
Last month we glimpsed an overview of OHR House: Heroes, where we
examined its premise, its characters and backgrounds, and its technical
achievements. And I think we learned a lot in the process.
But, I’m afraid we didn’t finish what we started
then, and now we must pick up where we left off.
So, let’s get back to the fray.
The
Bonus Games and Features
RedMaverickZero pulled a stunner on the community when he released
the
full season last fall. After forcing the community to wait several
months for the final days of the show (where our victor was crowned and
eventually sent to face his final opponent), he rewarded our patience
with two new games, a bunch of artwork to play around with, and the
original show that provided RMZ his framework. And this was after he
graced us with a series of character profiles and a bonus episode
starring the House Villains earlier in the year. Yes, he was kind
enough to give us more to play with when the show was over, and even
more considerate to make it fun.
But before I get into the games, I’d like to talk about that
bonus episode.

One of the staples of a classic OHR House game is to make the viewer
wait at least six months or longer to find out what happened between
certain episodes. OHR House 2: Hawaii
did it when it hit a two-year
stall between Episodes Six and Seven. OHR
Kitty House (or House Kitty,
or I don’t know) is still stalled after about a
year-and-a-half. And OHR House:
Heroes did it twice, the second time at
the ending, but the first time after Week Five was released and RMZ
made us wait six months. As an apology to the community for the wait,
he released a bonus episode following the exploits of the House
Villains after they had taken over the house.
Now, I need to disclaim the true authorship behind House Villains.
While the episode was released as part of the House Heroes canon, RMZ
only worked on the graphic and technical details. Paul Harrington (aka
Surlaw, aka the moderator of this magazine you’re
reading—slacker, I know you have more important things to do
than to read a magazine about OHR games) was the one who wrote it. And,
if you dig deep enough into this magazine’s archives, you
might stumble upon the original
script. But that’s where
credit is due.
So, the story behind House Villains
is simple. Dr. Mu grows suspicious
of his housemates’ behavior and eventually comes to the
conclusion that they’re trying to poison him. The reality is
far worse, however; they are planning something much more sinister.


Yes, they are planning a birthday party. For shame.
The episode runs for the usual five days, following each of the four
villains around the house (Joe has already vanished by this point),
interviewing them with a cool new red
background—slick—and exploring their neuroses with
much satire and little restraint. And when it ends, the villains are
left with damaged emotions, questionable futures, and bloodlust.
It’s all in good fun, of course.
The presentation holds true to the rest of the show, using the same
graphical techniques, the same special effects, and keeping to the
continuity of the timeline presented in the regular series. The
difference, though, comes down to the writing. While RMZ focused on
lighthearted, though sometimes cliché characters throughout
the regular season, Surlaw (aka Paul Harrington, aka...well, you can
read my breakdown above) took the satirical approach and made the
villains into total pansies. Dr. Mu thinks he’s
“delicious” whenever he comes up with a maniacal
idea (usually involving brain transplants and dinosaurs), Slither
thinks his wool cap is the most stylish thing since Justin Timberlake,
Vlad becomes a meathead, and Chluthlu, well, let’s just say
he makes a glorious exit in this episode. Nothing about the episode
takes itself seriously, and it really adds to the overall charm of the
series. One of the show’s highlights for sure.


Before RMZ decided to stick random heroes from the OHR universe in the
same house, he stuck random heroes from his own game universe in the
same house. That resulted in a short-lived, never-released-until-now
game called OHR World: RMZ Edition.
The premise of OHR World was
that several authors would adopt the
OHR
House format by using characters from his or her own games for
viewers
to practice their skills of voyeurism on. It was supposed to be a
franchise, but I guess RMZ decided early in production that an idea
like this would never work in a place like this. So, he never took the
series beyond the pilot episode. Or, by his confession, he just lost
the file for the second week and didn’t have the heart to
restart. Either way, the show never happened.


But he did have a slightly unique twist on the voting concept in
this
game. Instead of viewers voting on which housemates had to leave the
house, they voted on which housemates got to choose what object
everyone had to live with. On the surface, it seemed like a confusing
gimmick, and I’m not sure where RMZ would’ve gone
with it. But it was different than what we’re used to, so I
am curious how it would’ve gone.
The story probably would’ve killed its future, though. A
couple interesting subplots surfaced, including one where Mr.Triangle
gets lambasted for his attempt to cook everyone eggs for breakfast, and
another when Rhudy floods the house one morning after having wet the
bed. But beyond that, it’s the usual, “Hey, this
room is cool,” first week boredom, and I found myself looking
forward to the “End of Week 1” message.

Graphically, the game is excellent, especially with the walkabout
sprites. I know Mamoru (aka VampiDucki) helped with the graphics, and
I’m guessing that he did the sprites, since they
don’t fit RMZ’s usual whimsical style. Each
character animates nicely, too, which I think is always a bonus. For
that alone, the game had potential.
If RMZ had continued the project, I’m sure it
would’ve gotten better as he discovered his stride. But in
the end, I’m happier with OHR House: Heroes, and
I’m glad that he chose to put his focus there instead.



The first playable game, House
Paranoids, is accessible after Week Five
is unlocked. The gameplay is simple: aim your banana bomb through
speed and trajectory and hurl it over a bumpy landscape at your
opponent. It’s essentially the OHR
House: Heroes version of
Gohrillas, which was the OHR
version of the DOS classic Gorillas,
and
all three games are played identically.
The story pits Mr.Triangle against the heroes remaining from Weeks 5-8,
where he tries to dethrone them in waves of battle (each character
sticking around one round longer than the last), just to confront two
bonus characters who also don’t want to leave before the
party is over. As wave after wave of attacks come and go, and
characters introduce themselves, groan, and die according to whomever
acted their voices, Mr.Triangle stands strong, unmoving in fact,
proving that some heroes will stare a hurtling bomb down even unto
death. This is what makes Mr.Triangle a hero, and, well, it’s
what makes his competition heroes, too, for none of them move.

