I want this blog to be a pleasant, positive place where I can also be harshly critical of things. My last two blog posts have been very critical, so I feel like making something incredibly upbeat, and a little bit timely, too! After all, where's the contrast in only making negatively-slanted blogposts? I'm a fully rounded human. I'm going to talk about The Big Catch for a bit. I don't expect this to be a particularly long blog post, but that is also good contrast with the rest of these tall, tall, text towers.
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"Tall towers, you say?" |
I am lucky and blessed enough to have backed The Big Catch back in 2022. The game's graphical style, music, presentation, and hypothetical gameplay shown in the trailer sold me on it immediately. I had little reservation about backing it at the tier that got you a demo early. Then known as "The Toybox". Little else happened on my end of this bargain until the glorious summer of 2024 where said demo released... To literally everyone. This was a controversial move at the time, but really smart. Because otherwise right now I'd be talking about how fun it is to live in CuthbertLand and ride all the cool rides that you can't go on because you didn't back the game.
After all, I still got to play it.
Considering the developers are currently showing the game off at Pax East (AT TIME OF TYPING), this is the perfect time for YOU, the reader, to play the demo and if you enjoy it you won't have to wait a crazy amount of time to experience the full game. I love this god damn demo. You may also wonder why you should even bother with the demo if the game's coming out soon. With most demos, they'll just let you play about 5-10% of the game and cut you off before it gets really good. The Tacklebox demo has entirely unique levels and structures, and hell, you don't even play as the main game's protagonist.
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I can't believe the game actually looks like this. It makes me so damn happy. Just LOOK at it. It's like a magazine screenshot for an unreleased title. |
Beneath sunny orange mornings and pale blue evenings, you'll be collecting a bunch of fish. 26 fish, to be exact. There's also almost 700 coins to find. But it's not collectables that makes something good. The game's gameplay is the only reason that 100%ing this demo was one of my favourite game experiences of 2024.
Obviously, from this point onwards, my writing is kind of like spoilers for the demo. I consider discovering the hostile and evil world of The Tacklebox to be one of its greatest assets. Considering it's entirely free to download. Why are you still reading this? Go download the thing already! Okay, I see. You've already played it, and didn't enjoy it as much as I did, or you want to know more about it before you spend your hard-earned time on something.
Okay, so the primary thing I really dig about this game is how brutal it is. I think it will surprise people considering they referred to the game as being "expressive", which it is, but not in the way people expect from a 3D Platformer. You hear "expressive" and your mind conjures up the image of Mario in Mario Odyssey crossing any wall he feels like by throwing and bouncing off of his cap. Which I do agree, is a rather fun style of play. I like it.
The Big Catch does NOT play like that. It's expressive because you have a lot of movement options and methods of approach, but the game still really wants you to nail the platforming before you're allowed to pull any fancy tricks. You are given a lot of tools that give your little reptile/bird/rabbit/creature a lot of length in jumps, but few that give significant height. Most of your height is gained via the environment around you. Wallrunning/jumping, swinging, spinjump-groundpounding into angled slopes, etc.
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Eventually, you will fall. When you lose minutes of progress in a single failed jump; Will you shut off the game or focus up for your next attempt? |
It's quite refreshing to me, because I swear to god most of the indie 3d platforming revival have been a bunch of quippy jokers. I don't hate quippy jokers, because at the end of the day I am also a quippy joker, but just because A Hat In Time did it, doesn't mean everyone had to. Not to say the full game is gonna be entirely the world's most serious game ever, because I reckon it'll probably have more writing than this, but the currently established tone is very much up my alley.
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The scale of this world is beautiful and intimidating. You're gonna have to climb those for fish, soon. |
I mean geez, I spent 12 hours on my first 100% playthrough. I've played it through a few times since. A couple of all fish playthroughs. Tacklebox has eaten more time than many, many games I actually bought with real money. But, with the full game (seemingly) on its way later this year, I've been thinking about how similar to the demo the game is actually gonna be.
This might be complete speculation, but I feel like the Tacklebox's towers (some of them are really, really, hard) were designed to test the limits of what new players would find enjoyable. Each area tests something slightly different about the game, hailing to the roots of the demo as a backer exclusive tech demo thing. Not dissimilar to what we used to get at E3 back in the day.
