(Spoiler
Alert: Both of the Medievil games are up for discussion in this
article. You've been warned.)
Last
week, I wrote a
piece on the original Medievil game from the
PlayStation era. As I promised at the end of that article, this week
will be dedicated to the game's sequel, which was released two years
later in April 2000. Comparing these two games from the same series
is rather interesting because when these two games are compared to
each other it is possible to draw parallels to the design of sequels
to modern games, but that will become more clear once I have finished
the comparison. Before we begin, you should know that I expect you to
have read my previous article on this first Medievil game or to have
played the game for yourself as a point of comparison. Since this is
a sequel to one of my favorite games for the original PlayStation, it
invites such comparisons. With that in mind...
The
premise of Medievil 2 is a little easier to understand than the
original game's. After defeating Zarok once and for all, Sir Dan
returns to his crypt and finally rests in peace. Fast forward 500
years later, in 1886, Fortesque's remains have been moved to the
Medieval exhibit in an old museum in London. At the same time,
someone else in the city has managed to acquire Zarok's now-legendary
spell book and has begun to use it for his own end, casting the spell
of Eternal Night and placing London square in the throws of an age
old curse. Once again, Daniel rises from the grave in order to combat
this new threat, which is where the player gets involved and the game
truly begins. From there he meets the ghost of a ten year old kid who
was summoned to guide him to Professor Hamilton Kift, who is an
expert in both scientific and magical pursuits. The professor points
Dan to the Kensington
district of the city in order to look for clues
as to who is behind recent events. There, he investigates the site
where the spell was cast and finds a few clues to take back to Kift.
Before leaving, he sees an anthropomorphic lizard and dog leave the
museum, lamenting the inability to enter the tomb in the King Ramses
exhibit. This leads Sir Fortesque into the tomb himself (after a few
puzzles), where he finds a young mummified woman named Kiya, who was
one of King
Ramesses II's 200 wives. After Daniel discovers
that the villain is an English noble by the name of Lord Palethorn
and thwarts a number of his schemes, the Professor receives notice of
two sites of psychic disturbance, one in an old mansion and the other
in Whitechapel
district. Kift suggests having Dan and Kiya
split up, but Fortesque argues against it, saying that it is too
dangerous for Kiya to go off on her own.
Eventually
he concedes, going to the mansion and allowing Kiya to go to
Whitechapel. After returning, the Professor tells Daniel that Kiya
has yet to return, sending him to go look for her. Unfortunately, Sir
Daniel was too late and by the time he arrived, Jack
the Ripper (who is a demon in Medievil 2) has
just finished draining the soul from her body, leaving her for dead.
Rather than fight to avenge her second death, Fortesque falls into a
depression and runs away into the sewer system, where he meets a
tribe of warriors who make their home down there and worship him as a
god because they found a statue of him. They tell him that they need
help because a sewer monster kidnapped all of the women of their
tribe, which killed their will to live. Being the medieval knight
that he is and desperate for a way to prove himself, Sir Dan rescues
the women and slays the beast. Along the way, he is given a poster to
the Time Machine exhibit in the Museum and safe passage back to the
surface, courtesy of the tribe. As he is leaving, the tribe's chief
makes a passing mention of the Time Stone that is in their
possession. Once back in the professor's lab, Daniel and Kift have a
talk where Kift reveals a few things. First, he tells Fortesque that
he knew Palethorn was behind the second coming of the Eternal Night
and that his time machine only partially works in that it moves
through space, but not time.
With
this information in hand, Sir Fortesque once again ignores the threat
of Palethorn in order to use the Time Machine to rescue Kiya. After
returning to the Museum and finding the prerequisite parts, Daniel
uses the machine to head back into the sewers. As previously noted,
the machine can only travel through space, not time. In order to get
it fully functional and return to Whitechapel in the past, Fortesque
steals the Time Stone from the sewer tribe and disguises himself as
the tribe chieftain to escape and get back to his Time Machine, now
in complete working order. Traveling back to the past, Daniel fights
Jack the Ripper and kills him before history repeats itself. Once the
battle is over, Dan meets the Dan from the past, where they shake
hands and fuse together, giving the new merged Dan a new suit of
magic armor. Resuming where he left off before Kiya's death threw him
into a spiral of stupidi... I mean depression, the Professor has
discovered that the final page of Zarok's spell book is located in
Cathedral
Spires. After braving the horrors of the
Cathedral, Sir Dan finds the final page. It gets stolen by Palethorn
with the help of a levitation spell he apparently has, and used to
summon a powerful demon to begin his subjugation of the world.
