Monday, March 17, 2025

Game #112 | CLOCK TOWER Review (1995) | Beaten

CLOCK TOWER (September 14, 1995)
Genre: Survival horror
Platforms[SNES], PlayStation
Developer: Human Entertainment
Publisher: Human Entertainment
Moby Score8.0

Started: December 22, 2023
Finished: December 23, 2023
Beaten: Beaten
Playtime: 3.5 hours

Funny how I played this right after Chrono Trigger and both games include clocks as part of their main menu. Couldn't be more different in tone and gameplay though. 

Clock Tower is one of the first ever survival horror games, mixed with point & click adventure gameplay, and was released on September 14, 1995 for the SNES. Developed by Human Entertainment, it would go on to be ported over to PC, PlayStation and the WonderSwan (yes, really) but it never got released outside of Japan. That changes next year (2024) when a remaster makes the game available for Western audiences finally. If you want to play the original, you have to get a fan translation patch until then.

Clock Tower is heavily inspired by the 1985 film Phenomena, so much so that the main character is designed to look like that film's main character and shares the same name, Jennifer. I believe Clock Tower might just be the earliest rendition of a horror game with "run away" instead of "confrontational gameplay". You got Alone in the Dark as possibly the first ever Western survival horror game, but you got combat there. Sweet Home might be the first real overall survival horror game, but you got combat there too. So it makes sense that the game's director has been told that run away horror would not be fun when he tried to make this game, but Alien Isolation, Outlast, Amnesia etc. have proved them wrong over the years I'd say, including Clock Tower itself.

Title Screen

STORYTELLING/CHARACTERS | 4/10

Jennifer is an orphan. She, alongside three other orphans, are adopted by a Simon Barrows and taken to his secluded mansion by a woman named Mary. The mansion is named "Clock Tower" because ... it has a clock tower. Mary goes to find Mr. Barrows when they arrive, you wait around for a minute, the girls get impatient and you start looking for her. As you enter the adjacent room, screams come from the room you just left, so you go back to see all the girls disappeared. 

Now you go look for them and try to escape. There is some storytelling from here on, but it is limited to only key plot points. Where are the girls, who is responsible, what's the secret and how is the story resolved? 

The cool thing is that things are semi-dynamic, in that events play out differently depending on which areas of the mansion you go to first. Your first encounter with the main antagonist for example can play out 3 different ways depending on whether you go to the courtyard, walk into the foyer or enter a bathroom. They're all pretty memorable scenes as well. Even the faith of the other girls is left to your path, as they can live or die depending on what you do, without knowing that you did it. This doesn't help flesh out any characters or make the story more compelling, but it's a really nice touch.

Figuring out the secret and getting the best out of 9 possible endings is not the very satisfying resolution you might think it is, but the variety of outcomes shows the passion involved in making this and helps your journey to be a little bit more unique than the majority of "static" horror experiences.

Jennifer talking to herself

GAMEPLAY | 10/20

This game has elements of survival horror and point & click adventure. You move Jennifer around on a 2D plane by either using the directional pad to walk, the L and R buttons to run (on SNES) and the Y button to interact with objects. Walking is painfully, and I mean painfully, slow. Running is quick, but the game discourages it by having Jennifer's health gradually deteriorate as you run. This is indicated by the background color of her avatar in the bottom left corner, which changes from green all the way to orange. To be honest, there isn't really a notable difference between walking around with a green or orange background - not that I noticed anyway - so I'd say just run, because whatever good atmosphere the game sets, it's offset by the sleep-inducingly slow walking speed they gave Jennifer.

Progressing in this game is done by walking into one of the dozens of doors, finding key items and then finding a location to use these items on, which then unlocks more doors to enter. It's standard stuff, even for 1995, with the key difference being that there is a man with big ass scissors roaming about trying to kill you. 

Interestingly, encounters with him are not randomly occuring after some time passes, but rather scripted events. I'm not going to go into the details of when and how you meet him, but the scenes range from surprising to funny in a good way and I'm sure those will be what I remember the longest out of my Clock Tower experience. To get away, I found that I had to either find a specific spot to trigger something or I'd have to wait for many minutes to pass while I run around. Because while he is chasing you, you can't interact with stuff, so you basically have to do one of the two. The way you evade him through triggers is pretty clever. One example is a bedroom, which has a parrot in it. If you hide unter the bed, the parrot will actually rat you out and you will die. If you however let the parrot out of its cage and trip it in one of the beds, you can come back here later and successfully hide under the bed. It's pretty cool how they pull it off.

Regarding death: It will find you in your first playthrough, but is more or less easily avoided in subsequent playthroughs. This makes encounters with Scissorman not so scary, but should you die, don't fret, as auto saves happen all the time. With the game's run time of 30 to 120 minutes, you basically can't not beat the game UNLESS:

You miss out on one key item. This might force you to go through the entire house again to find something hidden away in a difficult-to-see interactable spot. To prevent this, make sure you check every inch of every room for something interactable. If you do that, you'll be fine.

Overall, it's really not bad for its time, but the walking speed really did kill a lot of the enjoyment for me, and the layout of the mansion is so confusing that you'll be walking around the same halls and not find that one door you need to go into because they all look the same. In the end, I got 3 different endings on 3 playthroughs, and I did have fun with it overall because things occuring differently from playthrough to playthrough (unless you take the same path) was a nice surprise.