I know for a fact they used the Tacklebox as a way to test out performance, and seemingly patched optimizations in to both it and what will become the main game simultaneously. I actually didn't notice this, but the game ran super badly at launch. Hell, it struggled on Steam Deck. Doesn't anymore. But that's neither here nor there. I'm not fuckin Digital Foundry. I don't care about framerates. I'm wondering what pieces of the demo's design are gonna end up in the final game.
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One of the rare times the fish is found in water. I like how rarely this game is actually about fishing. |
A lot of people complained about the game's high difficulty, but truth be told, most of the game's areas aren't actually that hard. The thing is, a lot of people are instinctively going to head directly towards the tallest structures they can see, and the issue is the game never lies about how large a thing is. Along the way, they likely pass by many smaller structures that'd actually give them an adequate place to practice. Is this the game's fault, or the player's fault.
I reckon the final game's gonna give you a map, and some character will likely recommend a good starting point after the tutorial. I'm hoping for a vague, Shadow of the Colossus-type map. The lack of fast travel (Something the full game will definitely have) makes the exploration of the Tacklebox have a similar feel. You want to explore a place again? You have to go there. I like that for the size the Tacklebox has, but I reckon the full game's scale will make that unwieldy and annoying...
For most people. I probably won't use it.
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The island where a central enemy bombards you the whole time you're on it, so you have to move incredibly quickly or die is probably my favourite area. It's quite tucked away, so you might miss it! |
I hope the final game still has an abundance of evil towers to climb. I'd be happy enough if the full game is exactly like tacklebox with 3x the number of locales. I hope the game keeps the mysterious vibe. See, I have a lot of hope. I'll probably be overjoyed to see any new part of this game. Look at Yo Noid 2.
Hell, just look at how good the damn game PLAYS. This game just lets you fucking MOVE. The backflip, wallrun and spinjump are like utter crack cocaine to the system. Surfing the sands between locales is swift and satisfying. You can kinda just book it in and out of anywhere as you please, which gives the game a lot of energy. Finding my own skips and ways around the landmarks of the map has been a joy.
It's also interesting that this game is so Zelda-y. It's a 3D platformer game with a lot of tonal hallmarks of the Zelda series. The most obvious is the Wind Waker/Spirit Tracks sounding sand surfing music. It's a very on-the-nose homage saved by the fact it's genuinely so pleasant in it's own right. I cannot lie; first time I played the demo and it kicked in, I felt goosebumps. It was the moment I knew for sure it was going to be a memorable experience, so I suppose it has some sentimental value already. I'm a sucker for nostalgia. Especially 2024 nostalgia.
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No loading screens, just LOD models. |
If you come away from this article, try the demo and hate it. Fair enough. Not all of my friends actually gelled with it that much. Some people found the game too loose for the precise platforming. Some people didn't like how punishing it felt to fall. Some found some of the music too repetitive for areas you spend a long time in. Some just didn't find the main character's appearance appealing. Interestingly, some of their critiques I agree with.
In the game's tutorial, there's a part where you have to nail a relatively precise wallrun twice in a row. You have to do this in order to get out of the starting area. I spent a not-insignificant amount of time falling down, failing, and I was getting annoyed. I think about the fact I could've shut the game off in anger at any moment. Writing off The Big Catch as a waste of my kickstarter money. But I didn't. I pushed through, nailed the wallruns (a valuable skill in the literal whole entire rest of the game), and went on to enjoy the rest of the game's world.
Yeah, I got a little annoyed when I fell, but I quickly realised that each time I got back up it took me less and less time. Because I didn't quit, falling being a knife's edge became part of the appeal. Risky jumps became fun jumps. Then, just today, as I finish writing this...
I have no more space to play. On and off, across the last 10 months, I returned, did a few 26 fish runs, but I refused to delete save files that were 100%ed. I want to go back, but it only feels right to leave the game here, with 30 whole hours of total playtime. That's my original save file on the left. I'll leave the game like this and wait patiently for the full thing to release.