Scott Pilgrim vs. the
World: The Game is a celebration of retro gaming. I know similar statements
has been thrown around a lot given the recent surge of retro revival games, but
Scott Pilgrim, with its old school
beat em’ up game design, gorgeous pixel art, rockin’ chiptune soundtrack, and countless
references and in-jokes, is so comprehensive in its execution that I feel it
deserves special mention. All of this is very fitting given the source
material, and Pilgrim is indeed a
wonderful realization of the world from Bryan Lee O’Malley’s excellent series of graphic novels (they’re one of my favorite things ever, so you should seriously
check them out). The game manages to capture the spirit and style of the
graphic novels and successfully translates a story based on the plot of a retro
video game into an actual retro video game (or at least a retro-style one).
Scott
Pilgrim: The Game is a classic beat em’ up a la River City Ransom, Final Fight, Teenage Mutant Ninja Turtles: Turtles in Time, and Streets of Rage
where you move from left to right, beating up hordes of “bad guys” on your way
to a showdown with a fearsome boss at the end of each stage. Like River City Ransom (which is one the
clearest inspirations for the Scott Pilgrim story as well as for this game’s
design), Pilgrim is also part RPG,
where building stats such as “strength” and “defense” by buying food, drinks,
and other items is crucial to a player’s survival. As they fight the many
hipsters, brawlers, bouncers, ninjas, and robots, players gradually level up,
gaining a new skill with each level, such as a neat diving kick and a dodge
roll. Because leveling up and acquiring money are both tied to mowing down mooks,
expect to do a lot of grinding here, especially early in the game. This is one
of Scott Pilgrim’s biggest flaws:
it’s not an easy game to just jump into and immediately start enjoying like
many of the classics that it calls back to (at least if one is playing single
player, like I did; having three other friends to join you makes the adventure
easier, I’m sure). This isn’t because the game is all that particularly
difficult, only because your character (choose from Scott, Kim, Stephen Stills,
and Ramona, in addition to one unlockable character and two DLC characters) is
so overwhelmingly underpowered at the start of the game. I struggled to get
through the first stage on the normal “Rough & Tough” difficulty and it was
only with a lot of patience and after leveling up sufficiently and getting
enough money to build my stats that I was finally able to move on. I did try
switching to the easiest difficulty setting to initially get through the first
level (and switched back to normal for the rest of the game after that), but I’m
not sure if it really was all that easier, or if it was just simpler because I’d
already built up my stats quite a bit on normal. I think it was mainly the
latter, because I replayed the first level on normal afterwards and was able to
get through it without much trouble. Things only get tougher as the game goes
on and I had to fiddle around in the first few levels for a bit until I had
good enough stats to not continuously get pummeled in the later levels. Once I
was leveled and powered up though, the game became a breeze until the final
level and even then, with just a little more stat boosting, it wasn’t too bad. All
this grinding didn’t take too long but
I’d rather just take a more straightforward path through a beat em’ up like Scott Pilgrim, not meander about the
first few levels and waste time grinding.
But let’s
talk about the good stuff now. Right away Scott
Pilgrim brought me back to the countless times I played the Sega Genesis Streets of Rage titles (especially Streets 2, one of my favorite games of
all time) and other beat em’ ups like the 2003 retro-inspired Viewtiful Joe on
the GameCube. Appeals to nostalgia are surely overused in video games today,
but Pilgrim does nostalgia well,
constantly injecting me with a warm dose of the essence of simpler times. The
moment that the music of the first level kicks in, I felt at home. Scott Pilgrim features a fantastic soundtrack
by electronic and chiptune artist Anamanaguchi. While some songs definitely
stand out more than others for me, there is no denying the retro quality on
display here. Just listen to some of these. The sound here is retro but also incorporates
elements that couldn’t be done on an 8 or 16-bit console; it feels familiar but
also original.
One of the aspects of Scott Pilgrim that struck me right away,
besides the music, is the beautiful, detailed artwork. The environments in the
game are lovingly painted with copious detail and are populated by brilliantly
animated sprites. Familiar faces from the Scott Pilgrim books can be seen on
the sidelines of each stage and seeing the likes of Stacey Pilgrim and Wallace
Wells and even less central characters such as Joseph hanging out in the various
locales of Toronto is not only really cool for a fan of the novels such as
myself, but also lends a cohesion and a lot of personality to the world in the
game. All the sprites are full of energy, and in classic video game fashion can
be seen swaying and bopping in place, as if everyone is dancing to the killer
soundtrack. Player character and enemy sprites are equally vibrant (I
especially love Scott’s overly-enthusiastic idle animation and his end of stage
celebration). This attention to detail carries over into every facet of the
game, from humorous descriptions of the items Scott can purchase to graffiti
and posters decorating the borders of a stage. As I mentioned, the game is also
full of references to the retro gaming golden age of the late 80s and early 90s:
there’s nods to Mario, Zelda, Mega Man, Castlevania, Final Fantasy, all of the
aforementioned beat em’ ups, and much more. All of it is here and often in some
unexpected and hilarious places that made me chuckle to myself more than a few
times. If you’re a retro nerd like me, you simply must play this game.
The Super Mario World-inspired world map |
Scott
Pilgrim is a very solid game, but it could be more enjoyable to play. Character
movement, especially at the start of the game, feels stiff and slow. I played
the game on PlayStation 3 with a standard DualShock 3 controller and there’s an
option to use either the D-pad or the left analog stick for movement.
Personally, I always find the D-pad to feel more natural for 2D games like this,
but unfortunately only the analog stick has an option to make running the
default movement option, whereas running with the D-pad requires a clunky-feeling
double tap. Movement becomes more fluid with new skills and an increase in the
speed statistic, but never as much as I would have liked it to be. I often
found myself struggling just to get away from attacks and position myself where
I wanted to be in the game. There were also several times where I thought I was
exactly lined up with an enemy correctly, but wasn’t and would fail to attack
them. This perspective problem has always been inherent to 2D beat em’ ups like
Scott Pilgrim, but this issue in
conjunction with other issues can be very frustrating. For example, Scott has two
different attacks in the game that require the same button inputs, but one
attack is triggered if Scott is close to a downed enemy while the other occurs
at any time besides this situation. I would frequently find myself wanting to
pummel a downed enemy, but not be lined up with them correctly because of the wonky
perspective and instead perform the other attack (which happens to be a
charging attack that sometimes landed me in a bottomless pit during these
instances). This problem could have been addressed by simply having different
button inputs for these two attacks. It also doesn’t help that the AI in the
game likes to gang up on the player, sometimes pitting them in inescapable hell
cycles. One particularly annoying moment was in the second level, where I found
myself pinned between two duos of enemies on either side of me, all four of
them constantly spamming projectile attacks that kept constantly knocking me
down as soon as I got up. It’s safe to say that Scott Pilgrim made me rage more than once thanks to what felt to me
like cheap design.
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