Friday, July 24, 2026

Mina the Hollower

 When Mina the Hollower was revealed as the successor to the delightful Shovel Knight I was less than thrilled. It was pitched as a lil bit GameBoy Zelda, Castlevania, and of course, Bloodborne. What bothered me was the core mechanic of burrowing underground for a limited amount of time as a way of dodging and initiating attacks. This just seemed like a variant of dodge rolls, which I might describe as a scourge on modern 2D games. Put simply: the dodge roll was born from 3D games because player positioning precision is much weaker due to the nature of the camera, so 3D games generally have to rely more on timing as the core pillar of the game. Backporting this to 2D games functions well enough, but it's also wasting the actual advantages of 2D. So Mina just seemed like another 2D game ignoring the strengths of the form. With the final game my fears ended up, somehow, both confirmed and denied.

 Burrowing is decidedly not a dodge roll. It has enormous wind up, so using it to react to things pretty much just means getting hit. There's also a ton of things that can still hit you while burrowing, so it's not exactly invincibility (the game actually kind of front loads this type of damage which just led to me underutilizing it early on even though across the game most things don't actually penetrate it). And, obviously, the fact that you're popping up at the end of it means the precision element is still in play. Yet I still kind of hated the combat. Frankly, I need to study it more to understand why. I would say it's primarily the big enemies and certain bosses that kind of look like the type of enemy you expect from a Souls game with lots of attacks and lots of movement that put you in the mindset of waiting for an opening and exploiting it, but I kind of found them somewhat unreadable and rather suspect the intended approach is more just burrowing towards them at an opportune moment. Some people point more towards just not liking 4-directional 2d melee combat, but uh, I adore it. This kind of thing was my favorite genre at one point (Mina is clearly more Crusader of Centy than it is Zelda). So I kind of just think Mina's combat is just kind of bad actually. I can point to certain things like the lighter weapons having pushback on the player and that feels terrible. But I'm not quite able to pinpoint the exact problem just yet. The game is so nearly flawlessly executed almost everywhere else that the flaws are just that subtle, I guess.

The less subtle flaw is just the game's take on Souls brand difficulty. I know a few people who bounced off Demon's Souls / Dark Souls and took a few years before they could get into them. I could never relate to these people. After playing Mina the Hollower, I finally relate to them. My first 4-5 hours with this game were pretty miserable (technically the first hour tutorial level was delightful, it's more when you get dumped into the world). Part of that was just that I wasn't in the right mindset for a game that dumps you into a central town with a billion NPCs. But mostly the game's early difficulty just comes off as wrong. The early game part of a Souls game feels like a slow, satisfying climb with the game teaching you lessons and getting the scraps required to build yourself up. Mina's difficulty by contrast just comes off meanspirited. You don't feel like you're clawing your way up, you feel like you're getting kicked in the face.

The biggest element like this is the potion system: to heal you need to not only have a potion, and deal with a lengthy drinking animation, but you also need to have charged up that potion by hitting enemies (and said charge is also lost when you get hit). Yeah, it's inspired by Bloodborne, but that game still had alternative healing options (admittedly maybe too generous of ones). While this system is harsh in combat, it's kind of just a dick when dealing with traps because there just aren't any enemies to use to power up your potions. It's not uncommon to get in a situation where you have full potions, but still end up dying on traps because said potions are useless paperweights (admittedly this system starts to make sense in the late game when you're swimming in enough potions to tank a lot of traps, but it feels terrible in the early game). Similarly, when you die you lose your subweapon and all ammo, which pretty much just led to me not really using them because whether I had them or not was completely unreliable. And finally the classic Souls drop your money on death mechanic is here too, except you drop an orb instead and only lose all of your money when dying without an orb. I think this was intended to be less harsh than Soul's approach, but it ends up being much harsher in the early game since enemies have a high rate of absorbing the orb and it doesn't really let you get the orb and get out, and then absurdly soft in the late game when you're swimming in orbs.

The turning point is that pretty much everything I laid out above and more can be circumvented to some degree or another by using the trinket equipment system that grants various mostly-passive buffs, unlocking weapons that suit you better, and a few other forms of upgrade. It's pretty flexible such that whatever part of the game is kicking your butt probably has a trinket or three for making it easier. As a result, after the first dungeon I started having a pretty good time and by the third I was just straight up plowing through certain enemies using my face instead of my brains. 

A game with brutal difficulty that rapidly turns trivial with some upgrades might sound terrible, but the reality is that the more intense combat isn't really the bulk of the game anyway. The majority of it is more exploration, overhead platforming that feels really good, dealing with trap rooms, and just a dab of puzzles and narrative. The game has a ton of variety where it shakes up the enemies, traps, and other gimmicks every few rooms. There's a couple auto scrolling sequences where you really have to weave the platforming with combat on some of the simpler enemies and again it just feels really, really good. The soundtrack is similarly excellent with the same energy as Shovel Knight as well. I will say that since the game is far more action oriented rather than an even action/puzzle mix like Zelda with lengthy dungeons, I did end up playing it mostly in one hour chunks. I think it works excellently in short bursts, though, since the dungeons are pretty linear so it's easy to pick it back up.

