
I really didn't know what to think when I saw this.
Honestly. It is unfortunate that this is the first thing
you see in the game.
Kinetic Cipher is one of the most unusual RPGMaker 2003
games I've played in a long time, because it is exactly the sort of
game that the program was probably intended for in the first place.
It contains few (if any) author-designed content, doesn't violate
any international copyright laws, and makes judicious use of the gameplay
systems that are part of the original RPG template that the program
comes with. In spite of these (debatable) drawbacks, Kinetic Cipher
is a profoundly cleverly-designed game, and is a title that I wouldn't
recommend anyone miss.
Unless, of course, you aren't a fan of wicked
puzzles.
This game is essentially a non-stop blitz of bruising
puzzles. Most of them, like this one, have fairly
obvious solutions you continuously work towards.
Lufia 2 was a Super Nintendo RPG released in the 90s.
It featured an excellent progressive rock soundtrack, a story that
didn't take itself very seriously (but was still touching at time!),
combat that was balanced but not innovative, and consisted primarily
of puzzle-filled dungeons with lots of blocks to push and switches
to flip. Kinetic Cipher plays like a spiritual fan-made successor
to Lufia 2, since it is almost identical in its approach. As mentioned
in the caption above, the puzzles are generally quite enjoyable. Their
solutions are very clear, but the means as to how to approach those
solutions are not. You'll spend a lot of time trying to figure out
how to get to a certain switch that clearly needs to be flipped.
There was one puzzle in particular that I was extremely frustrated
with, and, after 15 minutes of wasting my time, I solved by accident.
I contacted the author and suggested that he provide some sort of
clue, but all he did was insult me and tell me that the puzzle wasn't
going to change.
And you know what? That's probably the best part of
Kinetic Cipher. It's quite challenging, but it doesn't care, and it
isn't going to change. It won't make any concessions if you bitch,
because it wants you to be frustrated. Keep in mind, however, that
this isn't Unlimited SaGa frustration -- you are usually pretty clear
as to what the hell is going on. The problem usually lies in how to
get to the switch on the other side of the room.
This is a standard puzzle in Kinetic Cipher. The player
will know that the scorpion needs to be trapped on that
one tile, but getting him to stay there is quite tough!
Brickroad's love of pissing the player off carries into
the battles. Unfortunately, this game uses the standard RPG Maker
2003 battle system, and this means that the battle system sucks. You'll
spend most of your time watching ATB bars fill up and your characters
getting their asses kicked. I recommend that you buy all of the lighter,
weaker equipment that boosts agility -- if for no other reason than
to make the battles not suck ass. Past the shortcomings of the battle
system, the actual design of individual battles is in fact quite good.
This is primarily due to an enormous helping of status ailments the
enemy can inflict on your party.

"Oh, shit!" moments like this are pretty standard
affair in Kinetic Cipher. BUY RECOVERY ITEMS.
A helpful cipher in the beginning of the game informs
our intrepid hero, Karen, that she had best make sure to bring lots
of recovery items into the first dungeon. If you are a seasoned RPG
player like me, and ignore his advice because recovery items are always
worthless, you will die an agonizing poison death. There are a lot
of extremely punishing status ailments in this game, and they are
the prevailing theme in battles. A monster is defined by its ability
to poison, paralyze, stun, or terrify you. In a few isolated cases,
the enemies are defined by their simple ability to kick ass, but that
is another story.
Because of these ailments, battles can often pretend
to be extremely tactical. Most of the time, however, they'll simply
be frustrating. You will either have the appropriate recovery item,
or you won't. If you do not, I hope that you're comfortable with running
away and walking back to the nearest town, because you will have to.
Roughly 1/3 of my total playtime was spent backtracking to town just
to take care of a petrification curse. Because the item to deal with
petrification was obnoxiously expensive, I could never afford it.
I could not save up to buy one because the inn was too expensive.
I managed to eventually solve this by finding an enemy that I could
steal them from and made sure to get about 5 or 6, but it was a lot
of work.
The spirit of this game, though, is that Kinetic Cipher
and Brickroad don't care that you are having a tough time. If you
are into that sort of thing, then this is the game for you. It isn't
exactly masochistic, and it isn't exactly boring, but it isn't exactly
fun, either -- but it's part of the package. The game wouldn't feel
the same if the status ailments weren't so god damn punishing.

