I enjoyed the first Guacameleefor its light-hearted Mexican-themed reskin on classic Metroidvania adventures, those types of games with exploration, ability upgrades, and plenty of backtracking. The first game arrived at a time when it felt like good Metroidvanias were in short supply. Fans of Super Metroid or Castlevania: Symphony of the Night, are always on the lookout for the latest take on this style of gameplay, and in spite of the corniness of its humor, Guacamelee felt like a fun modern take on those games replete with references to Mexican culture. To be clear, there’s nothing in either Guacamelee or its sequel that could be accused of deepening cultural understanding, but in an ongoing time of racism and xenophobia, there was something charismatic about the fact that the Mexicans were the ones making the jokes rather than being the butt of them. I appreciated that, and found that in general, the first Guacamelee was mapped and paced in a satisfying way. It’s the type of game that parents and kids alike could enjoy for its emphasis on rock-‘em-sock-‘em combat and adventure.
Guacamelee 2 is a bit of a double-dip in the same bowl of salsa. Graphically there have been zero upgrades from the predecessor, and many visual and audio assets have been copy-and-pasted. That goes for the story too, which hits its beats with a lackadaisical attitude and lack of focus that makes the whole game feel more like DLC than a full-fledged sequel. Sometimes routine can be a good thing, as when you’re unlocking fun new power-ups and moves for the game’s chicken transformation. The high-flying aerials and precision platforming generally work in the game’s favor, but after the infinitely better Hollow Knight, a game even referenced in the background of this one, it’s hard to see Guacamelee 2 as anything other than a cheap cash-in.
That’s not to say that this game isn’t fun, but it might be vastly more enjoyable for someone who never played the first game (or a Metroidvania in general). The game’s humor is less potent this time, as much of it comes from the characters making mistakes or being tired of having to repeat the same bits over and over. There are new characters introduced, but they barely have anything to say or do besides providing a skill tree or being around for a boss fight. The villains are intriguing, but they’re merely functionaries, filling the role of the guy you’ve gotta beat at the end of each level. Things push toward a conclusion at such a rapid and inevitable pace it feels like even the game designers wanted to get the whole thing over and done with as quickly as possible.
One of the odder things about the game is how straight-forward it is in a genre known for back-tracking and exploration. If you follow the game’s instructions from beginning to end you can complete the story with zero motivation to explore. This undermines the Metroidvania feel, where you’re suppose to be rewarded for your exploration and creative thinking, using the tools at your disposal to find things that power up your character along the way, like the cleverly hidden energy tanks in Super Metroid. There are upgrade rooms in Guacamelee 2, but they all tend to be an obvious offshoot of the main path, and seeing as they’re the only alternate path available, one per main track, it feels less like exploration and more like a pit stop.
I didn’t hate the game by any means, but I wished it had done more to capture some of the original game’s freshness rather than sitting on its laurels and expecting praise. A fresh graphical update, a more complicated story, more interesting relationships between the characters- any of these would have been enough to spice things up. Even a closer focus on level design and pacing could have been helpful, as many of the levels felt endless in spite of their relative brevity. Every area and room looks basically the same and the shape of the levels is arbitrary, fitting power-up usage more than slowly expanding to give you the shape of this unique world like in Hollow Knight. A Metroidvania doesn’t have to hang together perfectly like a real-world location with logical ins and outs, but it should give you that amazing feeling of discovery where you can’t believe you ended up where you did. There should be that satisfaction from opening up a door you found at minute fifteen after two additional hours of gameplay. The fantastic Resident Evil 2 remaster has this sensation in spades, and since there seem to be more examples of this style of gameplay than ever, it’s hard to be on the dev team’s side here. I got this game through Game Pass, and I can only imagine how annoyed I’d be if I paid full price only for the game to be like, “Yeah, you know the drill. Yadda yadda yadda.”
The parts that work are the combat and platforming, which while often undermined by repetition are basically good, clean fun. As you get further in the game, you’re often asked to quickly press multiple buttons in such rapid fashion that it feels a little bit awkward. The game is easy and very forgiving, but it seems to want to argue with you about how challenging it really is by arbitrarily throwing in a few rooms where the difficulty stems from the fact that you only have two thumbs. Is it particularly fun or rewarding to have to precisely hit the specific inputs in a platforming section? Not really, especially when compared to the combat system that allows you a bit more free-wheeling fun. Maybe the game could have done better to follow the example of Breath of the Wild, allowing for multiple paths to completing puzzles. Sometimes allowing for more creativity lets the player find their own fun, and overall the lack of creativity in Guacamelee 2 is its downfall.