Packed with relentless action and beautiful Japanese folklore, From Software’s latest is something special.
Tags: Otogi: Myth Of Demons Categories: Reviews, Xbox Reviews
Posted by Ludwig on Sep 29th, 2003
| Title | Players | ||
|---|---|---|---|
| Otogi: Myth Of Demons (title page) | |||
| Developer | Publisher | Genre | Online |
| Action | No | ||
Taking a few pages from the company’s very own Shinobi on the PS2, Otogi has wisely been picked up and published by Sega in the US. If it’s taken as an apology for that flawed ninja outing, consider it an apology accepted. It’s also quite fitting with the narrative behind From Software’s latest and greatest title. Stemming from an ancient Japanese folktale, Otogi tells the story of an undead warrior struggling for redemption. Retrieved from limbo by an entity known only as the Princess (who thankfully doesn’t need any rescuing from lava-filled castles), Raikoh is given the opportunity to cleanse his soul of the merciless murders he committed by ridding Old Japan of an army of demons. Unfolding within the framework of a great combat system and RPG elements that are more integral than insignificant, the adventure is both immensely enjoyable and technically stunning.
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Though the game throws some interesting mission objectives at you, the bulk of your time will be spent engaging monsters and promptly beating them to a demonic pulp, utilizing your weapon of choice. Raikoh is able to dish out pain in the form of a light attack, heavy attack and a blast of magic, all of which can be strung into devastating combos. Descending very slowly after a double-jump, he’s also adept at mid-air combos, which are paramount to dispatching the numerous airborne creatures. Add in the ability to dash (more like a teleport, really) and our undead hero is able to weave in and around groups of enemies with ease. This already makes for an excellent combat system, yet there’s an additional layer in the form of magic. With the proper timing, Raikoh can deftly deflect incoming spells and retaliate with one of his own. As all the demons fall under a specific alignment, it’s ideal to equip and use a magic spell of an opposing house against them. Gradually building up power as you hold the button down, spells are often used to obtain some space when being overwhelmed by enemies or to finish up a string of attacks. It is important to consider the cost to Raikoh’s magic gauge, since it’s this magic that binds him to the world of the living and allows him to heal. Constantly draining throughout the level, it needs to be maintained by the energy absorbed from defeated demons. The pace at which the gauge depletes certainly isn’t fast enough for it to be an annoying or frustrating factor, but it does add a sense of urgency and excitement to the gameplay.
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As is the tendency of most modern monsters on expeditions of carnage and destruction, the various demons carry precious gold and vital experience points within their unseen pockets. The latter raises Raikoh’s level, with consequent improvement in his attack, defense and magic ratings. Sadly, you don’t have any control on how he develops in this stage – rather; the real customization is closely linked to equipment. Apparently not content with omnipotent, ethereal powers, the Princess makes a quick buck on the side by selling weapons, accessories and magic spells. There are over 30 implements of destruction, including swords, hammers, staffs and dual blades. Each weapon impacts Raikoh’s fighting style and statistics, with some raising defense or becoming more powerful as he takes damage. Certain tools are heavier than others and directly affect the amount of time he can stay in the air, so it’s wise to weigh up (ha) the benefits and drawbacks of each weapon before equipping it. Obliterating all those demons takes its toll on the weapon as well, so you’ll occasionally need to use some gold for repairs and restoration of strength. Your hard-earned currency can go towards a multitude of accessories, which can raise statistics and guard against status abnormalities, amongst other things. Finally, the spectacular magic spells and their corresponding upgrades are available for purchase in the trans-dimensional store. Sending a barrage of luminescent butterflies to trap an opponent or summoning a flaming phoenix to wreak havoc in the level are just some of the feats that money can buy. With so many choices and their direct consequences available to you, the RPG aspect of Otogi side steps the deceptive, tacked on attempt at extra depth that’s so prevalent in other titles. It’s a system that truly adds to and vastly influences the rest of the game, all for the better.
