‘Battle Princess Madelyn’ will be familiar to anyone who has played
‘Ghouls N Ghosts’. But can today’s game players cope with the infamous
difficulty of that series?
Developed by Casual Bit Games
Published by Hound Picked Games
Released in 2018
I can’t believe there isn’t a flutter of excitement in any parent when
their child takes interest in gaming. For years they may have been playing
alone and now suddenly they have a potential player two. A Luigi for their
Mario.
Chris Obritsch has always been a fan of ‘Ghouls N Ghosts’.
However, he wasn’t the only one in his household to have a taste for insanely
difficult gothic-horror action platform games. “[My daughter] Maddi has this
thing for the boss of the first level and she would make me play it over and
over again just to see the boss” Recalls Obritsch. “One day I was playing it
and she said ‘daddy I want to fight green head, I want to be in the game’”.
Obritsch sadly had to admit that he simply wasn’t able to put his daughter in
an existing game. However, with a background in digital art and as a former
coder for UK Digital Agency Ram Jam, Obritsch was able to offer something that
most gaming Dads can’t. He promised his daughter that “maybe daddy can make you
your own game.” ‘Battle Princess Madelyn’ is the impressive result of devoted
Father fulfilling dreams. “I’m simply doing this for my daughter” admits
Obritsch. “She wanted to be in a game, so she’s getting it, because I can do it!
“
Deliberately subverting traditional gender stereotypes, you play as the
titular Madelyn; a young knight in training. Accompanied by her ghostly pet dog
fritz, she sets out on a journey to save her kingdom and her family from the
clutches of the evil Horned Wizard. Evidently, the game’s story was inspired by
the loss of a childhood dog and was written by a professional children’s author
who also hand-drew artwork for the game.
Of course, while undeniably a classic that’s almost been forgotten by
modern gamers, ‘Ghouls N Ghosts’ isn’t the most obvious game to remake for a
child. Capcom’s 1988 original was a sequel To ‘Ghosts N Goblins’ initially
found in arcades. It’s now more fondly remembered thanks to its numerous arcade
ports, with a version available on at least 15 different home machines over the
years. Taking on the role of a knight called Arthur, a player must restore the
soul of Princess Prin Prin after it was stolen by the evil Demon Lucifer (or
Loki to give him his less provocative home port name). To achieve this, the
player must navigate through six side scrolling levels, defeating a constant
stream of un-dead and demonic creatures. To aide him, Arthur must find hidden
treasure chests that contain stronger armour and a variety of weapons, each of
which can be launched in four directions. Every weapon has its own special
attack, but ammunition is limited so these must be used judiciously. When
recalling the game, many players will probably picture the protagonist in their
underwear as the player’s energy is depicted by the amount of clothes Arthur is
wearing. With its relentless number of enemies that can easily swamp you and
limited attack options, ‘Ghouls N Ghosts’ presents a fiendish challenge for the
majority of players. Few will see the games’ conclusion and most will spend the
majority of time trapped on the ludicrously hard first level, staring at Arthur
in his pants.
Given that the main character of ‘Battle Princess Madelyn’ is based on a
little girl, thankfully the disrobing of the central sprite never gets further
than a night dress. Another thing that’s diluted is the notorious ‘Ghouls and
Ghosts’ insurmountable difficulty, however ‘Battle Princess Madelyn’ is
certainly still a very challenging game.
Upon pressing start you’re presented with two ways to play ‘Battle Princess Madelyn’, either quickly like an arcade game or as a full story
experience that includes RPG elements and a richer narrative. “Arcade mode is
very old school [it’s hard] but this isn't anything like ‘Dark Souls’. It's
like ‘Wonderboy 3’ or ‘Shantae’” clarifies designer Chris Obritsch. “Arcade
mode is all about timing and pacing yourself like the old games.” You’ll have
to guide Maddi through ten levels each consisting of 5 stages. Fans of ‘Ghouls
N Ghosts’ will instantly feel at home here; lots of intricate multi-tiered stages
swarming with horror inspired enemies. Most stages have different routes,
allowing a degree of choice between confronting more foes or facing harder
platforming sections. This is the mode of ‘Battle Princess Madelyn’ that’s far
more obviously inspired by Capcom’s classic series, even if Obritsch’s take on
the genre is much more action orientated where you’re rewarded for killing
everything that stands in your way. You start with a slender life bar, with
only enough energy for Madelyn to survive a few hits. However, you also have an
X-Souls gauge that fills as you slay foes. If this is full, Rather than
outright dying when you take too much damage, Madelyn will reappear in a blast
of light.
