Tag: simon’s quest

Anatomy of a Simon’s Quest: VIII

Here we go, folks: The end. The finale. Where the rubber meets the road, and the wooden stake meets the chest of the satanic abomination determined to rise from the dead and prey upon humanity. Despite spanning the entirety of Transylvania, Simon’s Quest culminates in Dracula’s castle, or at least its ruins. In a nice touch of continuity, Simon’s mission reaches its finale in the crumbled remains of Castlevania, which collapsed at the end of the first game.

The entry way calls back to Stage 01 of Castlevania, a motif that will be repeated in practically every single sequel to follow. But once you advance a little ways into the broken hallway, you reach an insurmountable wall of rubble that hides a secret underground passage. Break through the rubble and you can descend into a basement — no word is offered on what happened to river full of fish men that used to occupy this space — and advance down, down, down well beneath the castle’s foundation.

This is the obligatory point of no return for a game like this. You’ve been able to backtrack to your heart’s content until now, but the walk down into the rubble of Castlevania is a one-way trip. There’s no way to climb back out. This lends it a sense of finality and anxiety lacking in the rest of the game.

Once you reach the bottom, there’s nothing left to be done but burn Dracula’s body bit, which causes him to return to life and fly around the room. This battle has never made much sense to me. There’s no real strategy to it, because Dracula zips around way too fast to get a bead on, spams those daggers or whatever (I always thought they looked like fingernail clippings, personally), and basically isn’t any fun to fight. Also, he looks like he’s wearing an old aviator helmet. And his hands — are they spread high above his head, or are they clasped in front of his chest? Or does it even matter if you just toss some garlic on the ground and do the usual stunlock thing? Oh well.

It’s an anticlimactic way to end the game, matched only by the hilariously scrambled endings. I’ve never been sure if this was a deliberate subversion or just a weird programming error, but the endings you receive — determined by the speed with which you complete the game — don’t seem commensurate with your performance. Blast through the game in record time and you earn a terrible ending where Simon dies. Thanks for playing! Take forever and you receive happy, uplifting text overlaid atop a bleak-looking field of grey that seems better suited for the bad ending text.

 

I dunno, he looks pretty surviving there.

These little quirks don’t make Simon’s Quest a bad game, but they do typify the oddball design choices and occasionally amateurish programming that keep it from being the knockout punch that its predecessor was. I really love the ambition behind Simon’s Quest‘s structure, and the overworld that binds Transylvania together remains one of my favorite video game worlds after all this time. But the deliberately opaque text, dull Mansions, lackluster enemy design, weird leveling system, and overall lack of challenge… well, Simon’s Quest is a good game with great moments, but it is not, as a whole, great.

Thanks for bearing with me as I dissected this 24-year-old game for no particular reason.

Anatomy of a Simon’s Quest: VII

This whole “let’s dissect Castlevania games” obsession began by accident after I started writing about Simon Belmont’s sprite, so it only seems fitting to look at Simon as he exists in the sequel.

Well… color palette aside (he’s traded his barbarian leathers for what appears to be armor and mail), Simon isn’t terribly different in Simon’s Quest. He walks (hobbles?), jumps in a fixed arc, whips dudes, and uses sub-weapons. He commands more sub-weapons this time around, but oddly enough seems to have a more limited range of skills: He has multiple daggers, several weapons derived from holy water, and nothing equivalent to the axe, boomerang, or stopwatch. The one genuinely new addition to his arsenal is the diamond, which bounces around walls and inflicts light damage on enemies. Frankly, subweapons are generally crap in Simon’s Quest: Enemies scale in defensive strength as you advance, as does the whip… but not the subweapons. So in the end you’re fighting enemy grunts who take like 32 hits with the dagger to kill.

