|
Gaming sequels are invariably a mixed bag, even more so when the parent work was
more than a little under par. Masanori Takeuchi has yet again opened his box of
beautiful Heian-era delights but this time around a fair amount of trepidation
as to its content is to be expected.
Otogi Hyakki Toubatsu Emaki is set after the events of the original Otogi and
focuses predominantly around the tale of Abe no Seimei, a particularly powerful
Onmyo-ji of the Heian-era court. This time around, Raiko is not the forefront
of the story and instead we are entertained with an ensemble-based narrative.
Again, the game is a visually astounding feast of mythical wonders, but the
gameplay is still falling foul of the same beleaguered woes its parent title
suffered from.
The game’s focus is that of melee combat and vibrant action within a
destructible environment. This would not be a problem if it weren’t for
the two poorly implemented addendums to this; the game works in third person
and aerial combat is nigh-on essential for the eradication of the trickier foes.
This means that in order for these two aspects to work in harmony with the rest
of the game, it is paramount that the consequent camera work is logical and
consistent.
Instead, whenever the player is required to utilise aerial combat within an
enclosed space the camera blithely decides to exhibit erroneous behaviour, and
offers no rhyme or reason as to how it can be controlled in its new form. This
is utterly catastrophic for any kind of action game because it inhibits the
player from interacting with the in-game environment, and means having to battle
with the game system instead.
Admittedly, it is partially possible to work around this state of affairs given
more practice and the game can be adequately playable for the most part but,
unfortunately, these discrepancies in camera work are not the only gameplay
faults Otogi Hyakki Toubatsu Emaki exhibits.
Whilst third person action games need solid camera work, they also need to
feature a diverse and intricate combat mechanic. The original Otogi was simplistic
in terms of moves and combos, and the sequel is almost no different in this
respect either. In the sequel’s defence, though, the addition of several
new playable characters (a total of six now) and a slight re-working of the
combos available does make matters a little more interesting, but the overall
vapidity of combat is a major disappointment when compared to the lush visuals
that accompany it.
As for the lush visuals, there is a jaw dropping selection of 27 stages and
18 bonus stages, all which offer a finely crafted sense of mythical aesthetic
wonder (thankfully, these are now undertaken in a refreshingly non-linear fashion).
Whilst you may be somewhat under whelmed by the lack of combat intricacy, the
game almost makes up for this in eye melting visuals and an ample amount of
playable stages.
You could argue that action-based games are cathartic by nature and that having
any depth and method to the proceedings merely clouds the whole experience.
Yet, as history has irrevocably proven, games that offer an intricate system
for the player to experiment with more often than not endure the test of time
and are appreciated for far longer due to the forethought that went into their
creation. You see, Otogi did offer a few interesting gameplay nuggets upon its
inception. The ability to fly through air whilst obliterating all and sundry
was most certainly good fun (if a little derivative of Yuke’s action RPG
“Soukaigi” - an impression which, ironically, the sequel has cemented
even further by featuring a troupe of magical do-gooders). The requirement that
the player destroy enemies in a constant flow so as to reliably refuel the Raiko’s
magical meter did help keep the gameplay that much tighter, but it all fell
apart when the player actually had to go and enter into combat. This is the
crux of the matter and something that Otogi Hyakki Toubatsu Emaki has simply
not even begun to address. The lack of combat diversity is woefully inadequate
for a combat -orientated title.
It really is a shame, though. This series could have been something special
and more than a little bit different, but it is still being let down on many
very fundamental gameplay levels. For those that do wish to brave even more
Heian-era purgatory, then From Software has kindly included the English version
of Otogi (subtitled “Myth of Demons”) along with the release of
Otogi Hyakki Toubatsu Emaki. Unfortunately, the amount of English text in the
sequel is minimal to none and thus comes recommended only to the hardiest and
most resourceful of importers.
In conclusion, Otogi Hyakki Toubatsu Emaki is by no means a bad game and it
does improve upon the original. Yet, considering the recent calibre of other
games within this genre, for all the minor improvements the overall experience
is still somewhat lacking. |