This just looks cursed

MUSIC/SOUND/VOICE | 6/10

No voice acting apart from the screams you'll hear throughout the game. There is also a low number of tracks used for the game's soundtrack, which makes sense when you understand that the game purposely sets the atmosphere of its game by having you listen to Jennifer's footsteps for like 90% of your playthrough. As mentioned before, the slow walking speed made me tired of the footsteps than kept on edge by them, but your experience may differ based on your patience. The soundtrack mainly consists of one theme that is remixed in subtle ways and played regularly throughout your playthrough. It is unnerving and works well though. 

GRAPHICS/ART DESIGN | 6/10

The game features multiple gory scenes, which are pretty detailed and disturbing. There are plenty of those as well and you'll see them at regular intervals. The main visuals of the game are rather average looking however and you spend most of the game walking through halls that look the same. Most rooms are also simple-looking as they are adorned with pictures of random people and filled with regular furniture. The rooms that do stand out usually do so because of the one surprise hidden in there, but outside of that, the visuals you get for 90% of the game are nothing special.

ATMOSPHERE/IMMERSION | 6/10

If I played this in my younger days, I'd crap my pants. If you're in your late teens or 20s like me, you might still feel that way if you're particularly easy to scare. I'm on the other extreme of the spectrum in that I haven't had a horror game/movie scare me in well over 10 years. I'm not proud of it but rather saddened by that burden, however I mention it because me giving my thoughts on a game's atmosphere comes from that frame of mind. The game is considered to have a tremendous atmosphere, one that has you on edge throughout and positively disturbed. I can definitely attest to that in the game's key moments, and it's certainly among the scariest games the SNES has to offer. 

That said, the walking speed and long silences really kill a lot of the atmosphere the game builds for me. It's a concious design choice I'm sure, but it hasn't aged well. It's worsened by the fact that these silences are obviously supposed to make enemy encounters more meaningful as the anticipation for them build up, but Scissorman is such a weak enemy once you figure him out that he's a nuisance more than a threat. Heck, Jennifer can simply grab his scissors and throw him to the ground like he's a toddler. 

That combination makes me reserved about calling this game scary or very atmospheric for most parts, but I'm sure some of that comes from my relationship with horror media than from the game, though I can't say the game is not at fault for it a big amount too.

CONTENT | 8/10

For a game that can be finished in 15 minutes if Jennifer could actually run up stairs fast and open doors quicker, there is a lot more content here than meets the eye. There are 9 different endings, dozens of doors that include puzzles / jumpscares / grotesque scenes / key items to collect, enemy encounters to run away from and 3 friends to find, which can occur in a variety of ways. You can easily get 5-10 hours worth of the game, if you want to see all endings. For a SNES survival horror game, I appreciate that the game doesn't overstay its welcome.

LEVEL/MISSION DESIGN | 6/10

The mansion is a lot more confusing than it should be. You got halls in the first and second floor and you enter them to find the way to the final area, where you will reach the finale. Simple enough. But was I already in this room? Or that room? Where even am I? Where have I not been yet? Some different looking doors and maybe some objects to remember areas by would have been nice.

That said, the fact that you can get different scenarios based on routes you take is a nice touch and works well, even though it might not make sense if you think about it too much. There is a scream you hear in one corridor for example. If you look out the window, that friend dies. If you don't look, the friend stays alive. But overall, this variety adds a lot more to the game than it detracts from it.

CONCEPT/INNOVATION | 7/10

This might not be the best (run away) survival horror game ever made, but it was unique for its time and did things people didn't deem enjoyable before the game came out. Then Clock Tower released and not only was praised, but also sold well. We got many games in this sub-genre since, both in 2D and 3D variety. It all started here (as far as run away horror goes), or got its first big star of the sub-genre at least.  

REPLAYABILITY | 4/5

Plenty of replayability thanks to the multiple endings and the different scenes you can trigger.

PLAYABILITY | 4/5

Works well at all times. The walking speed is just brutal though.

OVERALL | 61/100 

Clock Tower is only the second survival horror game I've played since this challenge started in 1990. It might just be the second survival horror that released since 1990 regardless of whether I played them or not, so I will remember it fondly for that alone. It has the same growing pains many games have though, that are some of the first of a genre. It hasn't aged well in the gameplay department and your enjoyment of it will vary greatly based on your patience for the walking speed and your susceptibility to being scared easily in horror games. It brought the survival horror genre forward at time though, for which I appreciate it.

Game #111 | CHRONO TRIGGER Review (1995) | Beaten

CHRONO TRIGGER (March 11, 1995)
Genre: RPG
Platforms[SNES], PlayStation
Developer: Square
Publisher: Square
Moby Score8.5

Started: December 15, 2023
Finished: December 22, 2023
Beaten: Beaten
Playtime: 26 hours

I didn't think Chrono Trigger, a 1995 JRPG by Square for the SNES, would live up to the incredibly high expectations I had that came from years and years of reading about how Chrono Trigger is still one of the best JRPGs today, if not one of the best games period. I would stumble upon quite a few of these types of highly praised games, only to have their impact lessened by the expectations going in. 