The narrative revolves around the titular Mina returning to an island where she installed experimental power generators that rebels have shut down, decrying them as killing the planet. The goal is to reactivate all of them for the philanthropist ruler of the island, but you probably already know where this is going just from the plot summary. You can do the dungeons in any order so the main plot kind of just inches along to its inevitable conclusion and it doesn't really bother to give much reasonable doubt as to what the generators are actually doing along the way (though the real meat of the story is just all the NPC's problems along the way and the surprisingly dark humor). Despite it all, the ending ends up going so hard that it actually becomes a highlight of the game (perhaps overindulgent with nods to other games, but some of them are executed so well that it's easy to forgive).

So should you play Mina the Hollower? Yeah. Yeah you absolutely should. It might be a really painful start, but like so many games it does, in fact, get good later. In some ways I've actually grown fond of its blemishes. Not in terms of coming around on the choices made, I still think they're awful, but because in other areas the game almost feels over polished from its luxurious development time and staff size. The fact that there's a little bit of dirt in there gives it some character instead of feeling hollow.

Wednesday, March 18, 2026

The Misadventures of Tron Bonne

The Misadventures of Tron Bonne is the prequel to Mega Man Legends, starring one of that game's antagonists Tron as she has to pay off her kidnapped brother's debt. Being a sky pirate, this translates to to robbing everyone blind in a variety of missions while training your minions between missions. It's a real lesson in how even when your game is falling apart at the seams, you can still salvage it by just lowering the difficulty so long as you have a personality.

 The main part of the game is broken up into 4 mission types: a real time first person dungeon crawler, two variants of Mega Man Legends' third person action format (scripted robbery and gradually exploring a single large dungeon), and box puzzles where you have a limited number of moves to load boxes onto your ship. They're all pretty minimalist versions of all these things (well maybe not the puzzle game, but I'm bad at puzzles), making for a pretty breezy experience. The through line between all of them is that you have your servbots (incompetent robot minions) following you around who you can command to do things by launching a targeting bomb at things- mostly just translating to looting doorways, stunning or altering enemies for a few seconds, disarming traps or actively damaging certain enemies. They were clearly supposed to be the star mechanic that separates the game from its predecessor, but in practice the system only kinda sorta works. Having to stop movement and aim at a target mid-battle never feels great and the mediocre stun you get as a reward isn't really worth it, so you kinda only use them when a gimmick requires you to (which is a fair but not excessive number of times).

The third person sections end up feeling like a downgrade from Mega Man Legends, with enemies kind of all just having the same basic pattern of running straight at you and thus you kind of just back away from them until you have enough distance to fire off a few shots before rinsing and repeating (this is presumably due to the fact that you're controlling a giant robot with a more zoomed out camera in more wide open rooms). The first person dungeon crawler is a very simple version of the genre (think King's Field more than Etrian Odysssey) where you'll probably never get lost, but it does nonetheless feel like a fun little adventure along the way of watching the hapless servbots get plunged into danger.

 Which I suppose is how The Misadventures of Tron Bonne manages to be a good time despite also being kind of a mess: the personality is delightful throughout. The dynamic of the antihero Tron (with a tinge of a heart of gold) having to tussle with her innocent yet bumbling henchmen just works. The other angle is that the developers clearly knew none of these systems actually work that well, so they were careful to make sure the game never actually demands their mastery all that much- things like making the servbots invincible with no timing pressure to disarm traps in the dungeon crawler so having to try five times doesn't feel that bad, it's largely trivial to stockpile ten of every healing item, and when having to awkwardly wrangle horses with a combination of servbots and your own position the enemies do so little damage that you're never in much risk of having to restart it from the beginning.

The final element I haven't really mentioned is the management between missions. It's all menu based, letting you move between different rooms with different servbots in them. You can talk to them to get hints, figure out what items you got from missions to give to which servbots in order to get various upgrades, play minigames to raise their stats (or just do it with items or taking them on missions), assign them to scouting missions to bring back items after your mission, spend money for permanent upgrades, etc. Like everything else it only somewhat works. Puzzling out the key items is light and fun enough, but the training minigames are lengthy and brutally difficult with no variation to give you any reason to max out all 40 of the robots (though since you only use a few, you certainly don't need to). Sending servbots out is also pretty tedious menuing, doesn't keep a record of what items come from where, doesn't seem to use servbot stats to determine what they bring back, and frankly I'm not sure the items they bring back are even worth it- so the whole scouting system just doesn't feel like there's any progression or meaning to it. In the end the most important element just seemed to be unlocking and training up a better sniper servbot (as they boost your fire rate / damage) and getting the main upgrades. It's fine, but also feels unfinished.

So should you play The Misadventures of Tron Bonne? If you're going through the Mega Man Legends series, sure. It's a good, varied time. At around 15 hours long it doesn't even come close to overstaying its welcome. You can easily see the railing falling off the game while you're playing it, but the captain of the ship largely had the restraint to never push the player towards the railing so it ends up working out in the end. If you're only playing one of them then uh probably not this one.