Sunday, 23 November 2025

moon: Remix RPG Adventure

I just finished playing a very unusual game called "moon: Remix RPG Adventure". Also known as simply "moon" in lowercase.

Originally moon was released in Japan only, for PlayStation in 1997.

In 2020, moon was released on Nintendo Switch, with a brand new English translation. This is the version I played.


This game likes to describe itself as an "anti-RPG", which is a peculiar thing to claim. What does it even mean?

Well, after having played the entire game.... I'm still not entirely sure. 

moon isn't really an RPG, despite having "RPG" in its title. moon is more of an adventure puzzle-solving game.

But it is a story about an RPG, sort of.


The beginning of the game shows a young boy playing an RPG on his game console.

The RPG is about a Hero knight on a quest to slay the evil dragon who has eaten the moonlight from the sky. On his quest, the Hero needs to travel across the land, defeating monsters in order to gain experience.

It's as typical an RPG as you can imagine.

This opening prologue sequence shows snippets of the boy's RPG adventure across multiple play sessions: The boy skips past the long exposition text at the beginning of the game, the Hero explores the castle town and acquires legendary armor from the innkeeper, the Hero defeats a slime monster outside the town with powerful magic, the Hero destroys boulders blocking the path forward, the Hero protects a family terrorised by a monster... and eventually, the Hero slays the Dragon in a climactic finale.


After defeating the Dragon, the boy's mother tells him to turn the game off and go to bed. ...


However... the console mysteriously turns itself back on, with a television screen full of static. The boy approaches, and he is drawn into the screen... The boy wakes up in "Moon World". From here, he can see the world from a very different perspective.

In this world, the boy is not the Hero. The boy is completely invisible, almost as if he doesn't quite fit in this world.

Soon after arriving in Moon World, he meets a kindly old Gramby who seems to recognise him somehow. She gives the invisible boy a set of clothes, including a big pair of gloves and shoes, and a sleeping cap for good measure. These clothes give the invisible boy a physical form within Moon World. 

For the rest of the game, we play as this walking set of clothing.

...during the character naming screen, there are no capital letters available. only lowercase. The default name for the invisible boy is "popepe". This is what I decided to name him. Interestingly, Gramby calls him "POPEPE" with capital letters. Is this just a strange quirk, or is something else going on?

In the Moon World, popepe can see the Hero's actions in a very different light. On his quest to gain experience, the Hero has been slaying all of the creatures of the Moon World. Leaving a trail of carcasses in his wake, their lingering spirits still haunting the land. 

And it's up to popepe to find out what's going on.


...


The overall presentation and style of this game is very surreal, and I very much like it a lot.

The game combines pixel art for the characters, pre-rendered CG for the backgrounds, and clay sculpture models for the various critters. It's a visually interesting combination of styles.

The game world is very absurdist, but it remains grounded too. This is a world where all sorts of unusual things can happen, yet everything is taken seriously and treated as normal by the people who live there.

The first area of the game is Castle Town - in stark contrast to the generic RPG town we see in the opening, the people who live in Castle Town have a lot of interesting unique things going on if you care to pay attention to them. They aren't just static generic NPCs, each one is an individual with their own daily schedule.

Later areas of the game stray further and further away from the realm of "generic RPG" to the point where that's not even in consideration any more. There's a record store guy practicing his electric guitar in a cave. There's a classic "all-American" family home, complete with white picket fence and mowed lawn. And toward the end of the game, we see a techno society full of robot businessmen who go to the nightclub every night to pretend to dance. ........this is just the kind of bizarro world I'm a big fan of. Especially with how it's never drawn attention to how "weird" it is. It just exists the way it exists, without the need to make sense, without the need to point out how it doesn't make sense. I love a game that is confident in itself to this extent.

The game is also full of metaphysical and metaphorical imagery too. Moon World feels like a dream world. Every time you go to sleep, the background changes to show a blurry image of an indistinct location. the fisherman says that the fishing bait likes to "eat moonlight". the waitress mentions how the cactus salad tastes more like cactus than mushroom, right? and their special wine lets you hear the ingredients.

...It's very abstract, and you just have to let it all wash over you. Not everything you see in this game is there to be made sense of. Just vibe with it and you'll be fine.

A lot of care has been put into the character designs of this game  - everyone has a unique appearance that conveys their personality, with plenty of exaggeration and stereotype in their designs. When you speak to a character, their text appears with gibberish sound bites that seem to be chopped up remixed pieces of audio taken from who knows where. I think the sound bites used for the Baker character are from something spoken in English, because I can make out bits and pieces of English phrases whenever I talk to him. It actually gets a bit distracting. 

And I want to give my praises to this game's brand new English translation. I think it's absolutely wonderful. The dialogue is so off-kilter in a way that perfectly suits the subtle sense of humour the game has. Small things such as the old lady being "Gramby" instead of the more normal "Granny". There's a guy who says "Nice to konnichiwa you!" And all sorts of other not-quite-perfect phrases that gives every line of dialogue so much personality. I genuinely love the dialogue in this game.


...


The gameplay of moon is mainly exploration and puzzle-solving. Talking to NPCs and finding items. Like a classic point-and-click adventure game.

The game runs on a clock system, complete with seven days of the week. Time runs pretty quickly in this game - a full day is about ten minutes. And popepe's walking speed is quite leisurely, so it can feel like time is flying a bit too quickly as you explore.

You have an energy gauge - staying up for too long will cause popepe to collapse into a Game Over. You can extend your energy timer by eating food items, or recharge it fully by going home to sleep.

At first, popepe's energy is very limited - he can only stay up for half a day long. But you can extend it as you progress through the game by collecting "Love".

Love is the main collectible in moon. 

Love is the reward for helping the NPCs. Listening to their problems, learning their secrets, finding their missing items, inspiring their inventions, completing their little sidequests, winning in their minigames... all of these interactions will reward you with Love. 

The other main way to gain Love is to catch the spirits of the creatures killed by the Hero.

All across the world, you will find dead carcasses of critters, left behind by the so-called Hero. Examining their body will bring up information about the creature - its behaviour, its habits, its likes and dislikes, its role in life... 

This information is useful for tracking down where the creature's lingering spirit might be hiding. Some of them are in plain sight but are difficult to reach, while others require very specific circumstances before they show themselves.

Upon finding and catching the spirit, it will revive the creature back to life. It will then be taken away by an octopus UFO to safety, and you will earn some Love.

Essentially, popepe is cleaning up after the Hero, righting his wrongs.


...


There is no formal quest list in this game - in order to find the tasks and rewards to earn Love, you need to be very observant and have a good memory. You may need to be good at remembering small details mentioned offhand. 

The tavernkeeper lady mentions how sometimes the Baker returns home so drunk he forgets to lock his house. If you keep this small fact in mind, you might at some point try seeing if it leads to something - you can wait for a day Baker visits the tavern, wait for him to return home, and follow him inside his house. Once inside, popepe can discover Baker's secret, which leads to earning a point of Love. 

As you gain more Love, popepe's energy meter increases, which allows you to explore further and further.

At the beginning, your main concern will be to find as much Love as you can so you can venture further without collapsing.

But the energy system starts to lose its relevance in the second half of the game. Once you have enough Love to last a couple of days awake, there isn't anything that's truly closed off to you any more.

