Part 1
Table of Contents:
The Movie
The Premise
The Characters
Special Effects
Conclusion
Some time ago, I think a month or two before the final week was
released, RedMaverickZero asked me to review the entire season of OHR
House: Heroes at its completion. I said, “Sure,”
thinking that I could somehow find a way to review a three-hour OHR
movie, and, even more miraculously, find a way to make the review worth
reading without ruining the game’s charm. Deep down, I had no
idea how I was supposed to do this.
It was, after all, like a movie, a non-interactive, yet highly visual,
super long cut scene. No gameplay involved. And, the only way to review
an OHR movie without wrecking it was to review it as one would review a
real movie.
Or, at least that’s how it was until RMZ sprung a surprise
ending on us, an ending that, contrary to anyone’s
expectation, involved gameplay. Yes, he rewarded the dedicated viewers
with a handful of new games (along with some additional content), and
turned what should’ve been a straightforward
“television” series into a box set of special
features. And, despite my apprehension in reviewing this
non-interactive
game, his sudden inclusion of bonus content made the job more
interesting to me.
So now here we are, reading the result of this humble request and
subsequent apprehension.
Because reviewing everything in one article would be daunting, however,
I’m splitting this review into two parts. This month
we’ll discuss the movie portion. Next month we’ll
talk about the bonus content. The month after that we probably
won’t talk about anything, and you’ll thank me
because this review is already too long.
The Movie:
Now, let me come right out and say that discussing the plot of this
movie, show, whatever would be unfair. The whole reason why RMZ made it
was so that people in the OHR community would have something to enjoy.
He didn’t scrape the bottom of the barrel for ideas, nor did
he slap something together with three cans and a roll of duct tape and
call it an experience. He sat down, drew a multitude of animations and
set pieces, wrote at least a hundred boxes of dialogue, imported
numerous sound effects and songs, drew many, many portraits,
painstakingly formed everything into a cohesive, visual story, and then
waited, sometimes on edge, for the viewers of OHR land to vote on who
stayed and who went, and then did it all over again for the following
week. And, he did this for eight core episodes. And, he did this
knowing that one of his planned story lines could take a dive at any
wrong turn in the votes. And, he never slacked on any of them (at least
not in quality—release dates were another story). And to
spoil the story here, when watching the show is all the player can do
until the bonus content is unlocked, would defeat the purpose of
playing it, and ultimately, would make all that hard work pointless.
So I won’t discuss the plot.
What I’ll do instead, at least for now, is to discuss the
premise and the characters. I feel like that’ll give new
viewers some inside information about how to appreciate the game
without having every cool detail spoiled.
However, if anyone feels like he or she needs story details, I will be
posting an episode guide along with Part 2 next month.
The Premise:
OHR House: Heroes comes from two sources: OHR House by JSH357 and OHR
World by RMZ, neither of which I’ll discuss in-depth in this
section (though OHR World may make a bigger appearance in the second
half of this review). OHR House adopts the typical reality show format
of lumping nine people together in the same house and expecting them to
live with each other, tolerate their habits, and eventually vote each
other out each week. The twist with OHR House is that the people are
members of the OHR community, which I suppose isn’t much of a
twist in reality, but it does make a handful of us feel special. OHR
World does the same thing as OHR House, but with fewer contestants and
a far more limited demographic—the characters come from
RMZ’s lineup of games.
OHR House: Heroes takes the same concept of reality television applied
to the OHR, but does so using popular heroes from OHR games, rather
than popular members of the community or characters belonging to a
single author’s body of work, and begs the viewer to vote off
his least favorite between two contenders or more, depending on the
week’s needs, for the chopping block. And, for the casual
viewer stuck in a reality-drenched environment, this would seem like an
unnecessary exercise in punishment. But RMZ was smart about this. The
“reality” is only part of the show.
As it turns out, there is a battle between good and evil happening
within this production, and the heroes are stuck in the middle. And
though they have a reality show to deal with, along with all its red
tape, they cannot succumb to their MTV-style petty bickering because
someone or something is trying to drive them out of the house, and they
have to figure out who, why, and what to do if the opponents succeed.
