| |
Lots and lots of reviews this time around. New format: I've given
up the grading system, going back to the original idea of no grades and
reviewer-determined format idiosyncratic to that reviewer. The reviewers
in this issue are Haggard, Rinku Hero, Specplosive, and Harlock Hero.
~ G a m e
o f t h e I s s u e ~
"Fantasy Under a Blue Moon X v4: Lunar Shockwave"
~ 4 8 H o u r C o n t e
s t G a m e s ~
"The Dexmaster Game!!!!!!!!!!! (Scenario 001)"
"Tightfloss Maiden"
"The Last Job"
"Seizure Inducer"
"Harlock's And Rinku's Game Which Includes The Game Bill's Never
Go West"
"I Made Dis"
"Me"
"Ninjahs"
"Prism"
"Scars Of Glory"
"A Troll's Coup De Tat"
"Werebirds Arena"
"Grief"
"Seekers"
"Help Wanted"
"Imperium"
"Star Cops"
"The King's Basement"
"Xutt"
~ 1 6 8 H o u r C o n t
e s t G a m e s ~
"Neke: Woman of Mystery"
"Knight of the Ages"
"The Hounds of Geussen"
"White Bricks Under a Red Fence"
"Wally's Castle"
~ C h r i s t m a s C o n t e s t
& H u m a n D a y C o n t e s t
G a m e s ~
"Aquarius"
"The Parson's Apprentice's Tale"
"Santa Goes Extreme"
"OHR Noel"
~ H a l l o w e e n G a m e s ~
"Scary Game 2"
~ O t h e r O h r r p g c e
G a m e s ~
"Orbituaries"
"Xerian"
|
__ ___ _ _ __ _ _
__ __ ____ _ _ _ _ __ __ ____
Game of the Month
The game of the issue is the new version 4 release
of Fantasy Under a Blue Moon X: Lunar Shockwave. White Owl has created
perhaps the most entertaining Ohrrpgce game to be released in a good while.
Here is the review by Harlock Hero:
"Fantasy Under a Blue Moon X v4: Lunar Shockwave"
There’s a fantasy. It does indeed take place under a blue (more purple)
moon. I’m willing to believe that somewhere there is in fact an X. I know
this to be the 4th version, and while the Lunar Shockwave baffles me, it
seems fitting (sort of like the title of my own first game). The title
of 2001’s most talked-out release for the OHRRPGCE says a lot about the
game, actually, in the way that it takes seemingly random elements and
manages, through some form of ancient magic, I presume, to make them fit
together rather well.
Years ago, I had played the original FUABMX only to die after running
into a drunkard. After this experience, I never quite got fully into that
game, despite its decent graphics and overall presentation. While I somehow
managed to repeat that same error of drunkard-heckling in v4, I’m happy
to say that it was done well enough to prevent me from losing interest
after such a strange and perhaps unfair encounter. In order to determine
why FUABMXv4 is such a successful into the OHR canon, let us take a look
at its individual components.
The graphical quality has significantly improved since the first installment,
and while it wasn’t bad back then, it’s great now. The maptiles are one
of the best features, and while they often don’t mesh well together in
a natural-looking way, the texturing and shading here rivals that found
in commercial sprite-based RPGs. The character graphics don’t really stand
out as anything spectacular, but they’re competent, so I won’t harp too
much on them. The enemy design is done well, and the game features some
of the best boss graphics you’ve yet seen. The best part of the graphics,
however, is the battle backdrops. They are without a doubt the best backdrops
in OHR history. The ice cavern’s usage of “translucent” ice crystals is
a prime example of the amount of work and detail put into these.
In terms of gameplay, FUABMX utilizes an interesting system wherein
leveling up gains you no statistic bonuses other than increased HP and
MP. In order to raise other stats, you’re going to need to rely on relatively
expensive equipment and various equippable fury items. Just equipping these
items, however, is not always the best course of action, for if they’re
used on a character, often he will gain special abilities from it. This
goes for all weapons in the game and the majority of accessories. Each
character is able to cast from the same large set of spells called “Fury”
techniques in the game. This includes your standard elemental spells and
curative magics. In addition, everyone has a set of abilities unique to
them, gained from using weapons on the appropriate characters. For example,
using the Iron Katana on Podo will teach him the “Ragin’ Pain” ability,
which proves to be extremely useful in combat. The only complaint I have
about these kind of attacks is that they feel lackluster. The animations
are no more spectacular than your typical attacks and so I don’t gain the
impression that I am in fact inflicting major damage to the enemy. Kain’s
cigarette attack, however, is a good example of a well-done special technique.
It is one of the only ones. The battles are balanced fairly well, if they
do become a bit ridiculous in certain areas, namely one boss in particular
(who, in terms of story, shouldn’t exist at all).
Story is where FUABMX begins to fall short of the hype. To be fair,
the author White Owl has never claimed that the story was all that great,
but still, it bears mentioning. The dialogue is presented in a reasonably
competent manner, with most characters having a distinct voice that reflects
their personality. Unfortunately, this is as much depth as any of the characters
ever get. The motivations for many character’s actions is never explained.
For example, why do Podo and Kain suddenly begin speaking of Augus as if
he has been plaguing them since the dawn of time when in fact their first
“meeting” with him was just five minutes prior in the transport tower?
Why does Kain dislike Dr. Masa? Why is it important that Podo be the one
sent to investigate Emperor Czar’s activities? There are many other unanswered
questions, but I will refrain from speaking of them to avoid spoilers.
