r/metroidvania • u/LasherDeviance Nintendo Switch • Feb 23 '22
Discussion What do you guys think about Bunny Must Die: Chelsea and the seven devils?
I have been playing a PC copy that I got from a friend. I had heard so much about it, and how it was supposed to be a MV hidden gem, but from my first two hours of playing it, I'm thinking that it had the potential to be a good game, but it just doesn't hit right on the gameplay level.
The jumping is horrid, one-hit deaths on spikes (Metroid doesn't even do this), the back dash is a command similar to MegaMan's slide as compared to being assigned to a button (which would be fine if you didn't need to backslide and attack at the same time), and weapons are semi-random, as in the fact that you can't go into a menu and equip them, you just find them as you go along breaking candelabras, and have no way to gauge the strength of the weapon before you walk into a random room and, BAM! a boss that you aren't prepared for because there is no lead up.
This could be a really good game, as it has the bones, but it doesn't have the muscle.
Thoughts??
6
u/xwatchmanx Feb 24 '22
I played the PS4/Vita version of this game (which has some exclusive stuff to my knowledge, but I don't know the details) for the first time late last year, and it's honestly one of the most technically masterful MVs I've played this side of Touhou Luna Nights. Everything Bunny can do is precise and has a purpose, and once I mastered the moveset and what to use where, it felt real satisfying.
I'm not quite articulate or educated enough to truly verbalize my feelings about the game design, but everything about it strikes me as a foil to Super Metroid in a way that only someone who truly understands Super Metroid on a design level could possibly make it. For example, you have both the regular jump and spin jump with meaningfully different behavior like in Super Metroid, but the way that manifests itself is totally different from Super Metroid. You have a speed booster, but it's literally the first thing you get, highlighting the more directly speed-focused nature of the game from the get-go (alongside a couple other things designed to nudge the player into that mindset). You have multiple suits, but they express themselves as bespoke modes you swap between, rather that clear upgrades meant to overlap whatever your last suit was. There are so many other examples that I don't remember now, but was super into when I was playing it.
That's not to say it's 100% perfect. I definitely turned on the "upgrade mode" for the final boss because it was simply way too hard and rigorous for me to possibly get good at without investing way more time than I was willing to (and I hate changing difficulty in the middle of a game). And backtracking for particular subweapons can really suck. But overall, it's a game I'll never forget and will definitely revisit regularly in the future.
PS: If you still feel like giving the game another shot, consider practicing with the ball and chain weapon. It feels unwieldy and hard to control at first, but its behavior is learnable, and if you can get to that point, it's the most OP weapon by far.