And this is what makes the show unique to every typical reality series
out there. It isn’t just about who’s sleeping with
who (which is fortunate considering the cast); it’s about
becoming heroes.
The Characters:
As it should be of no surprise, the characters are what separate OHR
House: Heroes from other shows of its type. Without the diverse nature
of these people (and things), the story would be nothing but a series
of talking heads from a bunch of inanimate robots. And no one would
want to watch that.
So, who are these characters who breathe life into this story? Let me
give you a quick introduction so you know who they are when you meet
them.
In Alphabetical Order:
Note: The author listing will list those who were originally credited
for the game. In the case of multiple authors, I’m listing
first the people who were claiming the game’s ownership on
Castle Paradox. I can only assume that they’re the ones who
actually came up with these characters.
The Heroes:
These are the nine that we follow throughout each week.
They’re opinionated. They’re crazy. But they sure
are lovable (except for maybe the shark guy). The following will
acquaint you with this diverse group of heroes if you don’t
know them all ready.
Name: Bob the Hamster
Game(s): Wandering Hamster, Bob the Hamster in the Crypt of
Baconthulhu, Don’t Eat Soap
Author: James Paige
Everyone in the community knows this guy. He’s the one that
we first met when we stumbled upon the OHR at the official Hamster
Republic website so many years ago. He’s the one
who’d flap his left arm in propeller fashion and crack a
one-liner to greet each visitor. He’s the doorman of the
Hamster Republic, its star, and the one that we consider the
OHR’s mascot. He’s also the biggest hero to come
from a decade-long unfinished game (Wandering Hamster) that I know of.
In his games, Bob is adventurous but goofy. He’ll whack a
plip with a mallet, munch a carrot in battle, or, most recently, blow a
bubble to encapsulate his enemy. No journey is too absurd for this
valiant, furry little hero, and he’ll march in to battle
without hesitation, even when he’s used as bait.
In OHR House: Heroes, Bob understands that his role in the community
has thrust him into a state of fame. Though, he’s one of the
few in the house whose adventure is still unfinished, he’s
the only one who seems to have universal adoration, and the other
house mates know this. For this, there seems to be a dichotomy of
trust:
On the one hand, the others love him as a hero and legend; on the
other, no one understands why fame has turned him into a recluse.

Name: Bob Surlaw
Game(s): Walthros, Surlaw Armageddon,
etc.
Author: Paul Harrington
He made his first appearance in 2000, leaving home to storm the Blue
Shrine for the first of five crystals in the classic Walthros. And if
he were just an ordinary knight, this step into the unknown may not
have meant more to the populace than just another trip to Wal-Mart. But
Bob Surlaw is not a knight, nor is he ordinary. He’s a
wanderer, an adventurer, and a floating fish. Yes, he is one creature
in a vast ecology of walking, talking, floating animals who war, who
fight, and who eat like primeval man. And his unique world has created
enough awe in the game player’s heart to warrant him a place
among the OHR legends.
Throughout the last decade, he has appeared in several OHR games
including two incarnations of Walthros and its sequel, Surlaw
Armageddon. Both games, combined with Village People: The Video Game,
Gato Sucio: The Quest for Color, and Totally...Gihern to name a few,
formed a master plot involving the collapse of dimensions due to the
quest of the five crystals and the endangerment of the Sun Stone. Bob
Surlaw, the hero at the center of the plot, has been the key player in
preventing the destruction of time and space.
In OHR House: Heroes, his valiant, well-rounded, good-boy charm bows to
his enormous appetite, and he makes the other house mates sick. He has
no regard for his table manners, nor does he realize he’s
missing them. But he does take his role as hero seriously, and he will
only enter a skirmish if he can do so honorably, and, well, heroically.
He is also the self-proclaimed protector of the plip that sneaks into
the house.
Name: Housemaster
Game: Arfenhouse (I-IV)
Author: Misteroo (Parts I-III), Seppel (Part IV)
Every era needs a good clown, and the OHR circa late ‘90s
gave us the Housemaster.