So Simon is more or less the same, if a bit more limited… but what about those other dudes up there? Yeah, those are the spear-carrying guards who first appeared in Stage 04 of Castlevania. Except here they don’t just wander aimlessly and wait for you to kill them; the put their spears into the offensive position and dart erratically back and forth. This makes for a pretty interesting new spin on familiar elements from the previous game… and it went into Rondo of Blood, too, as the Spear Knights in that game combined the behavior of the guards from both Castlevania and Simon’s Quest. Iteration!

The mummies who served as the Stage 09 bosses in Castlevania have been demoted to mere mooks. They no longer fling wrappings, instead lumbering slowly until Simon comes into their line of sight, at which point they make a mad dash for him. The flower things are totally new and spit fireballs; these looks remarkably similar to the Stone Roses from Rondo and Symphony of the Night. Which, given those games’ predilections for fan service, probably isn’t coincidental.

Skeletons take on many forms in Simon’s Quest, including this dude to the upper left, who uses the same sprite as Castlevania‘s skeletons but simply walks back and forth in a lame, pointless way that Castlevania‘s skeletons never stooped to. On the other hand, some skeletons pick up shields and armor and jump around chucking bones in classic style. The Bone Dragons have been tragically neutered, rooted into place and to a set height… which makes them more akin to Bone Pillars, but even less dangerous, since they only have one skull to burp flames at you.

And then there are the harpies, which defy all known concepts of anatomy and logic to land and turn into what appear to be winged bear-men. Where does all that body mass fold up into while they’re airborne? It is a mystery.

But man, nothing symbolizes how gently Simon’s Quest‘s difficulty level went gently into that good night than the Medusa heads. You know the famous parabola Medusa’s path normally describes? How they’re one of the most infuriating video game foes ever designed? How they appear at just the wrong places to make your hands break into an angry, anxious sweat? Well, there’s none of that here. Medusa heads behave exactly like the eyeballs you fight earlier in the game, making a sluggish beeline for Simon and lining themselves up naturally for a whip-crack to the face. Heartbreaking.

OK, but not as heartbreaking as the bosses. Simon’s Quest pits you against three bosses, which are pretty much the easiest in the entire series. Death, a maddening opponent in Castlevania and for many people the crippling breaking point to progress, floats lazily at Simon and chucks a sickle here and there, most of which are easily ducked. You can stand in place, squatting every few seconds to evade a spinning blade, and take him out before he reaches the edge of the screen. If you really want, you can drop a clove of garlic and stand around for a few minutes while he dies slowly, stunlocked in place as his health ticks away one point at a time. Pitiful.

The other bosses fare no better. Carmilla can be dispatched with ease by tossing the golden knife at her — it erupts into flame on contact, trapping her with a shorter-lived aerial stunlock. Her only attack is to weep tears of blood that explode into fragments upon striking the ground. These might be somewhat dangerous if not for the fact that Dracula’s rib turns into a shield that blocks them harmlessly. And the third boss… well, we’ll get to that.

Anatomy of a Simon’s Quest: VI

And now: The world. Or, if you prefer, ザ・ワールド

If Simon’s Quest falls apart in the Mansions and annoys in towns, it shines in the world beyond those locations. I don’t know why all five Mansions look exactly alike, or why they’re so boringly constructed, but I’m going to guess that it’s because all the detail and attention went into the overworld.

I mean, look at that. That screen is quintessential NES-era Konami right there. The deft use of the system’s minimal color palette, the minute detail and texture, the glorious contrast and outline of the distant mountain peaks, the iconic two-color sky gradient. Just wonderful.

But it’s not just the overworld’s visual design that excels — though certainly that is unimpeachable! What really makes Simon’s Quest‘s world so brilliant is its open, interconnected design. It’s not entirely free-roaming, as it’s blocked off at key spots by obstacles and puzzles that can only be surmounted by acquiring items and skills, but neither is it entirely linear. Discovering the links and connections between Transylvania’s different areas is a good part of what make’s Simon’s Quest so entertaining, and the variety of the areas you travel almost makes up for the crappy monotony of the Mansions.

