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Touted for its always-expanding stable of excellent RPGs, Atlus
is taking its first stab at publishing a survival horror title in
the soon-to-be-released Rule of Rose for the PS2. Intrigued to see
how Atlus has done with its new endeavor, I recently started up
on a final build of the game and after around two hours of play,
with the lights turned off of course, I am here to report that Atlus
has one wickedly freaky horror game on the way.
After
a lengthy and absolutely stunning intro CG sequence blew me away
and freaked me out a little right off the bat, I started up a new
game with peak excitement, and that feeling only continued as I
began to play. Rule of Rose opens in 1930s England with a young
girl named Jennifer on a bus ride alongside a mysterious young boy
in the middle of a dark and dreary night. Strangely, the boy gives
Jennifer an old storybook and asks her to read it to him, but then
the bus stops and the boy runs off into the gloomy countryside environment
- and of course she chases after him.
Eventually
her pursuit leads her to an ominous mansion, where a creepy group
of kids known as the Aristocrats of the Red Crayon have some disturbing
things going on. Following a short trek through the house, with
the constant snicker and giggle of children putting you on edge
around every corner, Jennifer gets knocked into an empty coffin,
kidnapped and somehow ends up on a massive airship where she is
forced to do things for the Aristocrats, or else. I'm sure this
all probably sounds very confusing and incredibly weird, but frankly,
these types of games are supposed to mess with your head and trip
you out, and Rule of Rose seems to do this about as well as any
game in the genre from what I've experienced in the early part of
the game. The story is compelling because of its bizarre, 'out-there'
nature and the storybook-themed storytelling devices used throughout
makes for one unique videogame plot.
Thus
far, the gameplay in Rule of Rose doesn't really extend itself past
any of the basic survival-horror conventions we're all familiar
with, although I should point out that the play mechanics are clearly
more in line with the plodding, cinematic style of the Silent
Hill games as opposed to the more action-oriented Resident
Evil titles. Searching rooms, collecting items and solving puzzles
has been the main focus of the game at this early juncture, with
combative elements coming in a minimal capacity. One unique element
that has been featured prominently is the ability to command Brown,
a dog you rescue early on aboard the airship, to aid in getting
you through the horrific situation at hand. By pressing circle you
can call Brown to come to you, while a tap on the square button
tells him to stay. More importantly, when you collect items you
can equip them and have Brown track their scents to rooms or items
of significance.
What
Rule of Rose truly excels at, though, is presenting a cinematic
tale and a frightening audiovisual ambiance. The graphical detail
is outstanding, complemented by gorgeous lighting, a Silent Hill-style
film grain effect and realistically rendered characters and environments,
while the in-game cut-scenes and occasional CG sequences only further
highlight the graphical quality. That being said, the audio production
has probably impressed me even more now due to the powerful way
in which the ambient sound effects, spine-tingling music and solid
voice acting set the perfect mood.
I
am thoroughly enjoying my time with Rule of Rose roughly two hours
in, and as the story blanks are slowly filled in and more of the
gameplay fleshes out the experience I'm sure it's only going to
get better and better. If you're a survival-horror fan, watch out
for this one! Rule of Rose is due to officially creep into US retail
on September 12th, so swing back by then for my full review. In
the meantime, be sure to stop by the recently launched official
website at http://www.atlus.com/ruleofrose/.
Previewed by Matt Litten for AceGamez (All Rights Reserved).
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