERY under-the-radar on Steam, but someone was able to donate for it during Jon’s 2020 BCRF Charity Stream. The game looked insanely fun, but brutally hard. I’ve played a number of games considered tough, but I have not bested them at their pinnacle. Copy Kitty may or may not cause me to hate myself.
In Copy Kitty, you are the kawaii cat-girl, Boki. She wants to be a superhero, but has to be content with the next best thing: a simulation game made by her uncle Savant. Only one thing left to do: blow up a LOT of robots.
This is a shooter-platformer, so the story is simple, really. But to be honest, who cares about the story in a game WHERE YOU BRING ABOUT CYBER-CARNAGE EVERYWHERE?! The thing with Copy Kitty is that Boki, well, copies the powers of defeated enemies, Megaman-style. Boki has limited ammo, but can replenish it by collecting more of the same drop from other enemies of that type. In addition to that, any of the three weapons you can have on-hand (with the exception of Solo Weapons) are automatically combined into another, more powerful weapon type.
With this incessantly simple idea, Copy Kitty becomes one of the most intricate and insane shooters I’ve seen. The different weapon combos all have unique effects, all of which look ridiculously cool. Take time learning them because the game will require different combinations to get through certain stages.
Of course, the thing I was worried about the most was the game’s difficulty level. The campaign is pretty balanced for the most part. However, the controls took getting used to for me. You’re locked into eight-directional aiming, and you cannot move and shoot at the same time. Even worse, your very helpful dodge ability cannot be used in midair. As someone who’s played a lot of games where you COULD do that, well… just be glad I don’t stream videogames.
But here’s the catch. What I described before was just the standard playthrough. Beating the game as Boki is just the beginning. After that, you unlock Hard Mode. It’s not just a harder version of the game, though; it might as well be a completely different game, continued directly after the main story. The stage layouts are the same, but enemies and bosses are way different. Hard Mode is, to put it lightly, push-you-to-your-limits-ridiculous. I haven’t even beaten it yet, and I probably never will.
And even if I did, I would have to do it again (along with Normal Mode) as Savant, who has his own unique playstyle! Seriously, the guy’s a savage! He has less health than Boki, but his perks more than make up for that little detail. First off, he can freely fly, which makes a lot of things (like a certain recurring miniboss) easier, plus his dodge is a lot better (even if it has a stamina meter). The problem is mastering his method of attack. Savant’s weapons fire out of a little window, which is manipulated by the player at the same time as Savant himself. Only two weapons can be combined, and it has to be done manually. To offset an otherwise lack of variety, the order in which weapons are combined produces different results. Depending on the weapon used, Savant’s window will either follow him, cling to walls, and more. Coordination (and a lot of mashing the B button to reset his window) is key to mastering Savant.
However, the game still isn’t done yet! There’s also Endless Mode, which is, actually, one of the more forgiving modes of its kind. Healing is pretty generous, and you can start from every five waves. There is a LOT to it, though. Each set of ten waves is contained within a specific biome, of which there are thirty-seven. Beat the biomes on Normal Endless Mode to unlock additional, harder variants with the other biomes. Also, try Pandemonium, where every enemy attack pattern is randomized. Plus, a rare enemy encountered only in this mode will unlock the secret 13th world in Story Mode.
If this game didn’t seem enough like capital punishment for completionists, then here’s more. There are also marathon and boss rush modes, which are self-explanatory enough. Also, every state of the campaign has a Target Damage limit, and not taking more than the indicated amount of damage gets you a gold star for the stage. Fortunately, this condition doesn’t exist whatsoever in Hard Mode, which still makes Copy Kitty more lenient than what you’d expect. And one more thing that I can’t dedicate to a new paragraph, the Steam Page implies there’s a level editor. I couldn’t find it; it’s probably locked behind some insanely hard prerequisite.
As far as looks are concerned, Copy Kitty is very appealing. Although the 3D textures look a bit bare-bone, the character designs are quite memorable. Plus, the sensory-overloading violence, especially if particle effects are set to the highest intensity, is extremely pretty. The backgrounds are very cool and cyber-y as well.
