“How’s that working out for you?”“What?” “Being clever.”
Probably the only decent (clever, actually) line from Fight Club. (Well, that and the “Ass or crotch?” part. You can stop watching the movie after that plane ride.) It is what comes to mind after playing Guacamelee, which more often than not felt like it was being too clever for it’s own good.
Too knowing, perhaps. Trying to live outside of video games while being inside of it all too hard. Like the damnable yellow-shielded enemies who were either designed specifically to be annoying - as tapping Special Attack without any directions in the middle of an intense melee seemed to be the most difficult thing to do in the whole game - or annoying as the result of my cheap USB game pad. Damn you, Logitech.
Or perhaps it is a pure and honest appreciation of gaming. To be a game is to be of games and about games. Pure homage to the works and hours of work that are the reason this product came to be at all. Kneeling before them and honestly believing to not be worthy all the while crafting something that was worthy because it was honest. Pure moments of play and beauty behind hard work that was crafted with an unbelievable sense of love.
I flipped and flopped between both feelings during my play through of Guacamelee, and I will leave it to you to suss out which one it was I felt when I was dashing around the stages, performing grand moves and exploring the world and which one I felt when I was replaying a battle room or boss fight for the twentieth time.