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Review: Splatterhouse

Greg Tito | 8 Dec 2010 13:00
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In 1988, horror movie franchises like Friday the 13th and Nightmare on Elm Street were in their heyday. It only made sense for Namco to take horror tropes common to those films and transpose them on to the side-scrolling brawler action from familiar titles of the day like Double Dragon and Teenage Mutant Ninja Turtle. The result was Splatterhouse, an unimaginative game that starred Rick and an evil mask that gives him the power to avenge his girlfriend and beat his way through a mansion infested with undead horrors. Nearly 22 years later, Namco has deemed Splatterhouse worthy of a AAA remake and, while the outcome has more blood, the gameplay is little better than the original.

You start out as Rick as he escorts his girlfriend, Jen, to the abode of Dr. West, a professor of the fake science of necrobiology. Things don't go so well, and Rick is left in a pool of his own blood with his intestines leaking out as the good doctor takes away his girl. Inexplicably, a mask appears and starts talking to Rick, offering him a way to save Jenny from certain death. All Rick has to do is put on the mask. If you pay attention to any trope in pop culture, you should know to never willingly wear masks that talk, but Rick complies and is immediately given a new body and muscles worthy of the All-Drug Olympics. In come the enemies and you use your new powers to beat them to a pulp.

Blood is the fuel upon which Splatterhouse runs. As you quick or slow punch through waves of necrotic bad guys, the blood flows gratuitously and splatters all over the screen, making it hard to see what you're fighting. Killing monsters nets you blood, which fills your necro meter, but you get more blood per kill when you do a quick time event-powered finishing move that rips the enemy apart. Once the blood meter is full, you can enter a Berserker mode (cue obligatory color shift to black, white and red) and use your bone forearms to slice through enemies. Blood is also needed to heal yourself, which you will need to do frequently as you struggle to learn the mechanics. You also use blood to purchase new combat moves, a bigger health bar and fancy combos. So the blood isn't just for a cheap visual effect; it's a necessary component in Splatterhouse in nearly every game system. You have to credit Namco for sticking with a theme, I guess.

Where Splatterhouse fails is in providing consistently fun gameplay. The combat just isn't that entertaining. It feels like you are either pounding on bad guys too easily, or you need to punch one more than twenty times to do any damage at all. You can pick up weapons such as chainsaws and swords which quickly chew through zombie things, but the items quickly degrade and you soon find yourself punching again. When the monsters are ready for a finishing move, they flash red, but you are often caught in the middle of a combo and end up killing the dude before you could perform the eviscerating attack. Berserker mode kills guys almost too quickly, if that makes any sense, because you are often left waiting for doors to open or more bad guys to spawn. Using it feels like a waste.

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