I cleared this for the first time on the Wii U after a satisfying binge that took me to 93%. I'm missing the last orb in the Infierno challenges (which may be out of reach as I am just not very good at stringing together big combos for the gold medals) and a handful of pickups I haven't been able to locate on the map, but instead of holding out for 100% I hit the final boss anyway just to see how it would go, as I knew I could always go back to my pre-boss save for more. Let me just say first of all that I had blast with it: the game held my attention from beginning to end, and while I went from being absolutely enamoured with it to a milder enthusiasm in its later hours (for reasons I'll explain below), it thoroughly scratched the 2D Metroid itch that I haven't been able to soothe with any of the other indie titles billed as Metroidvanias.
Notes specific to the STCE, first of all:
1. The second-screen experience on the Wii U reinforced just how sorely absent Metroid has been from Nintendo's line of dual-screen systems. We've had three of them over ten years (DS, 3DS, Wii U), and Guacamelee was the game that came in and showed what a considerable interface improvement it is to have a live, simultaneous map in a game like this. My spatial memory on a room-by-room basis tends to be poor, so being able to navigate on the map while hopping around was a boon I cannot hope to understate. It helped, too, that Guacamelee's maps provided the feedback of completion percentages by zone, making it all the more satisfying to grab the final chest in an area and see the number on the GamePad screen hit 100%.
2. Reading over what was newly introduced to the game in STCE, I'm astounded at how much content that I perceived as central to the experience was originally absent. Pico de Gallo stuck out as a late addition if only because it was a self-contained series of platform challenges with concepts that never returned and seemed a bit linear and disconnected: you go in one end and out the other, and the platforming sections were designed to minimally permit backtracking without really embracing itthere's at least one part where if you traverse backwards and drop from one room to another, and you're on the wrong half of living/dead, you fall instantly into lava. So that whole section felt like a game within a game. That said, I could scarcely have guessed that the Canal de las Flores was wholly new, as it felt like such a substantial part of the game, likely on account of the range of exploration it permitted. Good heavens, the original must have been short.
Now for some remarks on the game as a whole:
Several interesting dynamics emerge from making the powers you acquire over the course of the game a series of movement skills that don't make each other obsolete. That is, none of them make you strictly or statistically more powerful in terms of damage output the way successive beams do in Metroid; apart from health and stamina expansions, the main form of character progression in combat is actually through greater movement/combo versatility. In other words, upgrades to your arsenal raise the skill cap, which means early-game minions stay relevant throughout while more challenging ones keep apace of the player's gains in health/stamina by introducing enemies (and combinations thereof) that demand you to move more fluidly. It furthermore removes the need for clumsy weapon selection by baking the upgrades into the player's standard directional move set.
Howeverand this is why my reservations with Guacamelee didn't truly settle in until late in my runthis detracts from one of the fundamental pleasures of the Metroid format, the versatility of the arsenal and the mystery surrounding unreachable locations, by essentially spoiling the backtracking and exploration. You can infer pretty early on, from all the conveniently colour-coded and directionally labelled blocks, that you are going to get around with block-breaking movement skills in four directions, a double jump, and an analogue to the Morph Ball Bomb: you know exactly which areas you can skip now and exactly when to bother coming back to them later.
Metroid has its share of colour-coded doors along its main routes, of course, but it's much more subtle about disguising optional collectibles and flagging their presence with audio cues without giving away the prerequisites for even attempting to obtain them. In Guacamelee there is rarely any question of trying different solutions to get somewhere. Gates are all clearly marked and the pleasure of reaching chests is entirely in clearing isolated platform challenges, not discovery. The one part of the layout that truly rewarded exploration was the path to the Forest del Chivo orb: the skull switch doesn't give away any obvious location, keeps you guessing by being conspicuously accessible far earlier than its solution, and encourages you to make the full range of your movement options to see what you can reach within the timerand yet the level design is entirely fair in the way it leads your eye to the opening the switch unlocks. More of the exploration needed to work like that.
To be clear, my complaint is not that Guacamelee isn't Metroid; my complaint is that without the mystery of exploration the late-game backtracking for items is rote and predictable. But I'm a little short of 100%, so what do I know; maybe the collectibles I'm missing will change my view. And running up walls and flying sideways indefinitely were both welcome surprises as unexpected exceptions to the rule.
Meanwhile, it's not surprising that the late-game enemies resort to colour-coded shields when the relative sameness of acquired skillsall effectively the same thing but in different directionsdoesn't leave much room for unexpected applications (the classic example I have in mind is killing Metroids with the Ice Beam/missile combo); thus the late-game combat isn't an interaction of tools and foes so much as a test of timing and positioning. Which is fine; I still like the combat on those terms. But its limitations became clear in facing the bosses, who apart from their lively visual design were really just big life bars with the odd environmental hazard. Dodge, match colours, swap between living/deadnone of them stood out as all that different from the goons. (Speaking of which, I don't understand the fuss about Jaguar Javier that I see online: I found him a pushover to the point that a day after beating him I can't even remember what he did. This wasn't Hard Mode, I'll admit, so maybe I didn't have to really learn the encounter. Given his reputation as a forbidding boss, however, I almost wonder if he was nerfed in STCE or if everyone complaining was playing on the PC with a keyboard and mouse.)
I did have one frustration with the controls: perhaps it's the lack of octagonal gating on the Wii U analogue stick, but I found that whereas the game encourages you to move with a stick for both throws and quick reversals of direction, even the slightest directional tilt would register an intended side-punch (blue) as an uppercut (red), which drove me back to the D-pad for breaking shields or high-precision challenges while leaving me dissatisfied with both schemes. (It didn't help, either, that the upward move is diagonal even from a neutral/standing position based on the direction you are facing.) I've never had this problem on another Wii U 2D platformer, not even after playing through all of Tropical Freeze with the analogue stick, so I wonder if there was something fussy in the implementation here. This was definitely a hindrance in some of the trickier Infierno challenges.
I'm being thorough with my criticisms here, but I want to reiterate that I admired Guacamelee immensely. It isn't often that I get so absorbed in a game as to make a close approach to 100% in a dedicated marathon run on the first attempt. It's just that in a subgenre where combat and exploration are inextricably linked via discoverable abilities, the relative sameness of the abilitiesamazing in combination in a fight, not that interesting in isolationdetracts from the exploration's capacity to tantalize and satisfy. And the solution for balancing the two in a game of this modest scope is not clear.