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This really has been the fortnight from hell - but in a good way!
Slaughtering hordes of vicious dinosaurs on a massive space station
in Dino
Crisis 3 (part of our ongoing project at AceGamez to revisit
older titles we've missed in the past), putting troubled spirits
to rest on the mysterious moonbase of Echo
Night: Beyond, battling legions of demonic Genma of all shapes
and sizes in Onimusha:
Dawn of Dreams, and now fending off the twisted zombies and
demons of ancient Japan in Kuon. There's no doubt about it, life
as a reviewer can be a real fight for survival!
Something
strange is going on at a nearby manor and local exorcist Doman Ashiya
sets out to investigate, summoning a group of his followers, including
young Sakuya. Doman's daughters, Utsuki and Kureha, follow on a
little later, arriving at a scene of true horror. The manor is in
disarray, with damaged walls, blood splattered everywhere and corpses
scattered around, killed in a variety of gory ways. Taking on the
roles of both Utsuki and Sakuya, the two female leads, it's up to
you to work your way around the manor and get to the root of this
infestation of evil, while fending off the many creatures that lie
in wait.
The
story behind Kuon might be based on Japanese folklore from the Heian
period (8th to 12th Century), but it's not exactly easy to follow
- in fact, as various cut scenes unfold, it's hard to understand
what the hell is going on for most of the game. I don't want to
delve too much into it, and there are some good twists to the tale,
but it can be quite confusing - especially when something very unexpected
happens to Utsuki that turns the whole thing on its head, once you
grasp what's actually taken place!
The
gameplay is best described as survival horror lite, because while
it has all the elements of a Resident
Evil style game, the combat options are quite limited and two-dimensional
in their implementation. As you explore around the manor and the
various areas beyond it, you will find a variety of spell cards,
which you equip into two available slots. The first problem is that
these slots are shared with your one combat option, which is repeatedly
hitting a button to slash oncoming attackers. This means that if
you have two spell types equipped, you can't use your melee weapon
and go through your spell cards very quickly (which come in limited
supply). So, you end up using just one card at a time, which means
frequently having to go through the cumbersome menu screen to equip
a different card, use it once or twice, then back again to equip
a different one. This is a real pain and really breaks up the flow
of the combat, which is far too basic as it is.
The
second problem is that there doesn't appear to be a way to lock
onto enemies, so some of your spells, like the standard fireballs,
fly straight past your attackers. Fortunately, some spells, like
the powerful ice and flame attacks, home in, while the various creatures
you can summon (spiders, wolves, shambling puppet women and more)
act autonomously and do a good job of attacking your foes, until
they're out of energy and expire. Other spells, like a field that
weakens enemies or traps that suck them into the ground or freeze
them on the spot, vanish unless you lure your enemies in quickly,
making them a bit of a pain to use too.
The
third problem is that the enemies are usually quite fast and your
character is slow to react when casting spells or swinging their
weapon, so half the time you're grappling with the enemy and pushing
them away, or they're getting sly hits in, while you wait for your
on-screen character to carry out their attacks. The combination
of these factors makes the combat tiresome, but they don't ruin
the game completely and you do adapt to this strange system after
a while. And because the combat isn't too complex, the usage of
the standard Resi movie-style camera angles, where each room is
viewed from multiple static and moving set angles, doesn't confuse
or annoy here, and actually manages to add to the atmosphere of
the game, rather than mess up the gameplay.
Graphically,
while nothing stunning, Kuon does have a distinctive style that's
almost like traditional Japanese art come to life, which creates
a very tangible atmosphere to the game. The dark manor grounds,
complete with swirling mist and flickering lanterns, really is quite
sinister, while inside the manor the ramshackle furniture and copious
amounts of blood on the walls, doors and floors, really makes it
look like a massacre has taken place - which it has! There are gruesome
trails of blood smeared all the way along corridors and some walls
are literally coated in the stuff! In one room, in the underground
tunnels beneath the manor, you'll find a room of dismembered corpses
hanging from the ceiling, at the small shrine there are bodies impaled
upon spikes, and on it goes. The scenery changes quite well and
the attention to detail of the decoration is very good, with each
area feeling different and distinctive.
The
enemies themselves start off as consisting of mainly Gakis, gruesome
purple-skinned Gollum-esque creatures that lurch towards you with
an inhuman screech and skitter around in the background feeding
on the flesh of their dead victims, accompanied by gruesome squelching
sound effects. As you progress, you come across spirits, possessed
corpses that move in an unnatural manner, sometimes reminiscent
of Japanese films like The Grudge and The Ring, and
horrifically mutated things that are barely recognisable as once
being people. Nasty! There are a few boss encounters too, although
because the combat system is so lame they usually degenerate into
staying as far away from the boss as possible while throwing all
your most powerful spells at it until it dies. Still, this array
of enemies makes a good change from your standard demons and zombies,
as these things are pretty unpleasant and fit in perfectly with
the creepy theme of Kuon. Speaking of which, the twin children that
pop up periodically, singing eerily and taunting you with cryptic
and threatening remarks, are two of the most chilling characters
ever to grace a game. Accompanying the interesting visuals are some
good sound effects, particularly the squelching noises, and plenty
of spooky music that enhances the tense atmosphere even further.
