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Otogi, Otogi 2

 
 
I'm Rick Jones, bitch
13:41 / 08.08.05
Has anyone played this? It's out for Xbox and it's one of the few great things Sega have published recently. Reminds you a bit of Shinobi and Chakan: The Forever Man at first.

The first one came out around 2002/2003 and the second one followed either a year or two later in 2004. They're quite similar in gameplay but the second one looks quite a bit better (and Otogi wasn't a slouch), has selectable characters and removes the pointless "weapon repair" option in the shop.

Basically in both games you get to play as Raikoh, a proper Samurai of death-dealing who gets summoned from the land of the dead every time demons overrun the world of Japanese myth (Otogi means "fairy tale", so I understand).

Levels are misson-based (usually: kill something or destroy something) and are re-selectable once beaten. Doing well unlocks new magic and weapons, as well as relics which have status effects. The RPGish slant is continued to Raikoh himself, who can upgrade his stats by leveling up or collecting "mercy orbs" to give him more life.

The gameplay mechanic is satisfying and brutal - whack an enemy hard and they shoot off ahead of you, taking chunks out of the level and even deforming the floor if you hit them down (this is why it's on Xbox - these "additions" to the level design are saved to the HD, and you get graded on how much of a level you take out in the process). Hitting the killer blow is probably the most satisfying attack you'll ever land for some time - the game uses sound, a blurring effect and the rumble of the pad to really mark the moment. Otogi 2 refines this to make it even more crunching. More generally, combos last for 4 button strokes (either ending with the "hard" attack or with a magic burst) but can be linked so you can get massive 200+ hit combos on some levels. Your character can double jump, float in the air while attacking and use a dash/teleport to zip around. This takes an awful lot of the fighting to the air, which is OK by me.

Visually it's ultra lush - everything's taken out of Japanese mythology (monsters, landmarks) and has a kind of weird neon sheen to it (the cherry blossoms look amazing). The music is all traditional Japanese string and wood, abeit sometimes played with a vauge industrial influence. It's up there with REZ in terms of intergration of visuals and sound.

It can be a grind at times but Otogi 1+2 are top and you can find them second hand for a tenner a pop these days. God of War might claim to have restarted the action/hack and slash genre but it stole heavily from Otogi - the combos, the way the enemies leave floating souls you can absorb for more life and upgrades and the huge snake bosses.

So, has anyone else played this? You really should.

(No 2-player or Xbox live, sadly)
 
 
Spatula Clarke
15:01 / 08.08.05
The first was one of my favourite Xbox games, until the second came along. It's still great, but I kind of exhausted it, whereas I've yet to drag absolutely everything out of the sequel. Once you've opened up absolutely all of the weapons, there's not much to go back for, and I did that before finishing my first run through - the final weapon, opened up by discovering all the others, is a one-hit-killer (with the balance coming by taking your health down to the point where you can only take one hit yourself), which I realised I'd be best off unlocking and using on the final boss, who was causing some serious headaches. Being able to find everything on a first run makes the New Game+ option a little bit pointless.

What makes both games is the contrast between the brutal simplicity of play - weak attack, strong attack, magic, kill everything on the screen - and the detailed fragility od the characters, visuals and music. If the hammering violence of the gameplay was carried through to the aesthetics, neither game would hold much appeal - it's one of those cases where the graphics do turn the games into something special.

I don't know that God of War really stole from it, though - there's not really anything there that wasn't previously covered in Devil May Cry.
 
 
I'm Rick Jones, bitch
15:12 / 08.08.05
I haven't played Devil May Cry, so I bow to your superior insight.

I really agree with you regarding the contrast between the violent actions and the tranquil nature of the game. I did the mission in Otogi 2 where you have to guide your soul to a temple to be re-intergrated last night, and all the boats and the chilled-out music made for a very nice, calm setting...

Then I hit up some skelletons with a weak, weak, weak, magic (dragon lv.1) combo and got 20 hits, taking a chunk out of the narrow pass we were fighting. Ace. I really love this game.
 
 
Spatula Clarke
16:48 / 09.08.05
That mission was one of the few points where I felt the sequel repeated a mistake from the original game - protection missions. There's an annoying amount of luck involved in it, seeing how you can never be entirely certain which of the lights your soul is going to move towards. It's also annoying having it move into a horde of skeletons and being unable to attack them without also doing it some damage in the process.

But yeah, they're games that really pull out all the stops in order to create a sense of period and place. Even the loading screen demonstrates this perfectly - the reflection of a golden sunset in a river, with script in black ink floating down it and cherry blossoms breezing past.

I mentioned this in the last 'What videogames' thread, but the sequel has to be played with the Japanese vocal track and English subtitles, rather than the translated voices. The effects layered onto the English voices for demons and ghouls are cliched and exactly what you'd expect, whereas the Japanese voices are truly discomforting.

Just been talking about this elsewhere, and only just realised how much of an improvement the sequel is over the first game. Only the one character, little variety in the missions, frequent and severe difficulty spikes, little emphasis on story, repetition of level layouts in later missions - the first is still highly enjoyable, but the second sorts all these problems out.
 
 
I'm Rick Jones, bitch
15:23 / 10.08.05
I didn't think the O2 boat mission was that bad - I lured Spirit-Raikoh out to sea by smashing most of the closest lights up, cleaned fucking house on land then smashed the boat ghost-duder was looking at, guiding him to land.

I HATED the crimson sea escort mission on Otogi 1 until I worked out the secret - if you boost dash Raikoh away from the guardian spirit to the end of the stage (where the soul chord is hidden) the monsters follow you and attack you. It's possible to hang on just long enough for the guardian spirit to get to you and reveal the soul chord.

Right now I'm stuck on the imperial palace in new game + - those spinning monsters are MUCH tougher than I remember.
 
  
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