Now, Housemaster came from a humble beginning, traveling the vast
expanse of his front yard to reach the distant, but attainable front
door to the crap-game Mecca called Arfenhouse. On his way across the
yard, he employed his electric little sidekick Pikachu, and battled
destructive villains like Mah Freend Amy and Evil Kitty. And his
journey, while extended, hit rewind and repeat when he set forth on his
second and third adventures across the great lawn, through the bowels
of Arfenhouse, and beyond.
As time wore on, he simultaneously transcended his original author and
the OHR itself, the former in the lengthy adventure called
ARFENHOUSE!!!1 FOR!!!!11 DISC 11 (or Arfenhouse 4 for short), the
latter a series of flash movies on Newgrounds, and made his name among
thousands of new fans. And in that time, he continued to act like a
raging maniac who couldn’t speak clearly, or acknowledge the
fact that he was a walking, gibbering, piece of toast.
In OHR House: Heroes, Housemaster is the instigator of poor tact, bad
timing, dangerous practical jokes, and will say pretty much whatever
he’s thinking at the moment. He makes fun of anyone, has no
regard for personal restraint, probably smells like moldy bread, and is
a subject of disapproval for the majority of the house mates. For
someone who considers himself a master of houses, it seems strange that
he’s the one that no one wants around the house.
Name: Julia
Game(s): Pitch Black (1-2), OHR Date
Authors: Shadowiii & Mr. B
In 2003, three young adults entered a haunted house. The two guys went
in first, daring the girl to follow. The girl wasn’t
interested; she didn’t want to fall for their game. But a
week passed and the two guys never came out. So, Julia went in to find
them.
All she had was a flashlight. And her wits. And a healthy fear of the
dark.
She was also one of the rare cases where a female carried the lead in
an OHR game.
In OHR House: Heroes, she entered another strange house full of weird
characters and became the first token girl contestant to round out the
cast. Though she came to the show without any heroic trait other than
an ability to travel dark corridors and to state the obvious, she
quickly became one of two potential love interests for the angsty guy
who disappeared after a week, and thus fulfilled her token role with
grace. Subsequently, her experience with said angsty guy, among others
in the house, left her with an intense hatred for men. Now she has the
required skills needed to join the Ivy League.
Name: Sinister Kikraizer
Game: Trailblazers
Author: Retrogamer
Three potential heroes touch an enchanted map and are whisked away to
various lands of evil. And, they do it in 8-bit color. And, they land
in worlds of pre-slice, pre-pixel-movement side-scrollers. They are
Brinks, Noriko, and Sinister Kikraizer (or S.Kikraizer for short).
Little is known about any of them, but rumor has it that
they’re taller than most ordinary heroes.
In OHR House: Heroes, S.Kikraizer makes the jump from side-scroller
antihero to housemate on the edge. He’s mean. He’s
tricky. And, no one should trust him. And it’s no wonder; he
left Brinks and Noriko behind—doesn’t even mention
them in conversation. In a triangle of disturbing heroes, including
S.Kikraizer, Housemaster and, well, Mr.Triangle, the scaly shark-beast
called S.Kikraizer stands on the pinnacle. If someone in the house is
framed for murder, chances are that S.Kikraizer is the one behind the
plot.
Name: Kyle
Game(s): Timestream Saga, Timestream Saga Second Edition, Timestream
Saga: Arcadia Incident Report
Author: Fenrir-Lunaris
Every engine must have its staple hero, the cookie-cutter guy with the
spiky ponytail and the huge sword. And, that hero must be named Kain.
However, in some cases, the hero will endure a name
change—also common in RPGs—and Kain will become
Kyle. And, while the name that defines the man alters a few letters,
the man rarely alters his character, and in the end we have a leader
who will stand in the forefront and strike down armies with his nasty,
brutal sword.
In OHR House: Heroes, the badass hero of Timestream Saga is reduced to
a reserved, almost whiny version of a rock star who has no personality,
musical talent, or lady sense. This hero quickly becomes the RPG hero
of tradition that no one remembers, because he looks and acts like
anyone else one might meet on the street (in RPG land, mind
you—the real world would look at him funny), and displays a
quality that most would consider forgettable.