The soundtrack is very EDM-heavy, with some rock elements. Despite how little I care about either of those types of music, Copy Kitty’s soundtrack is solid, with good enough variance. The problem is that I consistently ran into a bug where the sound effects would just die, and I would have to lower the game audio to insanely low levels to barely hear them. And since I got so used to it like this, the occasion they came back on made the game feel really overwhelming and it was hard to concentrate. It’s a shame, since the sound effects are really satisfying. I’m new to PC gaming, so it might be a problem with my sound card (I know ProtonJon didn’t have that issue when he streamed this).
Final Verdict: 9.25/10
Copy Kitty is a fantastic, replayable arcade shooter that’s well worth the money. Just keep in mind that, depending on how non-gamer you are, a lot of it could be above your paygrade.
Personally, I’ve always had a vendetta against indie games, not because I think a lot of them are bad, but because a lot of them are too inherently good, to the point where they can get away with having flaws. For example, many of them, such as Undertale or Fez, rely on unique aesthetics and gimmicks to stand out from the crowd (side note: ‘Megalovania’ is the most overrated videogame song of all time). Others, like What Remains of Edith Finch or Firewatch, completely disregard gameplay in order to appeal to raw human emotion in ways more intimate than most triple-A games. In addition to that, indie games having that inherent appeal of “the mom-and-pop business that does better than the corrupt, money-grubbing corporation”, and they sometimes have a better sense of what the market wants than actual triple-A companies. One example is the recent RPG, Bug Fables: The Everlasting Sapling, made to be a successor to the classic Paper Mario that we have wanted for over a decade and have yet to receive. Paper Mario: The Origami King is probably good for what it is (I heard mixed things), Bug Fables claims to be what the doctor actually ordered. Since it’s apparently pretty short (for an RPG), I decided to see how it measures up to classic Paper Mario.
In the kingdom of Bugaria, some ant queen lady wanted to find this MacGuffin called the Everlasting Sapling to become immortal. She failed, and so her daughter started the Explorer’s Association in order to hire adventurers to do the job for her. Three intrepid heroes, Kabbu, Vi, and Leif set out to find it and become heroes.
It takes only five seconds to see how influenced by Paper Mario this thing is. From the presence of Action Commands, to its art style, its writing, and… piss-poor inventory space, Bug Fables tries very hard to be the new Paper Mario. In order to find out if it succeeds, we need to cover one aspect of the game at a time (and, of course, compare them to Paper Mario).
The narrative is simple as all heck. In each chapter, you go to a dungeon, beat a boss, and get a thing. It comes off as predictable, but in actuality, does an admirable job of throwing curveballs at you. It is straightforward, though, and I didn’t really find it that gripping from a raw emotional standpoint. It has some cool lore, but I never found it particularly fascinating myself. What did surprise me was the cast of characters. The three bugs take advantage of all having dialogue (unlike Paper Mario with its silent protagonist), and use that to have a number of fun interactions with each other.
But of course, Paper Mario fans care about the writing. Bug Fables‘ writing is definitely great. It even has a lot of characters muttering off-hand comments beneath the main speech bubble, just like in Paper Mario. The three main characters also share some chemistry that isn’t possible in a Paper Mario game (Best Girl Vi is especially a treat among the other characters). Unfortunately, the writing and characters don’t completely fill in the void for me. While both are great, there’s something special about the classic Paper Mario games, and even Super Paper Mario. Bug Fables’ doesn’t have anyone as lovable as, say, Koopa Jr., Pennington, Flint Cragley, Francis, and DEFINITELY no one like good ol’ Bowser. Additionally, the bug theming makes some character designs blur together for me.
