At last, we have finished our great quest. The Kingdom of Gallowmere is safe from the evil clutches of Zarok and his undead army. Despite living life as a charlatan and fraud, utter incapable of defending himself, let alone his realm, Sir Daniel Fortesque has finally "lived" up to the legend, accomplishing in death what he failed to do in life.
Join us in recounting once more the ending of this epic adventure.
Showing posts with label Medievil. Show all posts
Showing posts with label Medievil. Show all posts
Sunday, December 1, 2019
Sunday, November 17, 2019
You're All Bones - Medievil (PS4) - Part 3
Our bonely friend Sir Daniel Fortesque needs our help in his quest to rid the Kingdom of Gallowmere of the evil sorcerer Zarok. And as valiant heroes in our own right, who are we to refuse the call?
And where we are, things are looking positively eldritch.
And where we are, things are looking positively eldritch.
Sunday, November 10, 2019
You're All Bones! - Medievil (PS4) - Part 2
Sir Daniel, why are you turning all of your enemies into Roast Chicken!? Oh wait, it's because you're all bones!
Today, in our journey across Gallowmere, we encounter several powerful foes on our way through some of the best and worst Zarok has to offer.
Today, in our journey across Gallowmere, we encounter several powerful foes on our way through some of the best and worst Zarok has to offer.
Wednesday, November 6, 2019
You're All Bones! - MediEvil (PS4) - Part 1
Though the spooky season has wound down, there's still plenty of time for Fall Frights. In that spirit, I feel it is appropriate to play a game that Sony has opted to resurrect from my childhood. While not the best, it was a franchise that heavily appealed to me in many ways.
Let us join my friend, Sir Daniel Fortesque on his quest to save Gallowmere in the 2019 remake of MediEvil.
(This is a remake of a game I wrote about years ago, in case you were interested.)
Let us join my friend, Sir Daniel Fortesque on his quest to save Gallowmere in the 2019 remake of MediEvil.
(This is a remake of a game I wrote about years ago, in case you were interested.)
Wednesday, December 26, 2012
#51: Medievil 2: Going Medieval on London
(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.
Wednesday, December 19, 2012
#50: Medievil: When Being Goth Meant Something Completely Different
(You
probably don't care, but there are spoilers for Medievil, an old PS1
game. I guess you've been warned.)
A few
weeks back, I went ahead and purchased PlayStation
All-Stars: Battle Royale. I am still having a great time playing
the game and reconnecting with old characters from games past. One of
the characters in that game was my good old friend Sir
Daniel Fortesque from the Medievil
franchise. As a child, I adored these games and loved playing them.
It got to a point to where I was able to play through the original
Medievil from start to finish in a four-hour long play session.
Anyway, seeing Sir Dan make a return made gave me the excuse to go
back and replay the two games in this old franchise. While they still
hold up relatively well to the test of time, they also serve to
demonstrate the necessity of many of the conventions that became
popular in both this console generation and the last. I think this
retrospective will serve as a good lesson for both gamers and
developers.
First
off, what is Medievil? Medievil is a old Gothic-themed platformer
released for the original PlayStation in 1998. It takes place in the
fictional kingdom of Gallowmere in the late 14th century.
The actual story begins in the century prior. In the year 1286,
Gallowmere was in the midst of an era of peace and its citizens were
quite prosperous. During this period, the court wizard Zarok was
caught doing heinous experiments in resurrecting the undead and was
sentenced to exile. As vengeful as he was, Zarok began to wage war
upon Gallowmere, summoning an army of shadow demons to begin the
onslaught. The King of the nation responded by sending his army to
fight the sorcerer head on, led by Sir Daniel Fortesque, who received
his title by spinning interesting stories for the King to hear (it
was an honorary position as no one seriously expected to go to war).