Name: Mr.Triangle
Game(s): Mr.Triangle’s S****y Adventure (1-5),
Mr.Triangle’s Maze (Madness), Mr.Triangle’s Battle
Royal, OHR World
Author: RedMaverickero
The infamous Mr.Triangle began life as the star of five s****y
adventures and quickly ballooned to fame as the center of great OHR
controversy when a review for the fifth game had gotten way out of
hand. And though the dust of review fallout (between the reviewer and a
third party who had nothing to do with the game) settled, the name of
Mr.Triangle hardly died, as he soon made an appearance in alternative
games like Mr.Triangle’s Maze Madness (a game designed in the
spirit of the classic Chip’s Challenge) and
Mr.Triangle’s Battle Royal, which never really gained any
kind of fame.
In each game, Mr.Triangle contends with his arch-nemesis, The Creator,
a diabolical man who puts Mr.Triangle through all sorts of fourth-wall
hell for his own amusement. And Mr.Triangle, a foul-mouthed shape with
feet, travels these sadistic lands anyway, just to shove the
Creator’s tricks back in his face.
And, of course, anyone who pays close attention will know that the
Creator is none other than RedMaverickZero himself, making for one of
the more metaphysical experiences on the OHR.
In OHR House: Heroes, Mr.Triangle makes little distinction between RMZ
and the Creator, and goes about his business as a housemate with as
much orneriness as a walking shape can manage. His friendships are
shaky, and his heroism questionable, but in the end he proves that
he’s at least willing to try doing the honorable thing, even
when he dons a soul-testing piece of demon armor that he really likes
using. Just don’t ask him to be nice.
Name: Neké
Game: Neké: Woman of Mystery
Authors: Sephy99, Lucier, ToxicShroom
During the summer of 2001, things were hot, contests were popular, and
a woman undressed for the 168-hour contest. She was an actress, or a
spy—perhaps a little of both, because, you know, she knew
some kung fu—and someone wanted her dead. But, when the
assassin came to her apartment to finish her off, she had to react. She
had to run.
The problem? She had just finished undressing for the Jacuzzi when the
assassin arrived. Now she had to run around New York all naked
like—a girl’s worst nightmare, I’m sure.
However, Neké, as classy as a spy/actress can be, slapped a
couple black bars over her necessities and slipped into the vast metro
to find her would-be killers, and perhaps, kill them back, determined
not to let a little thing like public nudity stop her from surviving.
In OHR House: Heroes, she forgets to put her clothes back on. And
because of this, she’s quickly regarded as the
house’s, er, loosest member. But this doesn’t stop
certain noblemen with spiky hair from hitting on her. She also seems to
have a short fuse, and doesn’t tolerate sexism. Odd,
considering her choice of wardrobe.
Name: Rancher Sam
Game: Sheep Rancher
Author: Moogle1
Perhaps one of the most unlikely heroes to join the cast, Rancher Sam
was born during the beginning of the plotscript-heavy, nonRPG heyday of
the OHR (2001) and became the star of one of the year’s most
celebrated titles. Nowadays, arcade-style games are expected to show on
the OHR every few months, but back then, the trend was unheard of. And
Sam was the pioneer.
But despite his sudden claim to fame and Jed Clampett hat, status
didn’t change the fact that he had work to do, and his work
involved creating lightweight blocks to guide his sheep back in to
their pen.
In OHR House: Heroes, Rancher Sam is the other honorable soul who
doesn’t really want to fight, but is more than happy to spend
time watching landscapes and attracting monsters. Out of the entire
cast, he is the most reserved member, which is fitting considering his
background.
In Nonalphebetical Order:
The Villains:
Every hero has an enemy, and these guys take up that mantle.
They’re crass, they’re vile, and they’ll
ruin a hero’s world at first chance. But they’re
also sensitive creatures when lumped together in their own club, and
will fight each other only when one is no longer the center of
attention. These are the guys who are trying to run the heroes out of
the house, and on the surface, they need therapy.
Name: Cthulhu
Game: Vikings of Midgard
Author: Fenrir-Lunaris
A mysterious creature slips in and out of space, haunting the
progression of the brave Vikings of Midgard as they seek to end the
world of the threat that threatens their world (read: I forgot the
premise of that game). He tries to steal their crystals, he harasses
them with “Sp*ckt,” and he tangles their journey as
a piece of gum would tangle hair.