With Chrono Trigger, there were two differences for me. First, I have done this challenge of mine for over a year now, starting all the way back in 1990 and arriving in 1995, having played 110 different games in the process, including over a dozen RPGs. So my expectations for what a great game in the 90s looks like were set rather accurately I'd say.

Second, unlike some of the other older games I would hear about and be slightly disappointed by, Chrono Trigger actually aged incredibly well. It won't make you a fan of the JRPG genre if you've tried many other games and don't enjoy the gameplay loop, but for fans of the genre, I'm gonna go ahead and say that there are few JRPGs out there who are as complete a package as Chrono Trigger. From 1990 to 1995, it's absolutely the best one, and possibly my favorite game as part of this challenge I've played so far. If you call yourself a JRPG fan, do yourself a favor and check this game out.

Title Screen

STORYTELLING/CHARACTERS | 9/10

Chrono Trigger uses a time travel theme for its main story. You play as Crono (or whatever non-canon name you would like to give him), who looks like a DBZ character in the game's cover, which makes sense since the art designer worked on DBZ as well. The game starts in 1000 A.D. You wake up and go to the fair that is in town, where a local girl named Lucca has a transportation device to showcase, which teleports you from one box to the other right next to it.  

An accident happens and a girl you were hanging out with, Marle, is sent into a portal that opened up by the power of her pendant. You choose to be the hero and go after her. Soon after, you realize you are now in 600 A.D. That's all fascinating and stuff, but all you want to do is grab Marle and get out of there. Events transpire, and not much later, you find yourself in the future and uncovering something very dark: The planet is dying. With the power of time travel at your hands, it's up to you and your friends to go back and forward in time to do what's necessary and prevent this horrible death. 

What impresses the most about Chrono Trigger's storytelling is that it incorporates time travel and does not end up in a jumbled mess by the end. Quite the opposite actually. The time travel theme gives the story lots of options to explore different settings, events and permutations of said events, which lends itself perfectly to the fact that this game has not one, not two but 13 (!) different endings that differ quite notably from each other based on when and where you take certain actions. 

Additionally, Chrono Trigger reaches the impressive feat of having a time travel story make sense overall, while also avoiding being as formulaic as JRPG stories tend to be at this time period. The main villain in this game is really interesting and actually scary as shit the more I think about it, and as someone who loves a good villain, that's awesome, though I won't say much more than that. There are also many other villains of which many were well-explored, and the game has a diverse and charming cast of characters. I found some to be one-dimensional, like Robo or Ayla, but the others have some stand-out moments as part of the main story or their own side stories. I wish there would have been more moments where the entire casts interacts like in one singular scene that I found throughout the whole game, but the game is more focused on its plot, which is well-paced almost throughout, and that makes for a great experience as well.

One final note I want to make is that the game does a really great job at foreshadowing certain events, locations and characters, and when you get to the points where they become relevant, it makes for some of the best moments in the game.

As someone who likes well-developed characters as much as a good plot, I would personally have liked a little bit more in that aspect, but the plot is great, characters are easy to root for and there are at least a couple that do have great backstories and development, so if you're looking for a JRPG who ticks these boxes, Chrono Trigger probably comes up at the top of most lists for a good reason.

Meeting Marle for the first time at the fair

GAMEPLAY | 15/20

JRPGs have a pretty well-established gameplay loop, and Chrono Trigger does not distance itself from that either, which is understandable considering it was made by the same company that is reponsible for Final Fantasy, the SaGa series, the Mana series and more. That said, what Chrono Trigger achieves is three-fold.

First, Chrono Trigger makes the loop less grindy and cryptic. I never felt the need to farm XP mindlessly for hours to have a chance at a random mid-game boss. There was one boss fight that was unusually tough, sure, but I beat it by adjusting my strategy and was able to continue through the rest of the game. The game also never forced me to use a guide, which, believe me, means something. There is always that one time in these RPGs where I'm stumped as to where to go or what to do, but with Chrono Trigger, I always figured it out eventually, without fail. Talk to all NPCs and you will definitely find your way forward.

Second, Chrono Trigger introduces quality of life changes and general improvements to the genre. Talk to an NPC accidentally? Just walk away mid dialogue without having to click each line away. Don't want to be thrown into random encounters? You don't have to, enemies almost always appear on the screen and you can often just walk past them. Feel like you're usually missing out on the good skills/weapons in JRPGs because you can't find them? The game has "Techs", which the characters unlock naturally as you use them, which are more than enough to overcome any challenge as long as you use them correctly.

Third, Chrono Trigger avoids filler, at least the SNES version does. It adds a lot to the pacing of the story that you're rarely out there searching for item X to supply to NPC Y to unlock Dungeon Z to find item A to supply NPC B to finally meaningfully progress the story. Yes, there of course is still some of that here, but I can't say it was a chore to go through any dungeon this game had to offer because it was well-balanced with progression of the story and your character, and dungeons usually have unique puzzles for you. Both in actual puzzles and in terms of the battles, where you need to figure out how to "solve" a fight before you actually beat the enemy. Certain enemies for example can block almost all of your physical or magical attacks. That's simple enough. Then there are some who first have to be shocked with a lightning attack before they lower their guard and take damage. These "puzzles" get more and more tricky as the game goes on, up until the final boss fight, where the game throws one final curveball at you, though I'll let you discover that on your own.

