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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.;”\\\\\\ Ib //////”;.

ibmination

This was requested by Sapphire SlimeMaiden, who was kind enough to donate fifty octopus dumplings, all delivered via a very rude drone. Thank you! I love food, especially when I actually get to consume it!

So, long ago, a darkness felt on the lands of Parthoris. Cities burned and people complained. Meanwhile, in our world, there was a hype over various horror- themed RPGMaker games. That was a few years ago, back around the time I started university. I remember my friends talking about games like “The Witch’s House”, “Clock Tower”, “Invaders”, “Kekcroc”, “Life is peanut”, “Ib” and what the hell is an IB? How do you even pronounce it, I asked? Is it Ai – Bee? – to which I was IMMEDIATELY corrected and scolded. Thus, given that information in mind, I started calling the game Ai – Bee and then I had no more friends.

To be honest, “Ib” was one of the games that I really and truly enjoyed compared to other titles of the same genre that came around that time. The game presented a pretty innovative take on the horror genre, what with a theme of being lost in a weird art gallery, all in all with dozens of interesting characters, events and solid puzzles to enhance further the overall gameplay. Ib, a girl, nine years old, is the main protagonist of the game. Crimson- red colored eyes, chestnut-brown hair, red skirt, white blouse and a huge big mac in her hand. What seems like a casual visit to an art exhibition with her parents, slowly turns into nightmare of art and roses. It’s up to you to guide Ib to escape from the unnaturally behaving art gallery, one way or another!

ibmary

The structure of the game revolves mainly around solving puzzles. That being said, the variety is huge, without any actual recycling or instances for backtracking. The art gallery is composed of levels, which are indicated by the different color of the flooring. Usually, your main goal is to find a key so you can proceed to each new level. However, once that is done, there is no actual need to go back to previously visited places. As a whole, the game makes sure you’ve go through,seen and explored everything. Ib do have an HP meter, which is represented by a Red rose. Harmful encounters exist in the form of actual moving enemies and certain interaction with specific objects. However, given that you get to restore all your potentially lost HP at water vases and that Ib outruns every existing enemy in the game, it is unlikely that you’ll find yourself getting a game over. The only factor for that is probably the lack of knowledge regarding certain areas, mainly the [panic] ones.

“Ib” took me a while to fully complete. No doubt, this is one of the entries I’ve spent lots of my personal time on. Continuing with further explanation of the game, I’ll also note down certain aspects that were the main reason for me to replay the game over 15 times!

At certain point in the game, Ib meets two additional human [?] characters – Garry and Mary. At that point, once they join party with Ib, interacting with specific objects and responding in certain ways during conversations will ultimately determine their fate, as well as your own. Numerous endings with different outcomes are featured in the game, with some being pretty easy and obvious as to how to obtain. Now, I’ve played the game before a lot and I remember managing to get to every single one without any problems whatsoever. The same thing also happened on a session around a month ago. HOWEVER, after the request, I started having trouble getting to endings which I was always able to. How could have that happen?…

The “True Guertena Exhibit” is a place that unlocks after you beat the “NewGame+” dungeon, which I’ve never seen before, but I really enjoyed as an addition. However, for things to unlock in it, you need to replay the game various times. This made me fly through the game a number of times, missing on objects, interactions and sections which I thought to be…

… of no actual value to the game’s main requirements for a successful run. Saving time eh? And I was wrong. I went as far as to consult with the actual wiki and I saw what my downfall was. Everything in the game matters, even reading a simple note that stands on the side, looking unimportant and whatnot. But on a single run where I’ve went through everything and saved at key locations, that would let me view the endings that I desire, that could have never been the case. Is the intended replay value a huge minus to the game’s structure? I’ll let you be the judge. I could say a thing like: “Maybe the game could’ve had at least some sort of point indicator regarding your actions, be it even indirect one.” I’ve played a game recently with such and I was really pleased with the results. I’m not sure what to say about “Ib” when it comes to that matter. Maybe I just lack common sense, maybe things were placed way out of their way? Who KNOWS?

IB 1.1 DONE!

In the end, I still like “Ib” for what it is – A really fun game, with good puzzles and bits of classy horror. Yes, horror should be experienced as an idea, not as an actual feeling! Don’t watch “Jason X”.

