This game has a lot in common with the early Oneechanbara games: it's by Tamsoft, it's a low budget musou game, and it has a lot of wandering around big, multi-map stages like a lost idiot. But! There isn't just the "Journey to the West" theme to differentiate it, as it does actually bring a few ideas to the table, even if they're more interesting in theory than they are fun to engage with in practice.
The premise is one that just seems so obvious for a 3D game based on Journey to the West: you play as Monkey (and later Pigsy and Sandy too), and your job is to escort Tripitaka (note: I'm using the names from the UK dub of the 1970s Japanese live action Saiyuki TV show, just for convenience) across big stages filled with various kinds of demons. There's a few complications that took me a while to figure out at first, though.
Firstly, you've got to find the place to which you're escorting Tripitaka. You go out, find the thing, then go back and tell her, and she'll start moving. There's a huge statue you've got to find and take her to to pray to, and a smaller statue, the finding of which will encourage Tripitaka to take you to the sealed gate to the stage's boss, that you have to fight. The first two bosses are Pigsy and Sandy, and Sandy is the point at which I gave up on the game, after spending over 30 minutes repeatedly being killed by him. Sorry, but he takes off a third of your health right at the start with an unavoidable combo, and then interrupts all your attempts to fight him with the same. It's no fun, and it totally killed my interest in the game.
But other than that, the whole reconnaisance/escort aspect of the game does a lot to differentiate it from other musou games, though I feel it might have been better if they'd have waited a few years and put it on more powerful hardware. The problem is that the stages have to be pretty big by the nature of the game, which means they have to be split up into a few smaller maps, with loading times between each of them. Since you're definitely going to be back and forth, that means you're subjected to numerous loading screens no matter what. There's also the problem that when you leave an area and come back, all the enemies will have respawned, though you can lighten that burden by just running past them all the first time through.
Obviously, though I spent a few hours playing The Saiyuutou Saruden and it does have some potential, I can't really recommend it. It's a shame its ideas never got re-explored on hardware more capable of fulfilling them. Also, it's totally ruined by the unfair, unfun bosses (even though I did beat the first one, it was still an awful experience, and mainly down to luck).
Thursday, 6 September 2018
Saturday, 1 September 2018
Ankoku Shinwa: Yamato Takeru Densetsu (NES)
Also known as Dark Myth, this is an adventure game based on the 1976 comic, all focussed around Japanese and Buddhist mythology, with a particular focus on the creation myths of Japan. The comic only lasted a single volume, so I assume it wasn't massively popular when it came out, with both this game and an OAV being released in 1989 and 1990 respectively, over a decade later. I can't say for certain, but I'm going to lay the credit for both adaptations at the feet of the Teito Monogatari franchise of novels, comics, movies and anime, that really re-popularised Japanese mythology and mysticism in the 1980s.
The game itself has typical 80s menu-based Famicom adventure game sections where you look at, walk, talk to, get, and use things, places and people, each one puntucated by a boss fight done in the style of a 2D platform game (but with no platforms). The adventure sections are actually pretty easy, there never seems to be more than three options for each action you can take, and even working through trial and error, you shouldn't face too many problems, except for one. Paradoxically, the game, at times, assumes you're an idiot, which makes the puzzles harder.
For example, there's a point where you encounter two statues, one with an empty eye socket, another with a removable eye-shaped gem. Obviusly, the solution is to take the eye-shaped gem from one statue and put it into the other. The thing that got me stuck, though, is that the option to put the gem into the eyehole doesn't appear until you check your late dad's journal, which will helpfully tell you "put the gem in the eyehole!" Figuring out that I had to look in the journal led to me having to look up a guide, and it makes no sense to me that the game forces you to do that as part of the puzzle, rather than using it as an optional hint.
The action sequences are very brief and very easy, and would barely be worth mentioning if they weren't unusual by their simple presence in the game. They're not terrible or a chore, but neither do they add a lot to the game. The game's difficulty is a mystery in general, though: the story's subject matter is pretty dark, with lots of deaths and a fair bit of violence, and the way the story's told in the comic and the OAV is also very dense, to the extent that it almost seems like it was made with the intent of being an edutainment piece on Japanese myth and ancient history. Contradictory to the tone and style of the source material is the game's difficulty. It all feels like it was made for a much younger audience than the other versions, and maybe it was?
Though the subject matter is interesting, and surprisingly rare in videogames, I still feel like everything about this game just makes it a weak substitute for either of the other versions of the story, and you'd probably be better off reading or watching one of those.
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