At the end of the day though, Chrono Trigger is still a turn-based Square JRPG. If you didn't enjoy these before or especially after Chrono Trigger, the "Tech" skills won't be enough to change your mind. Even to me, watching the same attack animations play out slowly over thousands of times in encounters against much weaker enemies is not very fun but rather something you have to do to get to the next big fight, or something you do as part of solving a dungeon. Square still use their Active Battle System, which I dislike as much as ever because it has 0 to do with strategy and one billion to do with being quick on the buttons like a 12 year old Fortnite player building a castle in four seconds. Losing battles can throw you up to an hour back if you die shortly before getting to your next save point (unless you use save states). 

So, to put it short: If you enjoy gameplay in JRPGs, you'll enjoy this. If you don't, you won't here either, but it's the most fun non-Shin Megami Tensei (J)RPG I've played that came out in the 90s so far.

Battles look like this. Pretty standard UI

MUSIC/SOUND/VOICE | 10/10

Did you hear that Chrono Trigger has a great soundtrack? Well you heard correctly. I loved this soundtrack from beginning to end. The fair theme and Gato's theme at the start already had me getting earworms for the rest of my first day playing this. The battle theme is great and just doesn't get old. Then there are numerous character and location themes that range from great to perfection. I could name you a dozen songs that I loved and would gladly listen to outside of the game, and others would probably name you another dozen that they remember very fondly. It's a terrific soundtrack and if you want a taste, I recommend you to check out Gato's / Gonzalez's Theme, Secret of the Forest, Guardia Castle, Battle with Magus and probably my favorite, Corridors of Time. 

They call me Gato ♪

I have metal joints ♪

Beat me up ♪

And earn 15 silver points ♪

GRAPHICS/ART DESIGN | 9/10

Thanks to the time travel theme and the many different ages you visit, this game has a ton of visual variety, which helps the game to visually never get stale. Enemy design is great, the world design helps give each age its distinctive properties and while I thought the characters had some weird looks sometimes (Marle doing the squilly face for example), I did like their design as well, though the characters to me stand out a lot more in their avatars than their in-game sprites.

A look at one of the overworlds

ATMOSPHERE/IMMERSION | 10/10

This game packs so much detail for a game of its time and for any game period. I have one party scene in particular in mind where a unique song just for that scene plays and you got a bunch of characters just dancing as you walk around. I then interacted with Marle, who said something along the lines of "let's party", after which she went over to someone else and started mingling. Talking to her again prompted her to say "let's dance" and she started busting out the moves, and apart from the fact that I interacted with her to prompt these lines and actions, it all felt so natural. Or going to Lucca's home and talking to her mom, only for her dad to show up and then give us an item shortly after. Or the entirety of the millennial fair and how seemingly tiny interactions there are brought up later. 

There are tons of small details like that and if you ask me what every great video game has, it is those small details. If you put that much care into those, it's almost a safe bet that the main portion of your game will be quality as well, and that's certainly the case here. 

Outside of the details, the game is very atmospheric thanks to its varied locations and use of its songs. Funny thing is, even now a small detail comes to mind, like healing up in the future and getting the "you're still hungry" notification, which is such a small thing but only is added in this era. It helps paint the picture of the life the people who are there are living, and it makes a later moment stand out even more.

CONTENT | 10/10

The game is PACKED with content. It has a lot more content than you will see in one playthrough, that's for sure. It got all the endings, all the different ages, all the different side quests, lots of techs, double techs, triple techs, secret items, optional dungeons, New Game+ (which is a term coined in THIS game) and all those permutations to events you can have depending on your actions, not to mention plenty of bosses, high enemy variety and a ton of interaction that you can have between the ages, which is often optional but rewards you for your time pretty well. If you could only bring one JRPG with you on an island, and you had never played Chrono Trigger, this would keep you busy without you finding all the content in it for quiiite a while.

LEVEL/MISSION DESIGN | 9/10

The pacing in this game is great and the way the game rewards optional exploration is one of the better examples I've ever seen. The fact that grinding is not required even a single bit is a great achievement in itself. If there is one negative I'd have, it's the final dungeon (I played the SNES version, I hear other versions have bad optional dungeons). This dungeon takes a bit too long for my taste and keeps throwing the same enemy at you that disables your tech/items, which turns these battles into boring "Press A and wait for the battle to end" slogs. The final boss form then has a BS attack that insta-kills your party unless they are at full health (2 of my 3 party members died even then), so I didn't enjoy that either, plus the GolemTwins fight was BS, but those would be my only negatives in a game I played for 25+ hours. The least frustrating retro JRPG I've played overall by a mile.

CONCEPT/INNOVATION | 8/10

In many core ways it doesn't differ from contemporary JRPGs, but the time travel mechanic and great pacing help the story stand out, the Tech system is one of the most fun satisfying systems I've experienced in retro JRPGs and the game helped popularize having a lot of different endings and NG+. Even if you are one to play through a game once and that's it, the way you can choose how and when to do things is a terrificly executed in Chrono Trigger.