Successfully goading the demon into attacking Palethorn, Daniel
defeats them both and finally saves the day.
Like in
the first game, the plot starts off fairly strong. But as the game
goes on, the story begins to feel padded out for no reason but to
lengthen the game and provide additional levels to explore. For a
game that is already short, lasting for about four hours, this is
pretty bad. One level that perfectly illustrates what I am talking
about is a two part level, the first part called “Dankenstein”
and the second part “Iron Slugger.” In one of Palethorn's
miscellaneous schemes in the first half of the game, he builds a
mechanical monster with the intent to kill Dan, Kiya, and Kift in one
fell swoop. To combat this creature, the professor and Kiya devised a
plan to create a creature of their own to fight it. Dan's job for the
first part of the level, “Dankenstein,” is to head into the
London underground in order to collect limbs to use from the results
of the professor's previous experiments in creating a superhuman
through magic and science. As they are about to finish up and attach
the head to it the creature, the professor trips, dropping and
destroying it. With no other options, Fortesque affixes his own head
to the creature in order to pilot it to fight Palethorn's monster. In
the second part of this level, “Iron Slugger,” the creature named
Dankenstein (Get it?) fights the Iron Slugger in a boxing match. This
level and plot point seems completely out of place because it breaks
the (admittedly rather loose) continuity of the game. It does not
make sense for these two sides to just take a break from one-upping
each other in the search for Zarok's spell book pages to have a
boxing match. This not only breaks continuity, but it also
inconsistent with the tone of the game. Medievil has always had a bit
of comedy to it, but this crosses into the truly ridiculous.
The
other example I could point to of the plot being weaker than the
first game's is the whole subplot regarding Kiya and Sir Daniel's
romantic interest in her. Honestly, aside from her death in
Whitechapel which leads to Dan's depression and the whole Time Travel
arc, Kiya does not serve much of a purpose in the overarching story.
I hesitate to use the label of “sexist” because I find that the
label is thrown around far too much, but it is hard to deny the fact
that the only female character's major contribution to the plot is to
die and postpone the conclusion of the game because Daniel had a
romantic interest in her and wanted to act as her chivalrous knight.
It does not help that the whole section with the Sewers and the Time
Machine contains some of the game's weakest writing, approaching the
levels of bad fan-fiction. Even worse is that this whole depression
that Fortesque falls into detracts from his development in the
original game, where the entire point is to prove himself worthy of
being a true hero. It turns out that the moment where humanity needs
him the most to save the day, Dan can only think of a girl he just
met and how she was killed, damning everything else. I am not kidding
in this either. When the professor tries to get him back into the
game by saying “If we don't stop Palethorn, he'll take over the
world” before he runs into the Sewers, Sir Dan mumbles (He still
lacks a jaw) “He can have it, I don't care.” As a child, I just
went with it because I did not know any better. As an young man, it
infuriates me that they shoehorned in a love interest and completely
negated the entire point of the first game.
Before I
conclude in my analysis of the plot to Medievil 2, I want to note
that I feel that in the designers failed to really utilize the
central premise of the game effectively. What I mean by that is that
I think it would have been interesting to see a resurrected medieval
knight come to grips with the new reality of Victorian London. When
Dan comes back to life in this new world, he does not seem to have
any questions regarding the technology, society, or anything really.
This is a minor point to make, but I think acknowledging and poking
fun at the differences between the two societies would be
entertaining while staying true to the feeling of the original
Medievil, which combined humor and horror quite effectively. As it
stands, Daniel has no questions regarding Victorian level technology
and instantly understands everything he comes across. For a brief
example, the very first ranged weapon Fortesque gains is a pistol,
which he instantly knows how to use. This is not necessarily a
complaint, but it is something that I feel could have been used
effectively by the developers.
Now
enough with the plot comparisons, it is high time we went into the
gameplay and how it changed from the original. For the most part, it
plays very much the same and the controls would feel very familiar to
a fan of the original Medievil playing for the first time, but there
are a few key differences. The first of these differences is the
addition of analog stick support. However, since this was when the
pressure sensitive nature of analog inputs were still in their
infancy, it was difficult to use the analog stick to just walk around
and for the most part it would result in just running everywhere,
which made precision platforming difficult at times. While the
gameplay was still similar, the level design proved to be much more
lethal. Medievil 2 remains as one of the few games that I have been
completely unable to beat without the use of cheat codes. (Remember
those things?) There were a higher concentration of levels that
involved platforming in Medievil 2. Given the health system of the
series, which is the exact same system of health bar and Life Bottles
from the first game, this means that unless players were willing to
exit and replay levels over and over to perfection, they could lose
lots of health on platforming. Even worse is that getting health back
is harder in Medievil 2. I did not talk about it, but it the original
Medievil there were Fountains of Rejuvenation in every level, which
healed players and refilled Life Bottles when standing in them until
they ran out of health. A popular way to replenish lost health was to
replay the first level repeatedly because fountains “respawned”
each playthrough of a level. In Medievil 2, they clamped down on that
by tracking how much health was taken from each fountain even when
players left a level and came back, meaning there was a finite amount
of health in the game's world. Paired with the difficult platforming,
this could potentially leave players in an unwinnable state without
cheating.
