The OHRRPGCE is an RPG creation engine, right? It says so right in the
acronym! And yet, many game designers use it to make games with no RPG
elements at all. These mutant variations on the regular format are
usually shorter and have simpler objectives with little to no
storyline, decent replay value, and an old-style arcade game feel to
them. Oh, and they can be really, really fun too.
Since they are so short, a review on a game like this may take more
time to read than it does to play the game. So instead of the normal
format, we're going to have a compare and contrast--a 'versus' if you
will--between two games outside of the traditional style: Spoonweaver's
House Escape
and RMZ's Scare Spree
2008.
Both games succeed in what they are trying to do. In House Escape, you
are a nameless unlucky fellow trapped in a 'house' that MC Escher might
have designed if he was hungover and didn't give a crap anymore, full
of instant-kill ghosts that employ every NPC move style while you
navigate the maze and try to get to safety. It's like a cross between Pac-Man and Frogger.
In Scare Spree 2008,
you're a werewolf-clad trick-or-treater scaring the other kids into
running away screaming, hopefully dropping their loot, using several
amusingly frightening tactics.
One of these is an okay game, and one of them is a great game. They
both have very simple premises, so what's the difference?
Most visibly, the graphics. House
Escape uses maybe a dozen maptiles, has only one enemy
graphic, and a bland main character. It would be much improved by a
variety of rooms and places--it's supposed to be a house, right? How
about a bedroom or a kitchen? Graphics don't make a game good, but they
can make it better. Scare
Spree takes place in a single town, but features a wide
variety of areas, buildings, and details that make it fun to explore in
its own right. Trees look a little weird, but the overall feel is
cartoony so it works. Details on the costumes are great, from Pikachu
and the Little Mermaid to Mr. Triangle and Cthulhu. The wide variety of
walkabouts are what make the game shine graphically, but graphics
aren't even half the battle...
Can't rest here, enemies are
nearby...
On to game play! Both games are short, but have replay value. It's
obvious that scripts and tricks have been used to create the running,
hiding, scaring tactics of Scare
Spree. House
Escape, on the other hand, is a good example of what can
be done without scripts. I cannot be certain without looking at the
game in the editor, but it doesn't look like anything unusual was
brought into play. It's a good example of how to use different NPC
movements and all the features of the OHR to make a game without
getting fancy.
No one can resist a coffin...
OogaBooga!
Music time. House Escape has an excellent spooky piano score which is
actually perfect for the game and set the mood well. Scare
Spree also has a good score, less Halloweeny, more frantic running
around, which is good since that's what I spend most of the game doing.
The scare sound effects and little screams complete the audio. Run
little kiddies, RUN! BWAHAHAHAH! *screaming*
Parting shots: House Escape isn't such a bad game, it could just use
more depth and polish. A timer function would make it more of a
challenge--as it is, it's pretty easy, only took me two or three tries
to dodge the ghosts and figure out the maze. Good for one fun
playthrough, maybe two or three if you really like ghosts.
Freedom at last!
Scare Spree is a lot of fun to play over and over again, and highly
recommended as a download. The only downside are the comparative scores
at the end, which always make me feel about as adequate as a eunuch at
a nude beach. Try as I might, I can't get above 8000 points. Anyone who
reaches Master level ought to put it on Youtube, just to prove it can
be done.