REPLAYABILITY | 5/5

Don't think I stumbled upon a more replayable game up to this point, Chrono Trigger can be played many times over and present you with vastly different events. 

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 90/100 

Chrono Trigger aged tremendously. If you're a fan of JRPGs and haven't checked this out, I don't even know what to tell you. Is it the best JRPG today? Probably not, but I agree that it's the best JRPG up until the time of its release. And even if it's not #1 today, it still isn't too far from that spot in my opinion. Few games offer such a complete package, and I'm glad I finally got to experience this game.

Game #110 | CASTLEVANIA: DRACULA X Review (1995) | Beaten

CASTLEVANIA: DRACULA X (July 21, 1995)
Genre: Action, Platformer
Platforms: [SNES]
Developer: Konami
Publisher: Konami
Moby Score7.2

Started: December 18, 2023
Finished: December 19, 2023
Beaten: Beaten
Playtime: 5 hours

The Castlevania series is among the few series I'm looking forward to the most as part of this challenge, which is something I wasn't expecting to say after I had a bit of a falling out with Castlevania 3 you could say. But after Super Castlevania IV and Castlevania Bloodlines, you can definitely call me a Castlevania fan. I haven't played any other Castlevania games before in my life, so all of these releases are new to me. Does Castlevania: Dracula X deserve to be praised as highly as the previous two games I've mentioned?

Released in 1995 exclusively for the SNES, Dracula X is supposedly a remake for Castlevania: Rondo of Blood, which I didn't play yet (but should according to Castlevania fans everywhere) but based on what I've seen from Rondo of Blood, Dracula X looks like a lite version of it for some reason. The wikipedia entry for Dracula X does say that there were limits of the SNES cartridge format to keep in mind as part of this port, so I'm assuming stuff was cut out here. With that in mind, remake seems like an odd term for this game. It seems like a port with updated visuals.

Title Screen

STORYTELLING/CHARACTERS | 2/10

The Belmont family v Dracula Round 854. This time it's Richter Belmont, who fights Dracula Reborn hundreds of years after Simon Belmont defeated him initially. Dracula lures Richter in by kidnapping his girlfriend and sister, who you can save in Dracula's castle, if you can find them. In Rondo of Blood, the sister I believe becomes a playable character when you find her, while here, only Richter Belmont is playable. That's pretty much it to the story, it's the same as with all Castlevania games up to this point pretty much. You just got Richter, who is added to the Belmont Clan of vampire/Dracula slayers.

Some backstory

GAMEPLAY | 14/20

Castlevania: Dracula X goes back to the two-directions only approach with Richter Belmont. There also is no other playable character, so you only have access to a character who feels lacking in ability compared to his relatives as a result. Richter brings something new to the table however, which is called "Item Crash", which is basically a super attack. Instead of using one heart to use your normal sub-weapon attack, you can use up many of them at the same time (I believe 10 are used for the axe Item Crash) for one attack that deals more damage. These attacks kind of felt weaker than I would have thought however.

As far as the weapons and sub-weapons go, Richter is equipped with the whip and the sub-weapons he can collect are the same that the other games have also had pretty much. Incidentally, enemies, both normal and bosses, are also re-used from other Castlevania games. Basically it's more 90s Castlevania, which fans will like and people who dislike Castlevania already won't.

There are a total of seven stages (perhaps more if you can find the kidnapped girls, I didn't find them), and each ends with a boss. Boss fights are pretty cool as per usual with the Castlevania series, at least in terms of design and variety in how you have to tackle them, but some of them are pretty unfair. The Dracula boss fight would have been impossible for me to beat if it wasn't for save states on my emulator. You have less than 10 platforms that you can stand on and pretty much every time you get hit, you will drop down into the pit and die. Considering that the final Dracula fight is hard enough usually, you definitely do not need this extra challenge. There also is just not enough space to reliably dodge the attacks and worst of all, Dracula has a targeted fireball attack that you can't reliably time against at all, so I pretty much had to be lucky whenever I whipped to hit the fireballs and make them disappear. Dracula's design was definitely hilarious (absolutely shredded and only wearing a thong) but in a positive way I'd say.

Among the normal enemies, I want to say fuck you to the spear-flipping soldiers who have stupid range and can seemingly block all sub-weapons.

Overall however, as someone who enjoys the Castlevania gameplay loop, this game has one of the more fun gameplay experiences you can have on the SNES (JRPGs excluded) and proves that the Castlevania formula alone can make your game at least somewhat enjoyable. There is the typical SNES / Castlevania / 90s gaming BS moments in this game here, but that's what you have to expect with all Castlevania games that released, at least up until 1995. I'll return to Castlevania with Symphony of the Night, which I've heard lots of positive things about, so maybe the BS meter is lower there.

The Return! ... of the gears

MUSIC/SOUND/VOICE | 9/10

The Castlevania series seems to be one where songs are reused regularly and simply remixed in each iteration. As someone who loves Castlevania soundtracks, I'm actually fond of listening to the classics again after a while. Dracula X does have some new songs, at least I didn't recognize every single one, and the ones that were reused are great, so I'm not gonna complain. Whether this is your first or 5th Castlevania game, I'm sure you'll have a great time listening to the soundtrack here. Shoutout to Divine Bloodlines, the first stage song. Just fantastic.

