Listen to this podcast. I’ll show you what this mouth can do.
Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive.
Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!
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Listen to this podcast. I’ll show you what this mouth can do.
Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive.
Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!
Episode 185 - Roast Beef, Some Chicken, A Pizza - Castlevania 64
Describing The Skybox
1 hour 15 minutes 40 seconds
8 months ago
Episode 185 - Roast Beef, Some Chicken, A Pizza - Castlevania 64
This is not the anger of a vampire killer. This is the podcast of all humanity!
Welcome back to Fanbruary! Today, we’re going to be talking about Castlevania 64, an oft maligned entry in the Castlevania series and the first to be in 3D. In classic Castlevania fashion, your goal is to infiltrate a castle and kill Dracula to restore peace to the world, so it doesn’t have a ton of innovation in that respect, but porting that formula to 3D means reworking the design of the platforming and combat, which it does surprisingly well…at times. Being on the N64, this game definitely has some amount of jank, but outside of some specifically problematic areas and letting the sometimes uncooperative camera slide, it feels better than you might imagine. Combat is very punchy, at least playing as Reinhardt, with his whip feeling satisfying to use and enemy effects like parts of skeletons falling off or heavy flinch animations giving meaningful feedback. The platforming is more hit and miss, but it’s serviceable enough that much of the early and midgame challenges feel fair and fun to get through. It hits some weird difficulty levels at points where the systems just aren’t prepared to keep up with the design, and it seems like a symptom of early 3D growing pains mixed with a team unsure how to work within the new limitations. Throw in the fact that the game hits that Castlevania cheesiness in its atmosphere and writing and the resulting game is much better than you may have been led to believe, which is to say, worth checking out, even if it isn’t the most exemplary entry in the series. We’re going to be talking about the importance of a game’s first level, the differences between playing this at the time and in the present, and we wonder if this game’s protagonist might also be a form of transportation.
Thank you for joining us again this week! We’ve still got more Fanbruary coming up even though it’s technically March now, so stay tuned. This was significantly more competent than we expected given its reputation, and overall had a pretty good time with it. Are you a big fan of the series and have opinions on this entry? Did you play this (or it’s weird expanded version) on the N64 or is this the first you’ve really considered it? Let us know in the comments or over on our Discord! Next time, we’re going to be talking about Shenmue, so we hope you’ll join us for that.
Describing The Skybox
Listen to this podcast. I’ll show you what this mouth can do.
Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive.
Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!