Reaching the ending of the game does require a large amount of Love, however, so even if you don't really need the extra energy, you still need to keep finding more Love to progress.


To be honest.... I am not a fan of the fact that running out of energy causes a Game Over - it makes you load a previous save, undoing everything you may have accomplished since your last save. This is a slow-paced game about observing the characters, and I feel like having such a harsh time limit hanging above your head the whole time clashes with this gameplay style horribly. I'm glad it gets better later on, but during earlygame, the timer really does feel unnecessarily oppressive in a way I think does not enhance the mood. I think they could have come up with a better way of doing things. 

That being said, the timer system is used in interesting ways throughout the game that do force you to treat your energy like a resource. For example, there's a desert area with high ledges that normally cannot be reached. However, there are bizarre plants that are flat in the daytime and tall in the nighttime. If you stand on one of those plants when it transitions from day to night, the plant will extend upwards with you on top of it, allowing you access to the ledge. However, in order to get back down, you need to again wait for the night-to-day transition to occur. This means that you need to spend at least one full day of energy if you want to explore the ledge here. I do like the resource management aspect at play here.

Another example is with Yoshida, the little birdie who runs a travel agency from within his birdcage. He offers to take you to his hometown island, but the journey takes one-and-a-half days to complete. You need to have enough energy to last the whole trip if you want to go.


This also brings me to another big complaint I have with the game - the sheer amount of waiting you have to do! Because there are so many things dependent on time-of-day or day-of-the-week, you often have to do a LOT of waiting around in order to progress. And due to the cryptic nature of the puzzles, a lot of the time your only way of figuring out puzzle solutions is to wait around to see if it works. If you suspect a character will be someplace at a specific time, the only way to test this is to wait there to see if they show up. And if they don't... well, you've just waited around for nothing. 

While exploring, the timer feels like it goes so fast, but when waiting, there isn't any way to actually speed it up, so it feels like it takes forever. 

.......this game actually predates The Legend of Zelda Ocarina of Time, which has an ocarina that lets you control the time of day with a song. ... while playing moon, I was craving something like this... I wanted the ability to manually skip ahead to the next day-night transition without having to sit there doing nothing for ten minutes. But it doesn't exist, so we have no choice. ...


...


As a puzzle-focused adventure game, you accumulate an inventory of various items as you play.

You can show any item to an NPC in order to ask about it - normally the response is just "what is that?", but sometimes you might be able to gain some interesting hidden information by showing the right item to the right person.

For example, showing the Castle Town residents a picture of Gramby can lead to some interesting pieces of information regarding what happened before you arrived. 

One character, Yoshida the little birdie, will respond usefully to almost any item in the game, making him the go-to NPC for hints. 

Again, I have some complaints about this system. And this time, my complaint is simply... there just aren't enough lines of dialogue written for it. It seems like the only characters who even have anything to say about your inventory items are all in Castle Town - characters in later areas basically never have anything to say if you show them items, and for many of them, trying to show them items doesn't even work. It feels like they kind of gave up implementing this system half way through the game?

...If you show the King in Castle Town a dud firework, he becomes quite interested, and reveals he was planning on making a huge fireworks show, but the firework makers couldn't quite get it to work. He gives a hint as to how to find the firework maker.

Later in the game when you finally manage to acquire a working firework, if you show it to the King, he doesn't have anything to say about it at all. It's just the generic "I don't know" response ... ... and it just feels wrong. It kinda feels like a piece of the game is missing. And there's examples of this all throughout the game - there are so many items that I feel should absolutely have an interesting reaction, yet they only give the default nothing message. 

I feel like this inventory system is severely underbaked.

Regarding NPC text... A lot of the NPCs in this game like to revert back to their default text once you've completed their tasks. This feels especially wrong with characters you spend a lot of time with such as Yoshida the birdie - you travel with him to his hometown island, attend owl lectures with him, ask him for advice about countless items... but whenever you talk to him normally, it's still always his default text where he introduces himself and says "hey, aren't you popepe?" and all that.

I'm not a fan of this.


...


Figuring out how to actually progress the game is tricky - the critical path is not obvious at all. Once you reach the house in the centre of the map, you have three directions to go that all lead to dead-ends. It's not at all obvious which breadcrumb trails are optional and which ones are mandatory. You just get some vague hints about all sorts of different things, and you kind of just have to take it from there.

I don't mind this at all, actually. For the vast majority of the game, I was having a great time figuring things out by myself. I had enough leads to follow that I could decide what I wanted to focus on next, and with enough patience, I was able to solve the vast majority of the game.

However, this didn't last the whole game. There came a point where I was completely 100% stumped, and no matter what I tried, I just had no idea how to proceed.

I was stuck on a caviar quest for a while. I needed to feed caviar to a ghost inside a painting, but the only source of caviar was a restaurant that served it for popepe to eat right there, not as an obtainable item. I had no idea what to do from there. No matter how many times I ordered the caviar, the option to take it as an item never presented itself.

...As it turns out, I didn't even have the ability to find the real caviar without first solving an unrelated, almost impossibly-obtuse puzzle about eating five different mushrooms in the correct order.

I still have no idea how you're supposed to know the correct order. I managed to work out that I had to eat the five mushrooms, and I even figured out that it had to be done at night-time, but the hint for which order to eat them in... I just didn't see a way to get this information. It can be deduced, but it requires making huge assumptions about the meanings of nonsense words spoken by specific NPCs. You just have to assume that a specific NPC's five nonsense words correlates to the meanings of "first, second, third, fourth, fifth" without any indication that that's what they're talking about. I think this is a badly designed puzzle to be honest.

And when you do get the "caviar", it doesn't even have anything to do with the caviar from the restaurant whatsoever, and it's not even actually caviar at all...?? it is in fact a tadpole, and the only way to know that this tadpole is supposed to be the "caviar" the painting ghost wants is by asking Yoshida about it. He says it's sometimes nicknamed caviar for its great taste. or something. 

...There's non-obvious puzzles in adventure games, and then there's stuff like this

...

The caviar itself isn't a required item, but solving this horrible mushroom puzzle absolutely is required to beat the game.

It's not optional. Every player must suffer through this poorly designed hint, and then give up and look up the solution online. I can't imagine someone actually making the unprompted leap of logic the designers expect you to make to solve it without help. ...

...If you ever got stumped by an obtuse puzzle in a King's Quest or Broken Sword game, you'll feel right at home in moon. haha.


Anyway. moon has some other small things that really bugged me as I played. There's a character named Adder who gives you a series of obnoxious quizzes, which includes stuff like "what face did I just make?" after showing you a series of weird faces that only show up on screen for half a second. Thankfully the Nintendo Switch has a video capture button that records the previous 30 sec of gameplay, otherwise this guy's quizzes would have been significantly more annoying. 

Additionally, there's a horrible, absolutely abhorrent minigame called "XINGISKAN" that involves rhythmically tapping the A button with EXTREME precision in order to make a missile hit a sphere. It's one of the most infuriating things I've ever played. Thankfully this is optional, but I did strive to get every single Love in the whole game, so I had to suffer through it anyway.


