Monday, November 7, 2022

GAME #007 | ELVIRA: MISTRESS OF THE DARK Review (1990) | Not Beaten

  

ELVIRA: MISTRESS OF THE DARK (March, 1990)
Genre: Adventure, RPG
Platforms: Amiga, Atari ST, Commodore 64, MS-DOS
Developer: Horror Soft
Publisher: Accolade

Started: September 7, 2022
Finished: September 7, 2022
Beaten: NO
Playtime: 4 hours
(Score on the spreadsheet) 

Elvira: Mistress of the Dark is an adventure game / RPG developed by Horror Soft and released by Accolade in March 1990 for the Amiga, Atari ST, Commodore 64 and MS-DOS. It is named after the movie that released in 1988. A sequel was released in 1992, which already gives us a hint that this game must have done alright commercially.

And sure enough, the reception for this game was very good. On Wikipedia you won't find a score below 4 stars or 81% and it received the Computer Gaming World RPG of the Year Award for 1991. Not sure why it won a year later, but know that the competition wasn't light at the time.

In Elvira: Mistress of the Dark, we play, well, ourselves, called upon by Elvira to prevent her great-great grandmother Emelda's return from the dead. The game plays in a castle and has multiple elements. It is part point & click adventure with its typical verb-interface (open, unlock, look in), part action game with real time combat and part horror game as it uses a lot of gore and has some scary surprises in store overall.

If you don't know Elvira, as a non-American I didn't before today (though her style does look familiar), she is a character portrayed by Cassandra Peterson and was most popular in the 80s. She is most known for her gothic, cleavage-showing wardrobe and her edgy humor. 

I checked out the movie before playing and thought it was a funny movie, though a lot of gore and horror is present in it, so I wasn't sure what to expect with this game. Sure enough, it's a lot of tense, creepy horror interspersed with Elvira's edgy humor.

In the game, you control your character by clicking forward, turn right, turn left or turn around. Whenever an enemy approaches, you start in attack mode and have to click LUNGE / HACK to strike. Depending on a variety of stats and some RNG, your strike hits or is blocked. If you hit, often you get a second attempt (again, depending on your stats vs the enemies) but if you are blocked, you go over to Defense Mode and have to BLOCK / PARRY. 

But let's dive deeper into that whilst we go through each category in more detail.

STORYTELLING

You start the game by moving two steps forward before being arrested. In a humorous little scene, your character is in his dark prison cell as light shines in and the characters jaw DROPS. In comes Elvira, and she quips that you were sent to save *her*, but instead she is saving you. She brings her to her room in this castle, in which she is a prisoner. Her great great grandmother Emelda is about to awaken from the dead, so you have to help prevent that from happening. 

Elvira then is found in a kitchen where she can mix spells for you, she can also climb into a little hole if you find her some light for that and there are a variety of other things that she does / expects you to do, but most of the time, she is not gonna be on screen. She is pretty much her witty self from the movies and TV shows and it works well.

Then there is the guy who arrested you, who seemed to be on drugs or something, and later an old woman who takes over the kitchen, meaning you have to "scare her off", otherwise Elvira will not mix any more spells for you. 

Depending on how you stand on her edgy humor and a horror story like this one, this might work or it might not. It's not particularly advanced story telling and most of the game is spent in combat or exploration, with some environmental storytelling as well to be fair. There isn't that much here overall, but it's solid.

GAMEPLAY

Combat took a while to get used to, especially defense. Your enemy reaches back for a swing for a second before striking to your left or your right. From what I figured out, BLOCK or PARRY is assigned to one side during a specific fight, so when he attacks left, you BLOCK for example. However, I believe stats matter here too and sometimes, I would click it too early or too late and the swing would hit me anyway. Considering that you have 99 LIFE to start, you can lose it all rather quickly, especially because the tougher enemies can be found very early on. But the game has a real time combat system that was uncommon for the times and even if it isn't great, it's still unique.

This means that the entire game is filled with trial and error moments that you will die to dozens, if not hundreds of times. Make sure to save often. 