GRAPHICS/ART DESIGN | 8/10

I really like the visuals in Dracula X. Backgrounds are detailed and set the atmosphere, there are some nice visual effects, enemy design is repeated from many other Castlevania games but looks good, environments are varied, and level of detail is pretty good overall. It's a step back from Super Castlevania IV, which is understandable for a glorified port like this, but it's still one of the more graphically appealing games for its time, both in quality and art design.

This looks great

ATMOSPHERE/IMMERSION | 8/10

Atmospherically the game places itself right in the middle of all prior Castlevania entries. The gothic-medieval art style that Castlevania is famous for sets the scene in Dracula X just as it always has, and the soundtrack for Castlevania games are probably the best examples the 90s have for music that tells the player to go be a hero. Castlevania has the gameplay to pull the epic music off and not have it awkwardly run counter to the gameplay itself, even if Dracula X is not the prime example for this, but it still works well here.

CONTENT | 5/10

Dracula X's content is, based on my understanding, the same as in Rondo of Blood, just worse and with plenty of content cut. That's certainly a disappointment. The content in this game is certainly enjoyable enough, and the short length does not necessarily work in its detriment, the fact that the original was longer probably does. Because the way the game is set up, you constantly see unique areas and fight bosses pretty quickly after one another, so it flows pretty nicely, although bosses can ruin the fun for sure.

LEVEL/MISSION DESIGN | 6/10

Levels don't feel repetitive as far as the game itself goes, though obviously you've seen these designs in other Castlevania games already. The difference to a game like Super Castlevania IV is that the game lacks some of the more clever levels like those that made use of SNES' Mode 7. Other than that, you have the typical dangers and challenges to overcome, which is certainly still fun, and as mentioned, they always feel fresh because the number of stages and areas is not on the high side.

That said, some levels have entirely too many enemies that keep spawning and annoying you to no end and too many bosses are not well designed in terms of their fairness. 

You can, however, find different routes that lead you to find two of the kidnapped individuals, and with that, find optional bosses, which is pretty nice.

CONCEPT/INNOVATION | 4/10

A game full of FMV scenes that is not a Night Trap-like game but rather a horror adventure game was conceptually unexplored at the time, and looking at how the game turned out, I don't think D managed to get it quite right. That said, I can tell that with the start of the 5th generation of consoles, experimentation is a big theme, so I can appreciate that about D, as well as the fact that it atmospherically did plenty right.

REPLAYABILITY | 3/5

There isn't as much replayability here as in previous Castlevania games. Only one playable character, no real multiple paths to use and not all that many sub-weapons to try. What you do have are 3 different endings depending on how many of the girls you find and a few optional bosses to fight, which adds some replayability.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 64/100 

Castlevania: Dracula X is another enjoyable Castlevania game but two factors that work against it is that it is a remake/port of a superior game and that some of the bosses, especially the final one, are ridiculously hard. Overall though, if you don't go into this thinking it should be Rondo of Blood, the soundtrack and the typical Castlevania gameplay loop is still challenging and fun for at least a few hours.

Game #109 | FULL THROTTLE Review (1995) | Beaten

FULL THROTTLE (May 19, 1995)
Genre: Point & click adventure
Platforms: MS-DOS, [Windows]
Developer: LucasArts
Publisher: LucasArts
Moby Score8.2

Started: December 17, 2023
Finished: December 18, 2023
Beaten: Beaten
Playtime: 5 hours

Full Throttle was LucasArts' 11th adventure game and originally released in May, 1995. In 2017, the Remastered version released. It's got updated visuals, sound and QoL improvements, and in typical LucasArts Remaster fashion, you can switch to original visuals with the click of a button whenever you want. It's got dev commentary as well, which makes this remaster a nice little package for a game that you'd be hard-pressed to run on modern computers otherwise. Having beaten the game for the first time, I can say that it's definitely a worthy purchase for adventure game fans. That said, I'd be shocked if adventure game fans haven't played it already anyway. For those curious about the genre and who got enticed by the biker gang theme of the game, is it equally worth it?

Well, apart from the theme and some of the game's distinct features, it's mainly a typical LucasArts adventure. It's shorter than some at a 4-5 hour run time if you watch all cutscenes but what you do in this game follows the formula pretty much. You engage in puzzles that become more and more difficult over time, talk to NPCs and try to progress forward by combining these two parts of the game. These games are notorious for having unintuitive / illogical solutions to puzzles at least once in each of them, and Full Throttle is no exception unfortunately, but it's certainly one of the least egregious examples in LucasArts' catalogue I think. Still, there is one part where you have to ride around in your bike and engage in bike combat, which is a unique feature for this game, and figure out how to defeat each biker by beating one first, getting their weapon and then using that to defeat another. One biker for example is only susceptible to fertilizer, and another to a 2x4, and each failed attempt means waiting for 15+ seconds until the next biker shows up. Another part has you figuring out how to get past a minefield. The solution involves bunnies and it's pretty odd. Finally there is also a part where you find yourself on fire. I won't add much more to it other than what you have to do there is oddly specific and you'll figure the solution out by accident rather than logical deduction.

