Gyossait + [The Hunt] – The Gods quarrel and the mechanical idea behind the butter blocks

gyossait

Both “Gyossait” and “The Hunt” were gifted to me by Amon26 [The author of these fantastic titles! /spoiler], as a token of appreciation for saving his home from 592 Devil Boy game cartridges, all of which I have managed to successfully exorcise and put on sale at my garage!

Recently, I’ve covered two other titles from Amon26 – “Au Sable” and “All of Our Friends Are Dead”, wherein I’ve been left with a pretty good impression regarding the author’s work. “Gyossait” is quite similar in structure and gameplay to those two, though there are improvements in almost every aspect, from level design to visuals and whatnot. The huge impact within’ the game itself compared to Amon26’s previous works comes from the main protagonist, whom the player controls – Oyeatia, a God who decided to leave behind all his power and money, for the sake of going down to the earth realm in search for a goddess – Gyossait. The two have things to settle, feelings of love are at work, the usual Amon26’s vibe and style, Emmy awarding – last slice of the pizza badge, I’m glad I played this before I had to pay my taxes. No, let’s put the plot aside and look at the character from the gameplay perspective. His main tool of trade is a SHIELD! While its only purpose is to deflect bullets, I still find it pretty cool, given how rarely you get to see a character with this setup in video games. [ Like Olaf from “The Lost Vikings” and… Well, I guess Oyeatia and Olaf are the best shield- based- wielding-only  characters in video games that I know of and I find them to be pretty rad. There is Captain America too, but I am not a fan of his shield technique and I REALLY dislike that one NES game with him – Truly, those are two SOLID reasons alright!] While in the early part of “Gyossait” you’ll be playing mostly on the defensive side, at a certain point you are given a second tool – a gun. The gun replaces the shield and let’s you go on the offensive side, which potentially makes certain enemies and areas a bit easier to be dealt with. HOWEVER, one should be aware of how important gun control is, less they are willing to accept and deal with potential consequences that may or may not ultimately satisfy their expectations. I think that having the player play around or stick with a certain tool is a pretty good way of making a video game feel interesting and different in terms of gameplay, all in all while keeping the general level layout intact. It also enhances the replay value quite well! This game shows a pretty good example regarding that matter…

Gyossait DONE!

Look, yes! This game is yet another sea full of visually interesting and unique areas, enemies, NPCs, bosses and whatnot, along with the usual well- crafted flow of progression. BUT… what I am about to reveal to you are TWO major faults within’ this title that go towards the point of even making it UNPLAYABLE! I also realize now that this silly, joke statement contains a bit of truth to it… OH NO!

“Gyossait” has them key puzzles, non- puzzles parts too. Losing a key in the game is more generous than from past titles though, as the game tends to keep its location at the place of your death, rather than spawning it back at its starting location. SOMETIMES if you lose a key and it falls in a death pit of death or a drink, the game might get so disappointed by your performance, it might choose to not spawn the key back at the nearest safe- land land and instead – disintegrate it completely, which gets you stuck forever and you’ll have to restart the whole game…

There is also the addition of puzzles where you have to push blocks. The way those blocks move when they are pushed feels pretty weird, like they slide on ice. What’s even more weird is that once you step on them, your whole moving momentum changes and you slip- slide all over their surface. I had the unfortunate experience to slide off one near the end of the game and dive right into the death juice. For some reason that was during my second run of the game and it was then when I realized that they were coated in all- natural butter. I was quite upset about that death, which made me forgot about a well- placed enemy nearby. Once I got back to where I died and I jumped off the butter block, I was shot by the rude foe, which sent me back right into the drink. At that moment, I was ready to cry and call the police, but little did I knew, that the whole thing was an actual setup by the author, so the player can get that >(one)< silly achievement! Truly, a master- tier game design was at work!

The Hunt DONE!

“The Hunt” is a FPS, “Au Sable” spinoff, where you take on the role of a [hunter]. It’s pretty short, composed only of two fairly small levels. What I like about it is the unsettling atmosphere, to which the sound contributes greatly! We are not talking about the usual crap with dull screams or monster snores, we are talking about unique sound composition, on- spot along with pretty spicy visuals. Let me tell you about the actual selling point here – You go through the dark woods, you enter the shadowy ruins, all sorts of freaky things jump at you, but it’s alright since holding space bar destroys the world and everything in sight! During this whole time, your ears orgasm under the heavenly sonata by eldritch abominations from sector Z-27 to  dimensional plane 004-BH, until SUDDENLY your eyes spot upon the ultimate aspect of the game…

… the exploding Amon26’s barrels!

In conclusion

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