The rest of the game is puzzle solving and exploration. For example, outside in the garden area, a man stands with a bird on his arm. When you get too close, the bird jumps into air and flies at you. Within this time, you have to figure out how to defeat it. Turns out, there is a very specific way to beat it, and if you don't have the item, a bolt, go and find it. The game doesn't indicate that you need it though, but this is one of the easier "puzzles" to solve. Problem is, your aim is terrible, so you can't hit it. What do you do now? The manual has a tip regarding that if you're stumped, but even though the answer is very "game-y", it kinda makes sense.

Many puzzles are like that. Often they do make sense and you'll get them eventually. The problem is, figuring out where item A is to use it with item B to get the wanted result can take a long time and will involve a lot of dying. Considering your life points are rather low, even saving a lot will still mean losing a lot of time to find this random item. Games back in the day did this a lot I notice to add an additional "challenge" for people looking to complete games, so you probably will either have to use a guide or look for hours and get lucky. Not the most fun.

To complete puzzles and for combat purposes, you have an inventory and can drag and drop items in and out of it. The manual says that you have a lot of space and shouldn't be shy when picking things up, however there are a lot of necessary items to collect and going over the invisible quota happened quicker than I would have liked. If you are over encumbered for too long, you become too tired and the game ends, so it's actually important to pay attention. Luckily you can simply drop items anywhere and then pick them up later. But there's a lot of inventory management without a lot of "reliable" management to be done. 

Plus, there is a kitchen where Elvira mixes you spells, but once you visit and exit for the first time, the kitchen is blocked by an old lady and you need to find an item later to get her out. Until then, no spells. That means you shouldn't go there for a while, but if you don't, you gotta keep the ingredients in your inventory, which means you have to manage dropping them somewhere and getting back to them later. There is some strategy involved here, but to me it wasn't the most fun. 

MUSIC/SOUND/VOICE

There is a little line by Elvira when she first talks to you, but it's not even linked to what she is actually saying, so it's not much more than a noise and not worth discussing. 

The sound design is solid. From the sound of swords clashing to the sound of enemies shouting when being hit (though the sound is the same for both man and monster), not to mention the sound when you beat a sharp wooden stick into the chest of a vampire with a hammer, the sound design works well in line with the game's atmosphere. 

The real highlight of this game though is its soundtrack (for the Amiga version). There are three or four tracks that you hear based on the location you are in and all set the mood perfectly. The track in the garden especially I could definitely listen to outside of the game. The music is creepy, unsettling truly does the most work to make this game feel like a horror game. I can recommend a listen.

GRAPHICS/ART DESIGN

Oh man, what can I say here? I think it's safe to say that this game is one of the bigger gore-fests of its time. The first character you meet that imprisons you for example has no pupils. Or the first time you are in combat, you realize that whenever the enemy's health depletes, cuts in his chest become visible. But that's the harmless stuff. 

Because whenever you die, your character's demise is shown in very graphic ways. When the bird manages to kill you, it takes your eyeballs and you see your character in that particularly gruesome image. When a vampire bites you, you have bite marks in your head. When the old lady gets her hands on you, your head ends up swimming in a cooking pot. There are many more unique ways you die and even the most basic death is hard to look at, not to mention that your character is bloodied in every scene.

ATMOSPHERE

The grotesque design mixed with the tense music and the appearance of a bunch of in-theme characters make this one of the more atmospheric games of 1990. 

CONTENT

If you know what to do, this game takes a bit over an hour. If you don't, you'll probably be busy closer to 10 if you use guides sparingly. 10 hours will be filled with a lot of reloading and guessing on which way to go in which order, in addition to inventory management, so a shorter length or a bit less complexity in the level design would have done this game good I think. 

LEVEL/MISSION DESIGN

As I mentioned, the design is too complex at times and a lot of it has to do with the dungeon (here: castle) being small overall, but filled with enemies that are too strong at pretty much every second door, meaning you will go into the wrong direction or enter the wrong room on a very regular basis. 