The music in moon is also unusual. Some locations have background music as normal, but the majority of the game world is actually completely silent. Instead, popepe carries around with him a music player, and you can find music discs throughout the game to play whatever music you prefer.

...well, I say "throughout the game", but... there are 36 discs in the game, however only 4 of them are found in various places...the other 32 are just bought from the record shop guy in a cave. ... it could have been a fun extra collectible or bonus reward for sidequests, but they kind of didn't implement it that way. You just buy most of them.

The music discs have a wide variety of music on them - some of them are atmospheric, some experimental... I think the developers commissioned some indie bands to make songs for this game. It's quite unique. One of the songs even uses Pac-Man sound effects for its bassline, which..... I guess that's okay as long as Namco doesn't find out???


Overall, moon: Remix RPG Adventure is a game I like a lot. It is brilliant artistically, and I suppose it has something to say about the nature of regular RPGs by making the generic RPG Hero such a bad guy. I take a lot of issue with some of the gameplay design, but I enjoyed the game world enough to put aside my frustrations so I could enjoy the game for what it wants to be.

moon is a good game, but you need to have patience to put up with its shenanigans.

Monday, 13 October 2025

Plok

 I just played Plok.


This is a SNES game from 1993

I played it on the proper SNES. I bought the cartridge from CeX the other day.

This game has never been re-released on anything. It's been SNES exclusive since the day it came out.


I had seen this game mentioned before a few times here and there, but I had never actually seen much of what the game was actually like until I played it just now.



Plok is a platforming sidescroller starring a funny yellow and red cartoony character named Plok.

The graphics are quite cute in this game. It's very cartoony and colourful. The sense of humour is also pretty good - Plok himself is very irritable, and he always has something to complain about between each level.


Plok has the ability to throw his limbs forward - his two arms and his two legs. His limbs will boomerang back towards him and reattach themselves automatically. 

Plok throws his limbs primarily to attack enemies.

You can throw out all four of Plok's limbs rapidly, but then you'll be left hopping around on your torso, unable to walk normally until you get at least one leg back. 

Rapid attacks aren't too useful anyway, since enemies who take multiple hits to defeat have a moment of invulnerability in between hits. So don't spam the attack button! It rarely helps.


There are also certain switches that will require Plok to leave behind a limb to activate. Plok can then pick his limb back up from the corresponding coat hanger, which is usually nearby. There are several sections of the game where Plok has to leave behind a few limbs in order to activate a sequence of platforms. And if you don't come back for them, you'll kinda just have to play the rest of the level without arms. It's funny.


The character kind of reminds me of Rayman in some ways, though the limb-throwing system in Plok is actually a lot more meaningful than in Rayman.

Rayman is kind of just a regular platformer with animations that depict detached limbs, without it really meaning anything in the gameplay. Whereas Plok's main gameplay gimmick is the whole detached limbs system.


Plok has two jumps - a short jump, and a somersaulting high jump. The high jump doesn't allow you to throw limbs, which complicates matters a little - you need to make sure you're using the right jump if you also need to attack.

I think this system is decently unique and interesting enough for this game. They make good use of the high jump with the level design, as there are plenty of jumps that require the extra distance. 



There are two main types of level in Plok - regular levels where you just need to reach the end, and flea-hunting levels where you need to find and defeat every flea before going to the end. There are around twelve or so fleas to find each time.

Every once in a while during a flea level, an arrow will appear on screen pointing to the nearest flea to keep you on track. And additionally, you can collect little beehives that allow you to summon friendly hornets that will chase after enemies, including fleas. 

The flea levels tend to be more exploration-focused and open-ended, while the regular levels are linear.


The level design in Plok is.... honestly, a little hit-or-miss. Overall, I'd call it "...maybe not so great". I think the camera is just a little bit too zoomed-in, it's often difficult to see where the enemies and platforms are. They made the characters and background so big and detailed, which looks nice on-screen, but can be a bit of a detriment to the playability. A moving platform can take you directly into a cluster of spikeballs, without much opportunity to get out the way. Or other times, you have to make a blind jump because you can't really see where you're going to land. 

Plok is always centred on screen, even when moving quickly, which means that there isn't a lot of time to react to oncoming obstacles. It would have been better if they had some sort of system to pan the camera, but I can understand that that isn't always so easy to implement.


Some of the levels are pretty long, and this game has no mid-level checkpoints at all. You only have one health bar to do the whole thing, and if you lose a life, you just have to start again. Thankfully, if it's a flea level, any defeated fleas will remain dead, so it's not quite as bad as it could have been otherwise. Even so, it is very harsh, especially in the longer levels. Healing pickups are very few, especially later in the game where most levels only have one healing pickup in the whole level.

Many of the flea levels have quite confusing layouts as well - it's often a puzzle just to figure out how to get anywhere.

I get the feeling that... a lot of these levels weren't playtested sufficiently enough to iron out the unintuitive parts.


Plok starts with four lives,

Each level has collectible shells - 100 shells gives Plok an extra life, though annoyingly, the number isn't really shown on screen - instead, you get a little Plok head silhouette in the hud that fills up yellow the closer to 100 you get. Would have preferred seeing more precise numbers, but whatever.


The continue system is very strange in this game.

Whenever you collect four "Plok Tokens", you earn a continue. You can find them hidden in certain stages (pretty rarely), and you get given one token every time you beat a level without dying once.


When you lose all your lives and use a continue, it doesn't start you from where you died - instead it starts you from the level where you obtained that particular continue.


So if you earned a continue in level 4, earned another continue in level 7, and then lost all your lives in level 10... you would be sent back to level 7 to try again. And if you lost all your lives again, this time, you'll be going all the way back to level 4. The continues are single-use, and it remembers exactly which level you earned each one...

The checkpointing system feels so harsh in this game. If you're dying just a little bit too often, you'll need to be prepared to replay a whole bunch of levels to get back to where you left off.

It's honestly quite demotivating.


Thankfully there is one saving grace - there are "Permanent Continue Positions" in the game. After specifically level 19 and level 29, the game sets a new starting point for when you Press Start on the title screen. So even after losing all of your continues and receiving a Game Over, as long as you don't turn off the SNES, starting a new game will actually start you from either level 20 or level 30, instead of the beginning. ... which is nice. Thanks for that. Though that still doesn't make me any less demotivated if I lose all my continues in level 27 and have to redo so many levels anyway.


Plok does not feature a save system, password system, level select menu, cheat codes, or anything else that can help. There is no way to fake it - you NEED to actually play through the levels properly in order to get to the end. 

There are a few hidden warp zones that can skip levels, but in order to actually successfully warp, you need to complete a challenge room first - and if you fail, the warp is missed with no opportunity to try again unless you die. They really want to make you work for your progress, huh.


The final stretch of levels take place in the Flea Pit, the home of the fleas. Annoyingly, every single Flea Pit level is a gimmick level where you need to ride vehicles through obstacle courses - there are seven: a unicycle, a car, a jetpack, a motorbike, a helicopter, a tank, and a UFO.  These levels really test your patience, because these are long courses with enemies shooting at you everywhere, very few healing opportunities, and each one has its own awkward set of controls to figure out. And it's during these levels that the poor camera really feels problematic, as the shooting enemies can aim at you even when they're offscreen.