Still, I thought most solutions were easy enough to figure out and progression overall was much smoother for me than in Monkey Island, Day of the Tentacle or their Indiana Jones game. This alongside its runtime work in favor of the story, which feels much better paced and includes less filler than usual. This comes at the expense of fewer characters that you meet than in other adventures of theirs, and I didn't find them to be as memorable. 

The plot itself is also pretty simple. You play as the main character Ben, who is the leader of a biker gang called "Polecats" and who plans to stop the evil plan of one Adrian Ripburger, who plans to take over a motorcycle manufacturer and make them manufacture mini-vans, which is obviously a disgusting suggesting as far as Ben is concerned. Ripburger's actions are much more evil than his means however, and he frames Ben for his terrible acts to boot, so Ben has no choice but to put an end to Ripburger's plot. It's rather cliché and simple, as I said, but if you're into bikes and biker gang culture or just appreciate a story about a alpha, badass, funny one-liner spouting character, Full Throttle should scratch an itch for a couple afternoons.

OVERALL | 69/100 ½

There isn't really much else to say about a game like this. If you know LucasArts games, you know them all kind of, at least from this time period. They have different themes but follow a very similar formula and it worked at the time. In modern times, with so many more games to choose from than in the 90s, where your gaming library probably consisted of just a couple games, it might be hard for you to stick to a game that will undoubtedly have you stuck at times trying to find a weird solution. If you didn't like it in other LucasArts games, you won't like it here, but if you did, then Full Throttle is more of the same with a different theme put on. It's a theme that works, which makes this a enjoyable game to play in my opinion.

Game #108 | D Review (1995) | Beaten

(April 01, 1995)
Genre: Adventure
Platforms: 3DO, Sega Saturn, [PlayStation]
Developer: WARP
Publisher: Acclaim Entertainment, Panasonic
Moby Score6.5

Started: December 17, 2023
Finished: December 17, 2023
Beaten: Beaten
Playtime: 2 hours

You probably know about Heavy Rain's JASON and SHAUN. Now get ready for D's Laura. Laura. LAURA... Laura. If you can appreciate the hilarity inherent in low poly character models coupled with the developers trying to give them serious, vivid expressions, D will have plenty of stuff to laugh at for you.

D, yes, just D, is an interactive horror game that initially released for the 3DO in April 1995 and later was released for the Sega Saturn, PlayStation and MS-DOS, as well as Steam and GOG decades later, where it's still available today. It's a game in which you control the main character through FMV sequences. Each time you choose to walk in a direction, a video plays moving the character in that direction, so there are only a limited number of spots in each room your character can stand in. 

The director of this game is a pretty interesting character in his own right. Named Kenji Eno, he has done some wild shit during his time as a video game developer. For starters, he added some violent and pretty dark elements to the game, which he removed in a "clean version" shown to the publisher. Getting the game approved due to that, he then swapped out the clean version for the actual, violent/dark version on his way to the manufacturer, which is why we got that stuff in the game. 

When the game released for the PS1, Sony did not print enough copies to match the pre-orders, which upset him so much that he exclusively released games on Sega platforms from then on. When presenting his next game at a SONY press conference, yes Sony, he showed a Sony logo warping into the Sega Saturn logo and announced the game would be a Sega Saturn exclusive. Again, AT A SONY PRESS CONFERENCE.

He also shipped condoms with one of his games "Short Warp" and probably even more wild shit I didn't find. Definitely quite a character, but his games, if they are anything like D, and they seem to be, are certainly not of the highest objective quality. He unfortunately passed in 2013 at the very young age of 42.

D is certainly a unique game for this time period where distinct video games releases and overall innovation were seemingly non-stop occurences, so let's see what it brought to the table.


Title Screen

STORYTELLING/CHARACTERS | 3/10

The game starts with an opening cutscene showing us a hospital at which a revered doctor turned into a mass murderer. Some text explains this to us alongside an awkward scene depicting a man with overly long limbs shooting a handgun with some weird looking recoil on it. Anyway, the text goes on to say that the daughter of his, Laura Harris, gets a message by the LAPD that her father went on a mass murdering spree, so get this, she rushes to the scene in her sports car and just rushes into the hospital while the LAPD just chills outside at their cars trying to contact the man, not giving a single fudge that a young woman puts herself in insane danger by going into the hospital on her own. When I tell you that video game developers trying their hand at storytelling during this era of games will be quite an awkward struggle, I'm probably understating that by quite a bit. All the more impressive what Kojima is about to do just 3 years later.

Back to the story. Laura gets into the hospital but gets teleported to some sort of castle where she is met with quite a task. Solve the mystery in two hours (no save points, no pauses) or start over. Here is where the game begins and you start doing a bunch of puzzles to find your way to your father, who regularly interrupts Laura by saying "Laura...Laura...LAURA", showing up in warped-head form, and telling her to not come closer.

It's a story that makes little sense, so unpacking it will do your enjoyment all harm and no good. Know that the poor voice acting makes the experience funny at times but it's not a priority for this game where atmosphere is more important to the experience.

Why is Laura crying?

GAMEPLAY | 8/20

The game, as explained, has you control Laura by clicking buttons on a directional pad to turn and move through FMV sequences that play out whenever you press something. If you get closer to an item you can interact with, click the circle button and a short scene plays out, such as Laura looking into a bowl that turns into a pool of blood, or a hand coming at you out of a mirror or Laura opening a door. That's pretty much it. You walk around and interact with stuff in a puzzle game / point and click adventure type fashion. 

It gets the job done and the walking motion is quite cinematic, which adds to the feel of the game, but your interaction with the game is primarily solving puzzles and watching Laura as she veeeeery slowly executes your solutions and opens up her mouth wide to express surprise, shock or horror no matter what happens. 

There are some sections that are slow and some that are even slower, but you should still be more than OK with the 2 hour time limit. At worst, it will take you two tries I'd predict.

The Inventory


MUSIC/SOUND/VOICE | 6/10

The voice acting here is twofold. You have Laura breathing heavily whenever she is scared and you have Laura's dad, the murderer, doing all the talking. It's pretty bad overall. The sound design gave me mixed impressions, as some sounds added to the atmosphere well and some didn't really sound all that accurate, like turning a handle early on in the game, which sounds like some developer letting himself get kicked in the nuts and squealing in pain. The soundtrack has a limited number of tracks in it, and they're OK. The game mostly lives on atmospheric sounds, such as the gong that you hear throughout the first area alongside some static noise. Music plays during interactions or other cutscenes do amplify the horror in a situation, and I think it does a solid job there, typical to any horror movie of that time you'd watch.

GRAPHICS/ART DESIGN | 6/10

You have many ways you can feel about the visuals in this game. On the one hand, you have the cinematic feeling of the FMV sequences, which are relatively well made actually. You got the aesthetic of the castle, the disgusting nature of all the bodies and the flashback scenes and also some of the animation as positives. The walking sequence also adds a lot to make the visual experience more distinct.

On the other hand, the character models lend themselves to hilarity, whether it's the overgrown limbs of the murderer, the Dwayne The Rock Johnson-esque shoulders on Laura or the exaggerated expressions on her face. Then there are the blurry textures and the 15 FPS the game runs in, which will dampen the experience depending on your sensitivity to that. 

The first scene

ATMOSPHERE/IMMERSION | 8/10

The atmosphere and immersion are the main priorities in this game, and I feel like the game does a solid job in that regard for the most part. The voice acting and character models can unintentionally make the game funny rather than scary, but depending on how susceptible you are to being frightened in horror games and the age you play this game at, you might actually get really scared by the game. The retro look and feel to it also amplifies that in these games I feel. 

If you're wondering, the game does not kill you, but has plenty of jumpscares and near-death experiences in store for you, both optional and mandatory to experience, and there is one singular QTE fighting scene. You get these events nearly all the time, so tension is high throughout. It'll all depend on your tolerance. It's no Resident Evil 1 or Silent Hill 1 which would release for the PS1 in later years, but it definitely can be scary and disturbing.

CONTENT | 6/10

Content does not mean the game needs to have a lot of it. If the game takes only 2 hours to beat, how does it fill those two hours? Well, D has you running around doing puzzles, which is a straightforward process for the most part, but the castle is also filled with lots of optional areas to go into which will give you some scenes that you don't have to see. So both the mandatory and optional content is designed to have you on the edge of your seat as you figure out a way forward, and I don't think there is much wrong with that for a game like this. Execution lacks sometimes though.

LEVEL/MISSION DESIGN | 5/10

Moving around is a slooow process, which drags down the experience a bit. Then there is the rotation room, where you need to rotate a wheel around and then turn around and see which of 5 available doors opened. This happens randomly and seemingly 8 out of 10 times, you get a brick wall to appear, which means you can't enter that at all. You need to enter the remaining doors in a specific order, so you will be stuck for many minutes overall trying for the right door to appear. Rotate, turn around to check on the door, see that it's the wrong door, turn back around to the wheel, rotate again, turn around to check on the door etc. It's a really dumb level and takes over a third of the time you will spend on the game. Other than that, you got rather simple puzzles to solve, and that's that.

CONCEPT/INNOVATION | 4/10

A game full of FMV scenes that is not a Night Trap-like game but rather a horror adventure game was conceptually unexplored at the time, and looking at how the game turned out, I don't think D managed to get it quite right. That said, I can tell that with the start of the 5th generation of consoles, experimentation is a big theme, so I can appreciate that about D, as well as the fact that it atmospherically did plenty right.

REPLAYABILITY | 2/5

There is a good ending that you can impact at the last scene. Do a specific something and you'll get it. Don't do it and you'll get a bad ending. Exceed the two hour time limit and you get a game over ending. Then there are plenty of optional rooms to open and cutscenes to watch. I'd say those are kind of worth the second playthrough if you really enjoy the game, but no replayability here otherwise. 

PLAYABILITY | 4/5

Works well, but the 15 FPS and the slow pace of it all makes it a slog to play through at times.

OVERALL | 53/100 ½

I don't think the game is worth playing today because what it aims for has been done better by many of the horror games we consider mediocre these days. D doesn't stand out in any way anymore, but if you do see yourself as a retro (horror) games fan, D is probably a niche title you could get a bit of enjoyment out of for its 2 hour run time.