CONCEPT/INNOVATION

The amount of gore present here is certainly noticeable and I'm gonna say it's unlikely that there were many other games like this back in the day where you had so many different ways of seeing your character's death. If you enjoy horror games, this definitely pushed the scene in the right direction, but if you're in it for the RPG mechanics, it'll probably not be as welcomed. 

REPLAYABILITY 

Once you have finished the game, there is some replayability in approaching puzzles slightly differently or of course trying to beat your previous time (or limiting the amount of reloads), but generally the game is fairly linear in how to solve things.

PLAYABILITY 

The game is perfectly playable.

OVERALL

The focus on puzzles in addition to the RPG mechanics present in this game make for awkward gameplay mix. If you're a fan of one genre but not so much of the other, this will probably be off-putting to both fronts. If you enjoy both genres however and don't mind experiencing how a mix between the two would work, and especially if you don't mind but rather welcome the horror elements in this game - which set a great atmosphere - you'll likely enjoy the game for what it's worth, however the complexity and the reliance on save states may be frustrating to you. 

WHAT THEY SAID AT THE TIME

  • Leah Wesolowski for Computer Gaming World Issue 82 (May 91): "these images are simply not acceptable for two-year-olds" (in reference to the gory scenes) | No shit, Leah.

The "TGB" Challenge Moves On To 1991 - Here Are My Plans

Hey everyone,

Mr. Kane here, checking in. I've just put my Steam Deck down for the last time for games released in 1990, as ACTRAISER signifies the end of our, checks notes, 159-hour journey through games released in 1990. 

There was plenty of bad and mediocre, plenty of good and even some all-timers included in this batch, and I'm looking forward to diving into that in another post soon. In that post, I will list my Top 5's for both Best and Worst Games I've played all year, plus give out a bunch of different Awards as well, which I hope to make a tradition whenever a year's worth of games is completed.

The challenge is now ongoing for over 3 months, and in this time I've learned plenty about how I want the challenge to proceed from here on out. I wanted to use this post now to go through what exactly I have learned and what I'm planning on doing with the start of 1991. 

  • I had a hard time deciding how exactly to review the games. Do I go for a traditional review that is not divided into "chapters/segments" but rather tries to talk about each aspect of a game fluently? Do I try to do some quick "to the point" reviews so that people can quickly grasp whether I enjoyed the game and whether they themselves would enjoy it as well? Or do I want to talk about each category of mine individually in order to discuss each game as thoroughly as I can? I've tried out all of these methods for the 35 games I played and reviewed so far, but I think from here on out, I'm going to stick with talking about each category individually. You want to know about the story? Read the story part to get a deeper look into it. You want to know about the gameplay? Check the gameplay category. You get the idea. I think this will work well, especially if I attempt to be more detailed in each category I cover. 
  • From July 1991 on out, I will have a feature that will appear once every 1-2 weeks, where I will go through 3 gaming magazines from that time and talk about games that are reviewed and topics that I find interesting. This way, those of you who are as clueless about gaming history as me (or were born after 1991, also like me) can enjoy finding out how the gaming landscape looked like at the time. And those who lived it can reminisce about the past. I think this will be a fun little feature. The three magazines I have selected for 1991 after Electronic Gaming Monthly (1), GamePro (2) and Video Games & Computer Entertainment (3)
  • There have been multiple weeks where pretty much all games I played were bad. These "runs of misery" as I'd like to call them didn't leave me burned out, yet, however I did realize that playing a lot of these games doesn't really offer me, you nor this whole challenge anything of substance. A bad game is a bad game, and it's the worst kind if it isn't at least hilariously bad at the same time. But many of these games I played during these "runs of misery" were just a slog to go through. For example, from October 7th to October 20th, I've played 7 games. None of these received a rating higher than 54 from me, and the only one that got the 54 was Michael Jackson's Moonwalker, a game that received this rating more for its presentation than its gameplay. And this run included some big time stinkers like The Amazing Spider-Man for GameBoy, The Bugs Bunny Birthday Blowout and Skate or Die 2. What I'm trying to say is, if games stink and they don't really try to move the needle in any way, then I don't have much reason to play them.
  • Continuing on from my last point, I have therefore decided to narrow down the types of games I will play for this challenge. There will be plenty of bad games to rant about still, I'm sure, but if I stumble upon games in my spreadsheet or on the magazines that we will go through that barely have any views on YouTube, that barely have user reviews on sites like Grouvee or Backloggd, that simply do not look at all like a game I would enjoy or that look very much like games I've already played plenty of times ... well, then I will remove these games from the spreadsheet. Doing this, I have reduced the 1991 play-list from 107 games to just 50. This will still cover the year very well I think and also will allow us to move through the years quicker and get to those classics that I am so anxiously anticipating to experience.
As we go further into this challenge, I might start doing YouTube playthroughs or reviews of some of the games I play, but that is something I haven't decided upon yet. For now, I want to thank all of you have followed the challenge along so far and am looking forward to make this challenge bigger and better as we go through 1991.