Transylvania as seen in Simon’s Quest consists primarily of a single large loop that runs in an endless circle, from which a number of alternate paths and spurs branch away and lead to important destinations. Mansions, alternate towns, Castlevania. The trick is figuring out how to get there, which is to say deciphering the obnoxious lies of those creeps who populate the towns.

Transylvania’s overworld is built on more of the logic of the original Castlevania’s architectural construction than the Mansions are. There are still bits that seem like arbitrary platformer design, like the blocks hovering above the magenta swamp above (what’s holding them up there!?). And who knows why someone built staircases in the middle of the forest. But if you can look past the magical hovering platforms over the water, Simon’s Quest has some well-designed areas and interesting hazards to overcome. It reminds me of Goonies II at times — not in terms of structure or appearance, but simply in the way some of the most interesting areas appear near the end of the game in single locations that you breeze through almost too quickly to appreciate. Like the drainage system below:

Simon’s Quest consists of huge, repetitive mansions and half a dozen identical towns. But between them you have plains, and rivers, and bridges…

…lakes, swamps, wastelands, murky woods…

…(more like Mirkwoods, am I right?), rocky ravines, caverns, and cemeteries…

All interlocking, all connected, all bound together with towns and Mansions. Getting around doesn’t always make sense, but once you allow for inexplicable crystal-based pathways, the world of Simon’s Quest in retrospect became one of the first action games to try and create such an expansive, interesting, diverse, explorable world.

Simon’s Quest may seem kind of baffling and opaque in retrospect. But in 1988, this was great stuff. Big, inventive, expansive, ambitious. And you could totally whip mummies to death (re-death?) with a flaming whip. Amazing.

Anatomy of a Simon’s Quest: V

Let’s talk about Simon’s Quest‘s NPCs.

Long story short, Transylvania is populated by a bunch of jerks. I get that living in the shadow of a cyclical undead horror bent on conquering the world by transforming humanity into a race of snack-pack slaves can be pretty harrowing, but that’s exactly why you’d assume these guys would be a little friendlier to the one man who can save them from becoming ambulatory juice boxes. But no; something like half the NPCs in the game are either actively hostile toward Simon or simply lie to him.

I always assumed the game’s wildly inaccurate hints came from the 8-bit tradition of terrible localization, but it turns out these guys are a bunch of liars in Japanese, too. I once asked former Castlevania series producer Koji Igarashi about the possibility of him creating a game in the spirit of Simon’s Quest, with NPCs to talk to and hints to gather, and his response was a mildly befuddled, “But all of those guys lied to you!” So evidently the game’s writers were just being mean.

The idea of unreliable in-game characters isn’t a bad one, but it doesn’t work out as well here as I think the designers intended. The problem? Castlevania II doesn’t offer enough detail and clarity to help you effectively sort out truth from fiction. While it’s all well and good for someone to tell you that you should hit your head against Deborah Cliff to make a hole to mislead you, that tip would be more obviously ridiculous if not for the fact that the real solution — kneeling in front of the cliff with a Red Crystal equipped for five seconds — is no less arcane or ridiculous. Simon’s Quest employs too much 8-bit logic to give deliberately misleading tips; rather than shake your head ruefully once you figure it out, you’re far more likely to shake your fist in annoyance because the real solution is equally dumb.

 

By and large, you can safely ignore any brown NPC. That’s not racism! I just mean the villagers who offer primarily lies and useless remarks wear clothes in an earth-tone palette. The brown-clad folks who don’t actively mislead you mostly offer empty pleasantries that burn through your clock time.

On the other hand, NPCs in other color schemes — grey and blue, primarily — offer beneficial advice and items. In most cases, you need to shell out precious money for their help, but others will simply give you things. One dude begs you to take 50 hearts’ worth of Laurels for free. Another will turn your Morning Star into the almighty Flame Whip. A couple of tall, grey guys scattered throughout the game allow you to trade up your crystals to solve the next puzzle in the chain of progression.