The plot in general is fairly hackneyed and is so full of holes, it makes
swiss cheese look sturdy. (The most glaring of these is the fact that Emperors
are not appointed by elections….) The plot never really seems to exist
for its own sake, and seems rather as if its been tacked on for the sole
purpose of having another cave or tower to explore.
The music I won’t comment on much, except to say that while it’s ripped,
it generally fits well. I would advise the author to utilize more in the
way of music changes at key points in the various scenes. It would work
much better than what is currently there.
Overall, FUABMXv4 is rather deserving of the praise it has garnered
within the community. It is not the best OHR game I have ever played, but
its definitely not the worst. With time and effort, the story could be
revamped into something worthy of the graphics and gameplay presented here.
Admittedly, I am slightly biased towards story, being an author primarily,
so I’ll refrain from further commentary in that regard. Suffice it to say,
if you are willing to overlook the multitudinous minor flaws, FUABMXv4
is definitely worth your time.
-Harlock Hero
"The same dream every night, I see a young girl being
attacked by an ancient demon. ALIS!!! - Aw, christ, wrong game!"
|
"Edge makes a cameo!!... or does he?"
|
"Podo, come down, we can talk this over!" "No, I have
to demolish the transport tower! WHY DIDN'T YOU LISTEN, MOTHER?!?"
|
"I AM AUGUS! Behold my magical coat, it blows in the
wind that is not there, for my hair is not blowing! Taste my fury!!"
|
"The OHR's translucency effects in all their glory."
|
"Damn that foul sorceror Augus! He has made water
that doesn't freeze! The horror!"
|
__ ___ _ _ __ _ _ __ __
____ _ _ _ _ __ __ ____
48 Hour Contest
In early summer there was a 48-hour contest sponsored
by ZzFenix. For those not familiar with the idea, contestants had 48 hours
to create a game from scratch. Two days to make a game from beginning to
end. A rigourous test of endurance and ingenuity. 19 entries were recieved,
but there was only one winner (Scars of Glory). These 48 hour contest games
were reviewed by Haggard.
*
"The Dexmaster Game!!!!!!!!!!! (Scenario 001)"
If there's one thing to be said about the Dexmaster, it's that he's
damned persistent. Sure, his games aren't so great, but if you stop and
think about it, you'll see that he's got quite a few of them under his
belt. However, for most OHR gamers it's quality over quantity, not the
reverse. Therefore, the fact that he's made 17 billion games doesn't do
much in the way of helping his credibility.
As might be expected, The Dexmaster Game!!!!!!!!!!! (Scenario 001)
is an unimpressive, sub-standard RPG. The graphics are poorly done, the
story is incomprehensible, the music is ripped (I'm sorry, but that equals
a big fat zero in my book) and even the characters are ripped straight
out of other video games & various anime. I honestly can't think of
one redeeming aspect of this game. I would suggest the following to the
Dexmaster: First, throwing a bunch of well-known characters together doesn't
make a game. Second, work on your graphic designing skills. I'd like to
think that the OHRRPGCE is capable of supporting post-atari quality visuals.
Third, do some reading. No, do a lot of reading. If these are the best
story-lines that you can come up with, then you're watching too much Toonami.
In closing, I wouldn't recommend this game to anyone, except maybe to
the Dexmaster himself. In fact, I would like to urge all developers to
take some time out of their busy schedules to play their own game and question
its value as an RPG. After all, if you can't enjoy your own game, then
what do you expect us to play it for?
- Haggard
"Yes. I am playing the wrong game, dumb ass."
|
"Me steal from Arfenhouse? That's unpossible!"
|
*
"Tightfloss Maiden"
Every game has its good parts and its bad parts. Unfortunately, there
just wasn't much to this version of Tightfloss Maiden, good or bad.
I'll admit that the presence of a 'to be continued' screen at the end of
a game is a pretty good excuse for its lack of play time, especially if
it's an entry for the 48-hour contest. Pepsi Ranger plans to release a
finished version sometime in the future. However, it's my job to review
this version, and that's what I intend to do.
Pepsi is known for his excellent writing. Despite this, I would have
to say that the dialogue in Tightfloss Maiden falls somewhat short
of the expected Powerstick Man quality. The graphics aren't very
well balanced. The battle graphics (excluding the hero graphics) have a
unique style to them (almost like the SNES sleeper hit Out of this World),
and are quite impressive. On the other hand, the maptiles are bland and
the walkabout graphics are the same overly masculine, gorilla-armed people
featured in Powerstick Man. Not pretty. The music is nice, but not
very noticeable. The story, well, hasn't quite been put into effect as
of yet.
While I would be interested in playing the full version, the demo doesn't
do much to satisfy my gaming needs.
- Haggard
"The enemy graphics and battle backdrops are good."
|
"She look'a like'a man."
|
*
"The Last Job"
It's not often that OHR games are presented in the form of a short story.
The author of this game managed to make The Last Job an interesting
game, despite its low level of interactivity.
As might be expected, the main drive in this game is the story. Unfortunately,
the story didn't seem quite as fleshed-out as it could have been. Despite
that, it was an interesting read and was suprisingly well-written for an
OHR game. The graphics were good, especially the walk-abouts. However,
such detrimental factors as the absence of any real gameplay and a poorly
selected soundtrack (not to mention the game's short length) left me feeling
unsatisfied when all was said and done. Don't get me wrong: this game deserves
a chance, by all means. Just don't expect the sort of engrossing experience
you would get from longer RPGs.
- Haggard
"It feels like I'm stuck in somebody's geometry homework."
|
"Actually, I was thinking more along the lines of
a sandwich..."
|
*
"Seizure Inducer"
This game hurts my eyes, and points seem to be scored abitrarily. Play
it if you have something against your vision.
