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       Review:   
24th September 2003:
Otogi: Myth of Demons 
What would you do if you encountered Japanese mythical demons? You would kill them and everything else wouldn't you? When destruction is this good, you can't refuse...
Posted by Chris Barnett - Xbox - UK and Europe

We have been following Otogi quite closely since its announcement and subsequent release in Japan (where it gathered a cult following soon after), due mainly to its beautiful appearance in the movies and screens that we saw and to the fact that it is based on Japanese mythology. So we were looking forwards to playing a finished PAL version of the game equally as much as any game that is being released this year.

The first thing we need to establish before we start to tell you about the quality of the game is exactly what type of game it is. This does sound pretty strange to start with, but we were flabbergasted by the press releases, screenshots and even the box description of the game. In other words, this is a game that is really difficult to describe without referring to other games, which would be counter constructive in itself (because the games we would use would isolate anyone who had not played them). But to put it quite simply, the game is a third person action game where you must kill to survive, using either magic of sword slashes.

The magic is not complicated, just a button press and the sword slashes can be combined together to produce more survival magic (that prevents you from fading into the death world). More survival magic is gained by using combos and other elaborate swordplay (if you do a double jump followed by an 8 hit slash combo, ended by a magic spell, you will gain a lot more survival magic than if you just stood on the ground and repeatedly pressed one slash button), rewarding the more experienced player for their artistry. And that is a very good analogy, when you have a clear shot at enemies (when you are not cramped up somewhere) the battles are a lot like a dance recital. Different tactics must be used for the different enemy types. For example, there is one type of enemy that is a screen sized ogre that is invincible from frontal attacks, so you must use a back attack to successfully defeat them. This involves jumping (taking care to avoid flailing fists) and strafing in the air, not once, not twice but at least 3 times, to get behind the enemy. Whilst still in the air you can do any combo that you please, with apparently no limit to the number you can perform (you simply continue the attack onto other enemies using strafes and skilful hit timing). And that is just for one enemy type, the other enemies in the game require different tactics and there is no right or wrong way to tackle each enemy. So effectively, you can attack in any way you see fit. Which is why the fighting is art- like, everyone can be unique.

The above description of combat is the core of the game, with occasional boss battles simply involving similar tactics. In fact, the boss battles are very well executed if you enjoy patterned attacks. You must learn the attacks of the boss before you can counter them, which means that many of them will require a few attempts before success is gained. This is frowned upon by some, but we believe that all games are patterned in some way; a racing game allows tracks to be learnt, a fighting game allows fighting styles to be defended and a football game (as in real football) allows defensive weaknesses to be learnt and exploited. So the need to learn attacks is essential to success always, there is no way that you can simply pick up the pad and defeat a boss without any idea of its attacking pattern. On most occasions a boss will kill you on your first attempt without even hitting them. Then next time you will be wiser and will actually attempt to outsmart them instead of simply beating them up in a pub style (not that we pub fight using ancient Japanese weaponry, or course).

So the game is that heavy on combat that we have not even begun to discuss the level design, mainly because it is not very good. Most levels involve simply killing a certain enemy or destroying a certain (number of) object(s), with nothing subtle at all. The movement around these levels is very strange to say the least; it feels as though it has just been latched onto the fighting system (that cores of the game). The camera is often drifting around like a helium balloon and, although it can be adjusted using the right analogue stick, is more annoying than any enemy ever could be. It is so bad in parts that you have to lock onto enemies just to allow you to move your character, so you are effectively navigating through the movements of an enemy. And the lock on is very poor too, especially as it is required so often. Only one enemy at a time can be targeted, so to single out an individual enemy is virtually impossible in some situations. The one situation that springs to mind is that of a boss battle where you must attack a flying creature with all smaller creatures flying around the level too. The boss is really hard to target and you immediately assume that the tactic required is that of total annihilation of the smaller creatures, so you attempt that and then realise that they respawn. So you must target anything that appears to be the boss until you finally lock onto it, then when you do successfully lock on and attack, the lock is reset and you must go through the trouble all again.

The thing that makes the poor movements more annoying is the thought of what could be the case if they were handled correctly. The above boss encounter could be epic if you were simply able to press a 'boss lock' button and battle the boss in the midst of its flying minions, but instead it is perhaps the most memorable moment of the game for the simple fact that it is so bad.

Some of the levels require walking and jumping to a certain location, fighting along the way, but these levels feel like a cut scene as they are so far removed from the feel of the rest of the game (one level requires the walking through 'checkpoints' to remove life leeching demons). But the levels where combat is key are so enjoyable that you will certainly go back and play them again, often straight after completing them. This is due to the game's most redeeming feature - scenery destruction. Nearly everything can be destroyed, and in fact, most of it must be destroyed in order to free hidden souls and gain an 'A' rank for destruction. The idea of replaying a level only to destroy everything may sound tedious, but it is quite the opposite as enemies are still out for you and your survival magic is still depleting. So you must use strategy to balance the destruction of the scenery with the fighting of enemies to ensure that your magic bar does not empty. As the souls are hidden in random locations, there is no way of knowing where they will be; so total destruction of levels is required. This turmoil really shows off the beauty of the game; it is perhaps the best-looking Xbox game yet. As the player character (Raiko) moves, he does so with grace, with shiny armour and moving clothing. The enemies are almost as good, with some of the bosses looking much better that the cut scenes of many games. And the environments are abstract and detailed in a way that has to be seen to be believed. Put simply, everything about the game's visuals will impress you, even if you have seen everything else out there (even Sega's other showpiece, Panzer Dragoon Orta). This is probably due to the setting of the game though.

As the game is based on Japanese mythology, all of the enemies are based on actual stories, so they have not just been thought up over a donut and/or coffee. This really shows in the game and the weapons that Raiko gets to use are suited to the game well (new weapons and magic can be brought in between levels using collected merchandise). In fact, the cut scenes are poorer than the in game situations as they often just feature a tedious voice talking to Raiko as he stands in darkness. The game would probably be better if it ignored these cut scenes and simply incorporated the story into the gameplay, as it does at some points. The designers should have made a decision to either tell the story through cut scenes or through the game. If cut scenes were decided on, they should have been made interesting, if in game had been chosen, the cut scenes would not have been required any more. It could be argued that with the power of the current consoles there is no need for cut scenes in the true sense; just small camera pans with a little dialogue or story would suffice. But despite the entire backlog of Japanese mythology, Sega has managed to sum it up pretty well, despite the unnecessary cut scenes. The story is simply that Raiko was really bad in life and was banished to some form of hell, only to be given a second chance as a demon slayer, requiring magic to stay alive.

Maintaining the superb production values of the game, the sounds are superb, especially the music. It sounds exactly as you would expect a Japanese historical epic to, intense strings and soft melodies never overshadowed by the (impressive) sound of combat and destruction. The voice acting is also very good with the female narrator sounding like the narrator to a nightmare that you never hope to have.

So overall this is a game that is really difficult to dislike. It has a feel all of its own and never lets go of it until the finish. Although it is not an easy game, it is not very long, but then there is plenty of reason to return and gain perfect scores on all levels. It is probably the only game where the combat is better than the movement; if the movement had the grace of a game like Zelda or Ratchet and Clank then this could have been an all time classic all round. As it is, it is a classic in terms of style and art. And that never did modern art any harm, did it?


Chris Barnett


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 Review Summary: 
If you like thoughtful games then this is not for you, but if you are a gamer who enjoys action and is prepared to endure the 'nodding dog' camera then this is a must buy. Possibly the most beautiful game you will see and hear this year.

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