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This month the Game Boy Player Land blog will be heavily focusing on the macabre. As a huge horror movie fan, I've always had a soft spot for horror-themed games. And though I've wanted to write about them in spurts all month, I thought it would make for a really fun October if I just saved all the posts up for this 1st annual Spooktacular. All month long I'll be bombarding the blog with posts relating to ghosts, goblins, witches and the like. This month on the Game Boy Player Land blog, everyday is Halloween.
The Ring: Terror's Realm
[img width=420 height=418]http://www.coverbrowser.com/image/dreamcast-games/150-1.jpg[/img]
Yeah, it's been a little while since I updated this. I apologize about that. So to herald my triumphant return to discussing the joys of horror gaming, I present you with a title so horrific and so foul that I must beseech you, nay, get down on my knees and beg you never, ever, ever to even consider playing it!
No, seriously, this game is terrible. Not only do I enjoy horror, I also can enjoy a horribly made game from time to time. I believe it's something to do with an almost kitsch value to it that makes it unique and allows me to laugh at it. The Ring: Terror's Realm did its best to go above and beyond anything I had ever experienced. I have beaten the title, and I can honestly claim that it is not only a bad game, it is the WORST game I have ever played. And I own Pit-Fighter for the Super Nintendo.
But I suppose an explanation is in order. The Ring: Terror's Realm is a Dreamcast game based upon the Ringu property, albeit an extremely loose take on it. The game follows Meg Rainman as she starts work at the Center for Disease Control following the death of her boyfriend Robert, who was also a CDC employee. Once at work, she begins exploring and investigating a strange computer program called RING, which apparently leads her into a strange and horrific virtual world where mankind battles it out in abandoned buildings against strange monsters.
[img width=700 height=466]http://www.goodcowfilms.com/farm/games/screenshots/the-ring-dreamcast/the_ring_screenshot9.jpg[/img]
I'm sorry, did I say monsters? I mean gorillas, cat things, and strange goblin-looking critters of various colors. And when I say abandoned buildings, I mean the CDC building. Yes, that is a bit of a spoiler, but you don't really want to play this game, so don't worry about it. The monsters don't really do much beyond running up and attacking you, which they have a nasty habit of doing at a rate that will prevent you from getting a round off if they get too close. They also randomly float in the air and drop down on top of you...I think that was more of a bug that never got resolved when the game was created. At least I hope it was.
To fight these critters, Meg has an arsenal of various weapons she will acquire, all fitted with laser sights, so you can aim at critters across the room, if you can see them with the fixed cameras and if they're standing upright. Perhaps the greatest point in the game's favor, at least in my opinion, is that Meg's also not a total pushover. She can fight while unarmed, knocking the monsters away or kicking them, which is especially useful on the cat creatures.
And then there's the graphics...
[img width=400 height=300]http://diehardgamefan.com/wordpress/wp-content/uploads/2009/09/Ringsc03.jpg[/img]
...but I won't be too critical of them. I feel its appearance is out of place for a Dreamcast title, but we are retro gamers. Games don't have to look spectacular for us to enjoy them. Just understand that people look blocky and move in unnatural means, and the textures are bland and repetitive. And creature movement isn't any better. There are some nifty mechanics with enemies having a difficult time detecting you in the dark, but it rarely comes into play.
As for the sound, there's only a handful of musical tracks, and these usually consist of five, maybe six notes in a sequence before repeating. It quickly becomes nauseatingly repetitive, and the creature sounds feel off. The voice acting is also some of the absolute worst, with the random friend who appears in the intro video earning my choice as the worst actor ever. The only saving grace is the sound at the starting menu of the game, where confirmations reward the player with the most satisfying squishing sounds I've ever heard. I broke into peals of laughter every time I heard them.
[img width=700 height=466]http://www.goodcowfilms.com/farm/games/screenshots/the-ring-dreamcast/the_ring_screenshot6.jpg[/img]
And finally there's the story exposition. Or the lack thereof.
You will need a guide for this game, or a lot of free time, because very rarely are you told what you are supposed to do next. Characters sometimes speak in broken English and conversation always comes off as stilted and disjointed. There's also little in the way of true character development, and most seems to be there solely to fill a stereotype or perform a nameless role. Characters will sometimes fly off the handle for no real reason in an unexpected emotional outburst. It makes for some tough going.
[img width=700 height=466]http://www.goodcowfilms.com/farm/games/screenshots/the-ring-dreamcast/the_ring_screenshot23.jpg[/img]
If you're really interested in seeing some gameplay, here's a video. You'll have to skip to about the 1:00 minute mark to get past their intro, but if you want a good laugh, check it out:
Echo Night: Beyond
Since last week I went with a very well known title in horror gaming, I figured I'd go for something a little bit more obscure, and a bit more mellow. In fact, this odd futuristic ghost story is more sorrowful than anything else. That doesn't mean it's without it's freakier moments, but the gameplay in this title doesn't have all the big action sequences of other titles. It's also the third in the Echo Night series, so if you're familiar with those, you should know what to expect.
In Echo Night: Beyond, you play Richard Osmond, a passenger on a space shuttle heading to a small lunar base. His fiance, Claudia, lives there, and it's their intention to marry once he arrives. But things don't go according to plan. His shuttle crash lands, colliding with the very place you're trying to get. Richard awakens to find himself alone in the wrecked shuttle. He decides to grab a spacesuit and enter the base to find Claudia.