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For a relatively small and obscure developer, From Software certainly knows how to work that Xbox magic. The ancient Japanese landscapes are wonderfully detailed with flowing hills, stretching forests, awesome architecture and a slight haze, lending the levels a hugely atmospheric and dream-like quality. From a technical standpoint, Otogi is easily one of the best looking games this year. The rippling water, the reflective crystal caves, the phenomenal textures and the explosion of particles erupting from a defeated foe all result in a package of pixel shaded, environment mapped goodness. Of course, what use is a scenic landscape if it can’t be utterly demolished? Whether or not the Princess’ intention was to have Japan reduced to an impressive pile of rubble doesn’t really alter the fact that Raikoh can practically destroy all the objects populating the levels. Trees, walls, bridges and entire houses can be cleaved apart in your quest to rid the world of demons. Given a well-placed hit, even the monsters themselves can be sent crashing through the nearest solid object. Since the debris never fades away, it isn’t long before Raikoh is running through a veritable ocean of devastation. Upon completion, the level’s state is saved to the Xbox’s hard drive, giving you the opportunity to revisit areas that are exactly as you had left them. It’s worth noting that despite all the polygonal rubble lying about, the game’s framerate rarely drops below a solid 30 – a most important achievement given the reflex-intensive nature of the game. Not to be left out of the aesthetic arena, Raikoh’s character model is also nicely rendered. Followed by a long trail of hair, the brooding warrior is superbly animated as he leaps through the air and swings his blade about like a maniacal propeller, generally putting most living action stars to shame. And thanks to the spot-on controls, guiding him through the demanding 29 missions is entirely effortless.
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Since the focus lies on combat, the level design is fairly straightforward. However, there are quite a few memorable missions that pose some interesting challenges and break up the bouts of frenzied action. In one instance, Raikoh needs to journey across a dark lake, only being able to safely cross the system of bridges when the full moon is visible. Another situation has him sailing through an ocean of souls, casting off demons that leap onto the boat before they weigh either end down and cause it to tip over. The traditional Japanese music that accompanies the adventure sounds totally out of place at first, but the quality and atmosphere conveyed by the compositions soon become readily apparent. All of this makes for some dramatic and moody scenes, perfectly in tune with the legend the game is based upon. It’s a pity that the game’s boss battles aren’t up to this calibre though, with most of them descending into rather simplistic affairs of spotting an opening and repeatedly attacking until something dies. It’s especially during these battles that the game’s camera reveals its less than perfect nature, sometimes being unable to keep up with the on-screen events. Locking on to a single enemy is hardly useful when you’re constantly being attacked by large groups (as in the case of the first boss), meaning vicious claws and projectiles will occasionally come out of nowhere. It is possible to control the camera via the right analogue stick, yet this detracting factor is an unnecessary blemish on Otogi’s exceptional presentation.
If there’s anything that the Xbox lacks, it has to be support from Japanese developers. The line-up is still weaker than that of rival consoles, but Sega’s move to localize this one is a step in the right direction. Filled with uniquely Japanese artwork (wait till you see the menu), music and narrative themes, the game should please those who usually crave androgynous protagonists, obscenely large robots or saucer-eyed ninjas. Remarkable presentation aside, the solid action and deep RPG elements make Otogi: Myth of Demons one of the best action titles on the Xbox to date.
| What Works | Score |
|---|---|
|
- Outstanding graphics - Great combat system - Deep RPG elements - Responsive controls |
8.8 |
| What Doesn't | |
|
- Occasionally problematic camera - Disappointing boss battles |
|
| Under the Shrink-wrap | |
| A spectacular journey through ancient Japan that perfectly blends stylish presentation with intense action. | |
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Tags: Otogi: Myth Of Demons
Posted by Ludwig on Sep 29th, 2003 and is filed under Reviews, Xbox Reviews. You can follow any responses to this entry through the RSS 2.0 feed. You can post a comment, or trackback from your own site.