Sir Dan ran head on into enemy forces... and died in the first wave
by being shot in eye with an arrow. The army fought on without him
and Zarok's body was never found. Knowing the truth would cause
unrest with the people, King Peregrin altered the history books to
give Dan the title of Hero of Gallowmere for dying valiantly after
slaughtering Zarok. Peace returned for 100 years, until Zarok was
finished nursing his hatred and began his revenge. He successfully
cast a very powerful spell, cursing the land to Eternal Night,
robbing the townsfolk of their free will, and resurrecting the undead
for his new army. Unfortunately for him, his spell brought old Sir
Dan back from the dead as well. Hoping to redeem himself of his past
mistakes, Daniel takes this chance to save the land of Gallowmere
from Zarok for true and become the hero in undeath that he could
never be in life, finally taking his place in the Hall of Heroes,
where dead heroes gather to boast, feast, and arm wrestle for all
eternity.
As the
description above might show, this is a game that is equal parts
horror and humor, and it uses both to great effect. Playing this game
in my childhood, many of the enemies in the game, from the Stained
Glass Demon trapped in the Hilltop Mausoleum to the Shadow Demons in
the Enchanted Earth, and even minor enemies like the scarecrows in
the aptly named Scarecrow Fields filled me with a mixture of dread
and excitement. Seeing a monster formed of stained glass be released
from his prison to terrorize me was horrifying in a compelling sense.
It is a hard feeling to explain as it has been so long since I felt
that way. As an young replaying the game for the first time in years,
it is only now how funny that game was. Medievil has humor on both a
small and large scale. Small little gestures like Sir Dan removing
cobwebs from his empty eye-hole when waking up are very good moments.
Other larger, repeating gags are the constant mockery of our would-be
hero. Throughout the game, players can visit the Hall of Heroes to
pay homage to the heroes there and earn rewards. Nearly all of them
bear a grudge against Fortesque and/or mock him constantly, saying
the they do not think he can succeed and will likely not be the hero.
The gargoyles scattered around, who serve as the tip dispensers for
the game, also constantly chastise Daniel. The other recurring gag is
Sir Dan's missing jaw, which fell off in the 100 year time span since
his death. This is repeatedly acknowledged and lampshaded throughout
the whole game, and Daniel speaks in mumblings with subtitles helping
the playing understand him.
The game
also had very interesting and varied level designs. Despite taking
place in a decidedly Medievil (pun intended) setting, they used more
than the usual fare when designing the game. The game has many
different levels including a graveyard, a mausoleum, an enchanted
forest, an hedge maze, a cursed medieval village, an insane asylum,
and flooded battlefield, a pumpkin patch, and a pirate ship. These
areas are more varied than in just their backdrops. Each area also
tends to emphasize one of Medievil's three different styles of play:
Puzzles, Platforming, and Combat (much like other 3D platforming
games of the time). For example, in the hedge maze level, the theme
of that level is puzzle solving. The maze is ruled by a unique
gargoyle named Jack of the Green. He will only allow the player to
exit when they answer four of his riddles by searching the maze for
the answers. While he thinks his riddles are so clever that no one
can solve them, the game acknowledges that they are not hard at all
and lampshades it quite effectively. The challenge comes not from
answering the riddles, but from discovering what task the player has
to perform to complete the riddle through Jack's growing irritation.
It is pretty intuitive though, so most players will not have trouble.
This puzzle heavy level leads to the asylum, which is a combat heavy
level in the form of a gauntlet where players have to kill all the
enemies in a room before proceeding. Lastly, there are platforming
levels like the pirate ship, where the emphasis is on timed jumps and
making it from the beginning to the end of the level. Each level is
well planned to fit its theme, giving players much appreciated
variety.
All of
these levels have one thing in common, though. In every stage, there
exists a Chalice of Souls from the Hall of Heroes. While defeating
Zarok is certainly the primary goal of the game, the secondary goal
for Sir Daniel is to prove himself capable of being a hero. To this
end, the champions of the Hall of Heroes have issued a challenge: To
gain standing in the Hall and prove his worth, Dan must collect the
complete set of Chalices and then defeat Zarok. While every level
contains one of these Chalices, Fortesque cannot simply collect them.