The appeal of the game is partially in the artwork, for the whole
thing
takes place in the computer world, and RMZ did a nice job turning
everyone into TRON-like 8-bit
creatures. But it also comes down to the
scripting by Moogle1 (or Mogri), because the trajectory aiming device
moves so fluidly and gets the angle of the attack just right, that
it’s almost a marvel to see it in action, especially when
considering the source engine’s capabilities. And I believe
the terrain is randomly generated each round, so that makes things even
more interesting (if not really affecting the challenge much).
Artificial intelligence, unfortunately, is not so easily found in House
Paranoids. Sometimes the opponent will pick the right
coordinates to
launch its banana into death’s stratosphere. Housemaster is
especially good at targeting Mr.Triangle. But most of the opponents,
especially late in the game, pick a trajectory that sends the banana
just a couple spaces too far to the left or right of Mr.Triangle, and
hold to it until the moment they die. This means that once the player
makes it past Housemaster, he or she can pretty much finish the game.
The appeal then comes down to discovering who’s next on the
roster and what kind of sounds they make when they grunt.


This was the bigger, more interesting of the games brought
to the OHR House: Heroes
special features section, starring our
favorite obese hover fish, his insatiable appetite, and his Rocky-esque
rise to the top of the Walthrosian cooking wars.
The story is simple. Robots are coming to attack the castle and the
heroes are preparing for the fight. But, not everyone can rest easily
in the looming shadow upon them. A certain hero, a fish if you will,
has received a terrible criticism about his extensive eating habits,
and his inability to keep the house refrigerator stocked with other
people’s food. The solution? Cook his own food. But with a
master chef in the ranks pulling his every string, merely creating his
own meals isn’t enough, oh no. No, a competition must happen
and the fish must earn his right to be called a “master
chef.”

The game is very easy to play. As Bob Surlaw, you wander around your
room viewing sketches of your judges (the other heroes), and try to
pinpoint which foods they’ll like and dislike. Once you think
you know their tastes, you exit the room, where the game then thrusts
you onto the main competition floor. There, Powerstick Man will
transform his hosting duties to that of a master of ceremonies and
introduce the panel of judges, the competition, and eventually announce
the winner of each round. Surlaw’s job, of course, is to be
the victor against three adversaries and declare himself a master chef.
Once the judges and opponents are brought onto the stage and the usual
banter between characters plays out, the player will then be required
to choose up to three ingredients for his dish. In the process, he will
either create a known recipe (like a cheeseburger, for example), or a
messy concoction of loosely-fitted ingredients. From there, the three
judges will rate the food based on their preferences, and then the
score will break down to an average. Once the scores are tabulated, a
winner is determined. This happens three times, and by no surprise,
gets a little more challenging each time.


Again, this is a very straightforward game requiring nothing more
than
knowledge of your judges’ tastes and finding the best group
of ingredients to satisfy all three. Discovering a true recipe adds a
bonus to your score, but until you face your final opponent, you
probably won’t need to know that.
It’s a great way to kill a few minutes of your time, and an
even better way to get to know the House
Heroes characters. And like
any good mini-game, it’s fun to see which OHR hero will make
a cameo next (hint, there are three heroes that show up exclusively for
this game, two relative new guys, and a hero from long ago). And for
the short time you’ll spend with it, it is entertaining for
sure.

But like anything worth playing in life, it does have its
limitations,
and it’s a shame that RMZ and Surlaw (Paul Harrington)
didn’t have more time to make it better. For example, I think
the notion of giving the player a “restart” from
the beginning of the match after every tie or loss is a great way to
keep him trying to win, which forcing the player a total restart could
never accomplish (who would want to keep playing then?). However, I
think an implementation of “lives,” perhaps three
per game, would’ve made it more challenging without becoming
frustrating. I figure, since it was designed like an old school NES or
SNES game, it might as well have had the same lives formula.
Eventually, the player would get good enough to progress to the later
levels, but I think he should have to earn it without it becoming
frustrating. I also would like to have seen anywhere from five to ten
opponents to keep the player on his toes. And random judges
would’ve been nice. And a greater variety of possible dishes
would’ve been great, too. But I understand that they only had
a week to make it, so I think it’s fine given what they had
to work with. I do think a standalone remake would do it justice, as
long as Surlaw designed it as a game worth playing by itself. I suppose
walking around a supermarket with a “grocery list”
and limited funds would make it even more challenging.
It’s worth checking out, though. I mean, you already have it
with the show. Might was well play it.

Fun Facts and Art
Finally, we have fun facts and art work. Now, while I can’t
very well review either of these without sounding pompous or
misinformed, I can say, at least, that the game offers fun facts and
art. You should check both of them out. The art is nicely drawn, and
the facts, well, they’re fun.
So give them both a peek. RMZ worked hard on them.

So, that covers everything there is to know about OHR House: Heroes.
Hope you give it a try. According to RMZ, the sequel, if it comes out,
will probably happen sometime in the fall. He gave me a snippet of what
to expect, and I must say that it is ingenious. Do not expect a
rehashing of the same old crap (not that this was crap, but still,
don’t expect an OHR House
style repeat); the sequel will take
the series in an exciting new direction, and I am certainly looking
forward to it. If I were you, start bugging RMZ to ready the graphics
for it now. That way he’ll have no excuse but to make this
thing happen. You’re gonna want to check it out. I repeat,
this will not be your typical sequel series. And that’s all I
can say until RMZ decides to tease us with a preview.
You’ve been warned.

