Otogi: Myth of Demons is a third person
action game released on the original X-Box in 2003. I didn’t
realise it until the logo appeared on the screen, but Otogi was
developed by From Software – the studio behind the ‘Souls’
series and the recently released Bloodborne. And there are certainly
shades of the Souls games present in Otogi.
Set in a bleak, yet
beautiful world, Otogi features an undead (sort of) hero on a quest
to unite four ‘essences’ and restore the ‘Seal’ – a
mystical barrier that separates the world of man from the realm of
demons. The Seal has been broken and the world has fallen into
darkness and ruin, overrun by demons of various shapes and sizes.
Otogi has a ‘Japanese
myth’ type style to its world and it’s a shame the limitations of
the original X-Box can’t quite capture its intended glory. The maps
are nicely sized but some, particularly those set in exterior
environments, are rather bland, empty and dull to look at.
Although Otogi shares
certain themes with the Souls games in terms of story and tone, when it comes
to combat, it actually feels far more like a Platinum game. Otogi is
a fast paced action game based around a system of magic and various
weapon types. Wielding a bladed weapon – you’ll unlock a
selection as you progress – you have light and heavy attacks which
can be strung together into powerful combos – including smashing
foes into the ground or even through scenery.
In terms of movement, you
can perform a teleportation style dash which can be combined with
both heavy and light attacks for fast moving strikes. You also have a
double jump, which you’ll be using a lot. Because many of the
demons you’ll be fighting in Otogi can fly, so the majority of the
combat is actually aerial in nature.
And it’s certainly fun,
leaping majestically into the air and zipping from one foe to the
next, stringing together your combo and destroying several demons
before you even hit the ground. I was instantly reminded of Metal
Gear Rising in terms of its combat, especially when you take the
destructible scenery into account as you slice trees, pillars and
even small buildings to pieces with your sword. It’s an interesting
mix, this bleak world with fluid, fast paced combat.
There are nearly 30 levels
to play through, which sounds like a lot, but there’s quite a bit
of cut and paste between them and quality wise, it’s a bit of a
mixed bag. I would have preferred fewer levels but more
unique/diverse ones because, whilst some are excellent, others just
feel like filler and are a bit tedious to grind through. At the end
of each level you’re scored on a graded scale by the usual things –
enemies killed, time taken, scenery destroyed etc. You’ll earn
money which you can use to buy different upgrade items (for say,
attack or defence) plus new weapons or magic attacks.
Oh right, magic. Magic is
the other component to Otogi’s combat. Initially it feels rather
useless, but you soon realise it depends heavily upon what type of
magic you’re wielding and which enemy types you face. Both magic
and demons belong to one of four types, and if you use the correct
magic type against its opposite demon type you can double your damage
against them.
Each level is fairly
similar in terms of structure – enter the environment, kill X
number of demons or a particularly large demon. As a result, if you
play for a long period things can get a bit repetitive, but
thankfully, the levels don’t overstay their welcome – you can
clear each of them in anywhere from 3 to 10 minutes. You can also
replay them at any time to try to improve upon your score or earn
extra gold.
The combat system,
ultimately, isn’t that in depth and mostly relies on two or three
repetitive patterns of attack. You’ll soon figure out a simple yet
effective light and heavy combo which you’ll use to take down one
foe after another – rinse and repeat. It’s pretty basic and
surprisingly easy. But though the combat isn’t all that fantastic,
the variety of enemies is pretty good, offering a neat selection of
demon types both large and small – at least visually. It’s just a
shame that they don’t require any varied tactics or strategy to
kill.
One major issue with the
combat, however, is the camera and the rather wonky lock-on system
(although you won’t really need to use the lock-on that often
unless you need to target a magic attack). But yeah, the camera can
be a nightmare at times, especially when so much of the combat takes
place in mid-air. It can be rather tricky to orient yourself and dash
between enemies to continue your combo because of the camera, which
gets a little frustrating. It’s very easy to lose your bearings as
the camera swings wildly in the wrong direction and you’re no
longer sure which way you’re facing.
Graphically, Otogi holds up
okay, aside from the rather poor looking exteriors. But it has an
aesthetic style to it that’s still quite pleasant, matched with a
nice, appropriately haunting soundtrack. In terms of challenge, Otogi
feels rather inconsistent. Some levels can be a real breeze but the
next suddenly spikes. That said, it often felt I was more challenged
by the wonky camera and targeting system than by the demons I was
fighting.
If you’ve ever wondered
what a combination of From Software style and Platinum Games combat
might look like, Otogi is a pretty neat example. It remains an
interesting and quite unique little title and one fans of either of
those developers might want to check out.
6/10
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