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Guacamelee!

Developer / Publisher: DrinkBox Studios
09 April 2013
Guacamelee! - cover art
Glitchwave rating
3.44 / 5.0
0.5
5.0
 
 
613 Ratings / 5 Reviews
#1,404 All-time
#45 for 2013
Juan Aguacate is a humble agave farmer who is in love with El Presidente's Daughter. When she is kidnapped by Carlos Calaca, an evil skeleton from the Land of the Dead, Juan must embark on a quest across Mexico to save her!
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Title
Easily one of my favorite games. Guacamelee! has so much to offer. It has a really fun storyline, awesome mechanics and so many different ways to fight, plenty of side things to do to get better, plus it looks really nice and colorful. The ability to choose between a handful of different characters to play as, each with different pros and cons, makes it feel very personalized. All the optional challenge rooms that lead to a reward like a chest are always really fun breaks from the main game. The bosses are all very unique and fun to fight. The game is pretty challenging at first but can be pretty easy once you get used to it. There are many satisfying parts where you can power through levels throughout the game. This is one of the games where you really want to do every possible thing you can do. It's so addicting and it doesn't really take long to complete depending on if you just wanna go through the story or not.
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why is he built like that
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blue0x 2022-01-06T09:01:56Z
2022-01-06T09:01:56Z
4.0
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This is really one of those games that feels odd in a few ways in terms of both how it's perceived and also how it portrays itself. First and foremost is the way that despite being touted as such a strong metroidvania experience despite not really strongly embodying a lot of the core traits that form the distinct experience that come with the genre, instead often relying on surface level comparisons without quite understanding the deeper elements of what make them work so well. A similar statement could honestly be said to the game as a whole, taking so many skeletons of ideas and implementing them in an extremely barebones, surface level way that can often feel more like a series of nods to various pastiches and series rather than its own distinct entity. Despite this however, I ended up overlooking a lot of it while playing Guacamelee, because while it might falter in a number of areas, it's often really fun to play nonetheless.

I feel that a lot of the fun this game has to offer can be found in its combat encounters and the way a lot of focus was given to make it feel as good as possible. The player might only have a few simplistic moves, but not only has everything mostly been designed to transition into all of the others smoothly, allowing the player to rack up huge combos, but every attack feels extraordinarily weighty, with this loud, bassy thump with each instance of contact made even more satisfying by how time even very subtly slows down during impact to add that extra something. This makes what is often a rather simple game in how the player approaches each encounter still feel decently engaging, which is fortunate because in a lot of ways, this game really feels a bit lackluster and is only saved by how it looks and feels in my eyes, even if these aspects are mostly handled amazingly.

While the combat might feel good, I felt like the encounter design itself felt EXTREMELY economical and rigid in how it was approached, enemies usually only having one valid way of beating them or just being damage sponges without really anything in between to lead to more dynamic action. Enemies usually have one weakness and essentially require you to exploit it, but often it's done in ways that feel very forced and cheap, especially with the yellow skeletons and the way they want you to knock them up in the air. Rather than simply being far more difficult to beat on the ground, it feels more like these enemies instantly dodge after you try hitting them a couple of times and then strike back before this pattern repeats. Not only does this make them feel very formulaic, knowing that you essentially have to play things exactly as the game wants or be subjected to something really frustrating and tedious. If instead, these enemies simply were very agile and unpredictable on the ground, this would not only provide a less intrusive method of guiding the player towards an intended solution, but it would provide more player agency by making it feel less as if the game is cheating you to force your hand.

While enemy design like this is present all over the game, it's really when the elemental shields that can only be broken by one specific attack come in that my issues with how the game handles encounters hit their worst. Integrating such an artificial way of having to deal with enemies using your arsenal significantly cheapens the experience from my perspective by not only further removing a sense of player agency, but by then utilising it in such a blatantly "gamey" way. I feel like simply colour coding special enemy behaviours could have had similar effects while providing a more dynamic, interesting element to the enemy design to bring it up to that next level. Aesthetically I also think this game works amazingly for the most part, with its cartoony atmosphere and its evocative setting both creating a game that looks and feels like no other that I've played, further backed up by that Mariachi style soundtrack to seal the deal. The issue mainly comes from the fact that while on one hand, the game handles its setting well, it then will fall extremely short through the sheer amount of times a hollow reference will be made or a meme is used, which took me out of the experience a few times when I saw stuff like "me gusta guavas" and one of the main villains going "trolololololo". It's honestly the game references that annoy me more however due to the way it almost feels as if the game is trying to say "hey, we're kinda like this game" while showing off the most simplistic, surface level comparisons like "we have powerups and gated progression too!!!".

