Been playing an unusual Vita game for review recently. Normally I wouldn’t blog about games that I’m reviewing, but I already wrote a “first impressions” piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess.
The game in question is Demon Gaze from Kadokawa Games, brought to the West by the ever-reliable NIS America. I didn’t know a lot about this game prior to starting to play it save for the fact that it had upset a few people — as many Japanese games tend to — by featuring a selection of pretty anime-style girls with artwork that is occasionally on the suggestive side.
What I wasn’t expecting from it was an old-school dungeon-crawler of the Wizardry mould, right down to creating your own party bit by bit as you can afford to, We’re talking manually choosing race, class and appearance for your characters, then heading out into a grid-based dungeon to fight lots of monsters, solve some rudimentary puzzles and ultimately complete some quests.
What I also wasn’t expecting was a rock-hard level of difficulty almost from the outset. Unlike in some other Japanese role-playing games, a level 1 character in Demon Gaze really is utter shit. Their stats are poor, their HP is low and it’s very rare for them to have any useful abilities from their class. This makes life interesting when you can finally afford to recruit an additional party member and they have to start from this position of non-power while the rest of your adventuring brigade are happily chopping the heads off monsters left, right and centre. You have to take care of the newbie until they find their feet a bit, and then only let them step into the front lines when you’re absolutely sure they can handle it.
Because this isn’t a game that is afraid to kill you and dump you back at the title screen without any ceremony. Step into a fight you can’t win and fail to get away quickly enough and there’s no “retry” option, no fade-to-black-then-wake-up-back-at-the-inn, it’s just Game Over. Reload. I hope you remembered to save every time you get back from an adventure because the game sure as hell isn’t going to auto-save for you.
The other thing that is a bit of a culture shock is that the game doesn’t hold your hand with regard to quests at all. “Go find this dude,” the game will say. “Where are they?” you’ll ponder. “Oh, you know,” replies the game. “Out there. Somewhere. Come back when you find him.” Cue plenty of enjoyable exploration and risk-taking as you search every nook and cranny to complete your objectives. Can the party survive trudging through that poisonous swamp? Only one way to find ou– oh, they’re all dead.
In some senses, this old-school difficulty and unforgiving nature is going to put a lot of people off. But that’s fine; titles like Dark Souls have proven there’s a market for unforgiving games in which you have to take a bit more care than in many other modern titles, and Demon Gaze is seemingly designed along these lines. (That’s not the only similarity, either; both Demon Gaze and the Souls series allow you to leave messages for other players that are then shared on the network, though the former lacks the latter’s ability for true multiplayer.)
I’m a relatively short way into the game so far, but I’m really enjoying it. It’s the sort of thing that feels like it could be a “long-term project” of a game; it’s fairly light on the story side of things (though it does have some seriously adorable characters who often greet you and have their own silly little side-plots when you get back from an adventure) and surprisingly friendly to quick play sessions, making it an ideal handheld game for a bit of grinding on the bus or over lunch.
Full review coming towards the end of the month; for now, suffice to say, I like it a lot.
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