Cthulhu-Saves-the-World---Xbox-360-Indie-Game-Review Cthulhu Saves the World - Xbox 360 Indie Game Review

   21/01/2011 at 14:24       Chris OToole       6 COMMENTS. - Score 5/5
 - Cthulhu Saves the World, Zeboyd Games, Xbox 360 Indie Marketplace, Ol' Spaghetti face, Yog Sototh!

Buy this game.

I'm not even joking, I know people have given that as an opening line in reviews before, but I really, really mean it. Buy this game or I will find you, and I will cut you.

It's only two bloody quid (240 MS points)! Even a busker would throw that back in your face as being too paltry.

I must admit, I do have selfish reasons for being such a bully, if you don't buy it the lovely chappy at Zeboyd games is going to have to spend twice as long making his next game, as he'll only be able to do it on a part time basis.

So, go on, toddle off, buy the game.



Now you can have the rest of the review.

And a biscuit.

Cthulhu Saves the World is a role playing game. A proper one, one of those ones you always remember playing as a kid, you know those ones were you actually had a hell of a lot of fun playing them, and didn't get bogged down in pointless menus, and choosing which pair of sparkly status-alignment-resistant panties your emo boy will wear for his next fight.

In the game you play Cthulhu, the terrible God, woken from his slumber to take over the world, and drive everybody on the planet insane. Unfortunately for you your campaign of genocide is curtailed by a mysterious figure who robs of you of your powers, and leaves you lonely and confused on a deserted beach. The only way you can regain your powers is to become a Hero, so says the amusing voice over man, so off on your quest you go.

To say any more would do the story and the game a disservice, needless to say it's written in a hilarious tongue in cheek manner, making plenty of lovingly cheeky digs at the games it is parodying.

The graphics are pure late NES/early SNES in standard, but the character design is wonderful, and, you know, it has parallax scrolling! Rather lovely it is too.

Where this game really shines though, is in it's updating of an old formula to be fun and relevant today. There are no more impossible battles when a game is this user friendly, but it's certainly no push over either.

In it's menus you can find a warp to town button, so if you manage to wander somewhere where the monster are a bit too high a level for you, a button push can get you out of danger. Hit points are restored after each battle, meaning no laborious healing of your party between fights. Levelling gives you a simple, but often difficult choice of two varied options, and in the 'it's so clever I can't believe nobody else thought of this one' box, random encounters have an area limit, so if you've done all 20 in one region, you'll have to flick an option in the menu to do some more random battles, a wonderful touch if you're a constant explorer like me.

The one and only feature I missed in the game is maps. I'd have liked to have World, area and dungeon maps, who knows, maybe they'll make the cut in the next game, but we'll only find out if you lay down the cash for this game, right now.

Go on, you know you want to.

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