- Haggard
"This is what you'll be able to see after playing."
|
*
"Harlock's And Rinku's Game Which Includes The Game Bill's Never
Go West"
Harlock & Rinku have to be two most unconventional game designers
in the history of the OHR community. such is evident after playing this
strange, yet oddly interesting game. The story-line may seem unapproachable
for many (myself included), and the themes unclear. However, the sharp
dialogue helps players to get through with minimal confusion.
There are supposedly five different endings, but I haven't taken the
liberty of finding all of them. The game just doesn't warrant multiple
play-throughs. The gameplay is a good base to build upon, but isn't presented
in full effect, so to speak. Such innovative ideas as using bombs to clear
obstacles and the ability to choose your own path (which is far too often
disregarded by other OHR game designers) are excellent elements, but I
had the feeling that these features could have been put to better use.
The music is good, but is not the original work of either of the authors.
However, it was not ripped from another video game, which is worthy of
at least some praise. In the way of graphics, the maptiles and walkabouts
are very acceptable. Although, the battle graphics were obviously left
unfinished. Overall, this is a worthy addition to anyone's OHR library,
unfinished as it may feel.
- Haggard
"Never draw enemy graphics is more like it."
|
"What's this? four-player NBA Jam? You're so
lame!"
|
*
"I Made Dis"
To be honest, I would have expected a better effort from someone as
intelligent as Gilbert seems to be. Don't get me wrong, the game is good
for what it is: a Batman joke and Elvis shooting zombies. Okay. Not a common
pairing, but executed with skill, to be sure. A winding hall with random
zombie encounters is all the gameplay you'll get here, I'm afraid. That's
not exactly my idea of a memorable RPG experience (reminder: send hate
mail to <chocobert@aol.com> or <chocobert_009@hotmail.com>).
The graphics are above the OHR average, especially the zombie enemy
graphics. The problem is that there weren't that many graphics throughout
the game. The music was a little dissapointing (Not an Elvis fan, sorry),
and there was no real story to speak of. Yet, I can't say that this game
is terrible... because it's not. Just don't expect a lot from I Made
Dis and you'll do fine. It's worth a few good laughs (And I mean that
in a positive way).
There is some obvious skill underneath this game's wacky exterior, and
I hope that Gilbert takes it upon himself to finish Bandit Revolver
sometime in the near future.
- Haggard
"Note to self: Zombies hate country music."
|
"Insert fat Elvis joke here."
|
*
"Me"
The graphics are quite impressive, with only a few minor flaws here
and there. The unusual side-view that the game was presented in was a nice
change of pace. However, the very annoying music and simple battles helped
this game find an early grave. To top it off, the game only lasts for about
10 minutes before it ends abruptly (despite great effort on my part in
regards to finding a way to progress the game).
This could have been a promising game, were it finished. There aren't
any platform-RPG hybrids for the OHRRPGCE, as far as I know, so I'm sure
that there are others besides myself who would like to see this game finished.
- Haggard
"The side-view perspective is refreshing."
|
"Cactuar try-outs? Next!"
|
*
"Ninjahs"
48-hour contest entries can usually be summed up in one word: unfinished.
That is, most of these games are short, untested, and thrown-together.
However, a few of them manage to have at least one redeeming quality. In
the case of Ninjahs, that redeeming quality happens to be the excellent
hero and enemy graphics. The rest of the game... well, there is no "rest
of the game". Basically, you fight ninjas (albeit masterfully-drawn ninjas)
and that's it. The music is ripped, and although this is common for OHR
games, I do not intend to go easy on anyone who believes in this practice.
In conclusion, perhaps a little less time spent on graphics and a little
more time spent on gameplay would have made this a worthy title.
- Haggard
"The masterful battle graphics."
|
"Ummm... perhaps Shizuma's one of those 'idiot savants'...?"
|
*
"Prism"
Bugs: They're something every game player has to deal with now and then
(yes, even super players like me). Unfortunately, "now and then" came far
too often in Prism. If not for the debug keys, I would have just
given up on this game altogether. The creator of this game should really
double check his door links.
Aside from getting stuck in doorways all day long, there wasn't much
to do in this game. Of course, it's a demo version so I can't rightly complain
about such things. Yet I can't deny that this game is short, ugly, and
repetitive. The story could be summed up in a sentence, the graphics seem
to be mostly made using the air-brush (though are admittedly not
what I would call "god-awful"), every NPC in the game (as well as the hero)
looks exactly the same, the music is annoying, the dialogue is poor and
you have to buy a 'save' item in order to record your progress... Bob Dole
doesn't need this. Overall, this game needs a lot more work.
- Haggard
"Me?"
|
"The not-so-bad world map."
|
*
"Scars Of Glory"
Before I talk about the above-average graphics, the incredibly annoying
music, the decent story or the original, scripted battle-system/status
growth system, there's something I have to get off my chest: Do not play
this game unless you would enjoy sitting around for an hour and a half
doing nothing but gaining levels and earning money (in case you share Block
Man's IQ, this is said with the assumption that most people would not find
this enjoyable).
This is a good game, it's just uneccesarily difficult and frustrating.
Here's an example of why i'll never play this game again (unless, of course,
the things I'm complaining about are remedied in the next release): Before
fighting the boss, I maxed out all of my stats (that's level 5 out of 5
for attack, magic points, speed & defense) except for my hit point
level, which I raised to level 9 out of 30 (that's a total of 360 HP).