It's a shame, then, that the voice acting is crap and that no-one's
lips move at all in the cut scenes - I'd rather have bad lip synch
than nothing at all!
The
gameplay consists of the standard blend of combat, exploration and
puzzle solving, as you gain hold of various artefacts and use them
to open up new areas. Instead of keys, doors have been sealed with
the signs of the nine planets, and you must find blood-stained cloths
of different types to remove the seals and open the doors. You do
get health boosts that you can use at any time, but a nice touch
is the usage of meditation to calm your nerves and heal your wounds
- naturally this can only be done when there are no enemies around,
so it's nice to have the health boosts as a back up. You also get
disorientated when weakened or frightened, and the screen spins
and blurs with a very cool effect; again, healing with either method
puts things straight.
Coming onto the subject of level design, I don't do this very often,
but I feel the need to get on my gaming soap box. [Stands on his
soap box so he's taller than everyone except for most basketball
players]. Right, I have a question for all you developers out there.
Just what is it that makes an able bodied individual unable to move
a pile of crates out of the way? Why can't our super powered hero
climb that waist-high wall? Why can't they just squeeze through
that gap in the wall? More and more these days, level designs that
block off your route with stupid, frail bits of furniture that even
a weak old lady could push aside, forcing you to find an alternative
route, drive me mad. It just completely ruins the realism of the
game. Now, while many games (particularly in this genre) are guilty
of this crime of laziness, Kuon virtually makes an art form out
of it. In the manor grounds, you can't step over the stone borders
of the paths and walk across the grass! Boxes no higher than your
ankle block your route into an area that is on the other side of
a door that was sealed to contain a lethal demon! Partitions have
been placed up that have gaps wide enough for you to easily squeeze
through, yet you can't. It's just stupid! Why, developers, why?
I have a vision of gaming's future, a vision where you'll be able
to push aside all but the heaviest crates, climb all but the highest
walls, kick down all but the strongest doors and squeeze through
all but the smallest gaps. That future is coming. But it sure as
Kuon isn't here yet! [Gets down from soap box]. Right, sorry about
that. On with the review!
The
puzzles presented here don't exactly tax the brain, as you're given
only a few items to work with and it's pretty damn obvious where
they go. The map screen is extremely helpful, marking key locations
clearly so you don't have to remember where that shrine is that
you need to get to once you have the relevant artefacts. The one
exception is an incredibly fiendish slide tile puzzle, which will
have you stumped for ages - I must have spent twenty minutes working
my way through that one and I cheered when I finally got all twelve
tiles in their correct locations, which I admit was something of
a fluke! When I realised I had to do the whole thing all over again,
however, I was gutted.
You
see, the game is split into three phases, starting with the Yin
phase of Utsuki and the Yang phase of Sakuya. Unfortunately, rather
than these being two different parts of the tale, they're contradictory,
in the sense that you go through pretty much exactly the same tasks
with Sakuya as you do with Utsuki. There are a few differences and
some nice touches - like the way Sakuya falls through floorboards
and makes a hole that blocked Utsuki's way, or the dead Gaki that
Utsuki comes across, which we later discover Sakuya killed, but
all these are lost by the fact that you must retread the same maps,
open the same doors, find the same artefacts and solve the same
puzzles with both characters. It's a cheap way of prolonging the
lifespan of the game and frankly disappointing, as a lot of the
tension is removed the second time around, because you pretty much
know what's coming, and boredom sets in. Once you've completed both
phases, the story continues with a third character, drawing things
onwards towards the dramatic conclusion of the tale.
As
to the atmosphere, Kuon does well in getting plenty of scares -
play it in the dark and you will jump a lot, as well as being freaked
out by some of the nastier cut scenes and demons. On occasion you
can peak through a hole in the wall, and the first time this happens
you're peering into a room where one of the few human survivors
is listening at the door, unaware that an assailant is slinking
in through a gap in the wall behind her - and there's nothing you
can do to warn her! You look away from the hole, then when you look
back in, the assailant is right there and it really makes you jump!
Plenty of times corpses fall down at unexpected times, or the screen
goes dark and music chords play in an instant, as ghosts or demons
appear - it really keeps you on edge, because you never quite know
when it's going to happen. You get penalised if it happens while
running though, which is a bummer, as this encourages you to walk
around at a slow pace. You're fairly safe while backtracking though,
so at least you can run then!
Kuon
doesn't do much to further the survival horror genre, but it's a
reasonable effort and has quite a distinctive feel that I've not
really come across in a game like this before. The ancient Japan
setting fits the genre perfectly and the crisp, atmospheric visuals,
gruesome enemies and authentic music provide a great backdrop for
the simplistic, mildly satisfying gameplay. The story is indecipherable
at times, but it unfolds very well, holds plenty of twists in store,
and should keep your interest to the end. I say this almost every
time when reviewing within this genre, but as per usual, Kuon is
a game that will only really appeal to fans of survival horror.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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