Game #006 | THE AMAZING SPIDER-MAN Review (1990, Commodore 64/Amiga/Atari ST) | Not Beaten

 

THE AMAZING SPIDER-MAN (March 26, 1990)
Genre: Platformer
Platforms: Commodore 64, Amiga, Atari ST
Developer: Oxford Digital Enterprises
Publisher: Paragon Software (NA), Empire Software (EU)

Started: September 6, 2022
Finished: September 6, 2022
Beaten: NO
Playtime: 2 hours
(Score on the spreadsheet) 

We are now in March 26, 1990. The more popular Amazing-Spider Man game of the same year was still four months away, but developer Oxford Digital Enterprises pounced and released their version first for the Commodore 64 and Amiga, before porting it to most notably the Atari ST later. Considering that the other game released for a handheld device only (the Game Boy), there wasn't really any competition between both games, so this narrative I just created is probably incorrect. 

But here it is, The Amazing Spider-Man, published by Paragon Software (NA, Empire Software for EU) and being so far inferior to the Game Boy game that even the description of it on Grouvee reads "Not to be confused with the Game Boy title released in the same year". Or how about the Marvel Fandom Wiki having a page for the Game Boy game, but no mention of this one. 

To keep it short, the plot in this game revolves around Mysterio, who kidnaps Mary Jane. That's it. There is a comic book style presentation of the story and then there is one happy ending image at the end, but that's it. You didn't play these platformers for their stories though, so what was gameplay like? Well you were controlling fat Spider-Man. 

With that, let's dive into each aspect of my reviewing system one by one, starting with, very briefly, the story.

STORYTELLING 

Again, you didn't play these games for their story, even though games like Ninja Gaiden obviously did at least make an effort in that regard during this time (the sequel released only two weeks after this Spider-Man game). We do rate story(telling) though, so let's see. As mentioned, the beginning of the game, at least in some versions (the Atari version didn't even have these from what I've seen), shows us three slides of images designed like in a comic book, where we see Mysterio kidnapping Mary Jane and Peter Parker being angry. That's pretty much it. Environmental storytelling is pretty much non existent throughout, there is little sense to be made with the sheer randomness with which assets were used, most even being unassociated with Spider-Man (there are a lot of R2D2s running around in this game). 

GAMEPLAY 

When I say "fat" Spider-Man, I mean it. The first image of gameplay you see is Spider-Man hunched forward like he's either been playing too many video games and ruined his posture or gained a ton of weight or he has significant back problems. Moving forward reveals even worse truths. Spider-Man walks as if he is carrying a bag filled with 200kg of sand and when he jumps, he does levitate for a good 3 seconds, but only jumps up a few inches overall. When he falls down, he often lands flat on his face and walks around sniffing the floor for a good few feet before you can manage to make him stand upright again. When he climbs walls, he doesn't climb up or down like a spider, but more like a cat, using both arms simultaneously first, followed by both of his legs to push himself forward.

Long story short, the animations are very bad, funnily so. The slow movement just makes it worse, because funny bad is always manageable, but boring bad is just a slow death to the players enjoyment. I often look at gameplay online after I finish playing and pretty much always do I find hundreds of nostalgic comments that range from "this was my childhood game" to "this is one of the greatest games ever made", and while some of the former was present with this game as well, most did acknowledge that this game is actually just not good. Doesn't mean the memories weren't precious of course.