I bought 20 Waters (each restores 200 HP) and 20 Pixies (each restores
25 MP). At $150 a piece, you just know I didn't enjoy earning enough money
to buy that many pixies. Now, since you cannot harm the boss in any way
other than using your 10 MP-consuming special attack, I had to use every
single pixie I had in order to defeat him. What's that? You only bought
19 pixies? I guess you'll just have to let the boss kill you and try again!
What's that? You thought you'd just go back and save after defeating the
boss? That's too bad, considering the fact that he reappears every time
you step on that tile!
What I'm trying to convey here is that THIS SHOULD NOT BE NECESSARY.
I'm all for a challenge, but fighting weak-as-bugs enemies who only give
a small amount of money and experience each for extended periods of time
feels less like a challenge and more like community service in hell. My
final game time was about two hours, but there had to be at least an extra
half-hour spent fighting and dying against the annoying boss. That's the
kind of thing that can really bring a game down.
The graphics were decent, but the main character looked like a chocobo
knight (this is not a bad thing. no, really). The music was insanely annoying...
what were you thinking with that field music, man? Argh! The story was
pretty good, but it only lasted for about 5 minutes before the game began
(like most 48-hour contest entries, this seems to be a demo game). The
battle-system is scripted, and resembles the style seen in the Dragon Quest
games. You don't gain levels like most other RPGS, but instead raise your
stats one at a time through the use of accessories. Annoying, but fresh
and original all the same. All in all, this would be a decent game if not
for the unacceptable difficulty of the boss battle. Balance is key.
- Haggard
"Get used to this screen."
|
"Chocobo knights: The boy scouts of the Final Fantasy
universe."
|
*
"A Troll's Coup De Tat"
It's your task to help a troll named clawed (HA HA HA! ... U R A FUNNEY
MAN, GAME AUTHER!1.) overthrow the oppresive monarch, Kane (somewhere a
dragon knight is rolling over in his grave). With the help of a notebook
given to you by a gnome who oddly resembles the dwarves from Chrono Cross,
you choose from five different methods of terrorism the one scheme that
would be perfect for the domination of Kane's kingdom... in theory. In
actuality, you can only use the third method in this game, as the creator
neglected to incorporate the other options in this version of his game.
After it's all said and done, this game just doesn't do much for me.
The graphics are better than average and the concept is original, but there
are no battles and the entire game can be completed in under ten minutes.
Try to concentrate on keeping the gamer interested.
- Haggard
"I thought there was only one of you?"
|
"Somehow I don't fear a knight with stubby
legs."
|
*
"Werebirds Arena"
Who would come up with this idea? Somewhere between Pokemon and
a good Thanksgiving dinner lies Werebirds Arena. Bah. The graphics
are somewhat below average (though not altogether terrible), the music
is ripped, the story is ridiculous and the gameplay is basically a race
to choose your strongest attack and push the space bar enough times to
kill your opponent before he kills you. Bah. The idea of a tournament-themed
game is great, but the idea of pitting a turkey against an owl isn't so
great. Good try, though. Perhaps with some actual story this game might
go places.
- Haggard
"I'll be fighting a what now?"
|
"Hit 'em with your drumstick -- er, kick 'em!"
|
*
"Grief"
The old saying "rules were meant to be broken" definitely sums up this
game's creation. That's right, this is the game that broke the contest
rules with a development team exceeding two individual people. There is
a disclaimer which warns gamers of this, but strangely it is shown at the
very end of the game and not the beginning.
The actual game is a cut above the average 48-hour contest entry. It
sports unique graphics which blend prerendered 3D backgrounds with ugly
2D walk-abouts. There is at least one original musical composition,
and the story is original (though somewhat lacking). The best part is most
likely the large variety of unique monsters to battle.
There are, however, some very noticeable faults that quickly drag the
experience down. these include repetitive, straight-foward dungeons, scant
NPC interaction and unbalanced gameplay. Adding to the excessively lengthy
game (lengthy in proportion to the actual game content) is the disappointing
finale. This is a good game, but is in need of some serious fleshing-out.
- Haggard
"OHR Resident Evil?"
|
"Two beautifully unique enemies. Now bash them with
your stick!"
|
*
"Seekers"
Decidedly the worst entry of the bunch, "Seekers" looks to be the product
of about an hour of work and about a minute of planning. The complete lack
of any kind of story, bland graphics, annoying music and about 3 minutes
of game time make this game unplayable.
Unfortunately, the author had enough sense not to include his name on
the title screen. Just imagine all the hate mail gone to waste, eh? If
the author had spent a lot more time on this project he might have had
something to be proud of.
- Haggard
"Hmmm... Impale my foe or sit back and enjoy a good
book?"
|
"I know that's what I'd do."
|
*
"Help Wanted"
Every now and then, a game comes along which really shines with playability.
Help
Wanted doesn't sport an incredible amount of depth, and the visuals
are nowhere near what they could have been. But all true gamers know that
these things don't matter when you're dealing with a game that's just fun
to play.
With witty dialogue and an original concept, this RPG actually kept
me interested throughout the entire quest (although it was a rather short
quest). There are no random battles in this game. Instead, the creator
opted for a more dynamic approach, littering the game's one dungeon with
moving NPC-monsters (more people should try this. random battles are the
lazy way out, people).
This is one of the very few OHR games that have made me wish that there
was more. I would love to see a new version of this game with a longer
quest, a deeper story, and more of the same humorous dialogue. This game
is my personal pick for "Best 48-Hour Contest Entry".
- Haggard
"I want that desk."
|
"That'll be $8... OR YOUR SOUL!!!"
|
*
"Imperium"
This isn't a terrible game. In fact, it's pretty average straight through.
