Shutshimi (PS4)

My intent with Shutshimi on PS4 had been to play it a little bit, see what (if anything) had changed since the PC original that I reviewed last year, and then move on to the pile of other indies that are waiting for reviews. Well, so much for that. I put 40+ hours into Shutshimi this time around, to go with the 40 or so hours I put in during my original run with it. I have to now concede that the improvements present are enough to bump it back into my top 10. Barely. Because there’s also some design choices so frustrating that I briefly considered raining bowling balls down on the development team, only choosing not to because helicopters pilots have an irritating objection to taking part in homicides.

Brief recap of the game: Shutshimi is a 2D shooter that takes a page out of WarioWare’s playbook. Each wave lasts ten seconds, followed immediately by ten seconds where you choose what will happen on the next stage. This might include getting items that are permanent until replaced, like different guns or hats (that sometimes have special attributes), special upgrades that you keep until you lose them (such as growing large or getting a school of fish to flank you), or stuff that only lasts through the next round. You’re given three choices completely at random, each with an over-wrought description that usually has only a couple relevant words telling you what the item actually does. That leads me to wonder if perhaps Neon Deity is using Shutshimi as a plank to get the job they really want: writing legislation for the United States Congress.

Stare at this picture for 10 seconds. Did you do it? You're now legally mad.

Stare at this picture for 10 seconds. Did you do it? You’re now legally mad.

Last time I reviewed Shutshimi, I called it a drug. I stand by that, but now it’s even worse. It has online leaderboards. Sure, they’re not exactly competive right now. Once upon a time, I envisioned giving out an award called the YOU HEARTLESS BASTARDS award for games that were awesome that nobody bought or played. I suspect Shutshimi would be a contender for the YHB. Although I’m proud of the scores I posted (I’m #9 on normal mode, #2 on hard mode, and #11 on Boss Rush as of this writing) I have a sneaking suspicion they wouldn’t hold up if Shutshimi was selling at a decent rate. In fact, the names on those boards have barely changed at all in the week I’ve played. Shutshimi is a quality game, and the fact that nobody is playing it is pretty heartbreaking. Though really, it’s possible it’s too weird for its own good.

And yea, it’s a lot of fun. But it can also be fucking agitating as hell. Especially some of the “hats” you get. Some of these simply change your physical appearance. And there are also items that are hugely beneficial. Some make weapons more efficient, or others allow you to score more points. Sounds great! And then there’s the Robin Hood cap, where if you have it on, you score less points. I got this hat so often that I wondered if the development team had coded “anyone with IGC’s user name gets it one-hundred times more often than anyone else” because this hat ruined multiple high-score runs I had. One time I was playing hard mode, had 20,000 points, a full fishbowl (the most valuable item in the game, especially on hard mode), the weapon I wanted, and I was unstoppable. Then I got that fucking Robin Hood hat, and it was like “start loading the penis-shaped boxes into the penis-shaped U-Haul because this is officially a DICK MOVE!” Call me crazy, but in a game that is completely based on high scores, I don’t think there should be score modifiers. That includes those hats that give you more points.

Dude in third place had temporarily displaced me from second place, but much like Kim Davis, I'm determined to keep him from coming in #2.

Dude in third place had temporarily displaced me from second place, but much like Kim Davis, I’m determined to keep him from coming in #2.

What irks me even more are instances where the game clearly wasn’t tested enough. The most obvious example is how some of the achievements simply do not work as of this writing. It took me all of three minutes on my very first attempt to beat Boss Rush mode, which is supposed to earn you a trophy. I didn’t get it. I guess it’s tough to find three minutes in your schedule when you’re busy high-fiving each other for figuring out a way to shoehorn a “Guile’s theme goes with anything!” joke without coming across as too desperate. I’m also not fully convinced some of the hats (like the pirate’s hat, alleged to make cannonballs stronger) actually work. Finally, and somewhat annoyingly for me, there’s an effects intensity option, but it doesn’t always seem to work. Bright lightning strikes still happen, especially when you’re wearing the Jason Voorhees mask. This causes “a horrible night for a curse” (click, BANG, yip yip yip) which in reduced sensitivity mode normally mutes the flashing of the lightning. But, with the mask on, sometimes it doesn’t seem to work, like if you end up in party time for example. On one hand, I’m proud that two straight games I’ve reviewed featured effects intensity options, but on the other hand, devs who put this in really need to check every facet of their game to make sure it doesn’t just partially disable such effects.

It takes a while to see everything Shutshimi has to offer, but I’m fairly certain I have now. Despite all the issues I have with it, I still love this game. I wish it had more enemies, I wish it had more weapons, I wish it had even wackier shit to encounter, and I wish the absolutely shitty multiplayer mode had any value outside of breaking up relationships. It’s actually remarkable that a game I like so much can leave me wanting so much more. I guess this in theory opens up things for a sequel, assuming anyone but me buys Shutshimi. I wouldn’t bank on that. The funny thing is, I’m normally not a big fan of games where randomness and blind luck factor into successful runs. In fact, Shutshimi is one of the few games, along with something like Super Amazing Wagon Adventure, where the game is more fun because of how the luck is handled. It was suggested to me that I’m a hypocrite for complaining so much about punishers where survival is based on luck but not complaining about games like this, where luck is all that matters. But that’s not entirely accurate. A blind jump in a punisher is something the player can’t do anything with. Whereas in Shutshimi, you’re given the luck, good or bad, at the start of each wave and have to make do with it. I think this is why Shutshimi works, or why Spelunky works. It’s fun to make do with bad luck. Well, except that Robin Hood hat. That’s not fun at all. I would suggest they go to the office and fix it right away, but the forecast is calling for a light shower of bowling balls.

Shutshimi logoShutshimi was developed by Neon Deity Games
Point of Sale: PS4, Steam
This review only covers the PS4 version.

$9.99 noted that technically the game is called “Shütshimi” and that fancy “ü” makes it so a search for “Shutshimi” on PSN comes up empty handed making the developers fucking morons in the making of this review.

igc_approved1Shutshimi is Chick-Approved and ranked on the IGC Leaderboard.

Special Note: For some reason, I’m in the special thanks credits in Shutshimi. I have no clue why. I’m not on the development team, and to the best of my knowledge I’m not pals with any of the devs, only friendly with them on social media.

Advertisements

About Indie Gamer Chick
The most read Xbox Live Indie Game critic in the world.

One Response to Shutshimi (PS4)

  1. Pingback: Downwell | Indie Gamer Chick

What do you think?

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: