Back in 1998, a horror-themed game called Nightmare Creatures made its way to the PC, PlayStation, and Nintendo 64. It was a game I remember reading about and seeing pictures of in Nintendo Power, but I never actually had a chance to play it. As time went on, any interest I had in the game waned, and the chances of me actually playing it kept getting slimmer and slimmer.
Yet, in some Google image search a while ago, a picture of the game came up and it got me thinking about it. A bit of research claimed that the Nintendo 64 port of the game was superior, citing critics’ claims at the time that the graphics were better and “smoother” looking and the audio was a bit cleaner. They also seemed to like the controls.
Having live-streamed it and played through three of the game’s levels, I can say that while it isn’t a bad game, it certainly isn’t without its flaws. For starters, the story is rather poorly delivered in my opinion, relying largely on notes and internal thoughts as you go. The game’s intro story simply flies by for some reason due to excessively high frame-rates, and that doesn’t really help either. The main thing the game suffers from though is poor controls in places and a mostly uncontrollable camera. As evidenced in the boss fight at the end of this video, while this might be okay in other parts, it certainly is a problem where it counts.
The game’s graphics do stand out pretty well, though keep in mind that this video features the game being rendered in high-definition with cleaned-up visuals, so the original version (most likely 320×240 or lower) wasn’t nearly as crisp.
Is this a game I’d recommend by today’s standards? Probably not. I do hear that the PlayStation port is worth giving an extra look, but there are other games from the era that are more worthy of a play. Perhaps one day I will take a look at Nightmare Creatures II, but that’ll be for another day.
Telling you about my current Zelda project is one thing, but I decided that simply showing it off isn’t such a bad idea, especially since some folks may not have time to sit down and test the latest builds, but may be able to skim through a video to see what it all generally looks like.
So, that being said, this video here is a very quick run through of the main content from the publicly-released first demo of The Legend of Zelda: Sword of Moria. In this video you’ll see the town of Saria, North Death Mountain, the caves in that area, Calta Canyon (brand-new area to the series), the Waterfall Cave, a smidgen of Eastern Calatia (first real time being fully portrayed outside of the comics), and a hamlet called Sinder. You’ll even see Link’s parents!
Hopefully this is enough to whet your appetite to give the game a try yourself!
Stay tuned for more demos and videos, and let me know if you want to be a tester, please!
If you have been following my random posts on Twitter and similar places (or listened to my podcast…or not been hiding under a rock all this time…Yeah), you may have figured out that I have been working on an “enhanced 8-bit” style Legend of Zelda fan-game. Well, this game finally has a name – The Legend of Zelda: Sword of Moria - and its first public demo is now available!
Sword of Moria is envisioned as a follow-up to the NES titles, taking place not long after Zelda II: Adventure of Link. With the Triforce finally united again and the spirit of Ganon put into a deep slumber, peace seems to have finally taken hold in the world of Hyrule. In light of this, King Harkinian of Hyrule decides to send Princess Zelda and the Hero of Hyrule on a mission of goodwill to the neighboring kingdom of Calatia, west of Death Mountain. As Calatia is the Hero’s homeland, this seems fitting. Yet, after reaching the Town of Saria, from where the Princess and her entourage plan to take a boat down river to Calatia, the Princess goes to visit the nearby Eldin Shrine, through a mountain pass, to pay her respects. After failing to return, the Hero goes to make sure she is safe.
This game will take players to places new and old, to Hyrule, Old Hyrule, the Kingdom of Calatia, the distant Kingdom of Moria, and much more. It’ll feature a threat that beckons to an age lost to history, and may tell a story darker than most in the franchise.
If you’d like to be a tester that will have access to intermediate small updates (v.1.1, 1.2, etc.) rather than waiting for Demo v.2.0 to be released, let me know and we will see what we can do.
Download “Zelda: Sword of Moria” — Demo v.1.0 (RAR)
This week, I decided that I felt like doing another vidcast episode, so I do encourage you to watch the video version if at all possible!
As Halloween draws ever-closer, I continue to play through various horror games. Last week, I talked about a game called Katabasis and previously we discussed Slender: The Arrival and The Cursed Forest. My main indie game of the week this time around is called Garden of Oblivion. The video is already on my YouTube page, so you can go check it out! I also discuss shows I’m currently enjoying (Gotham, Agents of SHIELD, The Walking Dead, and American Horror Story: Freak Show) and continue to talk about my Zelda fan-game (currently called Zelda: Sword of Moria), which you can expect a demo of soon! Oh, right…I also talk about my “on hiatus” status with Guild Wars 2.
I talked about my Extra-Life charity drive, so feel free to donate to it by clicking this link here! Anyone who donates $10 or more has a chance to receive a free indie game, such as Fight the Dragon!
If you’d like to stream or download an MP3 of this episode, head here:
GG 06-11: “A Guilding Hiatus” (MP3)
It was only a few days ago when I first heard about a game called Garden of Oblivion. This probably shouldn’t be surprising: it is an indie game by a small group that usually doesn’t do games at all, but rather graphical novels. The game’s designer, Traumendes_Madchen (pronounced “tremendous mansion?”), designed it for a competition within 72 hours this summer and, after cleaning it up, released it on Indie DB on August 29, 2014.
The game has a very unique style to it. In essence, I think this style might detract a few gamers from giving it a real chance, but I strongly urge you to give this one a go. It has a unique story and artistic style, and in a 30 to 60 minute period of time it manages to draw you in and tell a story that really makes you consider the world around you and the nature of reality.
I hope you enjoy my playthrough, and if you are curious to try this game for yourself, you can find it here on Indie DB.
Things get interesting as we take on the Undead Parasite – the boss of the House of Sacred Remains – and finally obtain our first Orb. We then explore the rest of the area, notice a few errors in the game (a date of 1324 on a crypt despite the game being in 1094), and then head to the Ghostly Theater. After a bug that requires fixing, we continue and then head to the Anti-Soul Mysteries Lab, where we complete pretty much the whole zone, leaving things off with an upcoming boss fight for Part 3!
As expected, the boss of the Anti-Soul Mysteries Lab proves to be a Golem. Unlike the Parasite before, this boss isn’t a pushover and requires either a lot of healing or careful dodging of his attacks. After a bit of effort (and a death), I manage to take him down and get the Red Orb.
However, a walkthrough tells me that there is an optional boss fight in the Lab that will give us a special weapon if we win, so I head to where it is…Only to become incredibly frustrated with some tricky jumps you have to make to reach the hidden door. Even then, this optional boss is a Flame Elemental and he is tough. Very tough. He is far harder than any boss fought so far. Victory is achieved after many different attempts (and some save-state abuse) and me having to learn to dodge away from select attacks, but the Flame Whip is our reward.
Next, I take us to the Palace of Dark Waterfalls and we get partway through it. I guess we’ll push forward in Part 4!
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Just a few days ago, I came across an interesting-looking psychological horror in Indie DB called Katabasis, released back in 2012 as a senior thesis by a graphic designer. While the graphics were decent for a game essentially made by one man, what really drew my attention was the strange setting and its interesting delivery.
The game centers around a father who has taken his estranged son on a camping trip somewhere in the Russian hills in an effort to open up to and get to know him better. One night, the son vanishes, and it is up to the father, controlled by the player, to explore the countryside, visit interesting and odd local architecture, and begin to unravel details about something…Or someone…Not meant to be fully understood.
According to the game’s creator, the plot was inspired by an event back in 1959 where nine hikers died under mysterious circumstances in a place locally known as the Mountain of the Dead. The game draws on inspiration from an old god called the World Surveyor Man.
All in all, the game is very experiential, and each person may take a different meaning away from it. The video is relatively short, and I think you will really enjoy it!