Combat
also became much more difficult with a reliance on enemies that
either become invulnerable during certain attacks or just cannot be
killed conventionally. This is especially true of the levels Wolfram
Hall, which contain vampires that can only be killed by moving them
into sunlight, and the Sewers, which have creatures that possess the
tribals and goad them into killing the player. These creatures cannot
be slain until they are removed from their host and the tribals
themselves can only be dazed. The puzzle element to Medievil 2's
gameplay was still at the same level of the original games, but made
more interesting. One of the additions that helped keep puzzles fresh
was the addition of the Dan-Hand mechanic, where Sir Daniel can put
his head on a reanimated, undead hand and control it remotely,
separate from his body. Dan can also place his head in many different
places in order to help him solve puzzles. It was a refreshing an
interesting way to add variety to the game. But as a general rule,
while it still plays very much the same, Medievil 2 is a much harder
game than its predecessor.
The last
returning element from the original game that returned is the Chalice
of Souls. Just like in the first game, most of the levels of Medievil
2 contained a Chalice that would fill up with the souls of defeated
enemies. Redeeming this Chalice at the professor's lab after
completing a level would reward players with a new weapon. The
problem with this mechanic is that it seems out of place in Medievil
2. In the original game, the Chalices came from the Hall of Heroes as
a challenge for Sir Dan to prove himself. In the sequel, there is no
real justification for these magic cups to be scattered throughout
the world. They are just lying there waiting for the player to
collect and redeem. As for why Fortesque wants to collect them, there
is a small reason. The professor asks him to collect magic energy to
help power his lab so that he can craft new equipment. Unlike the
original game, the Chalices are no longer a central element and seem
to be only a vestigial mechanic whose purpose is to make the game a
“true” Medievil game. They seem to have no real bearing on the
actual story. I say “seem to” because the ending is actually
determined by how many of them out of a possible ten the player has
collected. The good ending can only be acquired by NOT getting all
ten Chalices and beating the game. In that ending, Dan and Kira
return to Kira's tomb in the Museum and rest in peace together.
Should the player beat the game with all ten Chalices, and thus a
full arsenal, they will be treated to the game's bad ending, where
Dan and Kira take Kift's time machine back to the past... and land in
Zarok's arena in Gallowmere from the first game. They look up and see
the giant monster Zarok transformed into at the end of the first
game, except Palethorn's head will be there instead of Zarok's, and
the screen fades to black. I cannot figure out how the ending could
be determined in universe by the number of Chalices collected. The
time machine does not need magic energy to work, it already works
because there was a whole segment of the game dedicated to fixing it
and getting the Time Stone. It just seems like they did it this way
because the original games also did it this way, without thinking
about the logistics of it.
Back in
the year 2000, when Medievil 2 was first released and I was a seven
year old playing a game I was eagerly awaiting for a long time, I
though that this game was a great game in its own right, even if it
was not as good as the original. Now that I have replayed and
reflected on both of them, I have to say that this game is pretty
lackluster. It had a mediocre story and extremely difficult gameplay.
The game shows what happens when designers reuse old mechanics for
the sake of reusing them without considering why they were used in
the first place and whether or not they still fit. Developers of the
game also really failed to properly play test the game since among
fans of the franchise, the second game is notoriously harder than the
first in an almost unfair way. Lastly, Medievil 2 suffered a major
mistake by overwriting key aspects of the protagonist established in
the original game's bare-bones (pun intended) plot by forcing
elements like a major love interest for no benefit to the overall
storyline. Since many major releases from modern gaming often have
similar problems in their writing, it is still worth pointing out
these kinds of mistakes when they happen. Overall, as a life long fan
of this franchise, it is pretty painful for me to say this and when I
went back to replay these games that was not my intent. I still hold
the original game up as a classic, but I have to rethink where I
place the sequel. It is just not as good as I remember.