Well,
this is the final chapter in what has been dubbed the Heavenly Host Saga and,
well, it was kind of a disappointment.
Now I’m not saying the game was bad, not by a long shot, but compared to
its predecessors, especially the original PSP remake that started the trilogy,
it’s rather lackluster. From gameplay
issues to story and character problems, Corpse Party: Blood Drive, while
occasionally very inspired, often feels less like a chapter in the Corpse Party
storyline and more like an episode of this year’s most popular teenage aimed
anime.
Before we get to the stuff that really, really hurts the game, I’ll just focus on getting gameplay out of the way. It’s essentially the same as the original PSP title, but in 3D, complete with: an impressive lighting system, a slowly draining flashlight, a hiding mechanic, roaming enemies, traps and obstacles and a stamina meter. Now this sounds all well and good, and it could have been, but the mechanics are underdeveloped at best and pretty much broken at worst.
The
issues with the underdeveloped mechanics are most present during Chapter 4 and
Chapter 5, when the game decides to throw a number of enemies at the player,
while the player is expected to roam around the school, aimlessly looking for
progress items. It’s typical survival
horror, sure, but unlike superior titles like Resident Evil, or even the more
recent Alien: Isolation, you have, very, very limited offensive and defensive
abilities. More often than not, your
best option is to run and hope you outpace your pursuer or you hit a progress
point and the game resets the enemy.
Now this could be good, Alien: Isolation is completely built on running from and hiding from an enemy that is endlessly stalking you. Difference is, the developers of A: I understand that they need to walk a fine line between terror and frustration, so you have options, ways to distract the creature, to cause it to flee or to hide from it momentarily. Blood Drive, just doesn’t have this. You’ve got one defense item, a Talisman, which exorcises a ghost from your immediate vicinity, being survival horror, these items are, of course, in rather limited supply. Now this could be a cool mechanic, like all survival horror games, conserve your items only when you need them most. Problem is, they’re used automatically if a ghost gets too close, so it’s very easy to unintentionally use all your offensive items. Oh, and all collected offensive/defensive items are re-set after each subsequent chapter, meaning if you ended Chapter 3 with shitloads of Talismans, you’ll be starting Chapter 4 with none. Worse still, in a strange way, the Talismans actually make the game less terrifying. Yes, they’re limited, but they guarantee such absolute safety that having them on your person practically makes you feel like Isaac Clarke, circa Dead Space 3, in other words, shit aint scary.
Now this could be good, Alien: Isolation is completely built on running from and hiding from an enemy that is endlessly stalking you. Difference is, the developers of A: I understand that they need to walk a fine line between terror and frustration, so you have options, ways to distract the creature, to cause it to flee or to hide from it momentarily. Blood Drive, just doesn’t have this. You’ve got one defense item, a Talisman, which exorcises a ghost from your immediate vicinity, being survival horror, these items are, of course, in rather limited supply. Now this could be a cool mechanic, like all survival horror games, conserve your items only when you need them most. Problem is, they’re used automatically if a ghost gets too close, so it’s very easy to unintentionally use all your offensive items. Oh, and all collected offensive/defensive items are re-set after each subsequent chapter, meaning if you ended Chapter 3 with shitloads of Talismans, you’ll be starting Chapter 4 with none. Worse still, in a strange way, the Talismans actually make the game less terrifying. Yes, they’re limited, but they guarantee such absolute safety that having them on your person practically makes you feel like Isaac Clarke, circa Dead Space 3, in other words, shit aint scary.
Now
hiding from ghosts and stuff would be fine, if stealth mechanics were
implemented in any way. There just aren’t
any though, you can’t sneak past ghosts, you can’t distract them to make an
area safer to travel through, if you lose them after being chased through
several rooms, they just reset at their original location. I hate to mention SIREN’s broken mechanics in
a positive way, but I’d even take SIREN’s broken fuck stealth system over
this. At least you can hide from enemies
in that, at least you could distract them and sneak past without being noticed, in Blood Drive, you just can’t do that.
