Although it never became one of Sony's most popular mascots, it was my first time with Sir Daniel Fordsquake for an hour. The way to attract him is that I inevitably attract those lucky losers-those you know-I'm totally obsessed with MediEvil in 1998. Charm, color and soft, gentle sense of humor, its simple and easy to use but proficient skills. Although not particularly smart, under Fortesque's own leadership, it has both access and rewards. Fortesque himself is an unfortunate but memorable hero with a mile wide co-weak streak and misplaced jawbone-leading the charm offensive.
MediEvil review
- Developer: Other oceans
- announcer: Sony Interactive Entertainment
- Platform: Reviewed on PS4
- Availability: October 25 on PS4
I remember a lot about primitive things. Its music and the colorful Halloween world of Gallowmere are great, but the story of Fortesque impresses me most. A comparison with Tim Burton's groundbreaking Nightmare before Christmas is predictable-not only because of Fortesque's skeletal skeleton, attractive personality and "failure" "Comedian"-but it's a bit unfair to do so, because MediEvil really made its own identity.
Gallowmere's history books tell of a hero, Sir Daniel Fortesque, who defeated the wizard Zarok in a single shot. The truth is that our Danny likes to exaggerate. Encouraged by frequent and even false courage, Fortesque had no choice but to lead the charge when Tarok returned from exile. Sadly, Danny was the first to be killed in this fierce battle and was embarrassed by it, and the King respected him as a hero anyway.
However, when Zarok returned with a group of undead residents hundreds of years later, Fortesque was resurrected and provided an enviable opportunity to ultimately prove his critics wrong.
As you would expect, the restatement of the MediEvil story is done truthfully, and each scene has been painstakingly reconstructed, rather than changing the original presentation, but just to polish its natural charm. Its appearance and sound are amazing, but despite the improvements to the score and visual effects, it is curious that MediEvil's gameplay and mechanics-even a bit awkward at the time-did not get such a much-needed overhaul .
Nostalgia is fun, isn't it? I remember Fortesque and the music and the wonderful music in Tim Burton's style, but I don't remember what the original MediEvil was going to play. Similarly, Dan is already known for being useless in the Hall of Heroes because when I control him, he is almost completely useless. Although players can now change the classic controls of MediEvil to something more modern, walking on Gallowmere is a firm slogan, especially on a few platforms, Dan's control scheme lacks the skills required by the game.
Enemies vary widely, and you will build a reasonable arsenal as you move forward, but although you will have primary and secondary attacks, alternative weapon modes, and a few special abilities, confronting the enemy is usually a "mashup" button thing. Lack of precision. Long-range combat is undoubtedly the way to go-of course, Dan can carry a spare potion bottle, but if you don't get enough attention, it only takes a few unlucky jabs to halve your health-but a limited number can be carried The number of long-range projectiles puts you in trouble from time to time.
In the best moments, I remember why I love MediEvil so much. There are impetuous things that will steal your gear. Although the story is fairly linear and not decorative, there are also some secrets scattered on the gallows. Especially the environment in the back area is extremely bad. Fill a mysterious holy grail with the soul of the undead, and, uh, make the undead, you will enter the hall of heroes, where the greatest heroes of Garomir get extraordinary gifts and weapons.
However, most levels include killing enemies, searching for runes, unlocking doors, defeating bosses, and more. The boss's fighting range is wide, from boring to boring. The latter examples not only destroy the pace and immersion, but are even more frustrating because there are no intermediate checkpoints. What's so fun about a stupid or mistimed attack that might get you back to where you started? Although neither long nor difficult, levels are full of enough enemies and dangers to easily overwhelm you, so passing them is by no means certain.
However, the scariest thing you will find in MediEvil is the camera. On the surface, you can pull it in to sit on Fortesque's hard shoulders-or use "Dan Cam" to use the game's pleasing terminology-the feature is disabled in areas where fixed camera angles are played and cannot be switched Even if it isn't, it can be turned on and off. For example, in "Return to the Graveyard," you encounter many places, and these angles-intentionally-obstruct your view as you run along the tunnel. But all of this does not increase tension, but is frustrating. The residents you will encounter may seem harmless, but they can be powerful even in a small group, especially if you return to the blind spot of the camera and don't see what you are doing.
Given that MediEvil's 21-year-old story is so carefully recapitulated in the remake, it is confusing that many of these outdated design choices have not been improved as visually and soundly. In order to stay true to the original game, all the work the developers did was to illuminate a few but substantial flaws in the game and failed to take advantage of this timely opportunity to improve MediEvil's technology to attract a new generation of Fortesque fans.
It's a bit frustrating to look back at a game you once knew very well and find that it doesn't fit those rosy memories. It is unfair and incorrect to say that I have never stepped on the pumpkin field again, but I still want to know if this time, poor Dan died better.