Sunday, October 29, 2023

Targhan (1989)


Targhan was the creation of Silmarils, a French studio with a knack for visually striking games with lush pixel art. The game's manual includes some backstory about where the hero, Targhan, comes from, stating that he comes from a village called Edengarfin and that he had grown up to be a great chief of his tribe, but that he left because a legend of an "Evil One" with a great secret kept him restless. The game covers Targhan's quest to defeat this evil wizard. 



Targhan has the classic sword-and-sorcery hero's uniform: a great, chiseled physique; a long, thick mane of hair; short trunks with a belt; boots; metal wrist bands; a sword; and that's it. He can pick up a maximum of five sub-items like shurikens to use for distance attacks, healing potions, and necessary quest items like keys. He wanders through verdant European forests with deer trotting through the background, to crumbling ruins, to imposing castles. Most of the enemies are humanoids, sometimes rat-headed men and sometimes just men in scary-looking armor. Somewhat at odds with the S&S vibe is that you'll sometimes come up against elf woman archers and in one section you apparently invade a village of dwarves nestled among treetops, killing every guard that gets in your way. It seems the elves and dwarves are as bad as everyone else in this land. 

Targhan resembles sideways hack-and-slash games like Rastan but in motion it's quite different. The animation is a bit stiff and the controls seem perhaps influenced by Barbarian's style of holding the fire button while moving the joystick to perform combat moves. When Targhan goes into combat against a humanoid opponent, the fighting is definitely more Barbarian-style, with the opponents hammering at each other until one falls, so it's important to master the timing needed to connect with your swings and hit the enemy before he hits you. Perhaps the creators envisioned a system of thrilling swordfights with impressive attacks and counterattacks, but in practice the most effective technique is generally to just hold the button down and never stop swinging straight ahead. The enemy will try to close in get hit, bounce back, and repeat until dead. For flying enemies like bats, just wait until they descend to attack and then nail them with one swing.

Assuming one gets sufficiently comfortable with the fighting and jumping, the game really becomes a puzzle/adventure game, about knowing which way to go first and which objects to gain to unlock deeper parts of the game. Occasionally Targhan will find scrolls with bits of text that provide hints, but also you just have to work it out through trial and error. For instance, one of the first things necessary is to explore an underground cave system, but obviously you can't see in the dark. The solution is to go back to the surface and wander until you see a small yellow pixie-like creature approaching you. Instead of killing it (which is possible), allow the creature to approach, where it becomes apparent that it's friendly and it begins to follow you. When you return to the caves, it transforms into a floating light source that allows you to navigate the caves without any issue. Like classic adventure games like King's Quest, it's probably helpful to try to map the game out and figure out where all important objects are and the most efficient path to collecting and using them. Then you just have to survive all the fights and vanquish the wizard to get an anticlimactic ending.


Targhan's no hidden gem but it's not a bad game to play as long as one is patient and willing to put up with its shortcomings for the sake of exploring its little fantasy world for a while. Although it didn't spawn any direct sequels, it wasn't the end of Targhan as a video game hero as Silmarils brought him back a couple of years later as a recruitable companion in its RPG, Ishar: Legend of the Fortress. He's classed as a barbarian in that game and is a tough fighter.




Wednesday, October 11, 2023

Monday, October 2, 2023

The Scorpion King: Sword of Osiris (2002)

 


Scorpion King: Sword of Osiris was released to tie-in with...The Scorpion King movie that spun off from Stephen Sommers's Mummy films. Often this means death for video games, but Sword of Osiris had the good fortune of being developed by WayForward Technologies, which around the time of the game's release had begun to distinguish itself by creating games that hearkened back to the glories of 16-bit console gaming in an era where 3D game design was still finding itself.

The game is meant as a sequel to the film and begins with the player controlling Kelly Hu's character, Cassandra, who is lured to a temple only to find that the villains, the wizard Menthu and his partner Isis, have tricked her into thinking they were keeping the Scorpion King Mathayus prisoner. 

It's one of those fake-out levels video games sometimes use, where the player controls a side character who's meant to be killed/lose the big boss fight at the end of the level. Menthu and Isis defeat Cassandra and kidnap her while the real Mathayus enters the temple to rescue her, so the player repeats the same level but in a slightly different way because Mathayus, being the Rock, plays differently than Cassandra. He can switch between a sword (strong but more limited range) or dual sickles (weaker but covering more area), and he can use the sword to walljump to get to higher platforms. Once completing the introductory level, the object of the game is laid out: Cassandra mentally contacts Mathayus and directs him to uncovering a magical gauntlet called the Hero's Gauntlet, which will help him find the Sword of Osiris, the only weapon that can destroy the Scorpion Stone, which the villains are planning to use to conquer the world. The Hero's Gauntlet, similar to Thanos's Infinity Gauntlet, has four notches in the knuckles that are unlocked after the Mathayus defeats the boss enemy for each level. Picking up fire jewels sometimes dropped by enemies powers up Mathayus's weapons, lighting them up with flame and dealing double damage with each attack but taking hits from enemies depowers them until more jewels are found.

Sword of Osiris isn't a particularly difficult game. Enemies tend to have easy patterns to recognize and adapt to and the game generally avoids the sort of dirty tricks that were common in 1980s and 90s games; e.g., blind jumps leading to instant death. The main thing to grasp in terms of overcoming it is knowing which weapon to use in which situations. It's also not a very long game, with only seven levels, but ultimate victory could be delayed in that gaining the Sword of Osiris, needed to defeat the final enemy and unlock the true ending, can only be done by locating six runes that lie within treasure rooms hidden in each level beyond the opening. Being thorough will allow the player to find the runes but it's easy to miss one or two before you know what to do and that means restarting the game and going back through earlier levels. The game does have a simple password feature to note progress, so it doesn't have to be completed all at once. 


WayForward's game are generally not very ambitious in terms of design, but they tend to be very competent and reliably fun meat-and-potatoes action games while sporting excellent pixel art and animation. Sword of Osiris was one of the first games that showed what the company could do - the next game it released after was Shantae, which is now known as a classic Gameboy Color title and the foundation of the company's signature franchise. Sword of Osiris is vibrantly colorful and adequately scratches an itch one might have for some classic side-scrolling hacking, slashing, and platforming. It's superior to any of Rastan's home ports, for one thing, and if it was released today with the license scrubbed off of it, it would probably be welcomed as a quality entrant in the retro game design scene. There's also an argument to be made that it might be better than its source material. The Scorpion King movie was serviceable but it didn't spark a sword-and-sorcery revival despite somehow spawning four more direct-to-video sequels. Sword of Osiris is probably more well-crafted as a game than The Scorpion King is as a movie, although neither is essential.



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