Gargoyle's Quest II - Finished the Game
Time: Monday 2:43am
Games Played: Quordy, Klonoa, Fathom, Persona 3, Textropolis, 1 vs 100, Gargoyles Quest II
Drinks Consumed: 2 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 2 Guayakí Yerba Mate Pure Empower Mint, 3 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster, 1 Guayaki Yerba Mate Nonsweetened Mate, 1 Nantucket Nectars Lemonade, 1 Lo-Carb Monster Energy
The next level is some sort of Egyption-themed dungeon. You can't tell from the picture, but all that sand is moving which looks pretty impressive. Also, I realized that I hadn't taken a picture of any of the bosses yet. So I decided to take a picture of the next one and this boss is probably the most boring one there is. The rest are much more interesting, I promise!
The game has kind of a fun mechanic where vials you collect throughout the levels can be used as currency to buy extra lives. Because there are points in the overworld where you can fight a few enemies for vials, you can always grind them until you have a ton of lives and power through every level. Sort of a way to circumvent the difficulty. Oh, extra lives are called "The Power of the Maelstrom"
I like how "The Password" is sort of a mystical power in this land that can revive the fallen. Clever, Capcom.
This is a more interesting boss, but he's incredibly frustrating because once he moves near you, it's nearly impossible to avoid his projectiles. In general, that was my problem with this game. The level designs were, for the most part really well done and presented fun platforming challenges. And then you reach bosses that are tedious and frustrating because you have very little margin for error.
The big guy above is "Rushifell" who was probably meant to be Lucifer, but thanks to a rather awesome mistranslation of Japanese ended up with the r and l switched. I mean, he even looks like him. ("Rushifell" also appeared in the first Gargoyle's Quest).
Tragically, I lost many of the pictures I took, due to them coming out as blurry messes. But after an incredibly frustrating final boss fight (not only do you have to move in perfect precision, but there are instant death spikes below you and the moving platform in the final bosses room often throws you down toward them due to poor programming), I beat the game.
Yeah, I totally am. The other minion in the throne room here says, "You did very well." Just very well? I save the freakin' world!
The credits sequence is pretty cool as it shows you each of the bosses again and names them and then deisplays credits while the bosses do their thing. A nice touch.
"Capcom Presents: Thank you for playing"
This is almost as good as Ninja Gaiden's ending: "See you next Tecmo"
Overall, Gargoyle's Quest II was disappointing as it felt like a mediocre experience. I really think Capcom hastily slapped this together. The world design shows flashes of brilliance, but overall comes off as empty. The original game wasn't long, but everything felt tight and cohesive while in this game, it feels like there's something missing. Heck, there's a section where it talks about a guy named Dagon in the desert and getting his claw (supposed to be 'Dragon', perhaps?). I looked for him, but never found him and went I went on to the next section, I couldn't even return to look for them again. I think the level designer did a pretty good job, although I seem to remember that in the original, much better use was made of the special attacks you got that could also affect the environment (breaking walls, creating hold on spikes, etc.) So, this was mildly fun, but not as good as it could have been. Now I just want to play the original game again.