He is truly a villain’s villain, and he doesn’t
play nice.
In OHR House: Heroes, he tries to sabotage the house with Kothyls, but
somehow ends up getting flushed down the toilet.
Name: Vlad the Hamster
Game: Bob the Hamster VGA
Author: James Paige
Some heroes have a flashy villain for an archenemy. Bob the Hamster has
a doppleganger named Vlad. For every noble trait that Bob possesses,
Vlad does opposite. If Bob wants to smite an enemy with a carrot, Vlad
will smite double with a dagger. If Bob hits a baddie with a pie, Vlad
will first spit in that pie. He’s a true half-pint monster.
In OHR House: Heroes, this villainous trait continues; though, for an
enemy that seems like he should be calling the shots, he sure seems
like a background thug. But is he? Hmm....
Name: Slither
Game: Mr.Triangle’s S****y Adventure 5
Author: RedMaverickZero
A persistent virus that infects time and space in the
Creator’s computer, he continuously attacks Mr.Triangle until
one of them stands and the other falls. Consequently, Mr.Triangle
thinks he sucks.
In OHR House: Heroes, he comes to the real world in solid form to cause
terror in the house and wreak havoc in the digital realm, but he does
so with a nasty lisp. Some villains, meanwhile, question his sexual
orientation, as if a villainous serpent should have a preference. He
doesn’t really get along with them much.
Name: Dr. Mu
Game(s): Walthros, Super Walrus House, Village People: The Video Game
Author: Paul Harrington
A scientific madman who loves dinosaurs and diabolical schemes, he
first arrived on the scene when he captured the Walthrosian super group
Dinosaur Triple on Dinosaur Island. Ever since then, he has relocated
his lab, practiced on new robotic experiments, dressed like an
S&M party dancer, and eventually raided the sewers of San
Francisco to begin a new diabolical plot, this time against the Village
People. He is truly the everyman’s mad scientist, and he puts
no filter on decency.
In OHR House: Heroes, as the face of true, hideous evil, Dr. Mu is the
mastermind of the villains’ operation, the supplier of all
its tricks, and the egomaniac who wants attention all to himself.
He’s also paranoid, obsessive-compulsive, and his love for
dinosaurs eventually causes problems for everyone.
Name: Joe
Game: Arfenhouse 3
Author: Misteroo
Arfenhouse stands in a world of chaos. People talk like trash, the
landscape looks like a five-year-old’s refrigerator drawings,
and strange Pokémon curse under their
unintelligible-speaking, nonsensical tongues. Joe is the outsider
who’s stuck in this world, and he’s the only
normal-looking, normal-speaking creature around. And, he hates being a
part of it. His straight-man persona is a deep contrast to
Housemaster’s insanity.
In OHR House: Heroes, he somehow gets lumped into the
villains’ group, even though he’s not really a
villain. The forever odd-fit, it seems that Joe will never pair with
people he would consider fair kinsmen.
“JOES HERE!”
The Supporting Players:
Some are heroes. Some are critters. Each of them plays a significant
role to the story, but none are subjected to votes. They guide the nine
through difficulties. They encourage and annoy them. These are the
people that fuel the fire under the heroes’ feet, and the
ones that make the heroes’ journey possible.
Name: Powerstick Man
Game: The Adventures of Powerstick Man
Author: Pepsi Ranger
Back in a time when RPGs were mostly serious, or tried to be, and the
joke game had hardly been touched, one man donned a pair of tights and
attempted to bring parody to the masses. He moved about in a vast
world, picking on elements of pop culture, and forwent the archetype of
knights and dragons to introduce to the OHR superheroes with sarcasm
issues and villains who had troll-like armpit hair. He was a
commentator on life and a lover of commercialism. And he was named
after deodorant.
They called him Powerstick Man.
In OHR House: Heroes, this superhero with the blond mullet loses the
hero card to play the announcer. Similar to his creator’s
role in another OHR House series, unsurprisingly unfolding at the same
time, he gathers the house mates together twice a week to issue
challenges and kick the booted out the house. And, much to
everyone’s dismay, he loves cracking a bad joke. Especially
at inappropriate times.