This fight was waaaay too long. It was basically a
war of attrition disguised as a pathetic puzzle.
All but the first boss fight will probably keep you
on your toes, mid-bosses included. The first boss fight was basically
a looooong war of attrition, where you'd target the "right"
skeleton or suffer a brutal counter-attack. You would have to target
to correct skeleton about 25 times, and none of them were able to
inflict a great deal of damage, so it was boring and if you lost,
it was after a long time. Otherwise, though, I had a great time with
bosses. The end boss of the demo I killed with about 20 HP left on
my last character, for example, and I had to try about four times
-- just about the perfect frequency for a boss that is supposed to
be extremely tough but quite beatable. Unfortunately, none of these
exceptionally well-balanced bosses had any particularly clever routines
or behaviors. Basically they were stronger-than-normal enemies that
were just barely incapable of beating the player. They might be able
to heal or whatever, but I didn't think they were all that interesting.

I am showing this screen again because I now plan
to lambast the introduction.
The opening scene to this game sucks. It was confusing,
the music was terrible, the text bos was an enormous shock to my system,
the scrolling panorama was cheesy, and there were really sloppy edits
of RTP tiles to make the place look mysterious and magical (they failed).
And the big bad guy and his bragging were pretty corny. My only advice
is to tolerate the intro and stick around to enjoy everything that
the game really has to offer.
Kinetic Cipher has a lot of these hidden-wall tricks
torn straight from the pages of Final Fantasy. |
This, of course, takes place in the same dungeon as the
other screen. It should also have the same caption. |
Kinetic Cipher has an absolute load of secrets. This
is an early build of the game, so don't expect any earth-shattering
super-bosses or overpowered ultimate weapons that take days of concerted
redundance to collect, but there are plenty of extras nontheless.
A dedicated player could spend a lot of time scrounging every enemy
and gathering the resources to build every item, for example. Dungeons
in this game are probably only half as long as they should be for
the players who don't push against every wall in order to get to those
weirdly-hidden treasure chests.
The best part about these extras is that if you don't
take the time to enjoy them, you will never succeed. It's imperitive
to find hidden treasures and contruct items, because you won't have
enough gold to buy anything decent and none of the best things can
be purchased anyway. Encounters have all of those nasty status ailments,
and most of the recovery items will be found, not bought; so it's
best that the player looks for them. My wrists hurt because the desk
at my girlfriend's apartment really fucking sucks. Plus, I don't have
a rest for my wrists and I have improper typing technique. This does
not influence the actual review, but I thought it was worthy of mentioning.
I'll state this objectively: the author of this game
frequently refers to me as an "artfag" and is pretty clear
on the fact that he hates everything I stand for, particularly the
fact that I prefer games to have a sense of style. Lamentable it is,
then, that his game certainly has one! This style is in the cruel
spirit and in the overall sense of bubblegum awesome of the game.
I've already spent a good deal of time discussing why
this game has a "cruel spirit," so I'll summarize. Battles
are ripe with unforgiving status ailments, a few of the puzzle solutions
are unbelievably obscure, and there is a boss fight of two that will
definitely keep you on your toes. The dungeon at the end of this release
is what the author describes as an "uber-dungeon," and needs
to be completed in about 48 trips and is more like 6 dungeons in one.
It's reminiscent of a final dungeon in a typical RPG, and that's what
makes it so satisfying. I know that there is a lot more game after
that point (in later releases anyway), but Brickroad isn't afraid
to posit an epic obstacle early on. It does a great job of breaking
the feelling of an obligatory forest-dungeon that always shows up
in every game -- the sort of dungeon that exists for no reason other
than to make the passage from point A to point B take longer. Granted,
all but one of the dungeons in Kinetic Cipher are of that very type.
And the uber-dungeon in question is of that exact variety. But it's
an uber-dungeon; it isn't a 10 minute-long distraction with
an easy end boss that exists for no reason. It's a real challenge,
and while it exists for no reason, it's fun because it's challenging.