To be quite honest, I'm not really a fan of this at all - the final levels kind of don't have anything to do with what the rest of the game is about, which is limb-throwing and flea-hunting. It would be one thing to have vehicle levels dotted throughout the game, but shoving them all in one after another right at the very end just doesn't feel right.


It took me two play sessions to finish Plok. The first time, I lost all of my continues and didn't feel like redoing seven levels just to get back to where I was, so I gave up.

The second time I played, I actually beat the whole game without using a single continue - I had managed to earn enough extra lives through collecting shells to last me the whole game. It was pretty close, though! I only had one spare extra life during my encounter with the Flea Queen in the final level. I was worried, but thankfully the final boss was actually kind of easy.

Phew!


Overall... I'm very glad I played Plok. It's a really interesting little game, and I had a lot of fun with it. I do think it has some very questionable game design choices, especially in regard to the checkpointing and continue system, but once you are skilled enough to not die too much, it matters less... so it's less of an issue. 

The level design unfortunately did not impress me, but the game is funny and charming enough that I am a fan regardless.


Hooray for Plok!

Sunday, 31 August 2025

Lufia & The Fortress of Doom

I played Lufia & The Fortress of Doom


This is a SNES game from 1993. it was released in Japan under the name Estpolis Denki, and was never released in Europe at all.

I played the US version via emulator.


Lufia is a fairly typical Dragon Quest-style JRPG developed by Neverland, the same developer who would eventually go on to develop Rune Factory. ...I was not aware of this connection before I started looking into this game. I think Lufia was in fact their first game! 

The story involves a group of heroes who go on a journey to defeat the evil warriors known as the Sinistrals, who have revived after being defeated by a previous group of heroes 99 years ago.

This is an RPG that is extremely derivative of Dragon Quest. It has a very similar structure, a similar style of overworld, a similar style of dungeon design, a similar battle system - basically everything in this game reminds me of Dragon Quest, mostly Dragon Quest 3 in particular.

 

The exploration in this game is your typical RPG fare - the world has lots of towns dotted around a large overworld map comprised of multiple continents. At first you explore on foot, going across the overworld and through connecting caves in order to reach new towns. Eventually you get the boat, giving you more freedom, as well as a Warp spell to easily return to previous towns. And finally, towards the end of the adventure, you get the flying boat that grants you full freedom to explore every part of the map. This is very typical of not only Dragon Quest, but Final Fantasy and many other classic JRPGs too. But to me, it felt closest to Dragon Quest, specifically with how it feels to accumulate all the town warp locations, as well as the way the overworld feels to explore. It's difficult to describe exactly how DQ and FF and other JRPGs differ in this regard, but there are subtleties there I suppose. Lufia is mostly on the DQ end of the spectrum.


The way the dungeons are designed reminded me of Dragon Quest 3 in particular, because every single dungeon in this game is either a cave or a tower, with the exception of the titular Fortress of Doom seen during the prologue and ending. 

The dungeons are all mazes with the occasional puzzles to solve, and plenty of treasure chests to find. The mazes are not bad individually, but there are quite a lot of dungeons in this game, and the encounter rate is very high, so I did find myself getting rather fatigued as I played more and more of the game. 

I also found the treasure chests in this game to be disappointing, as there are just too many of them, and they generally don't contain unique or interesting items. Mostly potions and stuff. ...didn't stop me from compulsively wanting to open them all of course.

The tower dungeons let you fall off them - if you walk off the edge of a tower, you get to drop all the way down to the overworld map, as an easy escape. ...which is something pretty much taken directly from Dragon Quest.


The combat in Lufia is a very typical turn-based JRPG combat system. You have a party of four heroes (you start with two, and meet the other two as you progress), and you select Attack, Defend, Item, or Magic. Nothing out of the ordinary here. You can get attacked by multiple types of enemy at the same time, and when this happens, you cannot select individual enemies to target. If you get attacked by three frogs and one scorpion for example, you can decide to target either "frog" or "scorpion", but you can't select which frog to target - instead it's chosen randomly. This, yet again, is a gameplay thing lifted directly from Dragon Quest. And at this point, I'm starting to get a little annoyed with how on-the-nose Lufia is about copying its inspiration - especially considering this inability to target specific enemies is something I never liked about the early DQ games.


The four heroes in Lufia are:

The main hero, who doesn't have a canon name (so I called him Benjy). The main hero has the strongest stats, and gets access to healing and buffing magic.

The second hero is Lufia, the hero's childhood friend, and the mage of the group. She has extremely strong spells, but is rather fragile.

The third hero is Aguro, the captain of the guard in one of the later towns, and is the only hero who has no magic. His only strategy is to do regular attacks, or occasionally use items.

The fourth hero is Jerin, the half-elf who we rescue from being sacrificed to a monster. She uses a bow that hits multiple targets as her regular attack, and also has access to powerful magic spells.


The main hero is the son of Maxim, who was one of the four heroes who defeated the Sinistrals 99 years ago. Maxim was accompanied by three friends: Guy, Selan, and Artea. 

One interesting thing Lufia does is that the prologue of the game takes place in the original battle from the past - you play as the party led by Maxim, travelling through the final dungeon, the Fortress of Doom, on their quest to defeat the four evil warriors known as the Sinistrals. This prologue is quite interesting - it's a way for the game to show you the high-level spells you will get to use later on, and it also lets you see the main bad guys right from the start, which is a good way to introduce them into the story.

I also like how the front of the US box for the game says "Battle in the opening story!" as a selling point. I guess they were really proud of this prologue, huh?


After the prologue is over, the game begins with the hero and Lufia in the present day, as they learn about monster attacks suddenly occurring in other towns after 99 years of peace. They go out to investigate, which eventually leads them on a quest to hunt down the Sinistrals who have revived themselves through unknown means.


The plot of the game is not all that revolutionary - the hero decides to confront the Sinistrals in order to restore peace to the world. Lufia, his childhood friend, also plays a key part in the story, as she has a mysterious past that connects her to the Sinistrals in a way neither of them were aware of.


Overall, the story is nothing to write home about. Each new town you explore has a few scenes here and there to set up the local quests that progress the game, but there isn't all that much actual plot development throughout.

Some of the story scenes struck me as rather poorly-paced. The one that comes to mind in particular is when the team meets Guy, one of the original heroes who is now old and retired. The scene starts with Guy saying "I'm still alive and kicking!", but it immediately transitions to "well, it seems my time has come...", and then it immediately goes to show the heroes mourning at his gravestone. ... Like.. hold on a minute, this scene is moving way too fast! ... I mean, I get it. The point of showing Guy's death is to give our hero more resolve for completing his mission. I've seen storytelling before. But the way they handled this scene was very jarring and abrupt. Feels like it comes out of nowhere, just so the game can claim that it includes some important plot moments here and there. Not really a fan of how it was handled.


Regarding the story, there were some other minor moments that didn't make sense to me - for example, there is a thief boy who steals a ruby from a town in order to take it to his friend in another town. He seems perfectly able to travel between towns on foot by himself, yet whenever I have to travel between towns, I have to fend off random encounters with monsters. ... the game makes no attempt to explain how the boy is able to travel safely at all. It's a minor thing, but to me, it shows a lack of consideration for consistency in how the world works.