Drive to explore the world was also very hit or miss due to the way that exploration felt so artificially gated yet again, with colour coded blocks that usually only led to a room with a treasure chest anyway. There was very little drive to actually go back and explore, not only because of the map system shouting at the right direction for the player to go, preventing a more natural sense of exploration to be found, but also that any extra loot you'd find was either a health upgrade, stamina upgrade, or money, none of which are things that mattered for the most part due to how easy the game was for the most part, deemphasising the significance of upgrades purely made for your ease of survival. The way the story and objectives were framed was also really off, with these long stretches where it felt as if the game was building up to an encounter only to go off on a tangent and kill all feeling of suspense, which ended up leading to half the game feeling like a frustrating struggle to have literally anything happen, while the 2nd half was a nonstop, anticlimactic beatdown of all the villains while you kept getting told that the main antagonist had already gone somewhere else. It sometimes felt extremely hard to get at all invested in a narrative that was paced as poorly as this.

It's a pretty big testament to how good this game actually feels to play that I had so many issues with it on such a wide array of fronts and still ended up enjoying it quite as much as I did however, as while this is in a lot of ways, a rather barebones experience that doesn't really try doing anything that impresses or excited me all that much, it's still a pretty great time if you go through it as you would a typical 2D action platformer game. The game just, FEELS great to play in a lot of respects and is also short enough to have been worth it without really wearing out its welcome either. Despite the complaints I might have made, this is totally worth getting and is probably something that a lot of other people would enjoy a bit more than me as well, I just get that vibe from this.
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Kempokid 2021-12-09T10:08:04Z
2021-12-09T10:08:04Z
3.5
1
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Title
The town of Pueblucho comes under attack by the undead who kidnap El Presidente's daughter. Juan rushes in to the rescue, but is defeated as quickly as he came. In the Land of the Dead, a luchador (Mexican wrestler) called Tostada gives Juan a mask that allows him to go back to the real world and begin his quest to save the day.

There are two playable characters, Juan or Tostada (who fights alongside Juan in co-op mode or can be switched to via the costume mechanism). The game is a Metroidvania game, so expect lots of platforming, combat and exploration.

There's a lot of combat in the game. You can dodge, perform basic or special attacks, and throw when enemies are stunned. Moves can be chained to perform combos, and this usually involves launching the enemies into the air and trying to prevent them from hitting the ground to stop them recovering. Throwing is very useful in combat since you can use enemies as projectiles to deal damage to others.

Enemies drop coins which can be spent on upgrades at the shrines. The amount of coins you receive depends on your combo counter with bonus rewards for the variety of moves you perform. There's a few new moves to purchase in addition to upgrades on your health and stamina. You can also purchase costumes which give you different attributes and traits.

As you progress, new moves are introduced and these are necessary to navigate around the map. Some moves are purely for navigation, but you will need to utilise your special fighting moves. For example, the uppercut move will give you that extra height after a jump. Rolling (or later on; "The Dashing Derpderp") can give you extra horizontal distance. Eventually, other platforming staples will be given to you such as a wall-jump move and ability to double-jump. You also acquire an ability to switch between dimensions which uncovers new platforms and hides existing ones. More complex platforming sections will utilise combinations of these moves, so you will be wall-jumping and switching between dimensions in mid-air. It often requires a high level of concentration and skill to navigate these areas. An unconventional ability to transform into a chicken gives you access to narrow tunnels and gives you faster speed and a larger jump.

The dimension swapping is also required in combat. Some enemies can only be hurt in a particular dimension. These enemies show up as shadows, but can still hurt you. Dodging enemies and switching dimensions create some tough, frantic battles.

The most frequent enemies are the skeletal bandits which come in three variants. The green ones are the standard enemy. Red ones have ranged attacks, and the yellow ones are very fast and tough. Armadillos roll around, flying Chupacabras fire magical projectiles, Cacti launch grenades who can only be defeated by catching them and throwing them back. Later on in the game, even tougher enemies are introduced. There's plenty to deal with, and each requires a slightly different approach to take them down, especially when various types are attacking you at once.

Near the end of the game, shielded enemies appear. The colour of the shield determines which special attack is required to take it down. You can still knock the enemies around when the shield is active, but they only take damage when the shield is down.

Your health meter is pretty small but you won't ever lose much progress due to the frequent check-pointing. Health can be recovered by defeating enemies when in combat or passing by checkpoint shrines when out of combat. Falling off a level will transport you to the last ledge you were stood on which helps alleviate the frustration during the tricky platforming sections.

The health meter can be extended by small amounts by collecting fragments of magical heart containers, which takes its inspiration from the Zelda franchise. You also have a Stamina meter which is used for the special moves. Stamina is regenerated over time and you will only find yourself fully depleted if you keep hammering the special attacks. The stamina meter can be increased by collecting pieces of magical skulls in a similar fashion to the health-upgrade system.

The level design is fairly linear compared to some Metroidvania games. There's still plenty of optional segments as you go through the game, and some secrets to find when backtracking. Your map shows the rooms where you have visited, with doors and obstacles marked. An indicator will show you where you need to travel to progress the story which I found to be enough information to get there.

The residents of Pueblucho and Santa Luchita can dish out side quests (although there isn't a log to keep track of them). The quest rewards are often the heart or skull pieces to boost your health or stamina. Guacamelee doesn't use any voice-acting other than basic sounds much like a lot of Nintendo games. The music and sound effects are much more pleasing.