Name: The Plip
Game(s): Wandering Hamster, Plip Tamer
Author: James Paige
Everyone knows the plip. It’s a slime-based creature that
lives in the town of Flanat and pesters Bob the Hamster at every turn.
It’s a cuddly thing that occasionally gives a nasty bite when
encountered in the wild. Under most circumstances, it is not friendly.
In OHR House: Heroes, however, the plip is not only friendly, but makes
itself into Bob Surlaw’s house pet. It acts like a dog,
hanging out with Surlaw whenever he watches TV, but getting rowdy
whenever situations get sticky in the house. It loves TV as much as
Surlaw does. As of this moment, everyone owes it a favor (especially
Bob Surlaw), since it seems to be the only member of the house that can
get out of danger on its own.
Name: Super Walrus Man
Game(s): Walthros, Walthrus: Return of the Crystals, Super Walrus Chef,
etc.
Author: Paul Harrington
The critter that once began as a brash, but heroic walrus in the battle
for Walthros, had since transformed into a depressive, a homicidal
maniac, and most recently, a chef. Generally opinionated, he is the
backbone of Walthros’s spark, and ignites pretty much
anything he touches (metaphorically, of course). Lately, he’s
had his eye on materialism.
In OHR House: Heroes, he brings his cool, do-what-you-want attitude to
the heroes’ doorstep when he helps his buddy Salom organize a
battalion against the castle of villains. And while he has some decent
skills as a lieutenant and fighter, he is mostly along for the ride,
and the street cred.
Name: Salom Lancoven
Game(s): Walthros, Walthrus: Return of the Crystals, and so on...
Author: Paul Harrington
A true gentleman, akin to the knights of old, this Walthrosian seal can
flap his wings and spring high into the air, then crash down on an
enemy with grace and a lance. He is a devout soldier, a hero, and the
seal you don’t mess with when you want to pick a fight.
He’s a good friend to Bob Surlaw, and an asset to his quest.
In OHR House: Heroes, he brings his stalwart ways to the battlefield
when he organizes the battle parties and pits heroes against villains.
And he does it all cool like.
Name: RedMaverickZero
Game(s): OHR House 2: Hawaii, OHR House Heroes
Author: His Parents
Doubling as the Creator in all the Mr.Triangle games, RMZ is the author
of the Mr.Triangle series, AXLE RPG, the Halloween Quest games, and a
collection of contest entries that are too many to name here. He is
also the man behind OHR House: Heroes. Considered one of the most
prolific authors of the OHR community, his library of games takes a
nice bite out of Castle Paradox’s game list. He was also once
made into a towel in another OHR House game.
In OHR House: Heroes, he steps in as a coordinator and financier of the
show, organizing the bureaucratic side of keeping the house intact.
Every so often he’ll make an appearance to tell Powerstick
Man what he’s doing wrong, or to remind house mates that
they’re still in a show, despite the fact that
they’re stranded on a farm where crazed pilgrims want to kill
them, and therefore, still need to perform their tricks for viewers and
vote each other off.
Cameos:
Every once in a while, some random hero or villain from the OHR
universe will drop in on our heroes to cause a little trouble or to
lend a little hand. While half the fun of the show is to see who will
appear next, here’s a sampling of the characters you may find
along the way.
Special Effects:
Now, I confess that I was a little misleading earlier. I had stated
that the characters are what separate this show from others of its
type. That, obviously, implies that the characters are what give the
show its charm, and ultimately, its appeal. However, as Hollywood has
taught us, the characters and story are cannon fodder compared to the
true star of this game: the special effects.
And now I think we should spend a moment reviewing this backseat gem.
To clarify, the special effects segment of this review will include all
elements of structure, including graphics, sound, animation, etc. There
aren’t many explosions to critique.
So, let’s start with what everyone cares about most, the
thing that gives the game its life, its appeal. Yes, we are talking
about its graphics.
OHR House: Heroes showcases RMZ’s unique interpretation of
heroes that we’ve spent over a decade coming to know. If
anyone has played the Halloween Quest games, he or she will know his
style right off the bat. It’s that comic charm, or that old
‘80s Saturday morning cartoon feel that says,
“I’m innocent, but you better not mess with
me.” There’s nothing anime about it. Though the
characters have big heads—RMZ’s way of showing
expression—they don’t have big eyes and small
mouths. They look, for lack of a better term, normal. But with big
heads.
