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Many years ago (12 to be exact), there was a game. Released in the
year of our Lord and Savior Jesus Christ two thousand and five Anno Domini,
it was a game that would change the course of human history for all time.
Through innumerable hardships, endless conflict, infinite pondering and
limitless suffering have we endured, not as a species, but as a collective
group of THOUGHTS, EMOTIONS, IDEAS, as wanderers in this grand field
called existence, and with this games release, we have fulfilled our duty.
Why we still remain here, however, is a mystery.
Ys: The Oath in Felghana, like an ancient mechanism from millennia ago,
was released, nay, AWAKENED, and with it, video games as a medium
transcended all known standards of quality. It was previously thought to be
impossible, an action-focused RPG with mechanics that were simple on the
surface, but which had to be used to their absolute fullest in order to
overcome the many challenges thrown at you? Impossible! Such a foolish
ideal could never be realized!, HOWEVER, IT WAS INDEED REALIZED, AND IT
WAS GLORIOUS. But more than that, The Oath in Felghana combined crisp,
smooth, perfectly tuned gameplay for the action-loving crowd, with minor
RPG elements to spice things up for the less capable audiences and give
them a sense of progression on top of the incredibly implemented
mechanics. The bosses, ranging from agile and furious humans, to larger
foes that make full use of their surroundings, to gigantic beasts with patterns
as difficult to grasp as their names are to read, litter the many dangerous
monster-filled dungeons of The Oath in Felghana, and make full use of its
stellar gameplay, offering you an experience that is, in every single way, out
of this world in its combination of difficulty and satisfaction.
But all of this would have been for naught, if, indeed, the soundtrack
were not present. The already sublime tracks in Wanderers from Ys have
been lovingly arranged for this gem of a video game, and it shows. Brimming
with passion, emotion, courage, righteous fury and sweet guitar solos, the
music of The Oath in Felghana is, without a doubt, one of the great World
Wonders of the modern age.
And yet
YOUYOU KENGEKI
MUSOU
Youyou Kengeki Musou, also known as Enchanting Swordplay Reverie,
also known as datyoumugame, is a video game based on the popular
Touhou Project series of bullet hell shooters from Japan made by a raging
alcoholic and possible pedophile, inspired by gameplay from the Ys
series, namely, from the Holy Grail of all life, The Oath in Felghana. Inspired
by in that last sentence, of course, translates to borrowed from, or, if I
dare be so bold, stolen from, as the gameplay differences are so overall
negligible, that the game could very well bear the title Ys: The Oath in
Felghana: The Touhou Edition: The Game, and not much would change as a
result, aside from the game being more honest, I suppose.
Now that such matters have been cleared up, it is time to begin.
The next point of interest is the main menu. Aside from the expected
options of New Game and Continue, there is an initially inaccessible Bonus
Level option, which is unlocked upon beating the game once, regardless of
difficulty. The next options, however, are important. Hi-Score N and Hi-Score
B, with N being for the main game, and B for the Bonus Level. This is a
particularly important tidbit, as it shows the game having a focus on score, a
concept completely unheard of in Ys, but very common in Touhou. I shall
touch up on this when we begin the gameplay analysis.
The last bit of importance becomes obvious once the New Game (or
Extra) option is chosen: The difficulty select. Youyou Kengeki Musou boasts
only 3 difficulty levels, Easy (for those who are not fond of proper
entertainment), Normal (for those lacking in self-confidence) and Hard (for
those who, by virtue of Nightmare difficulty being absent, have no choice but
to choose the highest available difficulty). In comparison to The Oath in
Felghanas wonderous 5 difficulty levels, along with a sixth unlocked upon
completing the game once, it is hardly much more than serviceable, but it is,
indeed, serviceable, and that will do for now.
Upon starting the game, the direction in which it is headed becomes far
clearer, as you are greeted with a familiar-looking healthbar in the lower
right corner of the screen, complete with another bar below it, three yellow
orbs above it, three icons next to the bottom bar, only one of which is in
focus, and a portrait of your protagonist. You are also greeted with said
protagonist revealing the basis of the story, which, as is the case for most
Touhou related fan-material, is hardly of any real consequence, though it
humorous.
Strangely enough, you are also greeted with your chosen difficulty level,
as well as a score counter in the upper right of the screen. This, too, is part
of the games design, and there is good enough reason for it to be there,
which I will explain in a short bit.