Others function as riddles in themselves, like the ferryman. Talk to him normally and he cackles and takes you to one area (including a town where you can buy the Morning Star, which is right decent of him). Talk to him while holding Dracula’s Heart and he takes you to the third Mansion. I suppose if a crazed-looking man came up to me with a bloody heart in his hands and demanded a ride, I’d take him wherever he wanted to go, too.

A lot of the game’s lies can be worked through with patience and trial-and-error. I played this game enough as a kid that I tried out pretty much everything. For instance, the guy who tells you the ferryman likes garlic? If you try to use garlic while on the boat, it falls through into the river. If you drop it on the shore, nothing happens besides you having wasted 50 hearts. And others are just amusing; I always liked the lady who promises Simon a midnight rendezvous on the riverbank. Go to the river at midnight and she’s nowhere to be seen. Turns out she was just giving him the brush-off, the medieval equivalent of giving him the wrong phone number.

In the later towns of the game, the tone of NPCs becomes more directly hostile (including demands to straight-up get the heck out of Dodge). The introduction to Dracula’s Curse expands on this, describing in detail how the people of Transylvania distrust the holy powers of the Belmont family almost as much as they fear Dracula, and that the clan forever lives as pariahs in the land they protect. It’s a nice bit of world-building that begins here.

Still, you want to find the Graveyard Duck, you’ll need to look elsewhere.

Anatomy of a Simon’s Quest: IV

By far, Mansions represent the point at which Simon’s Quest‘s reach exceeds its grasp. They’re an interesting attempt at spicing up the Castlevania style with something new and different, but they fall short of the mark due to poor design and sheer monotony.

If Simon’s Quest mimics the shape of an RPG, Mansions play the role of dungeons. Five of them dot the countryside, and each one contains a different key relic (one of the Dracula bits Simon needs to burn to rid himself of the curse he toils under). This concept, in itself, seems promising enough. But can you imagine playing an RPG where every dungeon takes the same form (each a cave, or every one a castle, etc.) and consists of the same graphic elements switched around into different colors? That would be pretty boring. And it’s boring here, too.

Another problem: No one seems to have put any real thought into the actual layouts of the Mansions. Think on Castlevania, a game where each and every background tile was clearly arranged with care and consideration. Each level carried its own theme, with minor (and sometimes major) visual changes telling a kind of story as you progressed through that stage. You moved from underground waterway to courtyard to dungeon service entrance in one stage, then from dungeon to alchemy lab to grand hallway the next. The “interactive” elements of each level — the blocks Simon walked across — occupied specific space by deliberate design. Background tiles connected to foreground blocks to justify each and every platform and hazard. Castlevania brought logical architectural design to platformers, and I love it for that.

Now, throw all that away for Mansions. Evidently drunk on the ability to scroll the screen freely in all directions due to more advanced NES tech and programming, the level designer(s) behind Simon’s Quest created the Mansions as five willy-nilly messes. Each one functions as a kind of maze, and that’s all well and good, but they’re all haphazard and lack the obvious care and consideration that went into Castlevania. But hey, free-scrolling!

Mansion design falls short on several levels. Despite the complete lack of visual variety, the real issue is simply that the layouts are uninspired and workmanlike. Mansions feel less like interesting, “real” spaces to navigate and more like paths designed simply to make the player cover a lot of ground in order to acquire the MacGuffin within. Their internal architecture doesn’t obey any sort of logic — especially that one top-heavy Mansion with the large, pointless void in the center of the upper area — and they’re packed with cheap traps. The game loves to throw illusory floors at you, which will kill you the first time you wander into one and plummet to the spikes or water below. You can avoid these by watching enemy movement patterns (skeletons will never walk over a mirage) or chucking holy water liberally… which you kind of need to do anyway, since clue books and secret paths are hidden inside blocks.