“So as long as you are killing enemies and keeping your magic meter past
the half way point, you can't fully die” claims the designer. “You re-spawn
where you fell, or your last safe spot.” The cost for not following this advice
is brutal though. Dying in arcade mode without having any reserves in the
X-Souls gauge won’t take you back to the start of a stage, it’ll throw you back
to the start of a level. I appreciate that this is “old school hard” but
considering levels can be quite lengthy it’s quite a penalty. To compensate the
game does include mechanisms to make subsequent attempts easier. The designers
are proud of the game’s “self adjusting difficulty that can detect if the
player is doing poorly or too well and then adjust itself accordingly”.
However, It’s hard to gauge how pronounced this is, as on a second play-through
a player will also have the advantage of knowing a Level’s layout and will be
aware of when more imposing enemies are around the corner.
According to Obritsch, “Story mode is much more forgiving as the mode is
much larger and you can explore.” Rather than having a continuous flow of
levels one after the other, a player in this mode will have to traverse between
the stages visiting towns as they do so. The stages themselves, while similar
to the arcade mode’s have noticeably less enemies. Additionally as the entrance
to villages also act as continue points, death in a stage will send you back a
much shorter distance.
The problem is, there’s almost too much in this mode and it feels a
little daunting. In story mode, the game picks up a ‘Metroid-vania’-esque open
world layout but it’s never really that clear where you’re meant to be going.
So many NPCs offer up quests and without an accessible list it’s impossible to
keep track of everyone’s needs. Annoyingly though none of the many inhabitants
of the towns seem willing to explicitly state which direction you should head;
you know the name of where you’re meant to go but you don’t know if that’s on
your left or right. With no in game map, the direction I headed in my quest
often felt like the result of a random choice.
Sadly, the game can be painfully cheap at times. Even within a few hours
of play, ‘Battle Princess Madelyn’ was performing many platform game cardinal
sins: Too many leaps of faith, enemies hurting you from off the screen, disguised
death pits, pixel perfect jumps over instant kill water and randomly
re-spawning enemies. Many of these irritations are exacerbated by the amount of
kickback Madelyn experiences when hurt by an enemy. On more than one occasion
level progression was hugely set back because I was knocked off a hard to reach
platform by a single enemy arrow. I don’t pretend to be the greatest retro
games player, but with extensive experience in the ‘Mega Man’ games I should be
able to handle the challenge posed in a game like ‘Battle Princess Madelyn’.
However, I spent over an hour trying to get into the Swamp section in this game
and it was a painfully frustrating experience. I even restarted the adventure
thinking I’d accidentally stumbled into a no-win state. Of course, when I
reached the same early point in the game I hit the same progression wall. I had
no idea if it was my lack of ability that was stopping me, if I was going the
wrong way or indeed if I needed to do something else before I could continue
down the route I was going.
After all, like so many ‘Metroid-Vania’ games additional parts of the world only become accessible once you’ve gained extra skills. As it turns out I had to return to a town to find hidden double-jump Spidey boots. However, I discovered them purely by accident; as they’re only accessible by falling through the floor at a specific point, which lights a candle and gives you access to an imposing spider boss. It’s a shame that an NPC couldn’t have mentioned or at least hinted towards the hidden items location, and unless you’ve played the arcade mode you may not even know that a double jump is a skill you can unlock. I wonder how many will give up on the game simply because they never can find an essential item.