Graphically, Bug Fables is beautiful. The game’s simple color palette and thick outlines scream that classic Paper Mario look; even the area transition paths have the same triangle pattern to them! Unfortunately, there isn’t much in terms of creative level design. I’m willing to give the game the benefit of the doubt in the event that there’s a sequel, but for now, the areas—while being creatively set in backyard objects like a sandbox and a tire—are your typical videogame biomes. Even the first Paper Mario, which had the most generic world, at least had something like the Toy Box. Eventually, Thousand-Year Door would go above and beyond by having places like a monochromatic forest with a Pikmin-related dungeon, an arena, and a luxury express train; even the main hub area is iconic for how slummy it is compared to other parts of the Mario universe. Bug Fables just doesn’t hit that nail on the head, except in the final area, but that place is unceremoniously short compared to Paper Mario final dungeons.
Furthermore, I didn’t find the soundtrack to be super amazing. It has a lot of great tracks, which feel retro in that uniquely indie-type way. But for me, they fall short of Paper Mario soundtracks, especially Thousand Year Door‘s. I get that it’s trying to be its own thing, but Paper Mario is so much more involved and varied than Bug Fables. I’m sorry, but that’s just how it is IMO.
Paper Mario is known for great puzzles, and Bug Fables steps it up a notch. At first, everyone only has one ability, but throughout the game, you get new powers which open up all sorts of possibilities. Unfortunately, there is one particular ability that I don’t like, and it’s Vi’s Beemerang. In theory, it serves as the Kooper or Koops of Bug Fables; you throw it, or hold it in midair and release it. Unlike Kooper or Koops, who only attacked left or right, the Beemerang can be thrown in eight directions. But due to the game’s own artistic style… THERE ARE ONLY FOUR DIRECTIONAL SPRITES FOR THE CHARACTERS. As a result, I found myself throwing it in the completely wrong direction at times, which bugged (HA) the living daylights out of me.
Fortunately, Bug Fables excels with its combat, which has more depth than Paper Mario‘s system. The basic mechanics are the same: Each person has HP, TP which is shared, and MP used to equip medals (a.k.a. badges). Action Commands are a thing, and you’ll have to learn them from scratch regardless of your Paper Mario experience.
What’s most important is turn order. Each person gets one action in battle (unless you use field attacks to stun an enemy, in which case you’d get two attacks for whoever the leading character is), and you can attack in any order with B. Their position, from front to middle to back, is based on your formation in the field. Like Final Fantasy, people in front deal more damage and get aggroed by enemies, while the opposite is true for the back row. You can change your party’s turn order in battle as well. Oh, and a BIG improvement over Paper Mario is that anyone can Tattle (a.k.a. Spy on) an enemy; no need for that one party member who has no use other than to Tattle!
You will NEED to get used to manipulating who attacks in what order. A lot of your party’s attacks can exploit enemy weaknesses, such as using Kabbu’s horn to flip enemies over. There’s also the Turn Relay, which sacrifices a character’s turn to give someone else an additional one. However, one thing to be aware of is that a character’s damage output weakens if they have to attack more than once in a round (this also applies to starting out with advantage). Make sure you’re going to really benefit despite the decrease in power!
Another thing you NEED to be able to do is Blocking. The mechanic is just about the same as it is in Paper Mario: press A before an enemy attack lands and you’ll reduce the damage. Doing it with extra-perfect timing results in a Super Block that reduces the damage further. One good improvement over Paper Mario is that any party member who isn’t being targeted will turn transparent, making it easier to time your blocks.
When it comes to the difficulty level of Bug Fables, ooooh… this is where it gets iffy. Right at the beginning of the game, you can obtain a medal called Hard Mode. It costs no MP to equip (thank goodness), but it boosts all enemies’ strength in exchange for more EXP and rewards. The game becomes VERY difficult in this state. You will need to not just get good at Blocks, but Super Blocks as well, otherwise, regular mobs will beat you within inches of your life. Bosses are… absurdly tough. They aren’t indie-game-tough, but they get an entire assortment of new moves and grant permanent buffs (I know because I accidentally beat a boss on normal and had to reload). The incentive is that beating bosses will earn you actual rewards beyond a lousy achievement, and these rewards tend to be really stinkin’ good.