Unfortunately for Richard, it appears everyone inside the base is dead, the power is out, and ghosts are wandering the halls. To progress in the story, you'll have to find various items and appease the wandering spirits so that their souls get released from this mortal coil. To do this, you'll have to talk to them, which is a bit unsettling as they tend to fade in and out depending on how close you are. There's also lots of backtracking in the game, which can become annoying, though much of the game takes place around a central junction, so nothing is ever terribly far away.
[img width=460 height=325]http://ps2media.ign.com/ps2/image/article/543/543209/echo-night-beyond-20040830043258046-000.jpg[/img]
So, you're wandering in the dark, there are corpses everywhere, and their ghosts are wandering around. Could it get worse? Well yes, actually. You see, there's a bizarre mist that has spread throughout the base, making ghosts that inhabit it hostile, and if they get near you for long enough, your heart rate will spike and you'll go into cardiac arrest. This means two things: every encounter can be fatal fast, and your only options are to run away. There's no camera to fight with, no proton packs, no nothing. Instead, you have to sneak past them and pray one doesn't find you.
Also, the game's first person view really adds to the tension here, because these ghosts just have to be near you. You don't have to see them, and likely you won't: as your heart rates goes up, your vision blacks out. It can be a harrowing experience to enter a room with one and suddenly scramble for the door, only to realize you can hardly see where you're going. And if you do see it, well...some of these things get downright creepy.
Still, ghosts register on film, so you can use the vast network of security cameras to watch their patterns and discover their routes, since most of them follow set paths. Note I said most: there's one ghost in particular that will stalk you throughout the game, and he knows when you're using a security camera. Whenever you look at him he's got a nasty habit of looking back at you.
[img width=635 height=445]http://image.com.com/gamespot/images/2006/051/918908_20060221_790screen001.jpg[/img]
And then there's the atmosphere: you'll spend a good chunk of the game wandering around with just a flashlight, though it's not as bad as when you wander outside in my opinion. Once outside, there's little gravity so you jump really far, and the lighting gets a bit odd. The first time outside, I nearly threw myself off a cliff into a crater. To make matters worse, there are quite a few jumping puzzles while outside, and you do still have to look out for spirits.
The lack of action might bother some players, so this game definitely isn't meant for everyone. But if you're a fan of the old point-and-click adventure gameplay or enjoyed titles like Penumbra or other first person horror games, such as Juggernaut, D, or Hellnight, this may be right up your alley. And as an added bonus, it saw release in all three major regions, so getting it shouldn't be too difficult. Just be aware that in Japan it's known as Nebula: Echo Night.
[img width=635 height=445]http://image.com.com/gamespot/images/2006/051/918908_20060221_790screen002.jpg[/img]
Here's the intro for you:
You know, I'm playing through Metroid Fusion for the first time in years and it just hit me-- this is a survival/horror game.
That's right I said it. I don't really know how I didn't realize this. Perhaps it was because that strays so far from people's perception of what Metroid games are 'supposed to be' that they are blinded from seeing what the individual games attempt to be. Take Metroid 2 for example. It is constantly panned for not being like Metroid or Super Metroid. It does it's own thing and people say it doesn't have the Metroid feel. It's kind of funny considering that belief has existed wayyyy before the release of Prime/Fusion etc. Was there ever a set pattern for what the Metroid games are supposed to be?
Not really. The main reason I can think of that people call Metroid 2 and Fusion radical is because they aren't like Super Metroid which is in many peoples' opinion one of the best game ever. Therefore people expect the newer releases to follow suit and attempt to emulate it's success.
And here is where Fusion comes in. It doesn't emulate Super Metroid, and like Metroid 2 it is it's own breed. Because people wanted it to be like Super Metroid or because they had this false perception of what the series 'should be' (me included), they missed what the game really was-- it was a freaking survival horror game.
Am I going mad? Not at all. The story starts out with Samus investigating an explosion on a space station after nearly dying due to a parasite attack which has rendered her extremely weak and without any weapons. From there she must stop the X parasites from inhabiting the other sectors of the research station and overrunning the place.
But then it becomes known that the X parasites are smart and out to kill her. One has mimicked her at full power (the SA-X) while the others begin destroying the download stations so she can't become more powerful to fight them. Pretty much the game turns into Samus fighting for her survival while avoiding the SA-X which is actively hunting her. ADAM (the computer) constantly informs her of her chance of survival (consistently low) and is doing as much in his power to help her survive as he can, all the while trying to have her save the station from destruction.
But really... the majority of the game is Samus running from the SA-X in an attempt to survive and become powerful enough to confront the thing. There are instances where Samus might encounter it and have to run otherwise she'd die instantly. There are instances when the X parasites infiltrate other sectors in an attempt to stop Samus from obtaining upgrades. Often times you have to disobey ADAM in order to avoid being killed by the SA-X.
The game is linear, but this is because Samus only has so many options as to where to go. The download stations available for her upgrades are the ones which the X haven't destroyed, the paths she takes throughout the station are intended to help her flee from her pursuers, and pretty much as ADAM says himself 'survival is your main goal'.
I can't really do justice to this aspect of the game as much as I'd like to. I'm sure if you played the game again and really stopped to think about what is occurring story wise and even gameplay wise (such as where you are exploring and why), you'd realize that the majority of the game focuses on Samus' survival. The other major aspects are slowly unfolded through her attempts at surviving, similar to the way the story in any other survival horror game unfolds.
Comments, criticisms, and flaming all welcome.
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