After all, like so many ‘Metroid-Vania’ games additional parts of the world only become accessible once you’ve gained extra skills. As it turns out I had to return to a town to find hidden double-jump Spidey boots. However, I discovered them purely by accident; as they’re only accessible by falling through the floor at a specific point, which lights a candle and gives you access to an imposing spider boss. It’s a shame that an NPC couldn’t have mentioned or at least hinted towards the hidden items location, and unless you’ve played the arcade mode you may not even know that a double jump is a skill you can unlock. I wonder how many will give up on the game simply because they never can find an essential item.
While the levels pose a test of skill I presumed the huge end of level
bosses to really test my mettle. However, the first, an intimidating armoured
skeleton, seemed imposing initially but after repeated attempts could be easily
beaten. It’s hard to know if this was because I had memorised his attack
pattern, or if the game had given me a helping hand to get through it. Adorably
many of these were conceived by Maddi Obritsch, who drew sketches that her
father then adapted into the pixel art characters seen in the game. “She'll
draw stuff for the game where ever she is, and she came home from her friend’s
house [one] day and was like, 'Daddy, I made a monster for the game',"
Obritsch told PC Gamer. "I asked what it was and she explained it to me. I
then asked what she wanted it to do in-game and she showed me the drawing and
explained what each part of the picture was."
Following in the footsteps of the inspiration, Madelyn battles through graveyards, snow fields, forests and castles all of which look
Gorgeous on the Switch. With Gothic inspired games there’s a temptation to
limit colour palettes to greys but ‘Battle Princess Madelyn’ is as vibrant as
it is detailed. Flowing waterfalls, Particle effects and blooms make the stages
feel all the more alive and often boss battles are celebrated by a screen awash
with colour. There is a beautiful fusion of hand drawn pixel art mixed with
Unity powered visual flourishes that makes the game feel simultaneously
nostalgic and yet still impressively contemporary. At times it may remind you
of the visual splendour of ‘Octopath Traveller’ with its much celebrated mix of
sprite characters surrounded by real time lighting effects.
The game’s front end however doesn’t seem to have been optimised very
well for the Switch. The menu screen text is distorted and hard to read. Similarly
the enchanting opening cinematic is low resolution and juddery. Depressingly, the
problems are magnified when the Switch is docked. Madelyn’s in game sprite and
her portrait also look different to the hero shown in the opening cinematic
which is slightly confusing. Of course none of these criticisms effect the
enjoyment of the game but it hardly presents the best first impression.
Like the dual modes of play, the game also features two completely
different soundtracks. One is reminiscent of the Retro games that Chris
Obritsch loves to play with his daughter and the other is a more modern
orchestrated arrangement. “We’ve gone to both ends of the spectrum and let the
musicians work to create some very interesting moods and themes for the game”
notes Casual Bit Games.
For the right audience, ‘Battle Princess Madelyn’ is, I’m sure, an
enjoyable game that celebrates the games that inspired it. However, I found my
time with it frustrating. I appreciate it’s based on one of the most
notoriously difficult game series, but after hours of effort I simply felt I
wasn't making any real progress. Arcade mode posed too great a challenge and
story mode may have been easier but it was pugnacious. It becomes tiresome
tapping tube down button every time you arrive at a new location, just to avoid
missing a vital upgrade. Continually failing a jump or being ground down by
excessive foes didn’t make me want to play on, it made me want to turn off.
In all honestly I’ve never much liked ‘Ghouls N Ghosts’ so perhaps I’m
not the right audience. I don’t mind a challenging game, but I always want
failures to be because of my incompetence. It’s a shame as ‘Battle Princess
Madelyn’ is a game I really wanted to love. I adore the look of the game, it
sounds great and back story behind its creation is endearing. I am sure that
Maddi Obritsch loves the game her Dad made for her. I just hope she’s better at
it than me.
_________
A copy of this game was provided by the publishers. They have not seen
or had any influence over the content of this article prior to
publication.
Following early criticism, a patch will be released for this game that may address several of the issues highlighted above.
Following early criticism, a patch will be released for this game that may address several of the issues highlighted above.
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