For example, the character we all know and love as Bob the Hamster
loses his anamorphically dwarfed body, originally designed by James
Paige, for something a little fuller and fitting to RMZ’s
style. And though Bob originally began life with a big head, RMZ was
kind enough to give him a body that can support that head. Housemaster,
known universally as a giant piece of wandering toast, was once only a
head. Now he actually has a body (and a striped shirt). This style
persists throughout all of RMZ’s interpretations of old
heroes, and, in some cases, as the transformation of Housemaster can
attest to, the differences are staggering.
Set design is a step above minimal around the house, but highly
detailed in those areas where the heroes are traveling.
In the house, televisions, while frozen with the same image of
Mr.Triangle tramping through the Mushroom Kingdom week after week,
stand where they’re supposed to (directly across from the
couch). The pool, while mostly uninteresting, has lawn chairs
surrounding it. The kitchen has plenty of places for the heroes to eat,
and even provides Bob Surlaw a range of appliances for him to cook
with. Examples like this can be found throughout the house, and they
prove that while no stage needs extensive design, every stage needs
something to define it whether it has a map name or not.
Of course, RMZ doesn’t stop there. Later in the show, the
house takes a drastic turn, and before you know it the normal looking
living room we had spent weeks getting to know takes on two different
forms, both in the real world and in the digital. And, each form is
believable. If this were a newbie game, I’d expect crude
shapes and a bunch of solid color blocks to define the alternative
forms, if the author would even bother with the extra plot point. For a
game of quality, however, I expect pulled stops, and the house itself
is just a springboard to that testament.
When we leave the house, the detail piles on from there. Airships are
formed with wooden floors. Rivers flow beneath snowy bridges. And
complex piping climbs the ledges throughout the castle interior. Again,
no important detail is held back. This is what OHR Movie set design
should look like.
Animation and sound effects are also a treat to watch (and hear), as
RMZ carefully choreographed the action sequences to allow heroes to
move, flap their arms, shoot things, wield swords, and so on in sync to
the current situation’s demands, and did so with high quality
sounds that one might get from Soundsnap.
This, I feel, is important, not only to the game but to games in
general, because a.) it increases the authenticity of the presentation
when the viewer can watch fluid actions onscreen and hear realistic
sounds, thus enhancing the experience, and b.) it reveals how important
the cliché “show, don’t tell”
really is to a production. As much as I hate to read in books and
articles about how “amateurs,”
“novices,” and “newbies” do
things a certain way (i.e. badly), I think I need to bite the bullet
and join the ranks of such critics: Newbie games have a habit of
telling, not showing; and games like OHR House: Heroes proves just how
much the viewer or player can lose when a game’s designer
skimps on the details. Quality matters. It really does. While I think
it’s okay to have armies of NPCs moshing in a field to
simulate a battle in most games, I think it’s better to have
those NPCs clashing swords, diving off cliffs (headfirst with lances
pointed to the crowd), and splattering blood all over the place. While
OHR House: Heroes carries a PG13 spirit, it maximizes that spirit with
slime fights, animated duels, and even the best voiceover work done on
the OHR so far (thanks mostly in part to Vampiducki’s stellar
performance as Vlad the Hamster, which, in my opinion, could rival the
voices found in a Disney animated film; though, I think RMZ himself
needs to practice emoting character into his voiceover work, as his
turn as Mr.Triangle would’ve worked better as Kyle than as
the grumpy shape he was speaking for).
Nothing that RMZ did here was hard, folks. It just takes a little extra
time to get it right. If you like your game, you’ll make it
good. If you love your game, you’ll make it great. If you
hate your game, it’ll look like 90 percent of the game list.
Don’t start a game unless you’re gonna enjoy it.
Moving on...