However, this game left me with the impression that it was all just, well,
pointless. The graphics were decent, but that's about it. What happened
to the story? I spent the entire game wondering what I was doing walking
around, fighting decidedly phallic-looking enemies. Most of the time, though,
I didn't really care.
Some games can just capture your attention, while others (like this
one) leave you wondering when it'll all end. The music was ripped and annoying,
like most Ohr games. As I've said, this isn't the worst Ohr game out there,
but I'll avoid it just the same. With some more work and perhaps some actual
dialogue, this game might have been interesting.
To the author of this game, I would suggest that you never settle for
anything that you're not satisfied with. If there's something in the game
that isn't quite as good as it can be, don't assume that it will be so
easily overlooked by us gamers.
- Haggard
"Mind in the gutter or not, those things disturb me."
|
"Burning the evidence is always best."
|
*
"Star Cops"
This is one frustrating RPG. Yet, it's not without its high points,
such as the ability to select your character at the beginning of the game
or the nicely done puzzle area towards the end of the game. However, the
battle system is seriously lacking, and there is no story-line worth noticing.
This game itself feels doomed, but its creator could improve through practice
and study.
- Haggard
"Just... no."
|
"...Or shoot yourself to end the game."
|
*
"The King's Basement"
The concept of a text-based RPG is intriguing, but unfortunately I just
couldn't get this game to work! I tried pretty much everything, but nothing
I did seemed to produce a positive result. However, I'll happily review
this game again if the author can contact Rinku (eressoft@cs.com) and either
(a) send in a working copy or (b) instruct us on how this game functions.
sorry. >:`o
- Haggard
*
"Xutt"
Dragon Ball Z fan games are, as a rule, horrible (This is either
due to the fact that DBZ itself is terrible or its fans are). Xutt
is no exception. The graphics are beyond poor, the music is ripped and
the story can be summed up thusly: "let's make everybody fight each other
for no good reason... like in DBZ!!!".
The gameplay is, well, how shall I put this? Either press the space
bar over and over or press Ctrl+F4 over and over (or just smash your monitor
with a hammer; hey, it worked in Powerstick Man!). I don't like
to talk trash about games (lie!), but this game belongs somewhere between
the fourth & third circles of hell. Avoid it, and avoid the author.
- Haggard
"On the bright side, I've gotten to pummel just about
everybody I hate."
|
"Now stand still while I... take your picture...
yeah..."
|
__ ___ _ _ __ _ _ __ __
____ _ _ _ _ __ __ ____
168 Hour Contest
This summer, fresh out of the 48 hour contest,
I had the idea for a 168-hour contest, which I felt would give authors
more time to work, while still maintaining the intensive game-design experience.
Harlock helped me set up a contest page, and off we went. There were less
entries this time (5), probably due to everyone being tired out from the
last contest. The winner of the contest (by a very close margin) was Neke:
Woman of Mystery. Knight of the Ages came in second.
*
"Neke"
Neke has been described as an "Ohr Movie", and I agree with that
cognomen. It is not devoid of battles, but it is devoid of gameplay. On
the other hand, it's full of story and graphics and plotscripting, and
there is no rule that everything made on the Ohrrpgce has to be a game.
Neke is nude, with those black boxes you see on TV, throughout the game.
This sounds like an interesting premise, but strangely has little to nothing
to do with the rest of the story, and is only mentioned in passing, leaving
the player wondering "what's the point?" It's not an attack on prudishness,
although it could have been such. It seems to have been done 'just because
it's funny'.
Another point is that there are a lot of Parasite Eve references,
for no real reason that I could find. When I asked one of the creators
why, they said something in the line of it being parodic of Parasite
Eve. I still don't really understand the rationale behind that choice.
But... this game is by some of the creators of the game The Fall of
Insight Games, so some strangeness is to be expected.
The plot is unorganized and arbitrary in order, but each individual
scene is well made. The introduction was a bit long, especially since during
it each textbox goes at an insanely slow rate (perhaps to give people time
to sound out every letter a few times). But there are no consistent grammatical
or spelling errors that you see in most Ohr games, and the dialogue is
readable, although nothing exceptional.
The graphics are well done, overall. The plotscripting for events is
really well done (the first fight scene in particular was well designed).
It's not perfect graphically (the attack for the hero's battle graphic
just moves the first frame's arm) but it's leagues better than average
for the Ohr. Considering the game was made in one week, this is surprising.
One thing which I feel was definately a mistake however: the game does
have some tedious parts which pretend to be gameplay -- walking up the
twin towers for example. A short story Ohr file doesn't need such things,
and once they decided to give it an emphasis on story, they should never
have attempted to put in gameplay; it just feels artificially tacked-on.
This is the same problem I have with The Last Job. That trash can
pushing 'puzzle' in it had nothing to do with the rest of the game, and
was just a distraction (it also prevented many people from finishing the
game). The point is: if you are going to have poor gameplay, have no gameplay
instead, don't have half-hearted gameplay which bores the player just because
'it's a game, and needs some type of gameplay'.
- Rinku Hero
"An all-star line up."
|
"Chalkboard style title screens are becoming fashionable
in the Ohr."
|
"One of the few battles in the game."
|
"Manhattan never looked so deserted."
|
*
"Knight of the Ages"
As before stated, second place when to a game
created by Moogle1 and myself: Knight of the Ages. This game, unlike
Neke, focused on gameplay, but on the other hand, it eschewed story nearly
completely. It had a traditional fantasy setting, with a traditional story
involving four elements... four dungeons... each has a mini-boss and a
boss... then there is the final dungeon... you've seen it all before twice
or thrice.
