Sunday, December 25, 2022

Batbarian: Testament of the Primordials (2020)


 

The reason it's called Batbarian is because you control a barbarian and his sidekick, a magical bat. The game opens with them being chased off a cliff by a horde of ogres. The barbarian falls so long that the game introduces you to its sense of humor by doing a gag based on the guy falling so long that he starts getting bored. Eventually he hits the ground, deep inside a cavern. He picks himself up, reunites with his bat friend, and they head off to figure out how to escape this strange place.

The game is a Metroidvania with the gimmick that the bat is luminous and can be manipulated by tossing different kinds of fruit for it to eat, and you can get power-ups that allow you to switch among different elemental affinities. Up against an ice-based enemy? Switch the bat to fire mode to make the enemy thaw enough for you to damage it with your sword. Some switches are operated by light, so you'll need to toss a fruit over to the switch so the bat's light will turn on the switch and open the door or create the platform you need to advance. It's an interesting concept in a genre that has rapidly become crowded over the last decade.

It's a light-hearted, humorous game, with the humor slanted more toward farce. It's not funny in the same way as Age of Barbarian, where the humor is based on a specific familiarity with the genre, but more like something you'd find in the old Dragon magazine comic strips, broadly poking at fantasy cliches. Sometimes it's genuinely funny, but most of the time it's merely smile-inducing.

It's a pretty nice-looking game. The graphics are a bit on the miniaturized side, but they still convey a lot of personality and atmosphere. On the downside, between the player character, the bat, and the extra sidekicks you can acquire through the course of the game, things can get very chaotic when combat picks up a lot. Are you tracking your guy or your partners along with the bad guys? 

It's also probably one of the more challenging examples of its genre. Metroidvanias tend to emphasize exploration more than anything else and often make the player feel very powerful by the end thanks to all the powers you gain, but Batbarian likes to make the player work for everything by throwing out increasingly tricky combinations of enemies and requiring deft handling of the hero, the bat, and your partner. Although there's an RPG-like leveling system, upon a level-up the game presents the player with a slot machine that, based on when you click, will determine if your offense, defense, or "awareness" increase (awareness seems to increase the radius of the bat's illumination?). The slot machine isn't too hard to use, but it's also a needless bother and if you're not paying attention to it, you might get stuck picking up more awareness increases than is advisable and then handicapping yourself in terms of attack/defense power by the later stages of the game.

The biggest issue the game has is that it's yet another pretty good Metroidvania in a genre that's stuffed with similarly pretty good examples. You could pick it up and have a decent time playing it, but you could say that about many other games as well and when really top level games like Hollow Knight are out there, you need to be better than just decent to stand out. The barbarian theme is amusing but not explored very deeply beyond gags about how he expresses himself in dialogue scenes (do you pick the brutish option or the eloquent one?).



Thursday, December 15, 2022

Forbidden Forest (1983)

 


Forbidden Forest was the first game designed by Paul Norman, who was kind of a big deal in 8-bit computer gaming - also creating the C64 version of Aztec Challenge, Beyond Forbidden Forest, and Super Huey - before fading out in the 90s, like many of his distinguished peers. 

Forbidden Forest at the core is essentially a Space Invaders descendant but with a heavy dark fantasy mood. Many C64 players remember it for being a tooth-gnashing horror experience (some even call it an ancestor of the survival horror genre) as much as a shooting game. Norman was asked by his bosses to make a simple bow-and-arrow game, but as a movie fan he decided to entertain himself by designing something more stimulating. Although the graphics are blocky in that early C64 way, they create an effective impression of a distinctly British setting full of overgrown shrubbery, gnarled trees and rotting stumps, and cryptic altars. It feels like a place that might have once been full of druids. As Norman told Retro Gamer magazine, "[T]he brain does the work for the audience. Put enough simple things together, working towards the same effect, and it can look like you know what you're doing!" There's a simple parallax scrolling trick to give a sense of depth, and as the moon passes through the sky, the lighting shifts from the gray of early evening to a black, starry night. Very impressive stuff for the time. 
 
The player controls an archer who's stuck in the Forbidden Forest for the night and has to battle through waves of nightmarish creatures before facing the dark lord of the forest, the Demogorgon. The archer is planted at the bottom center of the screen and pushing the joystick to the left or right will adjust the angle of his aim (up or down also adjusts the vertical angle), or if held long enough will cause the archer to start running horizontally through the forest, which is important because he's faster than the enemies and they'll disappear if they're run off the screen. One push of the button will notch an arrow and another press releases the arrow. The archer can't move until the arrow hits its target or vanishes from sight. Conserving ammunition is also a concern because the archer only has five quivers with 10 arrows each. The guy isn't anything like modern depictions of archers, like the cinematic version of Legolas, who can accurately shoot arrows at all ranges like a machine gun while flipping all over the place. His actions are slow and deliberate and he's highly vulnerable to anything that gets too close to be shot.

The game is brutally difficult! Setting it to the easiest setting will replenish the quivers and require fewer monsters to be slain per wave, but the monsters themselves remain consistent through all four difficulty levels. They're very fast and will annihilate the archer if a shot misses or if the player makes the split-second mistake of attempting a shot instead of running like hell. Advancing through the game will require real skill and practice no matter what.

Norman drew from classic movies and folklore for the creatures. The player will face giant spiders, dragons, giant frogs, giant (everything is big) venom-spitting serpents, and cloaked phantoms. Giant bees were swiped from Ray Harryhausen's adaptation of Mysterious Island, and the undead skeletons were (yet again) taken from Jason and the Argonauts. The demogorgon himself, who can only be seen when lightning flashes and must be slain within a brief time limit, is heavily inspired by the demon in Night/Curse of the Demon. 


Death means the player gets to watch the archer be brutalized by whatever killed him in a gory, befitting manner. The spiders devour the archer from head to toe, with blood spurting out of the carcass the whole way. The frogs leap down and crush the archer as surely as if he'd been splattered by a boulder. The skeletons stab the archer in a frenzy, blood once again spraying everywhere. The snake's venom melts the archer. Successfully making it through a wave results in the archer dancing a happy jig. Defeating the phantom is especially memorable as the thing loudly shrieks as it slowly fades from sight.

Forbidden Forest is a case of a young programmer going well beyond the bare minimum expected from him and creating something memorable. It's atmospheric, intense, and very challenging. It isn't a cutsie-poo fantasy like so many other games (not that there's anything wrong with that), but it's got an Old World grit to it with its vulnerable protagonist simply trying to survive a night in a single creepy setting.

Suggested reading: The Black Stone by Robert E. Howard



Lionheart (1993)

Lionheart for the Amiga might be described as being like Thundercats except not lame. The story of the game is that Valdyn, a half-man/half-...