I
know it sounds like I’m being absolutely negative and that the game itself
sounds like a fuck awful time, but, these instances are, thankfully, an
exception rather than a rule. Sans Chapter
4 and Chapter 5, much of the game is focused mostly on puzzles and exploration,
with the occasional encounter to break things up. Plus, the series has always been more focused
on being something of a visual novel/adventure game hybrid, so a good portion
of the game will be spent in visual novel styled cutscenes, with a great deal
of graphic and very well written descriptions and, of course, lots of dialogue and first
person narration. For me I absolutely
love adventure games and visual novels, so this is a high point, however, I do
understand that for some, this may just add to the list of reasons not to
play this game.
Okay,
long winded crap about gameplay aside, now we get into the meat of it, the part
of the game that really, truly counts and, it’s good… I guess. Well maybe not that, it’s, it’s okay, passable. The characters and writing are top notch, but
as a Corpse Party game it’s, well to be honest, it’s really a major
disappointment.
First
off, while the series' art recalls traditional anime, it’s actually always been pretty grounded. I know for Western audiences that’s probably
a surprise, considering the genre stereotype is that it’s always ridiculous and
over-the-top. Anyway, the series has
always had its share of strange Japanese stuff, like unnecessary panty shots,
brothers and sisters showering (apparently this is pretty normal in Japan) and
girls in school uniforms with short skirts, but it's far from looking like your typical anime, most importantly, none of
the characters dressed in ridiculous outfits.
Nobody looked like a fucking Final Fantasy reject is what I’m saying. That’s not the case with Blood Drive though,
now we’ve got elaborate cosplay friendly costumes for the fuck of it.
These
characters are just so counter to what the series had been prior to this and
just makes this specific entry feel less like a twisted horror tale and more
like your typical horror themed anime, especially considering how goddamned
much they want to get into Heavenly Host.
A dimension, I remind you that has killed all but six of the people who
ever mistakenly ventured into its halls.
A dimension that is known to slowly and methodically drive its victims
completely insane, ultimately driving them to kill either themselves or their
own friends and loved ones. A dimension
that, continues to torture you even after death. In other words, it’s a fucked up place that
you most definitely do not want to be.
Not anymore though, now we’ve got characters who just waltz on in like
they’re heading on down to Central Park.
It’s hard to take Heavenly Host’s reputation as place of unspeakable
horrors seriously, when we’ve got characters who not only desire to venture
there, but who aren’t even phased by the oppressive, mentally crippling
atmosphere. Where’s the threat? Where’s the threat and the fear when going
there is apparently a walk in the park for these characters?
Not
only do these impractically dressed, overly capable anime characters hurt the
overall narrative, but the tension is completely shot with the introduction of a new antagonist and a sequel's general practice of upping the stakes. Now, in order to
compensate, our characters, especially Ayumi, have to have some mystical powers
to help them face these new threats. The
powers get so silly and ridiculous, it ultimately reminds me of the painful
final fight in the otherwise stellar Dark City.
Corpse Party is a dark, Lovecraftian/psychological horror game, I don’t
think a mid-air Dragon Ball Z battle was really necessary. And, again, like the aforementioned super
powered anime characters, it kind of kills the horror when we’ve got mid-air
combat, complete with energy balls.

As
for the main plot, while I appreciate the world building and the extra
additions to the series’ lore and I especially love the bittersweet and very
fitting conclusion, I feel the game suffers from a serious case of over
explaining itself. Like all good horror,
Corpse Party was better when it didn’t explain itself. It was better when Heavenly Host, now the
Nirvana, was nothing more than an alternate dimension inexplicably created by
the vengeful spirit of a young girl. It
was better before spiritual magic, family bloodlines and cults became the
primary explanation for pretty much everything that has happened throughout the
series. It was better when Sachiko was
still the main threat rather than her allegedly more malicious, but ultimately
less threatening, unborn twin sister. Now,
it’s just another survival horror cliché, like Silent Hill before it, the mystique
is gone thanks to inane exposition.
Again,
none of this is to say I don’t like the game, if this were any other franchise
I’d probably rate this much, much higher than I am, but it’s Corpse Party, and
being a Corpse Party title, I’m going to hold it to its own lofty
standards. So yes, this was quite the
disappointment and it certainly does not live up to its name. It often forgets what made the original games
so great, the gameplay is jacked, the anime tendencies completely kill the tone
and yeah, it’s an unnecessary finale to a story that never needed a sequel in
the first place. The journey was
definitely a bumpy one, but I thoroughly enjoyed my time with it and it was
great to see these characters I’d grown to love, in action one last time.
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