There is no way you can possibly understand how
unbelievably awesome this is.
There is an Electric Six song called "gay bar"
where there are the lyrics, "I want to spend all your money at
the gay bar" and "I've got something to put in you at the
gay bar gay bar gay bar NUCLEAR WAR." I am listening to the song
right now, and it is making writing this review an absolute delight!
Comments like this are why my reviews are adolescent and unprofessional.
The screenshot above is the definitive reason why you
should play this game.
Aside from that, the game has a certain atmosphere to
it reminiscent of titles like Dragon Quest. It's charming, and it
has a few jokes, and the message box is the second ugliest message
box I have ever seen in an RPG. The first two primary characters are
interesting, and the third is not, but god damn it is she useful and
that is probably why she is in the party. The game doesn't take itself
seriously in any real way other than when it comes to puzzles, and
this works in its favor, since its primarily role is as a puzzle game.
What is really remarkable is, despite all of this, the game has a
number of extremely sentimental moments where you will legitimately
care about the characters for a moment or two -- and the game will
graciously transition smoothly back to its lighthearted self.
Kinetic Cipher is fashioned of tradition console RPG
titles on the Super Nintendo. It has the same sort of puzzles, storytelling,
and atmosphere. It takes place in a fairly generic fantasy world and
is populated with modern people. A little bit of steampunk is thrown
in for good measure. These are all good things, these are all things
that you've seen before, and Brickroad is very aware of these facts.
Kinetic Cipher is, like all of those older RPGs, generic in a very
creative way. I can't think of many people that wouldn't enjoy this
game (unless the mediocre-to-average graphics and awful music selection
get them down, which are very legitimate issues).
My favorite moment:

When I beat this boss fight. It inflicts about 48 damage
per turn, so you can imagine the thrill of having
such a close call.
|
My least favorite moment:

When I realized I had to fight about 5 or 6 of these
unavoidable and lengthy battles in a row. It was
a cheap trick and I wanted to stop playing.
|
Play?
Play. Kinetic Cipher is a classic pleasure that will piss you off
for several hours. It's a digestible amount of gameplay and can be
completed in a couple of moderately long play sessions.
Reviewer's Notes
Bad I don't really like the music, atmosphere,
or really any quality about the introduction.
Weird That system set is truly bizarre!
Good I love the portraits on the bedroom doors.
Good I really enjoy the red/blue panel segments.
I might have to steal it for my own game.
Bad During the first boss fight, the ATB bar takes
about 30 seconds to charge up. Boring.
Weird This game is pretty much what RPGMaker is designed
for. That fact has its ups and downs.
Bad The first boss has waaaaaaay too much HP. War
of attrittion!
Bug? Sometimes the Refresh skill will activate a
billion times in a row?
Bug? You can hammer on the space bar and crack cipher
locks in only one or two iterations
Okay The intro makes sense now, but that doesn't
mean that it didn't suck!
Weird The inn is such a ripoff . . .
Good Dragon Quest joke about bunny suit. =]
Bad The mechanics of the Scrounge command aren't
very clear . . .
Weird It's kind of unecessary to show the heroes
sleeping when I stay at the inn.
Good The animation where Karen uses psionics to get
dressed is pretty smooth.
Great! The science fiction behind cipher abilities,
such as communication with animals and ABR, is really sweet.
Good The monster names are genius.
Bad Argh I hate ATB a lot.
Bug? The Green Rock doesn't do anything.
Good The quicksand is awesome!
Bad Inns are such phenomenal ripoffs.
Weird Hahah, the hidden wall in the mine is such
a cheap trick.
Good I do love the sandscorpion puzzle.
Bad I really hate this battle system, and parts of
the Kyrie Desert are way too tedious to be fun.
Bad Also, did I say that the status ailments are
cheap?
Ugly I'd say that the last puzzle is one of the worst
I've ever seen in an RPG. Ever.
Bad Stupid characters rushed right into the boss.
Bad if you die against the boss, you have to do the
scorpion puzzle again, which is annoying.
Good The end boss was a close call. I like that.