Did I mentioned that I like the graphics and music in “Ib”? If not, there it is! They are pretty great. [spoiler///…;l, I LOVE MARY/..\\\ []] I remember Ib fans hating Mary fans for some reason, while Garry fans being just “Whatever…” GOOD TIMES! 9 out of 10 this gmae!

Red Eyes is creepy! I hate the places where it pop- up randomly! I really do!

Yes, there is also… the Hardcore modification of “Ib”, which adds that one fan- made ending and the option to play through the game with only 1 HP. However, there is a place that still heals you, as to make the puzzle for the fish key… possible/fair??? I don’t know, I’ve managed to play through the modification with full HP due to that! I’m laughing. [T]

Moonlight Ghost – Smashing pot hit!

Moonlight Ghost art

“Moonlight Ghost” is a game made in [RPGMaker – Universe Unlimited] that I’ve played a few years ago and despite having hard time with the post- game boss, [After over 20 tries I gave up…] this game left me with a reasonably good impression. As I revisited this title yet again, I can say that my opinion on it managed to retain it’s position from past perspective. I’m really glad I came back to it once more!

Entitled “A reverse horror game, where you do the horror!”, this game is more of a enjoyable, “take your time” – comfortable experience, with fairly low difficulty. if you exclude the final two missions. The plot revolves around a Boy who, under the influence of the moonlight which was being powered by MAGIC, departs from his body and becomes a ghost. By acquiring this new form, the Boy becomes invisible to normal eyesight, thus, his main priorities shift to sneaking into women’s bathrooms and breaking the unlimited supply of barrels and pots in the city, along with playing the piano, ring church bells and throwing stuffed teddy bears into water wells, which is of course ruining a tradition from over a millennium! The truth is though, that you do all these things, [Except for the first one which never happens!] for the sake of making noise and scaring people around town. While the Boy has various reasons for scaring certain people, most of them are usually with good intentions, wherein sometimes even he is not aware of it until a certain point.  There are four chapters in total plus a bonus one, all bundled together with a pretty nice plot, good number of characters, enjoyable dialogue and even some exploration in the post- game chapter! There are secrets everywhere and you should try to find them all!

Let me tell you about the actual gameplay through! It feels like such a simple formula, yet it manages to be really entertaining. Why?

In each mission, there is a target. The target is a person that moves and it’s your job to scare them and delay them from reaching their objective in time. You accomplish this by attracting/ “scaring” them with noise, either by breaking, moving or interacting with certain item/ switch. Each person has a radius around their body, which picks on the noise that you make. The various noises that you make have their own radius as well, which plays quite the role in attracting/ “scaring” the target. Barrels and pots can be pushed and combos can be made by “scaring” the target multiple times in a row, which rewards you a huge amount of extra points! How does this all shape the gameplay? Despite how seemingly simple the initial idea sounds, you can tell that speed and strategy would be needed if one is to achieve good results! You don’t get anything from scoring an “S” rank on all the missions… YOU DON’T! Well, there is the satisfaction… but… I really wanted some unique reward… dammit…!!! To be fair, scoring an “S” is actually pretty easy, as long as you make sure that you get the maximum combo on each screen. A good advice – Try to either make the target run around a table or bring him/her all the way back from the exit to the start of the screen! This is especially crucial in the very last stage, where every step and combo is of the essence! The actual final boss “The Spirit Queen” is more about proper timing, as her speed is pretty INSANE! I’m glad I managed to finally beat her though, all in less than 10 tries! /////

Moonlight Ghost DONE!

The music was also pretty enjoyable and the graphics/art are quite pretty and colorful. You also get to unlock some art pieces, with some lewd art in between here and there. I’m sorry if you are Christian and you have problem with hair covering boobs or underwear on butts, but that’s just how God decided to test you! You can watch or you can go back to making your healthy meal of oats and frog milk, but let me tell you, there isn’t a third opinion and none of the initial two will lead you to Christian happiness! As for me, this game has lead me to my own happiness of giving it a solid 8.5 out of 10. I wish there were more difficult levels and maybe something could have been done to the plain nature on some of the characters. Is this last one even an actual problem or me trying to find excuses not to fully appreciate this game? I think the answer here is pretty obvious…