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Impression

This game has a lot of jokes, but that doesn't mean
that it is funny.
I don't even know where to start with this game. I have
so many feelings about it, and so many of them are bad, and so many
of them are overwhelmingly positive. While Gythol Granditti is a fine
example of the sort of quality dedicated Indie developers can come
up with, it's also, simultaneously, a culmination of reasons why many
people have very little respect for independently developed games.
This game has a rabid fan-base in its own niche. People who like Gythol
Granditti absolutely swear by it. At the same time, this game suffers
from a terribly high amount of obscurity, largely due to the fact
that its graphics are, literally, an eyesore. And, unfortunately,
most people are unable to look past the screenshots and, despite recommendations
from fans, actually give it a fair chance.
We'll say this: the developer, GZStorm (consisting of
two brothers), came to this project and made it from scratch. Everything
in Gythol Granditti is original and was created for use in this game.
Cool, right? It's just *so* hard to get into a game when you're controlling
Setzer and walking through the streets of Wyndia while listening to
One Winged Angel. Unfortunately, it's also hard to get into a game
when you spend the whole time squinting. And you make sure to do this:
This hurts me a lot more than it hurts you, babe. |
OUCH!! |
And that's the problem with this game, in a nutshell.
It hurts. It hurts to listen to, it hurts to look at. It doesn't hurt
to play at all, but otherwise, everything pretty much hurts a lot.
The original resources are AWFUL. The sprites aren't too bad, having
that MS-Paint charm to them, but the rest of the graphics can't share
that analysis. Some maps, like the one above, hurt my eyes so much
that I only kept going because the game was just so damn fun. The
buildings are enormous, static, and empty, and everything on the maps
is very tiled and geometric. It looks a lot like Last Year at Marienbad,
except with agonizing colors and without the beautiful cinematography.
Don't even get me started on the music. It sounds like
GZstorm went into a MIDI editor, put down some random notes, and rendered
MIDIs. It's a five-minute slop job, or at least it sounds like it.
These men are quite the polar opposite of composers. The only thing
that's done right with the composition is that the notes are all in
the same key, which is kind of what happens when you use a MIDI editor
like Cakewalk. Speaking the same key, I actually think the entire
soundtrack was in the same key. But I could be wrong, so
don't quote me on that one. Either way, I had no reservation with
putting this game on mute and listening to RPG Radio instead.
And now that the bad is out of the way, I can be a bit
more positive. Because, even though this game does so much wrong,
it does just as much right. The smallest of these feats is the sprite
animation; the sprites, though their style is definitely hit-or-miss,
are very well animated and I do not lie when I say there are thousands
of them. There are tons of different kinds of enemies and plenty of
fluid animations for the various attacks and special skills. So, even
though this game is ugly, it's well-animated in its ugliness.

Shining Force, anyone?
|

This game is worth it for the battles alone! |
And the programming. This game is programmed with such love and dedication
as to make even the finest envious. For one, there is a fully functional
tactical battle system. And, unlike in lesser games (like Front Mission
4, Final Fantasy Tactics, or Indie releases like Brown and Blue),
the A.I. is somewhat passable. For the most part, these enemies will
engage you. They won't do much in lieu of planning or strategy, but
the game remains challening because they are stubborn and aggressive,
and that they outnumber you. The enemies generally have roughly the
same stats as you, so you need to use careful planning to come out
ahead. There are shops, menues, inventories . . . I can't even fathom
the number of late nights with sore stomachs and burning eyes in front
of a computer screen, can of Mountain Dew in hand. Bravo, Bravo!
The puzzles are definitely worth mentioning. They're the same sorts
of puzzles you've seen in games before, but they are somehow fresh
and new. They're very hard, and kept me stumped for a little while,
which is good. It helped break up the combat-bad dialogue-combat-shop-bad
dialogue sorts of routines, and they were a welcome addition.
I only wish that the rest of the game deserved such high praises.
Like I've mentioned before, there are a lot of jokes, but it isn't
funny. Gythol Granditti has a very bizarre and rather unnerving focus
on cheese, for one; you consume Holy Cheese to level up, will have
a conversation with a certain bearded Scandenavian fellow named Cheesus,
and are a member of a stange cult worshipping the Big Giant Head Cheese
or some other inane thing. There was a clever gag, or maybe two, but
mostly I found myself suffering through the cutscenes only because
I loved the battles (and because I had to finish it for review).