 

There was also a dungeon room that has a signpost outside of it saying, "Only women can enter this room" with no further explanation or justification. Lufia needs to enter this room by herself to retrieve an item. ...... but why though. Why can't the hero just go in with her. Why does he unquestioningly respect the signpost's authority over Lufia's safety? It's never even brought up again later or anything. There are no other points in the game where this happens. They don't even attempt to make it make sense. This completely baffled me.

Speaking of arbitrary gender things, there are quite a lot of stereotypes in the game. Early on there's a town known for its big shopping centre, and of course Lufia is sooo excited to try on the dresses. ...I guess it's not too big a deal, but the game seems to lay it on quite thick. Lufia is very much a stereotypical girly girly anime girl, and it seems like the game is trying to make the player sympathise with the hero, who has to put up with her silly girlisms. ....kiiinda not a fan of that tbh. I prefer my stereotypes thoroughly subverted in my rpgs. ...but I guess I'll let it go.


Oh, and as long as we're talking about parts of the game that don't make much sense, I guess I'll mention the game's translation.

The dialogue is fine for the most part, but there are a few translation choices that made me question things. We recruit Jerin into the party by saving her from becoming a ritual sacrifice, however the game doesn't call it a sacrifice, it calls it a "ransom" instead, which is.... kinda not really the correct word? I mean, I guess you could say it applies, but it's certainly not the commonly-used term for this trope. Just comes across like the translator didn't know what was going on.


More annoyingly are the spell names. Spell names such as "Poison" or "Sleep" don't inflict statuses, but instead cure statuses. You need to cast Poison on a poisoned friend to cure them. Or cast "Death" on a downed ally to revive them. It's unconventional, but you can get used to it. But then we have some of the other spells. The main healing spell is called Strong, and the full-heal spell is called Champion. The party-wide heal is called Boost. The attack-raising spell is called Trick, and the agility-raising spell is called Fake. .... huh. it's a weird uncanny area, where the word choices don't make enough sense to be useful names, but still make just enough sense that you can kind of see where it's coming from. somehow.

The spell that inflicts silence on a foe is called Bounce, which is very confusing because the spell that casts a reflect shield on an ally is called Mirror. ........ these names are not so easy to get a handle on.

There is a spell called Float that lets you walk across swamp tiles without getting hurt. But it doesn't actually make you float for real it seems - if you walk over a hole with Float active, you'll still fall in the hole. ....... i mean come on guys. that's just poor. It feels to me like they just didn't even consider this basic interaction when they decided to name the spell. ....they should have just called it Stepguard or something, like how it's called in Dragon Quest. ... because, again, damage-dealing tiles with a spell to counteract them is a game mechanic lifted straight from Dragon Quest. Of course.


Item names are weird too - there's a shield called a "Brone Breast". what the heck is a brone? did they mean bronze? or bone? And if it's supposed to be a breastplate, why does it go in the shield slot? 

One of the magical staves that Lufia can equip is called a "Glass Robe". I'm sure they meant rod, not robe lol.

Sometimes you can come across cursed equipment - they have negative effects such as damaging the user, and can only be unequipped by paying the church in town. But I wanted to point out that two of the cursed items are called "Broad Sword" and "Broad Rod". ... ....do you think they meant it to say Blood instead of broad?? that would make more sense to me. Because otherwise, why would a regular old broadsword be one of the cursed items. 



anyway.


...


I do want to mention that some of the battles in the game are not too bad. I do remember thinking that some of the boss encounters were quite challenging in an interesting way. One of the earliest encounters is against three goblins, and they were tricky enough that they forced me to re-equip my party to maximise defense on Lufia so she could focus on healing the others. Later on, there was an evil spirit on top of a red tower who was so strong, it forced me to adopt the strategy of buffing up Aguro with attack up, buffing down the boss with defense down, and focusing entirely on healing with the Hero, Lufia, and Jerin - only ever attacking with buffed-up Aguro. I couldn't squeak by unless all three of my magic-users were on constant healing duty. 

The fact that the game can force me to come up with strategies like this is a good thing, I say.

Though ... I will complain about how the game doesn't ever tell you when buffs and debuffs run out and return to normal. You just have to pay attention to the damage numbers I suppose.

Despite liking some of the fights, I did feel like there was an important part of the battle strategy the game was not letting me take part in. You get so many rings with weird names like "Dragon Ring", Undead Ring", "Ghost Ring", Heavy Ring", "Sea Ring", " etc etc etc..., yet unless they provide a stat boost, there's no way to know what they actually do. I worked out that some rings boost the power of specific spells, but aside from this, I have absolutely no idea. There are no in-game descriptions for items, only for spells. It makes the game a lot more shallow because, without this knowledge, there is no way to make use of all my available options.


Aside from these few interesting bosses, though, combat is on the whole extremely extremely repetitive and overly frequent. There is an item, Sweet Water, which can help reduce the rate of encounters, but I still felt like the encounters were way too much, even when I had a Sweet Water active for pretty much the entire game. Since I was playing on emulator, I made ample use of that speed-up function. 

Enemy encounters have decently interesting strategies to them - such as which order to take them out, which ones to use spells on etc - all good RPG combat stuff.... and it's even possible to inflict statuses like confusion on enemies, which is a good thing - there are too many games where enemies are immune to statuses, so I'm happy to be able to here. But yeah. On the whole, there are just too many encounters, and it makes the game as a whole feel like a real drag.


There is one section in particular that struck me as overly pointlessly annoying - in order to repair a bridge in a cave, you have to find the architect in a distant town. He then moves to the castle of the town nearby the broken bridge. He tells you to go look at the bridge before he starts working on it. He doesn't join you, he just stays in the castle until you go. So you go there, look at it, and come back. Then he goes there himself ready to repair the bridge. So you have to go all the way to the bridge again. Then he says "ok now go stand on that ledge". So you have to leave the cave and enter via a different entrance to reach the high ledge area. He builds the bridge with you watching from the ledge. And then in order to actually cross the bridge, you need to go back out, go back to the other entrance, and go back in. What the heck is this part of the game, it's ridiculous. How many times do you except me to go back and forth? And for what, a scene where a bridge is repaired? That's not interesting enough to justify this much hassle!


Later on in the game, in order to create our flying ship, we need to collect 7 pieces of Alumina Ore. And each one is located in a different cave area. ..... it's at this point I was starting to really feel the fatigue of the dungeon exploration, and I finally resorted to using maps from the internet in order to get through the mazes more efficiently. That's sooo many caves in a row, come on. :( Give us a break.


Immediately after the 7 Alumina quest, the game throws the absolute worst puzzle at you:

You have to figure out a four-button combination lock by trial and error, and every failure forces you into an encounter with four pirates that cannot be ran away from, even if you use the Smoke Ball item that guarantees runaways. And these guys use party-wide sleep attacks and confusion attacks, too, so they're extra irritating to deal with. 

There are four buttons you have to hit in the correct order. So 24 possible combinations. And... that's all there is. You have to just guess??? Yeah. You need to just try each of the 24 combinations, one by one, until you get lucky. And... yes. That's literally it. That's actually all there is to this puzzle. 