The music is both a copout and a tribute, as it borrows the score from
its inspiration, OHR House. While the copout prevents the soundtrack
from having true originality (which would be impossible anyway, as
every track is ripped), it does offer the viewer some familiarity with
the structure, and for that I think it’s placed
appropriately. The differences, of course, are in special circumstances
where the sequence may mimic some memorable moment in pop culture, like
having the heroes blast enemies with slime to the tune of Ray Parker
Jr.’s theme song for the Ghostbusters. But beyond that, one
can expect to hear the same tune for the first day of the week as he
can for the recaps on the OHR House series.
And then we have the game’s structure. This, I think, is the
true heir apparent to OHR House, and the one thing that really
doesn’t need a change.
When one loads OHR House: Heroes, he or she is given a DVD menu screen.
From here, he can select the number of the week that he wants to watch,
or pick a special feature (which we’ll discuss in Part 2),
and then let the game do the rest.
Assuming that he picks an episode (1-8), he will then be whisked away
to the first day of that week, where the movie will begin to play. This
is where the conflicts arise, competitions are issued, and the action
unfolds.
This is also where we are faced with “Talking
Heads,” those breaks in the action where a character will
speak directly to the camera about whatever he or she thinks of the
current situation. This is a staple of all reality shows, a big part of
OHR House, and now it’s a big part of OHR House: Heroes. This
gives the viewer a unique insight to a character’s thoughts
(something that most games don’t bother with), and adds an
extra level of immersion into the story. The only annoyance
I’ve had with this system is that every character has the
same scrambled blue background for his interview room as the next,
which even OHR House managed to avoid. I’d have rather seen
backgrounds of the pool, the living room, the snowfield, etc., spring
up from time to time, depending on where the interview happened. If the
blue background was an “interview room,” I could
understand using it consecutively throughout the in-house sequences.
But it really didn’t make sense using it for the later
episodes when the heroes weren’t anywhere near the house. But
if that’s my only complaint about the entire
show—well, this and the persistent typos that RMZ never
fixed—then the show really has something special going for it.
Finally, I know I said I wouldn’t discuss the plot earlier in
this review, but I do think I should at least talk briefly about the
success of the story. While this show and OHR House 3: On the
Plantation were still in production, I had started the fifth Epic
Marathon, which focused exclusively on episodic games and movies. OHR
House: Heroes beat OHR House 3 by a slim margin, as both were so well
done that to single either of them out as better would’ve
been like freeze-framing an auto race to see which of two stock cars
got its nose past the finish line first. However, while OHR House 3 was
the veteran entry with the stranger characters and the better dialogue,
I think there’s a reason why OHR House: Heroes took the lead.
One, I think RMZ did a better job with the bonus content. But also, RMZ
did something with the story that no other reality show ever attempts.
He put the heroes in their elements. He brought a rampaging evil to
their doorstep and forced the heroes to do something about it. Yes, it
involved driving them out of home. Yes, it threatened the course of the
show itself. But he went with it. He made an action story out of it.
Most reality shows focus on the neuroses of its house mates, attempting
to pigeonhole their clashing personalities to whatever task or
situation fits the paradigm of the show, regardless of their skills.
While that offers great conflict, it often sacrifices the
popcorn-fueled adrenaline that we sometimes need. To OHR
House’s credit, it did shake the foundation a bit when it
introduced a murder mystery at the end of the second season (in
Hawaii), and later evicted its house mates, similar to what happens in
OHR House: Heroes, near the end of the third season. But at the end of
the day, it’s still about clashing neuroses in an environment
that challenges their personalities and doesn’t really offer
anything different. It still forces everyone to fight each other in a
game of wits for the prize—a nice guy’s gladiator
arena—and it’s like any reality show
we’ve seen before—excellently written, but
familiar. I think OHR House: Heroes was slightly more successful
because it went against the grain.
Conclusion:
It took a long time to get here, but my verdict is this: OHR House:
Heroes is complete, it’s well designed, and due to my overall
lack of criticism, I think it’s worth the three or four hours
it takes to watch it. If you haven’t done so already, give it
a download, grab a plate of nachos, and spend an afternoon playing
catch-up with the rest of the community. It’s a fun show.
And, you don’t even have to wait months for the next episode
like the rest of us had to do when RMZ was still making it.
Next month, I’ll review the bonus features, and then we can
really have fun. I’ll also have a companion episode guide to
help you recap whatever you may have missed. Stay tuned.