Infogrames
new game, Koudelka, is a horror-RPG set in the late 19th
century.
Created by ex-Square employees at Sacnoth, it promised to
deliver an engaging plot with stellar graphics. Unfortunately, they
forgot to add any coherent gameplay. What could have been
a game to remember became a game you want to forget.
The
story follows the exploits of Koudelka, a medium of considerable power
who comes to a vast castle-monastery in response to a cry for help
from beyond.
Joining her are two more adventurers, James and Edward.
During their wondering around the monastery they encounter all
sorts of weird undead creatures, ghosts, and a tale of evil.
The story is told entirely through voice with no text at all
which is a pleasant departure from the norm since this time around
the voice acting is actually pretty good.
As expected from ex-Square employees, the CG sequences are
spectacular, with crystal clear images and lots of action sequences.
The abundance of voice acting and CGI also explains why the game spans 4
discs,
yet is relatively short in gameplay.
Upon
close inspection, Koudelka immediately
falls apart in the graphics department.
The locations and battlefield map are atrocious.
Environments are very dark and grainy.
Characters have a tendency to move through objects or each
other and are very rough.
Rather then moving smoothly through combat, they seem to stomp
awkwardly.
For some reason, all battle scenes don’t have a background
but are set against a black field, no matter where you are in the game's
environment.
The sound and music are fairly repetitive without adding effective
ambiance to the dismal locations.
Most of the game is very quiet and boring as Koudelka trudges
through room after room.
Gameplay
is where the game truly sucks to levels as yet unmatched by any other
RPG in gaming history.
The style of the game is very similar to Resident Evil, yet it has random
combats.
This is a problem when you are trying to explore a room and
every step leads to a long drawn out battle.
Rather than standard turn-based combat, the battles in Koudelka
are carried out on a strategy-like playing field where the characters
can move a certain amount of spaces and then attack the enemy with
whatever weapon they have in possession.
The problem with this is the characters move very slowly and
the entire process of movement -- attack, waiting for the enemy to
attack and so forth -- slows any action down to dismal levels.
Added to this problem is the fact that the characters can
easily become stuck behind each other, not being able to hit an enemy
until another character can kill it.
Seemingly at random, some characters will have 3 turns
back-to-back without being able to do anything but wait for someone
else to attack.
Another moronic idea was to have the weapons break through
usage so that in the middle of combat the player can lose his strong
sword and be left with either bare fists or a weaker weapon.
The most idiotic aspect of this game is that the save points
are placed after the boss is defeated rather than just before the
battle like in most sane RPGs.
Not only this but you can’t even tell where a major boss
battle may occur so if you play for 2 hours without finding a save
spot, you are suddenly attacked unprepared and die, you have to start
from the last save area 2 hours ago.
Not a lot of thought went into this
game’s mechanics.
Any redeemable qualities such as experience distribution among
character traits, weapon skill-level building, the voice-overs, or CG
movies fail to save Koudelka.
My advice to any gamer considering purchasing this game is to
burn any copies they may see on store shelves and get any of the
other truly excellent RPGs available for the PlayStation.