The dialogue, in a word, sucked.
Overall, though, I am not in any way disappointed with
this game. I had a great time playing it and look forward to the next
release, even though it won't be out for years from what I understand.
It's a bizarre experience identified by a strange mix of things which
horribly offend and things which greatly satisfy. Gythol Granditti
should be looked at, if for nothing else, as an example of how the
great elements of a game can overshadow its horrible failures.
Technical
Graphics

There are a lot of particle effects like rain and smoke,
which, even though they look like crap, are well-coded.
Though the graphics are terrible, their technical prowess
is one of Granditti's strongest areas. When it's windy, the trees
blow in the wind in a very subtle way that actually looks very cool;
even though the sprite is just being resized and moved around a little
bit, it's very convincing and fits the style perfectly. When you step
in mud, your character will kick up little splashes of brown pixels.
The smoke from chimneys disperses into the air, and on several occasions
there is rain. Now, I'm conflicted here; I haven't seen particle effects
in an Indie RPG since that DarkBasic battle demo Equilibrium four
years ago. It's very cool to see these effects. But, at the same time,
they don't look particularly good, and just look like particle effects
for the sake of particle effects. Either way, though, my hat's off
to GZ Storm for including them.
It is worth nothing, however, that there are literally
thousands of sprites drawn for this game. Amazing! Some of the combat
animations take up about fifteen to twenty or more individual frames
of animation, and it all looks very, very fluid. Whether someone is
downing a flagon of ale or letting loose a backflip before delivering
a crushing blow, the animation is very good. Again, the problem is
that, while the animations are way cool, the sprites being animated
are not. While they are cute, and their visual style is a lot
more welcome than that of many of the environments, they still don't
look very great. As with so many of the other elements in this game,
the incredible technical mastery does not nearly compare with the
artistry.
Code

The trees blow in the wind -- very cool.
A good way to describe the amount of code that must
be driving this game is: assloads. Between the particle effects, menues,
completely original game engine, enemy AI and pathfinding, and other
things, any Indie game designer should take a look at this game for
the sole purpose of understanding how much work needs to go into a
game in order to design something original.
And the best part is that I never once encountered a
single bug, and that is very admirable. Looking at
games like Ara Fell or Pokemon: The Evil Inside 2, it's easy to understand
that the greater the scope, the higher the liklihood of bugs popping
up. When looking at Gythol Granditti, then, and considering just how
broad the scope is here, and how much raw programming effort went
into simply creating an engine, it's absolutely amazing to think that
all of this was pulled off without a single bug. I love you, GZ Storm,
and it's not just because you've released that really bizarre Potato
Ship game.
Sound
Yuck, and yuck. This was the worst-sounding Indie game I have ever
played, period. The sound effects are mush and the music hurt my ears.
To be fair, I didn't hear most of the sound when I was playing this
game, but that was because the sound was so bad I refused to hear
it.
Artistry

This scene failed so handily at being spooky that it
made the whole thing absolutely perfect.
Through it all, Gythol Granditti shows through with
a very appealing artistic spirit. Though that spirit is one of lame
jokes and horrible drawing, it is a spirit nontheless. All of the
ugly original resources come together and mix with the gameplay and
tone of the game so perfectly that you feel like you are playing a
total package. This is an expression here, guys, and it's a very honest
one.
Granted, one needs to take the term "artistry"
here with a grain of salt. It isn't artistry in the sense that it
is beautiful or touching in any way. It's a style, here, and it's
a very complete one. Gythol Granditti is a game posessed overwhelmingly
of a certain blend of quirky, nerdy style that I very much appreciated
as I was playing the game, and I'm sure anyone else would as well.
Sure, the graphics are about as ugly as graphics can
get when someone sincerely tries to make them. Sure, the sound and
music are so terrible that you'll develop a newfound appreciation
for the mute button. Sure, the particle effects looks cheesy. And,
of course, the game isn't very funny even though it is nearly a comedy
game. But it feels good, and it is fun. And that's
the idea. All of these negative attributes support that simple, quintessential
experience of simply enjoying a charming little game. And that, I
believe, is why this game is a piece of art.
Play or Not?
Play.
Reviewer's Notes
I am really sorry guys, but I lost all my notes in the move.
I promise I'll have them handy for my next review!