Progressing in this game is done by climbing in a very slow pace, by using your web to fly over enemies and by activating buttons that allow you to progress forward. If you position yourself correctly, you can even shoot your web to access buttons that are otherwise inaccessible. Enemies in this game are skeletons, rats, R2D2s and basic humans, among others. Rats for example follow you around, while most of the others have a set route which they follow. Most enemies don't bump into you, but they rather just walk past you, and every second that you are in contact drains your health. Your health bar is displayed as a standing giant Spider-Man to the right of the screen. His body starts turning into a skeleton with each percent of health that you lose, starting from his feet all the way to to the top of his head. Once he is a full skeleton, the game ends.

There are some OK ideas here, but overall it is just not fun. 

MUSIC/SOUND/VOICE

There is no voice acting, but in the Amiga version, there is the oddest remix of a male and female voice saying Spider-Man, making me feel glad that no actual voice acting is in the game. Well, there is the "ugh ugh ugh" sound when you or enemies take damage, which just sounds unsettling.  

I didn't figure out a way to turn off the music and only display sound effects, but I have seen plenty of videos with that kind of alignment. For me, the music played nonstop and it was just one track being put on repeat. Music in this generation of video games was pretty catchy most of the time and this was certainly OK, but not something I would want to listen to outside of this game. Plus some variation would have been nice.

Sound in this game is abysmal. The sound of the web, the sound when you step onto a platform and the annoying click it makes at the end, the aforementioned damage noise, the awful sound of doors opening and no actual sound for a lot of the moving platforms, enemies and effects (which I guess I should be glad for) mean that the overall sound design is just very poor.

GRAPHICS/ART DESIGN

There are just a bunch of random assets used and placed to create levels that make sense from a level design standpoint, but little sense from an artistic standpoint, let alone from a Spider-Man universe standpoint. Not much to like here either.

ATMOSPHERE

The incoherent art design and world building, an average singular track vs. poor sound design (if you use music, you can't really hear the sounds, so pick your poison, though I'd choose the music) and a game that is not a looker even for its time and you got a game that is bereft of atmosphere.

CONTENT

Once you get past the slow animations, the poor controls and everything else, the puzzles in this game are actually interesting enough and the game does offer a challenge to those looking for one. There isn't that much variety in what this game offers though, it's a lot of buttons pressing to unlock other buttons to press, which open up new locations or make your enemies fall to their deaths.

LEVEL/MISSION DESIGN

This isn't actually that bad. The game misses some variety, there isn't really anything to unlock, but there are puzzles present and some that require some brain power to solve. There is also some good interconnectivity here and there, meaning a previously inaccessible area can be unlocked as you progress, leading you back to a previous room, where a previously "non-pressable" button can now be pressed to progress elsewhere. It's not always intuitive, it's repetitive but it's probably the best part about this game.

CONCEPT/INNOVATION

Apart from the web swinging, which is 'unique' but in a bad way, there is nothing here that stands out.

REPLAYABILITY 

If you do enjoy this game, there is of course the added incentive of beating your high scores and your times. There isn't much leeway in how you can complete this game, there isn't that much creative space for that, but you can always try to be quicker and receive less damage I guess.

PLAYABILITY

The game works well, the only issue I had was that sometimes I would clip into a level below the one I was on and the game would glitch out for a second. There is even a clip of someone glitching his way from the early stages all the way to the final level, if you want to check that out.

OVERALL

Definitely the worst game of this challenge so far and will probably find its way into the Top 5 Worst Games of the Year by the time I finish 1990. Or I've been relatively lucky with the first 4 games and this is what a good chunk of 1990 will look like. I doubt that though. Don't play this game if you're looking for a fun platformer, there are hundreds of better options out there in this time frame.

WHAT THEY SAID AT THE TIME

Nothing. I couldn't find a single magazine that reviewed this game at the time. I did find the Game Boy in every single one though.