The basic idea is that you kill monsters by throwing daggers
at them. The very first monster is a dragon who you can only hit if you're
standing up. But you get killed unless you duck.
The game's balance is way off. The movement is reminiscent
of a traffic jam on a freeway in which the road two miles ahead has been
blocked with the Great Wall of China. Don't like that metaphor? How about
this one?
Let's say you want to go to the fridge to get something
to eat because you haven't eaten for two days and you're about to starve.
You really really need to get that food, so you're not about to just give
up. However, to get to the food, you have to walk (weakened from lack of
food, mind you) on a conveyer belt moving in the opposite direction that
picks up speed when you get closer. Oh and you're wearing a full suit of
medieval knight's armour and are carrying a piano.
This is not really that much of an exaggeration. If I
wanted to exaggerate a little, I'd say that sitting on the piano is a Valkyrie
opera singer juggling bowling balls.
Furthermore, you have a completely useless energy bar.
When 1/10 of the enemies hit you, you lose maybe a fifth of your health.
But these enemies are so few and far between you'll barely notice them.
The other 9/10 kill you with one hit. Considering the rarety of the less
powerful enemies, whenever you see one you can just walk on right into
it and get hurt and it won't make any difference either way.
GRAPHICS
The graphics in themselves are very good. And the animation
is very smooth. However the problem is that the animations take a very
long time to complete. That really sucks. This isn't so much the fault
of the graphics, though. It's that whoever decided the frame rate picked
a random number and said "2! That's it, I'll make each frame 2 seconds
long!". He then implemented the change, didn't bother looking at it to
see if it worked, wrapped it all tightly in a neat little package and dropped
it in Marketing's lap. "This little bad boy is finished!"
To which the head of Marketing replies "We gave you four
months to work on this. So far it's only been seven days."
"So I get the rest of the time off, right?"
The graphics are pretty funny, too.
SOUND
The sounds are okay. Especially the death sound.
But all in all, they don't matter because the rest of
the game can vomit on itself and improve its overall quality.
The music does its job well, of making everything seem
funnier than it already is.
SO, WHAT MAKES IT ENTERTAINING?
Dying is funny. It shouldn't be, but it really is. Take
a look.
Since every moving object in the game, from water to
small stones can kill you, it makes this animation all the more zany. Do
you notice there's a little crack in the bridge pictured above? If you
step on that pencil-thin crack, you fall in the water and explode into
a pile of bones just like you've been hit by a fireball or crushed by a
giant spike.
You try not to die, but when you actually do you feel a little relieved. It means that you get a temporary break from the stupid game, and you get to see that cool animation again.
The moral to this story:
FRAME RATES! ADJUST YOUR HELLCRAP BITCHASS FRAME RATES!
| GRAPHICS | 8 | / | 10 | |
| SOUND | 6 | / | 10 | |
| GAMEPLAY | 0 | / | 10 | |
| THEM BONES | 10 | / | 10 | |
| OVERALL | 6 | / | 10 | 012345678910 |