Genesis REVIEWS: Decap Attack

Right off the bat, the game makes a terrible impression. It starts with one of the loudest and most obnoxious sound effects I heard in video games. It only follows that up with more obnoxiousness in what seems an attempt to comment on B-Horror movies, just like Zombies Ate My Neighbor.

When the game actually starts, it does manage to be interesting for a bit, but it could never shake off the bad first impression it had on me, until I formed an even worse impression.

Decap Attack is more than a game that fails to be a B-Movie-inspired Platformer; it is a game that fails some basic gameplay principles.

98: Decap Attack:

Year: 1991.
Genre: Platformer.
Publisher: Sega.
Developer: Vic Tokai.

"Max D. Cap's evil plan is totally Bogus"

To counter the more family-friendly image of the SNES, a significant number of Sega games tried to shoehorn in the bloody and the macabre so that Sega "does what Nintendon't". Decap Attack is obviously one of the games following that trend, as it is a complete redesign of an Arabian-themed Japanese game with only a few elements conserved.

In this iteration, you control Chuck, a Mummy with no face. Technically, that is not correct, as there is a face planted on his torso, and he can extend that face to hurt enemies. Why doesn't Chuck have a face? At first, when I found a skeleton head power-up, I thought it would be a smart design choice that would have gameplay elements.

You attack by extending your chest face, because why not


The evil Max D. Cap has risen from hell with his armies of demons to conquer the world. Except that the enemies in the game do not look like any form of a demon army, cartoonish or otherwise. In fact, they don't look like they are all fromthe same game. Similarly, the game's world is inconsistent, the locations do not follow any theme, and only the horror-themed music is the sole consistent thread that ties them all.

Bosses look great, but their design doesn't fit with the world, and as a consequence, some look like rejects from other, better games.

It's just all a slapdash soup of stuff that doesn't mix well, so much that the final mixture looks like a five-day-old stew where all the components have broken off, and you can see where the various liquids separated and such.


"Chuck D. Head"

Did you get that? His name is Chuck D. Head, and his main form of attack is chucking his head about. At least when he has the skeleton power-up. Someone actually thought that was a funny pun. To be fair, the head-chucking aspect of the game is the most fun, and it deserves the most emphasis.

When you have that power up (which you lose when hit), your attack sends the Skeleton head flying forward, damaging enemies as it goes. Then, it rests in a place damaging enemies that come into contact. If you don't pick it up, it goes back to you, damaging enemies in its retreat.

Obviously, it is a very powerful move, as it can one-hit kill almost all enemies in the game, and you can pick up and throw as you move, literally destroying everything in your wake. It is oddly satisfying to throw your head around and destroy everything.

It must be said that the actual platforming in the game is not so bad. In fact, Chuck moves responsively, and the action is fast. The action is especially great when facing some rather good bosses. Levels are usually large, and they contain a lot of items. These items can be used to help you in a multitude of ways.

That boss doesn't look like he belongs there


Unfortunately, every third level (the boss level) asks you to find one item hidden in the stage that you need to progress. This unnecessarily slows down the pace in these third stages, although it does add a different twist.

At first, it appears that the gameplay is actually fun at best, and inoffensive at worst. That is, until you realize that in the latter levels, the game basically breaks some paramount gameplay rule; that a level can actually be beatable.

In some games, you are required to perform a difficult, complicated action at some stage. An action that most players would fail at once or twice, learn from that failure, and manage to conquer later. As an example, imagine having to run through falling platforms, but dying. When you are revived, the falling platforms will be back in their place.

In Decap Attack, in at least two late levels, the platforms you need to progress do not respawn if you die. Which means that if you died the first time around after knocking down a few of those platforms, you won't be able to finish the level.

This, coupled with the fact that there is no saving in Decap Attack, can ruin runs and is an unforgivable mistake for any game to make.

The game is obviously a mistake



"Be Careful, Chuck"

Besides the fact that there is no artistic consistency to the game, the actual graphics look good. The sprites animate well, and Chuck moves really well. There are even some humorous touches to him, as with a Willy E. Coyote leg shuffle when about to fall into a pit. However, the background is a little bland, and some platforms are not easily visible as platforms.

As for the sound design, the music is suitable, and some tracks are fun. While the art is inconsistent with the theme of the game, the music, which sounds like something you could hear in Scooby Doo or another Horror-inspired Cartoon, is actually pretty thematic.

I bet controlling Frankenstein's rip-off would have been better


Unfortunately, the sound effects are horrible, and I am not just talking about the obnoxious opening sounds. Every time I jump, it reminds me of the value of Mario's jumping sound. Every time I Chuck that Head, I am reminded of the value of Contra's therapeutic firing effect.

All in all, Decap Attack ranges from acceptable to obnoxious in its presentation.


In Conclusion:


Even if Decap Attack was not a broken game, it would be a fairly average game. It can be fun at times, and if you can withstand the obnoxious sound effects, you might even enjoy the music. Sure, it looks like a Frankensteinian amalgamation from other games, but you might even forgive that as being thematically appropriate.

However, the fact that through regular play, the game can become unbeatable after one unfortunate death is unacceptable.

Ironically, that can be thematically appropriate as well. A game that didn't bother to add anything to its character design, other than lacking a head, might not care that much about testing the game as being actually complete.

Final: 4/10 (Not recommended at all)

 

Pros:

  • Platforming can be mildly fun
  • Some good bosses 


Cons:

  • Slapdash world design
  • Can softlock you from finishing a stage 
  • Failure in basic game design 
  • Terrible sound effects 

Tips:

  1. Don't play the game.


Next Game:

Well, that was an epic bad start to the review series. I think I actually was a little too easy on the game. It was surely a headless mess (Get it). When compared to the first game I reviewed on the SNE (Blackthorne and I gave it a 6), it sure looks like a bad omen. However, the actual game in the SNES that I should have reviewed first was Final Fight, which I also gave a 4 to0, so this is not saying much.

Next game is another B-Horror inspired game, Haunting Starring Poltergeist at #94. Here is hoping to avoid another horror show (or should I ask for an actual horror show).


Stay Tuned

For Previous Genesis Game Reviews:

The List

This blog was originally posted in Destructoid Community Blogs on December 28th, 2015. The blog was slightly edited to fit my newer review format. 

Comments

Popular posts from this blog

PS1 REVIEWS: Skullmonkeys

PS1 REVIEWS: Vandal Hearts II

PS1 REVIEWS: C-12: Final Resistance