There's plenty of references within the game. I picked up on the Nintendo references such as the Zelda heart pieces, Chozo statues from Metroid, and touching an axe Mario-style to defeat a particular boss. There's a few posters or background murals that refer to other games too. I noticed a Strong Bad poster who fits the luchador theme. Guacamelee probably includes every Mexican stereotype in the game. The developers have chosen a theme and really gone for it.

I think what makes Guacamelee such a brilliant game is that it excels in many areas. The fighting system works really well and the platforming puzzles are really creative. The game is enjoyable from start to finish and never gets dull. I completed the game in under 5 hours which you could argue is a bit short, but it definitely doesn't overstay its welcome like a lot of games. Additionally, there's the option of hard mode, all the side quests, and to uncover all the chests; so plenty of replay value. Guacamelee has the charm, the creativity and the fun to make it one of the best indie games around.
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CaptainClam 2019-10-28T14:21:47Z
2019-10-28T14:21:47Z
5.0
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Title
Hey, where's your sombrero?
Juan Aguacate is a humble agave farmer who is in love with El Presidente's Daughter. When an evil charro skeleton named Carlos Calaca attacks the village and kidnaps her, Juan is killed by Carlos winds up in the land of the dead. There, a mysterious luchador named Tostada gives him a mysterious mask that transforms him into a powerful luchador and brings him back to the world of the living. It is now up to Juan to stop Carlos from sacrificing his loved one in a ritual that will allow Mr Skeletal to take both the living and dead worlds.

This is a Metroidvania and one that doesn't even pretend to hide it - Metroid references abound (even the way you get powerups and the design and name of the statues is borderline ripoff), but also little winks to other games like Super Mario Bros, Zelda, and many classics. But it's also a brawler and it's got some excellent powerups and combat mechanics, including combos and a "super" mode that makes you stronger for a short time and consumes quickly unless you keep making combos. Abilities to unlock include being able to swith between the worlds of the living and the dead, or movements to destroy certain colored rocks that block your way.

To finish, I found the traditional Mexican artstyle and folklore quite refreshing for this kind of game. And quite well-done despite having been made by a Canadian team :P
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Saculs78 2017-03-03T02:58:30Z
2017-03-03T02:58:30Z
3.5
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Catalog

chojnito Guacamelee! 2024-05-16T13:03:39Z
2024-05-16T13:03:39Z
3.5
In collection Want to buy Used to own  
snow415 Guacamelee! 2024-05-10T20:40:54Z
2024-05-10T20:40:54Z
2.5
In collection Want to buy Used to own  
eighteensecond Guacamelee! 2024-05-09T09:03:26Z
2024-05-09T09:03:26Z
2.0
In collection Want to buy Used to own  
leftdevices Guacamelee! 2024-05-07T14:41:25Z
2024-05-07T14:41:25Z
In collection Want to buy Used to own  
mrmoptop2 Guacamelee! 2024-04-24T02:31:43Z
Wii U
2024-04-24T02:31:43Z
In collection Want to buy Used to own  
milkface Guacamelee! 2024-04-21T11:54:32Z
2024-04-21T11:54:32Z
3.5
In collection Want to buy Used to own  
DarK_RaideR Guacamelee! 2024-04-17T12:44:17Z
2024-04-17T12:44:17Z
3.0
In collection Want to buy Used to own  
Walecro Guacamelee! 2024-04-07T02:25:25Z
2024-04-07T02:25:25Z
4.0
1
In collection Want to buy Used to own  
anms3 Guacamelee! 2024-04-06T22:01:27Z
2024-04-06T22:01:27Z
4.0
In collection Want to buy Used to own  
solzhenbass Guacamelee! 2024-04-05T02:49:49Z
2024-04-05T02:49:49Z
3.0
In collection Want to buy Used to own  
Hugo_Hilst Guacamelee! 2024-03-30T18:11:53Z
2024-03-30T18:11:53Z
3.5
In collection Want to buy Used to own  
Maksym_Svyda Guacamelee! 2024-03-25T16:50:55Z
2024-03-25T16:50:55Z
In collection Want to buy Used to own  
Player modes
1-2 players
Media
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Multiplayer modes
Cooperative
Multiplayer options
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  • alliterativeAlpinist 2021-03-22 22:05:59.811983+00
    Really didn't expect such a polished game that was re-released and patched a bunch of times by now to freeze on me three separate times with 100% CPU usage(???)
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  • blendernoob64 2022-04-25 20:51:32.298716+00
    Played this a bunch with my sister in co op. We loved it!
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  • bulletluckcharm 2022-08-26 16:10:47.177954+00
    really a lot better than what I expected. The beat em up and wrestling-based mechanics work incredibly well in a metroidvania. Lots of humor, gaming references, and heart put into this little gem. I can only think of a few small improvements that could be made, like more difficulty and some variety with how you can grapple enemies. But at the price point this game is worth every penny. The multiplayer is a huge breath of fresh air in this genre.
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  • Sharked98 2023-04-09 06:32:41.749559+00
    Happy 10th!
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