Took me ages to wrap this one up, but beat
Pandora's Tower (Wii, 2011) this week.
You play as the chain-wielding Aeron, distinctly lacking in personality for most of the game, and you're travelling with Elena, a cursed girl. This curse means she will transform into a gross, dripping purple monster if left untreated. Thus, you team up with the vaguely helpful and also rather creepy Mavda who promises a possible cure. All we need to do is feed Elena, a vegetarian by religion, chunks of slimey monster meat at regular interviews. Consume the hearts of 12 special 'Masters' (bosses) and she'll be cured for good...? Maybe?
Where to get this monster flesh? In any of the 12 Towers (dungeons) nearby of course! Just rip it right from an enemy using your chain, and ultimately murder the Tower Master to yank their heart out. It's rightfully gross, rather disturbing, and not out of place in a horror tale. Adding to the misery: it's pretty obvious that at least the first 5 or so Masters don't even have a fight to pick with you, and most of them are
tragic, once-human victims of war and abuse. You're clearly the aggressor in this scenario, legitimising all means in pursuit of an uncertain goal.
When not killing monsters and getting lost in spiralling dungeons, you're trying to keep the spirits of your understandably frightened companion up. Mostly this is done by chatting to her, getting her involved in uncovering the origins of the cursed (she learns herself how to translate, way to go!), and buying or crafting her gifts. While the methods are a bit crude ("just give women gifts and listen to them, in order to level-up your affinity with her!"), I do think the relationship angle is the game's biggest strength.
If you return too late from a Tower and catch Elena mid-transformation, you may find her
profusely apologising for making a mess and breaking stuff you bought her, and even attempting to cover up slime spots despite dripping more goo everywhere. I couldn't help but feel empathetic; if you care about people, especially frail and sick ones, this aspect may really resonate with you.
It's always been a bit skeevy in games like Harvest Moon on GameCube, where you give women the flowers growing in their own yards in order to marry them. By not solely making the relationship a romantic one, but also allowing for a more nursing/caring one, I think Pandora's Tower does manage to somewhat escape the inherent weirdness of dating mechanics in games (i.e.: presumed male player with interest in demure women who react predictable and rather robotically to very surface level conceptions of affection - essentially just bribing for love with goods).
That said...It took me months to play through this game, because there's just a whole bunch of little flaws.
-The difficulty curve seems almost inverted. Towers 2-6 gave me some real trouble. I died fairly regularly, was constantly running low on supplies, underleveled, out of cash, barely making it back in time to Elena, etc. Then after a few smarter upgrades (skipped straight to the best armour, pooled only resources into upgrading a single weapon) everything suddenly became a lot smoother. But those can't happen early on, meaning the back half of the game feels easier than the beginning. Don't think that was intentional.
-Controls and movement aren't as good as you'd like. The Wii pointer for the chain works
really well, but swinging from anything is just totally unpredictable garbage. You frequently fall off ledges you shouldn't be, but also can't make the jump work reliably. Dodging has a very stiff animation that doesn't smoothly transition into regular movement. Using a weapon, you don't have many combos apart from a charged one, which I found mostly unhelpful a lot of the time.
-Music. This one's a mixed bag, it's decently atmospheric and they reliably repurpose classical pieces to build tension. The Towers are largely ambient noises with occassional musical swells.
(The dies irae-esque chanting is a bit prepostorous during the ending perhaps.) When music is prevalent however, in the Observatory where you chill between dungeons, it just gets a bit grating. This has to do with...
-The length of the game. While all the boss fights are cool/interesting, I would REALLY have preferred this game to come in under the 15 hour mark. Just squeeze 2 bosses into a single dungeon,
maybe add a floor to every one of them, and cut 5 dungeons out. It's so annoying how 5 entire dungeons are just remixed/harder versions riffing on the same elemental themes you encountered earlier. As it stands, I took 28 hours to reach Ending A. That's just way too long, especially since the game's mechanic mostly plateau out rather early.
I know this comparison is unfair, but The Last Story was 27 hours for me and had me engrossed all the way. Here meanwhile, the prospect of dedicating an hour or two to a dungeon was just not very appealing.
-Speaking of Endings...
None of them really quite nail it, do they? The happiest ending is so absurdly, comically happy it completely falls out of tone with the otherwise grim, moody atmosphere. There's a real whiplash ending too which seem to come out of NOWHERE, and then the 2 most appropriate ones both end in the deaths of at least Elena, and Aeron in one too. Feels like something in between Ending A and the S-rank end would have been more appropriate and narratively satisfying?Conclusion: Pandora's Tower is a really intersting and uneven game. In some regards it feels very close to a moody Zelda, or maybe what 3D Castlevania could have become, and I imagine it might have parallels to Shadow of the Colossus too. In other aspects it feels very different from any other videogame.
It succeeds in building atmosphere, invokes body horror and can genuinely unnerve at times
there's a moment where I thought Elena would eat the main character that caught me off guard. Most convincingly, the game got me to care about protecting Elena, playing perhaps overly cautious and returning often to keep the timer at bay.
However, many of those positives come at the price of a
way too long game with a rather repetitive gameplay loop. If the sprinklings of mystery pass you by, there's very little to keep you going here. I won't fault the game's ambition, but I don't think it delivered entirely either.
Three stars, comes recommended as a very interesting curiosity, but keep your expectations in check.