Gameplay difficulty and complexity was where the
game really stood out, or rather, where the game was envisioned to stand
out. As it turned out, there were many imbalances in the final product,
which were caught by even the least viligent players. For example, the
'berserk trick' was way too powerful to have been included as is, and there
was a bug causing potions not to actually be used up upon use (and I believe
there was a potion that harmed the user). On the good side, there were
no disconnected doors, and the game was completely workable up to the ending,
unlike Moogle1's Christmas contest game.
The game's flow was an intro, then four dungeons,
the order of which was to be decided by the player. Each had a key, a locked
door, and a boss behind that locked door. The twist was that the keys did
not open the door to the dungeon in which they were found, but to a door
in another dungeon. This annoyed a lot of players who felt that it made
them have to walk around too much, but had the advantage of forcing the
player to progress through more than one dungeon before gaining the first
element change, and so they will be lest apt to just 'choose the first
class they find'. Class selection decision interest was further enhanced
from the knowledge gained by loking at the first four characters, each
of which is a different element and had different abilities.
The working summon spell system was perhaps the
most noted part. It probably has the most workable summon system in the
Ohrrpgce to date. If only for that reason, I recommend downloading and
examining the game, especially if you wish to create a summon spell system
in your own Ohrrpgce game.
Another gameplay point was a dream-system where
every night at the inn initiated an exploration of a small dream world
(after finishing that dream world, the player changed classes for the second
time). An idea, which may be explored in the game's possible sequel, would
be to make the dream world much larger and more explorable (a completely
new world, as large as the 'real' one), and have the summon spells work
differently in the dream world than they do in the actual world (possible
due to the nature of the summon system).
The game is around two or three hours long, less
if you use the berserk trick. It is recommended for download if you want
to see how the summon spell system works, or just have to have every Moogle1
game and/or every Rinku Hero game, no matter how bad they may be. I would
consider the game both inferior to And&, which I made in 48
hours over a year ago, and to Scary Game, which Moogle1 made in
around a week over a year ago.
So, why did this game fail? One main reason: it
relied on Moogle1 for story/theme/dialogue (not his strong point) and it
relied on me for gameplay/level design (which I can do, but not as quickly
as Moogle1). Also, I didn't know anything about how Moogle1 wanted me to
end the game (he just gave me the uncompleted game and I had to get the
story predominantly from the textboxes), and so the ending was... see for
yourself, if you have the patience. The graphics, too, are a rush job,
as seen from the pictures (all the heroes suffer from the 'they all look
the same' syndrome warned against in Charbile's contribution to this month's
design article).
- Rinku Hero
"The summon spells double as palette swapped enemies!!"
|
"One of my best contributions to this game is the
font."
|
*
"The Hounds of Geussen"
Hounds of Geussen is a side scrolling engine,
without any real game in it. I didn't find it fun to play, because there
really wasn't anything to do. Siv, another sidescrolling Ohr game
made at the same time, was slightly more fun to play (in that bugs
weren't as prevalent), but both are just engines without any game, much
like Ohr Tactics. I can't recommend playing it unless you are thinking
about making a sidescrolling Ohr game and want to see your competition.
- Rinku Hero
"The 0 in the corner has an unknown function."
|
"At least it doesn't say -Press Start-."
|
*
"White Bricks Under a Red Fence"
Wow, this game was really unpleasant to play.
Its writing was alien (interior and outerior, etc.); its graphics were...
each tile seemed to have work put into it, but the basic knowledge of connecting
tiles was totally absent; its stroy didn't make sense; the presentation
was inadequete... in general it felt like a first generation Ohr game somehow
pulled through time and put in a jacket of terror.
One good point beyond all the insanity is that
it is the first released ohr game to use a submenu system other than the
Ohrrpgce provided one. It's useless gameplay wise, and it's not actually
possible to do anything with it besides look at two textboxes about the
main character, but it's a start. This is notable to me because I made
a similar submenu system (see the design article for a picture of it).
In summary: I advise that you avoid this game
unless you want to see a submenu system (accessble by pressing the ~ keyboard
button in-game).
- Rinku Hero
*
"Wally's Castle"
This game is surprisingly better than Star Cops
(also by this author). The mini games (the game is almost a collection
of mini games) are overall well done, and there are no bugs or incompletenesses.
The game is around 40 minutes long, and comes complete with a FMV ending.
The only mini-game which was questionable was the 'avoid the ghost' mini-game,
in which success was more due to luck and persistence than skill. The game
is still obviously amateur, with primitive graphics, but at least
it -was- a game, unlike Neke, White Bricks Under a Red Fence,
and The Hounds of Geussen. If you don't expect an interesting story
(although the characterization actually isn't that bad), and like mini-games
(and quiz games), it's a recommendable download.
- Rinku Hero
"Looks like Ohr Tactics."
|
"Why name a Middle English character with a modern
name?"
|
__ ___ _ _ __ _ _ __ __
____ _ _ _ _ __ __ ____
Christmas Contest & Human
Day Contest Games
These contests were nearly identical in rules,
except that the Human Day Contest (hosted by Harlock Hero) required answering
a specific thematic challenge, and the Christmas Contest (hosted by Moogle1)
required just a Christmas game in general. Both had very few entries, and
some games entered in both, so I list them all together here. Tilde and
the mask of :P was originally intended to enter the Christmas Contest,
but it took a bit longer than expected to complete.