There are two hint plaques, one that simply tells you that you need to hit the switches in the correct order before trying to open the door, and another that says "The door won't open if all the switches are already down". ...but this is an INCREDIBLY BAD hint! Because it's NOT TRUE. You do need to hit all four switches before trying to open the door, otherwise it will summon the pirates every time. 


This hint is trying to inform the player that the puzzle isn't doable before the point in the story where you're supposed to do it - if you get here early, the switches are all sunken into the floor and uninteractable. But if you didn't see what this room looks like beforehand, you'd never know - you'd assume that the hint meant that the switch puzzle requires you to only hit three of the four switches, and you'll be here forever trying wrong combinations because of it. Wow, what a horrible misleading hint to an already horrible puzzle. Honestly inexcusable. Especially bad considering this comes immediately after the quest to get 7 Alumina ores, which already was making the game feel like a huge chore. This puzzle is the icing on top.


I gave up around 10 failed guesses. After having to fight the most obnoxious pirate encounter ten times in a row, I just looked up the answer online. ...What an absolute disaster of game design this puzzle is.

... Any goodwill this game still had with me was entirely out the window after that ordeal.



So anyway. Toward the end of the game, we finally reach the Fortress of Doom and confront the Sinistrals. Interestingly, the final dungeon is in fact the very same dungeon from the prologue. It even has the same hint tutorial signposts, which is kind of funny to see right at the end of the game. 

But annoyingly, the game removes Lufia from the party for plot-related reasons. She's given back during the final fight, but this means that it's now impossible to re-equip her or level-grind her beforehand, since she's not given back before you trigger the end of the game. So if you save in an endgame state, you'll just be stuck in a world without your full team. That's rather annoying - I always feel like, in an RPG, the endgame just before the final boss should be the time to tie up all your loose ends, with free reign over the whole map. But since they take away Lufia, your options become significantly limited. Not a fan.



Anyway. I don't have much else to say. This game was okay, but not amazing. It definitely tested my patience. 

It is pretty much just a decent Dragon Quest clone, with some questionable game design decisions, and nowhere near the level of quality as actual Dragon Quest.

A bit unfortunate. But I don't regret playing it. 


I've heard that Lufia II is super amazing, so I look forward to playing the sequel in the future.

:)


Sunday, 3 August 2025

The Sword of Hope II

 The Sword of Hope II



Okay, so after playing the abysmally unfair adventure-RPG that was The Sword of Hope on the Nintendo Switch Online service, I remembered that I had actually purchased "The Sword of Hope II" from the Nintendo 3DS eShop before it had shut down. I remember at the time finding it strange that the eShop had the sequel available but not the original. (well, nowadays the 3DS eShop has nothing available, so I guess it's all moot at this point)

So... I suppose now's as good a time as any to actually play through it. I mean, presumably I bought it with the intention of playing it at some point, right? And it turns out that point is now.

Since I just finished having a rough time with the first game, I was hoping the second game would be better.
And...well, it is! it is better. It's still a real slog to play through, but it certainly is a better game.

The sequel takes place after the first game. An evil guy named Zakdos has taken the Sword of Hope and is planning to do something evil with it. Theo must once again stop it. There's not much more to it than that.

The basic commands are carried over from the first game - "Look", "Open", and "Hit" commands are the main way you interact with the world, with the ability to use Items and Magic as well. It has the same exact same point-and-click first-person presentation as the fist game. Though I do think the visuals are better in this game.
The world design is better in this game, too - environments are more varied and interesting compared to before. There's an underwater volcano, a beanstalk castle tower, and a bunch of other interesting locales. Compared to the first game, the adventure is a lot more straightforward too - there is no more required backtracking to previous areas, which means there are no longer points where you have to remember something unusual from an earlier screen. There also aren't as many trapped rooms that warp you to different screens - at least, not until the final castle. I guess this game could be considered a bit more streamlined.

The biggest improvement to the playability is the ability to save the game at any time. In the first game, there was no proper saving, and you could only get your password from the shaman NPC in the starting area. But in the sequel, you can just save at any time and it's fine.
So even if the combat goes poorly, as long as you've been saving on every screen, you can reload and continue without too much worry.


Combat has improved. The extremely wild fluctuations for damage rolls from the first game have been toned down significantly. The damage rolls now resemble that of a normal RPG battle system. So finally, it's actually possible to have any kind of combat strategy. fancy that.
The spells are also decently useful in this game - you can blind enemies to incapacitate them and make them attack their allies, which is fun. And some spells can target multiple enemies at once. It's a decent JRPG combat system, but it's nothing mindblowing. Overall, the enemy difficulty is quite high, so it will take a decent amount of grinding encounters to get strong enough to win.

We now have multiple party members too - Theo is joined by a mage boy named Mute, as well as one of three additional party members who join and leave the party as the story progresses.

With all of these combat improvements, I now no longer feel like the game would work better as a strictly point-and-click adventure - I do think the JRPG combat is worth having now that it's functional. But...as much as the combat has been improved from the first game, it's still not really all that fun to play.
The problem is, combat is so extremely SLOW to resolve. It's abysmal. The text scroll is slow, enemies' attack animations are slow and happen one-by-one... it all feels very clunky, and it just takes so long to sit through. And it doesn't help that encounters are extremely ridiculously frequent in this game too. Almost every step you take into a new screen triggers an encounter. It's not all that fun to explore because combat is constantly interrupting you, and the interruptions take such a long time every time.


I think it was actually a mistake to play this on the legit 3DS Virtual Console version I bought. I would honestly have had such a better time if I was on emulator and had access to speed-up functions.

Because... to be fair, the world design and dungeon design is not bad at all. And even the JRPG combat system is good - it works well and provides a reasonable challenge.... it's just too slow and painful to sit through so much boring combat. If I had the freedom to roam the dungeons and fight stuff at a decent pace, this would honestly be a really cool little game. But as it is now, it was just a frustrating slog.

So... if I was going to recommend Sword of Hope II to players nowadays, I would have to insist you play on an emulator with speedup. That's all it really takes to make this game fun tbh.

The overall verdict regarding the Sword of Hope series is... The Sword of Hope 1 requires rewinds in order to be fun, and Sword of Hope II requires fast-forward in order to be fun.
Funny that. Neither game really holds up without emulator functions propping them up.
Yeah. Don't play either of these games on original hardware if you can help it.

But I do think they are decently fun GB adventures. I'm glad I got to see them. ...now I want to go and play some actually good games next.

Wednesday, 30 July 2025

The Sword of Hope

 The Sword of Hope


Recently, a little Game Boy adventure called The Sword of Hope was added to the Nintendo Switch Online service.

I decided to give it a go.

The Sword of Hope is a small dungeon-crawler style exploration RPG released for the Game Boy in 1991.

You play as prince Theo, who must defeat the evil influence of a dragon who is controlling the king. Theo must visit three wizards to gain the power to confront the dragon. ...There isn't much plot in this game aside from this. It's a basic fantasy premise.


The game is played in the classic dungeon-crawler style. You have a small window showing a first-person view of the current room, a window showing the current available directions you can travel, and a window showing your commands: "Look, "Open", "Hit", "Magic", "Item".

As you travel through the rooms, you will encounter enemies, which are dealt with via classic JRPG turn-based battles. 