The big problem with Hard Mode is that the game’s own mechanics ends up making that medal shoot itself in the foot. Bug Fables has the same mechanics as Paper Mario when it comes to handing out EXP. When you’re considered overleveled, you only get one EXP per mob; i.e. per entire battle. The problem is that the game is NOT programmed to evaluate your level based on Hard Mode. As a result, I was able to reap the benefits of Hard Mode early on, but just by fighting enemies as they came, I became overleveled without grinding, and as a result, I’d end up going to main story locations, having to fight stressful battles against the mobs there, and getting NOTHING for it. Sure, the issue can be mitigated by equipping the Bug Me Not medal, which allows you to destroy enemies that are considered significantly weaker than you on the field, but it’s just plain stupid (and also dumb) that the high-risk-high-reward medal becomes high-risk-low-reward as a result of the game’s own mechanics. The only non-boss enemies that give you any EXP after a while are the rare Golden Seedlings. They function just like Amayzee Dayzees from Paper Mario; if they don’t run away, they can one-shot any party member from full health.
Furthermore, leveling up just doesn’t do much of anything. Like in Paper Mario, leveling up allows you to choose one- and only one- stat gain in HP, TP, or MP. However, no matter how often you level up, it’ll never feel like enough. HP gains only provide one—ONE—Max HP to the party, and TP only gives three- THREE (MP is the same as Paper Mario’s BP). You need to use your TP-consuming skills, but it drains too quickly. You need HP to survive, because it doesn’t take long for enemies to do five to seven damage in a single attack (especially in Hard Mode). You also need MP to equip valuable medals, but you also need the other two stats! I get that the decision is supposed to be tough, but due to the overleveling mechanic, it never happens often enough. This really makes the game feel less fun to play. In fact, I hit max level before even starting the final dungeon, and I didn’t even grind except for money!
Another problem I had was with the Recipes. In Paper Mario, cooking stuff was definitely helpful, but you could still get by with just the Ultra Shrooms and Jammin’ Jellies that you find. Bug Fables doesn’t naturally give you higher-tier restoratives. Ever. You’re stuck with the lowest level healing items, and it is imperative to take them to chefs to make better ones. However, I just couldn’t figure out the recipes well; more than 90% of the combinations I would try would turn into Mistakes. For more than half of the game, my best healing items were Leaf Omelets and Glazed honey, which quickly became inadequate, especially on Hard Mode. While I wouldn’t mind trying every combination with brute force, cooking ingredients—naturally—destroyed them forever, even with incompatible ones. And with some rare items coming in finite supply if you don’t buy them off of sellers for an absurd amount of money, you’d have to save-scum a LOT to get all the recipes. Fortunately, the recipes that matter are learned naturally via quests, but they tend to be BIG investments. For example, one of said recipes is a collaboration between three different chefs that can be incredibly tedious to make.
In the end, I didn’t enjoy it enough to do 100%. I did a good majority of it, but when I hit max level, I just wanted to be done (call me a filthy casual if you must). There’s even a whole children’s card game that I didn’t even bother with (it’s basically War meets Yu-Gi-Oh), as well as a casino area. I also didn’t dabble in the postgame whatsoever (so much for a Full Game Review, am I right?). There’s even what I presume to be a field ability that I never even obtained (whatever it is that lets you open wooden doors found throughout the game)! But like I said, I just wanted it to be done.
Final Verdict: 8.4/10
I don’t care if one or one million people make a game; if it has issues, I WILL acknowledge them! Bug Fables is a great game, but it’s not perfect. And while it does nail some classic Paper Mario tropes, while also adding some interesting elements to combat, the risks-vs-rewards system with Hard Mode is a bit iffy. This game proves that only Nintendo can put out a 100% true, classic Paper Mario game, and we’ll just have to pray for the miracle of that happening. For now, Bug Fables is enough to tide us over (and lets hope it gets a sequel or five).