*
"Aquarius"
One of the two games released specifically for the Human Day contest,
Aquarius
would be the "gameplay Human Day game". The sprite graphics, as we can
expect from Dr. Shizuma, are very well-done and detailed. The maptiles
and background are more simple, but still graphics are one of the two strong
point of this game, the other being the battles. And it's a good thing,
because you're gonna be fighting A LOT in this demo; the dungeons' battle
frequency is way too high (it is probably around 15-20, I guess). Hopefully,
battles in this game are more than holding Enter. The special attacks in
this game are varied, powerful and useful, and since most of them cost
a big 0 MP, it would be ridiculous to even think of using your normal attack.
Captain Garand's Pillage, certainly the best of the special attacks, almost
slays a whole enemy squad in the first dungeon. This game is very short
though, so there's not much to say on the story, except that this game
really has to be continued for this story to be judged fairly. As for the
music, it's ripped and I'm quite sure of having already heard these tracks
in a few other OHR games. In conclusion, since there's not that many OHR
games that offer us interesting/fun battles, Aquarius is worth a
try. However, the story-focused player should wait until a longer version
of this game is released (if Dr.Shizuma decides to continue it).
- Specplosive
"A better save point, the world has never seen."
|
"Pirates fight with honor!"
|
*
"The Parson's Apprentice's Tale"
Uncommon's short story is, obviously, the "story Human Day game". With
the exception of one battle at the very end, decided mostly by fate, this
game would best be compared to an "OHR Movie", with the particularity that
all the text of the story is written in verses. There are some awkward
rhymes, but nonetheless this aspect is probably what makes this game's
story look unique and original. So, all I can say is that I found this
story to be both well-written and a good illustration of the human day
theme it was representing. On the artistic view, this game's cutscenes
are really well-done. The other graphics are not anything extraordinary
but do the work, as well as the music does (even though it is ripped).
Anyway, in this kind of games the artwork and music often go unnoticed,
with the player/viewer being focused on the story. As long as they do help
getting in the mood of this story, we can say their goal is reached. In
conclusion, judging the short story as a whole, Uncommon's Parson's
Apprentice's Tale is interesting enough, and certainly worthing the
download+view time.
- Specplosive
"Inside of the care of the future."
|
"Outside of the car of the future."
|
*
"Santa Goes Extreme"
This mini-game was made for the Christmas contest. The graphics are
average and the music is ripped, as in most mini-games which are 100% gameplay.
The bad news is that this one's playtime is basically equal to the download
time. The good news is, neither of them is really long and like it has
been said on the Message Boards, it's an acceptable way to waste one minute
of your time. What I don't understand though, is why the makers didn't
add more levels to this game, as they already had all the plotscripting
for one level done anyway. By the way, if anyone wants to reach a high
score on this game, it's just steering while holding either "P" or "B"
on your keyboard. After one or two runs, you should be able to judge which
path gives access to the max number of houses.
- Specplosive
"Do negative scores count toward the prize?"
|
"'You'll pay with your Elf life for this!' Wait, no."
|
*
"OHR Noel"
Let's see, these one-month-contest games just look like the 48-hour
ones, right? OHR Noel, despite offering a decent amount of gameplay, was
so buggy on its first release than more than half of this gameplay could
not be accessed. The irony is that, even if Moogle1 managed to implement
something as innovative as Twin attacks, OHR Noel's bugs are nothing more
than mislinked doors and mistagged NPCs. I think this gives a lesson for
us all to remember: always play the release version of your game at least
one time, especially if you change a little thing just before release.
Anyway, with plenty of special attacks (including, but not limited to Twin),
the battles of OHR Noel are, IMHO, the most fun to play of all of the contest
games of 2001. Again, this is a good thing, because I had to play the game
about 5 times when Moogle1 released a partially debugged version. The cartoony
graphics are good, though not amazing by themselves, and add to the overall
fun factor. The story is limited, but the dialogue is comical, especially
at the very end. Unfortunately, I only was able to see the final boss thanks
to a bug in the 3rd release, and while this bug was corrected in the 4th
and current one, I can't reach the end. Also, this game includes traditional
Christmas music to set the mood. Overall, gameplay is the main strength
of this game (what else to expect from Moogle1?) and when a final, debugged
version will be released (for which you should really wait for, except
if you like to play this game multiple times), OHR Noel will become a classic
OHR Christmas game, with Demonheat's Santa RPG and Ben-Ohki and ZzFenix's
The Night Santa Went Crazy (3 games every OHRer should have in his/her
collection, even if they all share the same filename...hehe)
- Specplosive
"It is actually an armory point."
|
"The twin attack system, used by four twins at once."
|
__ ___ _ _ __ _ _ __ __
____ _ _ _ _ __ __ ____
Halloween Games
"Scary Game 2"
Halloween movies are known for always having sequels. Well, this could
be the same for video games; after the popularity of Scary Game 1,
Moogle1 decided to strike again with the 2001 version. However, if there
is a difference between SG2 and movie sequels, it's that the former
is innovative and different from the game which preceded it. Now, Kyle
can get multiple costumes and switch between them; instead of letting you
play a unique game like in SG1, the costumes now have specific abilities
(that are most of the time useful). For example, the doctor costume makes
you heal faster out of battle. Which brings us to another addition is this
game: the battles. Moogle1 created a box-type battle system in which Kyle
and the enemy are represented by two hands and an head. You must punch
the head enough times before the opposite hands put you knock-out. Sounds
simple? Actually, it is. Even too simple, I would say, for even the little
strategic choices don't make the battles anything fun, gameplay-wise. The
other major difference with SG1 is that most houses only give you
candy (no mini-games) and that each house can be visited only one time.