The adventurey aspects of the game are fun enough. You begin in a forest, and at any time you can "Look" at the trees in each room, and the forest spirits will give you hints about where to find hidden items or passageways. You need to find three keys in order to meet the three wizards, and each wizard has a small task for you to complete before they give you their aid.

The map design is okay. There are one or two confusing mazes, but there are generally enough unique landmarks that it's not too difficult to keep your bearings. It would have been nicer if we had an in-game map though. :/

As you explore the game, Looking, Opening and Hitting every interactable thing you come across, you may see messages saying "It looks like there may be something here...!" yet, oddly, nothing further happens no matter what you try. Later on you may get a hint saying "Go back and find something in the swamp" or "look for something in the graveyard", and if you've been paying attention, you might remember which particular rooms had the funny text last time you were there. So finding your way to the next objective isn't too bad in this game, especially compared to other games of this style such as Shadowgate. You just need to interact with everything on every screen, and not get too lost.


This game's English translation is pretty terrible, but it adds a certain charm to the game. I kind of love these really unusual and awkward phrasings, and thankfully none of the puzzle hints were botched too badly by the weird choice of words, so I've got no complaints there. You don't really get games with such weird English like this any more, so I like to relish it when I see it.


However... despite being a decent little adventure game, there is one aspect that makes this game bad. Not just bad, but truly miserable to play. And that is, unfortunately, the JRPG-style combat.

The combat in this game is just plain unfair. First of all, enemy encounters are extremely frequent. Not untypical of old RPGs, but still very annoying. 

But the biggest issue is in just how completely random the numbers are. You can do an attack, and it can randomly decide to inflict 6 damage or 45 damage. You can take a hit from the enemy, and it can deal either 7 damage or 50 damage. ...By endgame, you've got around 100 max HP total, to give you an idea of how bad the fluctuations are. It's bad.

Levelling up can mitigate this effect somewhat - regular attacks from enemies will get weaker and weaker the higher your level. But annoyingly, it seems that magic attacks are completely unaffected. You cannot level up your magic defense at all in this game, which means that the final areas of the game are a nightmare to traverse through. 


And this isn't the kind of game where level-grinding is satisfying either, because all of the damage variance means that you can never feel safe in how much damage you're doing. So in order to grind, it's either fighting nothing but weaklings for hours, or trying your luck against the stronger enemies, and dying repeatedly as you do so.


It honestly kills the playability of this game because you are always dying in unfair ways against any magic-using enemies. And the final dungeon is full of them.

The final boss is the most ridiculous final boss I've seen in a while. He is entirely immune to your spells, and he will take anywhere between 1 to 40 damage from your sword attack. And he will cast high level spells at you every turn, dealing anywhere from 7 to 70 damage. It's just impossible to plan for it and there really isn't much you can do to protect yourself other than pray you get lucky.

The only way I was able to defeat the final boss was making heavy use of the Nintendo Switch Online app's ability to rewind. If I got a low damage roll versus the final boss, I'd rewind until I got a good one. And if he killed me in one hit, I'd rewind until his hit did less.

I can't imagine playing and beating this on an actual Game Boy. It's so unnecessarily unfair. I honestly just wish it was a fully point-and-click puzzle kind of thing like Shadowgate. There was no need for the JRPG combat to be in the game at all tbh.


So anyway. This game sucks. the combat design completely kills the enjoyment. I guess it's good that the NSO version exists now with the rewind functionality available, but as a game from 1991, it's horrible.


Wednesday, 16 July 2025

Soul Blazer

 Another quickie. ...I was just playing a bunch of emulated snes games so I could get some quick game completions done before the new Switch 2 Donkey Kong game comes out, heh.


So anyway. this time I played Soul Blazer.


This is an action-RPG from 1992 published by Enix. ...I seem to be playing a whole bunch of Enix SNES games as of late, huh? 


in Soul Blazer, you play as a warrior, sent down to earth under the watch of The Master (...is this the same "The Master" from ActRaiser perhaps?), in order to restore a land that has been completely wiped out by the evil Deathtoll.

The game is structured like this: You arrive at a town area which is completely empty. You venture into a dungeony area and defeat monsters. Defeating the monsters frees the spirits of the trapped living beings, who begin to repopulate in the hub town as real people again, one by one. Freeing spirits also causes new buildings to appear and new areas to open up in the town. After reaching the end of the dungeon area, you fight a boss, free the spirit of the main townsperson who holds one of the magical orbs you need to collect in order to find Deathtoll, and you are then granted access to the next town to do it again. There are six such towns in the game.


Soul Blazer is a simple little action-RPG. Your main actions are walking around and attacking with your sword. The attack feels good in this game - your sword has a good arc to it that can hit enemies beside and behind you comfortably. You get Exp from killing enemies and can level up to become stronger. You can also find new equipment to increase your attack and defense as you progress through the story. 


Soul Blazer has an Ys-style inventory system where your weapons and armor menu contains every piece of equipment you've found, and you can freely swap back to previous ones if you want. This is useful since some armours have specific effects, such as the ice armor that prevents hot floors from damaging you, or the bubble armor that lets you survive in underwater areas. 


You have a little spirit orb that floats around you, which helps you cast magic spells. When you kill enemies, they drop gems, and you can cast spells by spending gems. You find spells throughout the game - it's fireballs and other things like that. The spell will be cast from the spirit orb's position rather than from the hero's position, which is a bit odd, but it means that your magic requires a bit more timing and precision to aim.


In order to free the trapped spirits of the living, you need to destroy monster lairs. Lairs are tiles in the dungeons that continuously spawn monsters. In order to destroy them, you need to kill every single monster that emerges from the spawn point until it runs out and there are no more monsters.

This system is.... kind of interesting, and kind of monotonous, at the same time?

The interesting part is that, if you want to do it efficiently, you kinda need to figure out a good position to stand in so that the stream of spawning monsters will each approach you in a way where you can safely dispose of them. Sometimes this is a simple matter of standing near a corner, but sometimes it can be a bit more tricky than that. It depends on the monster and on the terrain. The monotonous part is... since some of these lairs can have quite a lot of monsters in them, there's a lot of time spent in this game just repeatedly pressing the attack button standing in front of the spawn points, waiting for them to finally run out of monsters...It can feel like it takes a bit too long sometimes, because you don't know how many monsters are left in a lair until they're all gone.


The boss fights in this game are an unfortunate difficulty-spike in my opinion. The first boss, for example - it deals a lot of damage, and the arena has three conveyor belts in it that make it difficult to find a good place to stand. The later bosses aren't much better, especially one really annoying boss fight atop an airship, which has gusts of winds blowing you around the entire time...this one is especially hard.

 There is only one healing item in this game, a healing herb that restores all your health. You can always replenish your herb as long as you've resurrected the herb shop owner's spirit, but you can only hold one herb at a time, which means that there's no way to "stock up" on more items to help you with tricky bosses. You can grind enemies for level-ups if you're truly struggling, but for the most part, this is a game where you need to figure out the boss patterns and get good at dodging. 

Aside from the bosses, I'd say the difficulty of the game is pretty relaxed and easygoing. The dungeons never feel too complicated to figure out, even though there's no map. And there are enough opportunities to warp back to town and restore your health so that it never feels too oppressive to explore deep into the dungeons. I really like the way it plays.