They are powered by the energy contained within malicious souls. In
order to materialize the Chalice of a given level, it is necessary to
dispatch enough enemies to fill the Chalice to 100% capacity. Once
that happens, the Chalice can be collected. There are also stages
where the Chalice starts off partially filled. This is both a
blessing and a curse. While it means that players have a kill fewer
enemies, it also means that there are innocent souls in the stage.
Should an innocent person die on Dan's watch, their energy will
reduce the level at which the Chalice is filled. This can make it
impossible to collect the Chalice in most cases. Again, this makes
sense because Dan is trying to prove his worth as a hero, so letting
people die is directly opposed to that. Completing a stage with
Chalice in hand grants the player an aforementioned trip to the Hall
of Heroes, where they can pay homage to one of the great warriors of
the past. While few respect Fortesque and fewer still among the
greats in the hall even like him, they all will offer him aid on his
quest. This aid can come in the form of money, health, a Life Bottle
(which can be use as an extra life), or most likely a new weapon
which can make the player's life easier going forward. Also, the good
ending where Daniel ascends to the Hall of Heroes can only be
obtained by completing the game with every Chalice in hand. I liked
this whole system of collecting the Chalices and still do because it
encourages players to stand their ground and fight all of the enemies
in a level instead of rushing to complete the game, which is entirely
possible in most levels.
As much
as I loved this old game though, it has a problem: A major problem.
As with many platformers of the era, the camera practically conspires
to kill the player at every turn. Replaying the game from my modern
perspective, there were more than a few instances where the
platforming of the game was made unnecessarily difficult by the
camera putting itself in odd positions that made it difficult to
perceive distance between Sir Dan and the platform he needs to jump
to. The combat is also worsened by the camera's tendency to move
around mid-fight and force players to adapt to a new perspective
while enemies are beating on them. This different perspective often
reoriented the directional controls, which further complicates what
should be a simple confrontation. Also, the game was created before
Ape Escape on the original PlayStation made dual analog sticks
standard for most control schemes, so the camera was awkwardly
controlled by the shoulder buttons and it does not work quite as well
as the “left stick controls movement, right stick controls camera”
style most games utilize today. This lack of dual sticks also makes
platforming itself unnecessarily difficult. The directional buttons
do not allow for the same level of precision that analog sticks can
provide, so certain jumps are made harder because of technological
limitations. This is even more painful since Medievil comes from the
era where all game protagonists were completely unable to swim in
water and drowned instantly, even if it makes more sense for this to
affect a skeletal knight in heavy armor. I am willing to forgive it
for these issues, often brought on by growing pains and worsened by
the camera, simply because 3D platforming was still just starting to
take off at the time. Your enjoyment of this is largely, but not
entirely, dependent on your willingness to forgive the rather archaic
(by modern standards) control scheme. The rest of the game has aged
rather well by comparison.
Medievil
was a great game and a fantastic case study for the use of Gothic
architecture and themes in video games, combined with a healthy sense
of humor. Few games since then have re-imagined this period of
history in the same way. Luckily for everyone in North American (and
I think Europe), the game is available for download and use on the
PSN store for the PS3 and the PSP. It only costs around $6, so it may
be worth trying out (and the PC crowd among you could probably just
pirate it and use a PS1 emulator). Next week, I intend to go over the
sequel*, as it has a list of pros and cons that are related, but
altogether different from the original. This is a series I adore and
Sir Daniel is one of my favorite protagonists in video games. I hope
that one day it can see a another sequel, taking the elements that
made the first one and its sequel so great, but re-imagining them
using conventions and systems brought on my developments in modern
game design. While still not as well known as other PS1 games,
Medievil still has a huge cult following and it would be worth
revisiting.
*This statement is subject to
change.
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