A Solid Metroidvania, But The Biomorphing Could Be More
It's not hard to see where Biomorph draws its inspiration from, mostly Hollow Knight and Ender Lilies. The game puts all the familiar ideas together and on top of that, adding a little twist into formula. You can become the enemy you just defeat. While the mechanic certainly makes the experience solid and bends the rule of gating-abilities, the execution feels off for me. Biomorphing doesn't streamline your combo and the overall combat. And a lot of monster forms are treated as one-trick ponies, a one-and-done deal. That being said, I cannot just down vote the game and move on. Despite my negativity, I still have fun exploring the big alien worlds the developers created. Tons of secrets and scavenge hunts encourage you to use all of your abilities to the fullest. Overall, Biomorph is a solid metroidvania to playthrough. It's just that I think the mechanic could've been better or at least well-used.
Things I Like About Biomorph:
Other Compliments
→I like the western cartoon art style.
→Quite a few interesting NPCs and side quests.
→Exploration is often rewarding despite the terrible map system.
→All 39 Scargatoes have their own cute description.
Things I Like And Dislike About Biomorph:
The Gating-abilities
→Like: There are actually two types of gating-abilities: first type is the usual reward that players can find at the end of the level or after the boss fight, and the other type is related to the biomorphing. For the first type, I am glad and actually surprised to find out Biomorph doesn't just hand out the regular gating-abilities like Double Jump right away. The design choice immediately sets the game apart from other metroidvania. Of course making your protagonist less mobile means the level design cannot be too difficult to navigate, but Biomorph circumvents this issue by introducing biomorphing, in other words, a second set of gating abilities. Each monster forms have their unique attacks and special quirks to help you on your journey when transform. You may not walk through a long spike trap, but Scarbyttle can hover any of them; when the level gets too big, Oddwing allows you to fly for a few seconds to places you otherwise cannot reach. This mechanic makes me feel very excited every time I see a new monster, wondering what abilities will it grant me once I slaughter I mean morphing into it.
→Dislike: Three things really bothers me about the biomorphing. First, biomorphing doesn't feel smooth to use in combat. Most of the monster forms are clunky to use. You can hardly combo your chip attack into biomorphing Ben Ten style. Second, every monster form is a one-trick pony. Their usage only last for their responding level. Outside of said level, there really isn't any incentive to use them beyond you liking their look or their attack pattern. Some do possess valuable quirks like Ombre Blanche has triple jump and Jawfish can swim under water, yet this design reinforces my last point: some monster forms should just be enhancement for existing ones instead of being a standalone. Jetrunner's ability to swim against the stream should just be integrated into Jawfish swimming capability; any wall-bashing monsters should just be one being with upgrades. Same deal goes with any secrets-revealing monsters. By combining monsters together, it would be much better to organize the equipped biomorphs. Players wouldn't run into the awkward situation which they would find a secret area that requires a certain ability of a certain biomorph, only to find out they don't have the right one equipped. So they would have to teleport back to save point, equip the right one, and go all the way back to the point of interest.
Things I Dislike About Biomorph:
Other Complaints
→Biomorph upgrades do not convey clear information.
→The map system is the worst. Tons of plain rectangles really doesn't make me realize what I miss, especially when a portion of the area can only be accessed from another area that I have no way to know because the map is unclear about it.
→Some secrets do not have any subtle hints at all.
中文小簡評
→一款內容實在的類銀河系惡魔城,只是其中的機制可以做得更好。
→雖然主要機制的設計我覺得沒有很好,但是光就本作完整性,還是值得一玩。
→西洋卡通畫風很有特色。
→許多有趣的NPC及支線任務。
→地圖中藏有許多秘密和道具,探索起來很充實。
→39隻史來喵有各自的個性小簡介。
→關鍵技能分為兩種,角色本身的技能沒有像其他同行一樣直接屈服於二段跳,而是巧妙地運用怪物變身間接的讓關卡逛起來更有趣,同時鼓勵玩家多多運用及蒐集不同怪物化身。
→然而變身怪物這個系統個人覺得做得不好,戰鬥中不太能隨時切換打連擊,諸多變身功能僅限其會出現的關卡有用,其他地方毫無用處,僅有少數變身有好用的技能。
→許多變身的能力太過單一,應該設計成其他變身的升級版。如此不但能方便玩家選擇想要的變身,也能解決玩家要來回跑存檔點換變身的窘境。
→變身升級給的資訊過少。
→地圖看來很糟,僅用大方框來標示關卡而沒有多一點細節,容易導致玩家繞了半天找不到興趣點,而那興趣竟然是要從另一個地方才能到達...
→完全沒有提示說這牆可以被打壞。