In theory, the latter would raise the difficulty of the game and force
you to visit the whole town. In practice, you can still play the race game
an infinite number of times (and it's the most lucrative game); not to
mention a certain character in the OHR party gives you a ton of candy each
time you talk to him. Another source of annoyance is the fact, due to the
large amount of scripts running I guess, the game was VERY slow on my computer
(A Pentium 300mHz with 64MB of RAM). In conclusion, the better graphics,
the bigger town and the longer playtime (you'll probably miss some things
on your first playthrough) makes this game worth a try if you liked the
first; the fun factor of the two is about equal, even if the second game
is more complex.
- Specplosive
"Punch your way to candy goodness."
|
"Orange trees for growing pumpkins."
|
__ ___ _ _ __ _ _ __ __
____ _ _ _ _ __ __ ____
Other Games
*
"Orbituaries"
Yet another lackluster RPG is released into the OHR community and it's
my job to play it through to tell you just how lackluster it is. Strangely
enough, it would not be acceptable were I to merely say "very lackluster"
and be on my way. Instead, I'm expected to explain to you why the game
is lackluster, detail by detail. Absurd!
Well, for starters, the game stars my least favorite OHR characters:
Josh and Greg. Now, it is not to be assumed that I have anything against
Josh and Greg the actual people (Being Uncommon & one of his friends,
I believe), I just hate their video game counterparts to death. First of
all, their manner of speech is greatly annoying. This is because I'm about
90% sure that Josh and Greg do not talk like this in real life (e.g. "Why
do you not talk to her, friend?" -- "Alas! For I am a mere coward," ...
yes, this is an exaggeration, but it's not too far from the truth). My
point is this: If you're going to include yourself as the main character
in your RPG, what the hell is the point if you're not even going to make
the character behave as you would in real life? Granted, I may be going
out on a limb here with my assumptions, but this had to be said.
Now, to talk more about the other aspects of this game: The graphics
are bad. "OK, I'll call my RPG "Dot Attack". That way, I'll only have to
draw dots for enemy graphics". Good plan, little skipper! Now, eat some
hot death! *destroys little skipper*
What I mean to say is that fighting circles is not what I'd call impressive
or
interesting in any way. Come on, Uncommon. You've got a better imagination
than that. The music was ripped. End of story. Speaking of stories, this
game had a very bad one. "THE BOSS" decided to enslave the continent "just
because he had absolutely nothing better to do". Yes, children; it's as
bad as it sounds.
Despite these horrors, the true problem was the lack of gameplay
balance. Josh gained four levels on the first enemy.... Is there a reason
for this? The characters are basically identical except for a few special
attacks. This only subtracts from what's already not there, which leaves
us with a negative sum after everything is said and done. The one mini-game
(even one mini-game is better than nothing) was well-executed, but poorly
planned. It's something like the game "whack-a-mole", but not as fun. The
object is to earn five points by whacking orbs and refraining from whacking
something called "apathy". The problem is that you can simply gain your
five points early on and just sit there until the time runs out.
Over all, this game needs some serious fine-tuning. I can't say that
I had fun with it, and I doubt that anybody else will. It's not the worst,
but it's definitely not the best.
- Haggard
"Finally! Now to burn all of their Britney Spears
CDs..."
|
"If you hate repetitive battles you'll be seeing this
screen often."
|
"The mini-game."
|
"...For what folly it is to be reprimanded by the
head master..."
|
*
"Xerian"
Wow. I must say that this is a great improvement over the last version
of Xerian That I played. Xerian started this game again from scratch
after an encounter with the "sharp-tongued" Chaos Nyte. I'd have to say
that this was a good thing. Now, while I don't really care for Xerian the
person, Xerian the RPG is admittedly one of the better OHR games
I've played in a while. It has its flaws (namely, poor walk-about graphics),
but most of this game is above average. (Note: two bugs are noticeable.
1st, talking to the donation jar will add $10 to your total donations even
if you have no money. 2nd, at one point in the game the bed at the inn
decided to stop working.)
The dialogue is acceptable, & the story is quite interesting. The
three main characters have adequate depth of character (for a demo), which
is more than can be said for most OHR games (especially newbie games).
The idea of an alien planet that needs saving from the Earth is just the
kind of twist that most stories lack.
The graphical quality varies from area to area. The walk-abouts are
very poor (as is mentioned above). The map tiles could use some more shading
(namely the vacuous, plain looking rooms in the village). The battle graphics
are quite good, as well. However, the battles - good-looking or not - tend
to get a bit tiresome after playing though the first half of the demo.
Some enemies are well-designed, such as a security camera that targets
the player and raises the accuracy of the other enemies. The dungeons are
better presented than in most OHR games, being larger and more varied overall.
The music is good, though I can't say whether or not it is original.
My guess would be that it is ripped, given the quality of the actual work.
However, good or not, it is ripped. I have no tolerance for such things,
so this takes away from Xerian's overall fun factor.
I would have to commend Xerian on his fine work with this game. However,
I get the sense of lagging towards the end of the demo. Don't let the game
be ruined by lack of effort towards the end. Try to keep the quality consistent.
Don't create a game that interests the player at first yet soon gets boring
with play. But for now, good job.
NOTE: Download at http://www.angelfire.com/co4/xerian/Xerian.zip to
get this version.
- Haggard
"Hey, man. Everybody's generous on hallucinogenic
substances."
|
"Make sure your tv isn't purely ornamental before
buying the ps2"
|
"Chococonfetti? now Square's scraping the bottom
of the barrel..."
|
"It seems this inn bed is only for decoration..."
|
|