Once you have rescued people, you can talk to them in the towns. They give you little sidequests, give you hints, or simply just say thank you. The NPC dialogue in this game is quite interesting in my opinion. They believe in reincarnation, and they even give hints about which of their loved ones might have reincarnated into some of the animals that populate the town. It's oddly sweet in a half whimsical, half melancholic kind of way. 

The second town is a very cute forest clearing, populated entirely with animals and trees, with no humans at all. In this game, trees also contain spirits, and even objects crafted from wood still retain their soul and can be rescued. There's a section where a bunch of wooden raft platforms refuse to let you ride them across the swamp until you've proven your allegiance to the forest town. I found this very cute. 

One of the more interesting locations was the mountain village, populated by a race of dwarves who only have a one-year-long lifespan. Yet the people here are happy and thriving, and it is said that they never once consider their lives to be too short.

This game seems to have a lot of things to say regarding life and rebirth. The themes and the messages of this game give it a unique spiritual feeling.


Overall... I really really like Soul Blazer. It's a short, cute little action-RPG, and it has nice, easygoing exploration and combat, plus some interesting meditative feelings to express. Very cool interesting experience that I would recommend to all fans of classic RPGs. :) 








Tuesday, 15 July 2025

Brain Lord

 


Just played Brain Lord


I don't feel like going too in-depth for this game. So instead I will just write some basic impressions.


so anyway. Brain Lord.

I don't understand the title of this game at all.

Nothing in the game is a "Brain Lord". The main villain is a Demon King. The plot involves the power balance between Demons and Dragons - as the last Dragon is slowly dying, there will be nothing to counterbalance the Demon King's evil. So it's up to the hero to defeat the Demon King before that happens. Y'know, normal fantasy RPG stuff.

...So where does the name Brain Lord even come from? What is it referring to??

"Brain Lord"...???

I don't think the word "brain" is even uttered a single time in the entirety of the game's script. ...is there any explanation? or did they think it sounded cool for some reason?

I don't think it sounds cool, it just sounds...  not representative of the game at all. it sounds way too 'heavy metal' for a regular ol fantasy rpg.


Weird title aside, Brain Lord is a SNES game from 1994 published by Enix. It's an action-RPG. I played on emulator.

You play as Remeer, the son of a Dragon Warrior, who is tasked with exploring and investigating the disappearance of dragons from the world. Remeer is part of a squad with four other members, and as you play through the story, you'll frequently run into your squadmates during your expeditions in the dungeons. Which is a cute detail. Sometimes they give you items, give you tips, or even open a shop so you can buy and sell items. It's nice to feel like you're adventuring as a team, even in a game with only one playable character.


The graphics of this game.... are honestly kinda not so great in my opinion. Environments are fine, but the character sprites just look really really weird. Characters are represented at an awkward half-overhead view that doesn't read well. Remeer looks weirdly broad when viewed from the front, and weirdly fat when viewed from the side, I just... don't like the way it looks lol.


Remeer can attack with a variety of weapons - sword, boomerang, bow, flail, axe. They aren't all useful - sword has the best arc, bow has the best range, flail has the best damage, and axe can break small rocks In one cave but is otherwise useless. Boomerang feels entirely useless.

Remeer can also jump, which is used for platforming in the dungeons. There is no EXP, rather Remeer gets stronger by finding powerups in chests - health upgrades, strength upgrades, and defense upgrades. Also by equipping stronger weapons and armour of course.


The game structure is quite skewed in favour of dungeon-exploration - the game has two small towns, two tiny overworld connections between them, two small connecting cave areas, and five MASSIVE dungeons to explore. The bulk of your playtime in Brain Lord will be spent inside the dungeons.


The dungeons are full of traps, monsters, puzzles and secret passages.

The first two dungeons are the trickiest and most interesting in terms of puzzles - they have secret walls to push, button combination locks to solve, and occasionally specific holes to fall down that lead to secret areas. These puzzles are hinted at by signs you see on the walls of the dungeons. Gives this game a very dungeon-crawler feel to it, which is something I always like.


You get "x-ray glasses" that can be used to see a map of the current floor you're on, but it really only shows the floor plan, and doesn't show doors or stairs very clearly. It can be useful for noticing hidden pushable walls though, if you're paying attention.

Most of the secret stuff is hinted at in some way, which is good, but there are a few optional secrets that aren't. Or at least I didn't find the hints. 


But there are some puzzles in this game that are just...plain bad. The worst puzzle in the game is this: There's a locked door, and three buttons on the floor. A sign nearby says "To open door, the secret is on your control pad". ...try all you might to press the buttons in the correct order, nothing ever happens. The solution is to face the locked door and press the X button on your controller. ... ... the buttons on the floor do nothing. ... I mean, what? What kind of puzzle is that? Just a red herring puzzle? I had to look up the answer online.

 

The third dungeon is the most obnoxious dungeon, in that it has slippery ice floors, spikes that pop up from the ground without any visual cue to watch for, fountains that poison you instead of heal you, signposts that poison you when you try to read them, and some other things designed to antagonise the player. Also, bizarrely, the Ice Castle is the only dungeon you can't return to once you complete it, so if you accidentally missed a health upgrade, it'll be gone forever if you beat this dungeon before getting it. ... I don't understand why this happens - nothing in the game necessitates the dungeon locking itself after beating it - it just literally removes itself from your warp menu with no explanation. ...all the other dungeons are fully backtrackable, and nothing else in the game is missable. Did they just want to make the Ice Castle as annoying as possible, or what?


The fourth dungeon, the volcano, is annoying in its own way - its main gimmick is rocks that randomly exist or not exist whenever you scroll the screen over them. Most of the time the passage is blocked by the rocks, but if you walk back and forth a lot, you can eventually get lucky enough that enough of the rocks chose not to exist, allowing you a path forwards. This isn't really a puzzle, this is just annoying. The cherry on top is when you find a special "Rock Breaker Axe" in this dungeon - its description mentions it can break rocks, but it doesn't work at all on these gimmick rocks, and in no way helps you overcome the dungeon. It just breaks the regular small rocks from earlier that any axe can break. ... Is this game just full of jokes at the player's expense, or what?


The fifth and final dungeon's gimmick is that it has a lot of pitch-black rooms with invisible walls to navigate through. it sucks.


The later few dungeons also get really annoying with the enemies and traps and platforming jumps too. You end up taking a lot of stray hits as you navigate around. Thankfully, just before entering the third dungeon, you get given a familiar who can restore your health. If you grind the familiar up to max level, it will restore life at a rate of 1hp every few seconds. Which means that you can at least mitigate the damage from the traps if you keep this familiar equipped at all times. As long as you don't mind spending a while leveling it up first. 


Overall... This game was okay. The first two dungeons set expectations high for a game full of interesting unique puzzles, but the latter half of the game really phones it in with bad unfun gimmicks that I wouldn't exactly call puzzles.

I don't really recommend playing this game tbh.

Also the name "Brain Lord" is stupid.


the end.

moon: Remix RPG Adventure

I just finished playing a very unusual game called "moon: Remix RPG Adventure". Also known as simply "moon" in lowercase...