![]() There are many, many more event CGs like that (like the front page image/top image for this article), most of which make some of the horrible situations a lot more horrible, and there are loads of really grotesque ones I’d love to show you because I’m an awful person. Secondly, here’s a shot from one of the WRONG ENDs in the first chapter (a WRONG END being things going irredeemably wrong: a game over in lengthy, stomach-churning cutscene form) followed by the same shot from the PSP version, courtesy of DarkHamsterlord’s superb picture-based Let’s Play.Īgain, I know which I prefer. The portraits look slightly better than that thanks to the aforementioned filtering, but to my mind the PC portraits are still nowhere near as nice as the remastered handheld stuff. The one from this version is on the left, and the one from the handheld version on the right. The latter is a matter of taste, I’ll grant you, but let’s compare and contrast.Ĭourtesy of the Corpse Party Wikia, here are the portraits for semi-protagonist Satoshi Mochida. This means that, as far as I can tell, we’ve got no CGs and we’ve got slightly uglier character portraits. It is not a PC conversion of Corpse Party: Blood Covered – Repeated Fear, which was the PSP update released two years later (and known as Corpse Party in the West, as it’s the first version we got). See, Corpse Party is an English translation of Corpse Party: Blood Covered, 2008’s PC update/remake/whatever. A nice touch, and I like the multi-binding. The game doesn’t tell you this anywhere that I can see, but if you’re likely to use Z and X then it’s probably because you’re used to Z and X. These are largely bound to fairly sensible things like Enter, Escape, and Backspace, although they’re also bound to Z and X if you’re more of a classicist. Arrow keys move around, and then you’ve got two more buttons: Menu/Cancel, and Accept. There doesn’t appear to be a way to redefine controls, but that shouldn’t pose much of a problem as they’re fairly simple. It also doesn’t exactly look great when you’re forcing it to run at 1920×1080, so… yeah. That’s the game’s native aspect ratio, and running it in anything else means either letterboxing or pillarboxing. And that’s basically your lot.Ĭhances are, you’ll want to play this in a window, and you’ll want to stick to a 4:3 resolution like 1024×768. Then you’ve got the message speed, whether or not the skip function lets you speed past all text or just those lines you’ve already read, and the ability to turn off – or adjust the volume of – music, sound, and voices. whether or not everything is pixel-y or looks a bit smoother). Visually, you’ve got resolution, windowed/fullscreen, and screen filtering (i.e. There, uh… aren’t many, although I’m not sure what I was expecting for a top-down game that apes the visual style of 16-bit RPGs. We’ll get to “why” soon enough.įirst, though, let’s look at the options. But hey! Now we on the PC have our own version of the original!Īnd don’t worry: that’s all actually relevant to this PC release. Then we also got the sequels, which are shit. ![]() These updated the graphics, added some frankly horrific CG scenes (and that’s a positive, as this is a horror game) and – perhaps most crucially – were actually translated into English. Indie Games: The Weblog: Freeware Game Pick: Yume Nikki (Kikiyama)Ī description of the game, and a download link for the English version.Ī general article about the game in the open encyclopedia.Ī collaborative knowledge base about the game.It’s a Japanese horror adventure in the style of a 16-bit RPG, obviously.īut if you’re familiar with Corpse Party at all, it’s most likely from the recent remakes and sequels on those fancy handheld devices.Madotsuki can pinch her cheek at any time to wake up and go back to her room, where she can write an entry in her dream diary (a way to save the game) before going back to sleep. "long hair" turns Madotsuki's hair long, "towel" wraps her in a towel (and gives her the ability to sneeze cutely), and "knife" allows her to kill creatures. Each "effect" gives some ability, usually a purely cosmetic one - e.g. ![]() The main objective of the game is to find and collect 24 "effects", objects which can be obtained by talking to the strange dream denizens. The areas are quite diverse, and reaching some of them requires lots of searching. It is made up of many areas connected with doors and teleporters, filled with surreal, unsettling imagery, strange landscapes and bizarre creatures, most of them completely harmless. Once Madotsuki goes to sleep, she ends up in her "dream world". The game begins in Madotsuki's room, with little to do except for going to bed. The gameplay consists of exploring the dreams of a young girl, Madotsuki. Dream Diary) is an exploration-based game made with RPG Maker.
0 Comments
Leave a Reply. |