To begin with, the three yellow orbs above your health bar are your skill
orbs, which are obviously used when executing one of three skills you are
given full control over, which function very similarly to The Oath in
Felghanas magic attacks. Here, however, aside from starting with all three,
you also do not find jewels which increase your abilities power, rather, you
can find yellow pots scattered around each level, each containing a single
piece of a larger, three-part upgrade, that being an additional skill orb. This,
of course, lets you execute skills more often. Each skill also uses a different
amount of the skill orbs, interestingly enough, which adds a tiny dynamic to
what is essentially a system entirely taken from His Holiness.
The skills themselves are very similar to the magic attacks of The Oath
in Felghana. The first is a projectile, represented by a blue icon, which deals
the least damage out of the three skills and as a result costs the least
amount of a skill orbs, around 1 full orb or a little less than that. It is useful in
the games penultimate level, as it allows you to destroy objects that you
cannot slice away at from a short distance, and can be easily chained into
from any point in your combo. It can also be used to lead into a combo, and
is obviously intended as a long range option against opponents, though it
can be difficult to aim it properly in such a situation.
Stage 3 is much akin to the Clock Tower from The Oath in Felghana, in
the sense that, as opposed to the rest of the stages within its game, it is
almost entirely vertical. This, surprisingly, is not entirely a deal-breaker, as
there is little in the way of successfully executing jumps to land on specific
platforms, and more in the way of jumping on moving platforms that offer
a perfectly sufficient time period in which you must jump to the next. Later
in the stage you have bouncy platforms, which are slightly more annoying,
yet still bearable.
Stage 4, however, makes a grievous sin. In this stage, one must travel
to the western and easternmost parts of the map in order to activate two
switches which open the door to the stages boss. However, upon arriving to
either location, the game shall make available to thee a checkpoint, which,
despite how it may appear at first glance, is a terribly malicious move. In the
main room of the stage, which one must traverse when going from the
westernmost to the easternmost parts of it or vice versa, there are various
rotating, rectangular platforms which are easily the most frustrating aspect
of the entire game. Thus, if one were to fail in traversing these platforms
straight from the maw of Satan himself, he would be thrown back to the last
checkpoint he had found. Thus, one would be forced to not only attempts the
rotating, rectangular platforms section again, but also to go through the
section leading up to one of the switches again, leading to quite the waste of
time, I say with exceptional audacity. Adding insult to injury, upon besting
the boss of the stage, you are met with another short game play section
where you are met, indeed, with more rotating, rectangular platforms.
Stages 5 and 6, however, have no platforming that can result in falling to
your death, and so they shall not be berated.
Ah, but of course, that brings us to the main event, indeed, the one
aspect in which this labor of love perfectly succeeds in emulating His
Holiness; the music. Much like the Wanderers from Ys Original Soundtrack
was arranged for The Oath in Felghana to masterful effect, so too were
various tracks from the Touhou Project adapted into wonderfully adrenaline-
pumping renditions of themselves in order to better serve the gameplay.
From the gloriously rocking remixes of Unknown X ~ Unfound Adventure and
Love-Colored Master Spark, to the heavenly awe of Maidens Capriccio ~
Dream Battle and Faith is For the Transient People similar to that of Ernst and
Scias, and even the fully realized Mecha anime opening feel of Our Hisou
Tensoku, the only real beat that it misses lies in my little darlings, the two
Border of Life themes, which are wonderful, but feel lacking compared to
their competition. Nevertheless, such dedication and adherence to the
teachings of the Almighty are not only commendable, but show that, truly,
despite all of his shortcomings, man is capable of seeing the light, and can
find salvation by following the one true path.
However, all things must come to an end. The Oath in Felghana, too,
ends, and though it may offer the greatest of worldly pleasures beforehand,
it does possess a conclusion. This sad little presentation must end as well, as
any further attempts to lengthen it will end in great disaster, and impeccable
destruction.
And yet
Though the Ark of Napishtim came before The Oath in Felghana, there is
no such thing that came before Youyou Kengeki Musou, also known as
Enchanting Swordplay Reverie, also known as datyoumugame.
After The Oath in Felghana came Ys Origin, however. And for this, we do
indeed have a match. Three years after Youyou Kengeki Musou, on the 86th
Comiket, the pseudo-sequel from the same developers, known in the English
language as Adventures of Scarlet Curiosity, was released.
TO BE CONTINUED(?)