Taking inspiration from Lovecraftian lore OutBuddies DX places the player in a perilous situation by having them take on the role of an airship piloting adventurer, and his AI assistant who are out to face the old gods. On his way to the mythological cradle of mankind the curious captain of the story crashes into the depths of the sea. Saved only by his AI companion who acts as a support bot. Together they must brave the depths, face fearful foes, and solve the mysteries of the ruins they find themselves in if they are to make it out alive.
OutBuddies DX, at heart, is a 2D metroidvania for the Nintendo Switch that takes the "metroid" of the genre quite literally. Utilizing familiar Metroid elements such as rolling, corridor breaching via specific weapons, and bombs for clearing paths OutBuddies DX does pretty much what has already been done, give or take a few mechanics. In regards to unique mechanics OutBuddies DX features co-op play that takes in account the buddy system that goes along with the protagonist, and his AI assistant. It allows a single player to control both characters' functions by swapping between them, or two players to control one character each. Each character plays their own role in gameplay with the captain of a crashed airship taking on combat, and platforming while the AI helps move objects, find hidden pathways and threats, and other things tied to the puzzle elements of the aquatic underworld.
Getting into the game ...
While the initial areas within OutBuddies DX give plenty of tutorial prompts explaining away mechanics, and features the functionality is made so awkward during the learning process, and beyond that it makes even the most basic of character abilities a cumbersome task. Ultimately slowing down progress that should be more fluid, and less complicated. Having to switch between the captain, and his AI companion takes a flick of the right thumbstick in singleplayer mode, but in doing so causes the player to pause to utilize the base mechanics of each character, individually. What is most problematic is the shoulder buttons mapped to certain key abilities. In handheld mode on the Switch this is truly an issue. While it may be better docked with a plugged in controller, or with the characters controlled separately in co-op it fails to provide that ease of access, and gamer friendly feel in handheld mode.
When it comes to gameplay you are literally dropped into the deep sea ruins of the cradle of mankind. From there you must progress, and backtrack to find the gear, and weapons necessary for you to gain access to inaccessible areas. Starting with the reading of some tutorial prompts, and hands-on testing of the mechanics. Along the way you'll face lesser enemies of various types. Some of which must be killed, and others that can be avoided entirely via the roll mechanic. You'll also face environmental hazards such as spikes that must either be avoided completely, or rolled past in an evasive maneuver. In certain areas you'll also face off against bosses. Each with their own attack patterns. Dealing with them is done in a similar fashion as in Super Metroid, or the classic Metroid games. Between the platforming, and combat you'll run into puzzle elements that will require the AI's telekinesis ability to move objects. The AI also doubles as a means to scan out of reach areas to help discover newer areas as well as to help avoid lingering enemies. Through pop-up indicators you can tell, through the AI partner, what is a threat, and what is an item of interest. There's also another AI function that uses a projectile bounces around as a means to trigger certain things. In the way of health, and stamina the captain does have a heart gauge that changes color as he gets damaged. From green to red until he is dead. He also has a stamina meter that depletes with the evasive roll, but that refills after use. As with most metroidvanias the captain can also wall jump to get to higher ledges, and platforms. Those are the gameplay mechanics in a nutshell, or seashell ...
When it comes to navigating the ruins of the cradle of mankind you can bring up a map that shows all the areas you've visited, and areas you have yet to visit. Places of interest noted. This map can be accessed by pressing the PLUS button on the Switch. Also on the PLUS menu is a toggle switch for co-op play as well as the gear, and guns menus for your Captain. Swiping, or clicking left to right in the menu will gain you access to the various parts of the character guns, and gear.
Extras are also included in this rather straightforward metroidvania experience. You'll find a list of toggles tied to unlocked buffs or cheats that help certain abilities, and features when it comes to your dual characters. Things like faster firing, and more health are among the fairly large grid of cheat toggles. To unlock these cheats or buffs you must first complete the feats required of you in the menu's icon inclusive listings. Most of the requirements tie-in with progress, and the killing of enemies. Though some require more skilled feats tied to your guns and gear usage. Along with that the game also offers a grey scale mode, and CRTV mode for a visually different experience.
The Verdict ...
What broke this game experience for me was the awkwardness of the controls in handheld mode on singleplayer. It became obvious early on that this was meant to be a couch co-op experience in docked mode with controllers and not joycons. I don't do co-op, and so the experience was much less impressive to me, and faulty to a point. The game felt less than fluid the way I played it, and if the co-op players aren't in sync I can't imagine it being much better. I hate to say this, but as good as this game looks it is lost to bad controls. I think the developer could have done better with a different approach to the main gameplay elements, and button configuration in handheld/singleplayer mode. I can't recommend it as it is. It's too awkward of an experience.
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