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Sweet HomeBy: The J Man
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Suito Homu - I'll let you guess what that translates to in English - is a Japanese horror film released alongside this game. The two were apparently co-developed, based on the frequent, detailed similarities (right down to the look of the notorious fresco), the near-identical release date, and that the movie trailer also featured images from, and promoted, the game. This is the sort of cross-polination of media that would soon become a near-requirement for all films, and Sweet Home may be one of the first to have an official game version. It is also unique in that the game is far, far better than the farcical movie. (An intense, image-based synopsis of the film can be found here.) If you haven't heard of the game already, it is also given credit as the first "survival horror" game; an statement which could easily be misleading. This is really an RPG with a horror theme, so please don't seek out this title expecting an early Resident Evil. Some concepts of hoarding limited items, and debating whether to fight or run, are factors here, though the games ultimately play very differently. The final point of note is that this game was allegedly scheduled for an American release, but never made it outside of Japan because of its "ghastly" content. Assuming the fault wasn't actually liscensing issues, I think Capcom could have gotten away with a States release, but I see the questionable content that would have required some convincing. Before we begin, I should probably note that this is the first Japanese-language game reviewed for this site, using a fanmade translation from Gaijin Productions. This is a bit of a grey area - I have a common problem that may not make for a fair review, what if the translation is wrong, shouldn't this be in a "Famicom" section, wah wah wah - but I finally decided that if the game is in English, why limit ourselves? Would you not play it simply because it was translated? Don't expect an influx of Japan-exclusive games now, but we'll be sure and let you know when we're using a translation, and where you can get it, or we won't review that game. Now back to the show.
All five characters are taken from those in the film, but quite unlike the film, they are given unique charactaristics and "jobs." Their specialization is achieved through unique items that each character carries automatically, that cannot be dropped, lost, or traded. Akiko, for example, has fewer hit points and deals significantly less damage, but she carries around a medical kit that can heal other characters' afflicting states. Asuka was the fresco restoration specialist in the film; here she has a vaccum cleaner that does the job just as well, and also removes path-blocking broken glass. Taro and Kazuo are the two male journalist leaders, which apparently means they're the only ones with the testosterone required to wield heavier weapons like axes. Emi, somehow, has a master key to most of the doors in the mansion, making her particularly valuable. Should a character die, the game isn't over. Replacement items can be found in the gameworld that perform the same effects as the character-specific ones, but they take up an inventory slot of another character rather than being "free." Each character has two inventory slots in addition to their unique item, which isn't much at all, and encourages you to keep as many people alive as possible. I'm not saying that that bitch with the vaccum cleaner doesn't matter, though some characters are more important than others, but the two extra inventory slots per character make anyone worth keeping alive. It's also worth keeping even a weak character in a fighting group. Three people attacking is always better than one or two, and frequently I would have two characters deal serious damage, and the third weak one supply just enough damage to finish the monster off before it could attack at all. Limiting the party to only three per team actually turns out to be one of the most brilliant parts of the game. I'm reminded somewhat of Friday the 13th, in that a lot of shuffling items between characters will happen, as will a lot of sending your damage dealers out front with your support characters waiting close by, or picking certain characters to sprint out and bring back items. There were also a lot of little sequences that brought the characters together as a "team," instead of having a couple good characters and some others as baggage. Things like having the two strongest characters team up with one of the weakest, to guide her through the mansion or help her farm XP, or having one character with a rope swing one group across a chasm, swing back, and team up with the second group to bring them across. Little details like that may make some people frustrated, and it does require extra time to be taken to look after each character, but it helped me look at these characters as a group of five individuals banding together and requiring the support of the others to survive. Your party isn't just three characters who disappear into your ass, and only come out again for dialogue sequences. This partnership is certainly key to the theme, and rather rare for a game.
All actions you can perform in the game stem from use of the A button to call up a menu. Here, you can switch characters, sort your inventory, form a team, examine items, and save your game. Most of these commands have more than one feature, dependant upon where you use them; for example, "team" will request another character to join your team if you're facing them, will leave your current team if you're facing no one, or pull a character out of a hole if they fell in and are calling for help. Look is the most useful, and should be used when in doubt. Talk is the least useful, triggering unchanging banter between your team, or speaking to spirits when "look" won't do. The B button activates a party menu showing the health of all your characters, or more detailed information about them, including their inventory, if you select a specific character.
You can run, though all characters must successfully escape on their own, so one character may simply be leaving another to bear the brunt of an attack. Finally, you can call another character to join the battle, which is a very helpful move if a weaker or solo character gets trapped by a monster. You'll switch back to the overhead view and have a couple seconds to run the character you've called over to the fight and make a temporary team. The game is primarily music, with a few generic effects for lightning and attacks. The music is pretty fantastic, though looped repeatedly. The fighting and fresco themes are overused, but you do get a couple different flavors of exploration music, based on where you are in the house. They suit and set the theme of the game very well, but are ultimately not required. Toward the end of the game, when the same music started to get a little tiresome, I turned on Penn & Teller's Bullshit! in the background and had just as splendid a time. Sweet Home is a damn good RPG, with a lot of horror tweaks that I really dug. Party and item management may not be your thing. Frequent, forced random encounters may really not be your thing. If you can get over those common RPG complaints, you'll find an interesting story supporting a fairly unique game experience. I can't think of another game that works as well as this one, while having multiple, specialized characters supporting each other as they do here (not just in a giant party like most RPGs). The translation work is superb, at least in terms of clarity, grammar, and telling a complete story. The Japanese one could have been about talking ponies for all I know, but what is presented in the English translation all makes sense. The translation has also been around long enough to gain some great support with walkthroughs and manuals, if you need them. Certainly worth checking out for a great adventure and a fantastic team-based RPG. -reviewed 10/28/06 - game copyright 1989 Capcom
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