Cthulhu Saves the World

Forethought:

I purchased Cthulhu Saves the World and its companion game, Breath of Death, a few years back, but only played them for a short time each.  I can't for the life of me remembr why I stopped playing, although I'm sure whatever the reason was will come up at some point in my play-through.  I do remember the humor being fun, and I hope that'll keep me from dropping the game again.
 

Cthulhu Saves the World


So this is yet another 16-bit-inspired game.  I feel like I've started a majority of these blog posts saying that, and honestly I'm getting pretty tired of the style.  I'm not sure that the style helps Cthulhu in any significant way other than making development of the game dirt-cheap, which is good, because the game cost, like, a dollar.

And here's the thing - Cthulhu Saves the World is cheap in every way but one.  The art is very basic (although I love the larger character portraits), the music is very clearly evocative of and derivative of every rpg the game imitates, and the gameplay leaves the impression that the game could have been created in RPG Makes XP, or similar insert-your-dialogue-here game creation software.  That dialogue, though, is clearly what makes the game worth playing.

The set-up in Cthulhu Saves the World is that the great Lovecraftian God Cthulhu has lost his powers, and the only way to regain them is for him to become a hero.  The player then goes on a role-playing quest to make Cthulhu a hero.

The game is clearly an excuse to show off some clever writing, and it does.  The dialogue between Cthulhu and the other characters is clever and referential, and the fourth wall between Cthulhu and the player is completely nonexistent. 

I do like when he talks to the narrator.  Suck it, fourth wall!

Most of all, the game is "cute."  Everything about it is a trifle, including the witty dialogue, and although I enjoyed most of my time with it, there wasn't anything really driving me to come back.

Gameplay-wise, this is an old school RPG with a few modern concessions.  After twenty-five battles in any given area, you will no longer encounter random enemies, and may simply choose "fight" from a menu.  This is great.  Random encounters suck.  Most of the game reflects this removal of old-school RPG bullshit, except for the save system.

Oh, the save system.  Now this might be a case where I should have really paid attention.  But here's the deal.  You can save anywhere in Cthulhu Saves the World, at any time.  That's a great addition to the RPG formula.  But I didn't.  I didn't save for a long time.  And then I died.  And I went back to the beginning.

I know, it was stupid not to save.  And I know that I broke the cardinal 16-bit rule.  But considering everything else this game had added to make it a more 'modern' experience in terms of systems, it was absolutely baffling to me that there were NO checkpoints.  And that's when I stopped playing the game.

And I'm pretty sure that's when I stopped playing the first time too.  So unfortunately, I most likely

Will Not Revisit

Cthulhu Saves the World.  But I am super pumped for tomorrow's game.  It's the first big-budget game that I've played all the way through specifically for the purpose of this blog, and I've been looking forwards to its release since the release of its predecessor.  Tomorrow, let's take a look at

Saints Row IV!