Folklore, Week 7
Thursday, April 2nd, 2009Though the player has to play each level twice, once with each character, the creators of “Folklore” have done a good job at making the levels seem different. They accomplished this by making Ellen incredibly terrible at combat, and making Keats ridiculously amazing. The moves each character does come from the monsters, and even though the monsters are mostly the same each run of the level, they do different things for each character.
For example, there is a “World War II” level (yes, every game has to have a reference to WWII). The monsters are either goblin-looking infantry, or bizarre steam-punk machines. When Ellen uses an infantry character, it will pop out, shoot three times, and disappear. When Keats uses the same character, it pops out, and will rapid-fire until the player stops pressing the button. Enemies can’t even approach him.
Similarly, many of Ellen’s abilities require holding the button to “charge-up” to maximum damage. When the player needs to fight a large group of enemies, this becomes maddeningly frustrating. Combine this with the shoddy combat camera, and playing as Ellen becomes something of dread. If anything even starts to get difficult with Keats, the player can just use his “transformation” ability, and wipe the screen in short order.
Technically, Keats is supposed to be Ellen’s “Guardian,” whereas Ellen is the “messenger of the dead.” Using video game logic, this would imply that Keats would be the more aggressive, hands-on type of fighter, where Ellen would be more ranged-based, magical type of fighter. Further, one would imagine that Ellen’s moves would be slower and more devastating, with Keats giving faster, lighter hits. In most ways, Folklore’s combat system follows this trope; it’s just that Ellen’s slow attacks do not seem to hit any harder, and enemies never seem to feel like dying when she’s around.

