The free-scrolling design of the Mansions usually creates more trouble than benefit, unfortunately. Enemies do that 8-bit thing where they respawn if their spawn point is within x number of pixels of the screen’s edge, so you fight the exact same enemies constantly. A good many of the interior spaces link up via staircases, which Simon climbs slowly and in a very vulnerable way. The game loves to spawn enemies which mingle at the top or bottom of staircases, roaming back and forth in a way that guarantees you simply can’t avoid taking a hit once you reach the top (unless you use a very expensive Laurel). And to top it off, the music isn’t even that great.

Two of the Mansions contain bosses. Oh, no! You think. I have to beat the Grim Reaper again! Yeah, I’ll talk about that in a future update, but this part of the game sucks for the exact opposite reasons that Death was so troubling in Castlevania.

Despite these complaints, there are a few neat features to Mansions that give each a hint of their own personality. The first begins with an invisible moving block that can only be seen if you hold the White Crystal — which would be an unfair hurdle for first-time players since you have to make the crystal your active item to enjoy its benefits. Since that’s the only key item you can possess at that point, though, it works out pretty well. In a later Mansion, the moving block reappears, but it’s used in a different way: It runs along a horizontal path along a platform, creating a stepping stone for Simon to reach the artifact while potentially scraping inattentive players into the water. And my favorite Mansion detail: Rover Mansion, the one located under Lake Yuba, may be infuriatingly difficult to find for the uninitiated, but when you climb to the top floor of the Mansion you’ll notice the lake’s water above the roof. A nice detail that demonstrates the designers weren’t totally asleep at the wheel.

Functionally, the most useful thing about Mansions is the way the game clock stops while you’re inside. This makes them good places to farm for cash and experience (which are weirdly linked: You don’t get experience for killing enemies, just for collecting hearts) without mucking up the endings. Or mucking them up worse than the programmers did, anyway. Each Mansion/area of the game has a level cap, so you can’t grind all the way up to maximum experience in the first Mansion, though. Konami is on to you and your cheating ways.

Anyway, the point of each Mansion is to buy an Oak Stake and plunge (throw) it into a relic container on a pedestal and claim the warm Dracula nugget within. Thusly:

Man, this reminds me of something. I wish I could put my finger on it…

Ah, yes. That’s it.

If only there were a word that encapsulated the commonalities between these two series and their shared emphasis on action, character empowerment, and exploration… oh well.

Anatomy of a Simon’s Quest: III

So, towns.

Simon’s Quest breaks its world, effectively, into three play spaces: Towns, the Transylvanian countryside, and Mansions. Each operates by its own rules, although the general means by which Simon navigates them remains consistent. It’s not like a tactical RPG where you have battlefields, towns, and a world map, each of which you deal with in a different way. The sidescrolling platformer rubric holds fast everywhere.

This, of course, makes for some very silly-looking towns when you stop and think about it: Stacked, three-story façades, like high-rise strip malls in the middle of the forest. But, you know, 8-bit limitations and all that. You make your allowances and accept the fact that this is surely meant to represent a more logical, real-world construction.

Towns in Simon’s Quest work exactly like you’d expect to see in an RPG (EXCEPT FINAL FANTASY XIII LOL… sigh). They’re combat-free zones where you can speak with NPCs, recover health in a centrally located church, and find merchants who’ll sell you essential goods. They’re not entirely without hazards; the platforms seem to have been designed specifically for the purpose of sending you plummeting to your death in the river if you miss a jump.

Also, towns (more than any other space in the game) reflect the day/night cycle; villagers only walk around during daylight. At night, zombies appear. Zombies suck. They offer no meaningful experience points and very little cash, but they cause NPCs to shutter their doors. Towns effectively become worthless at night; Simon can’t even trade with merchants or stop in the church. What kind of crappy church keeps banker’s hours? This is exactly why we needed the Protestant Reformation.

Simon’s Quest begins in the town of Jova. Coincidentally, the game’s problems also begin in Jova. Well, maybe “problems” is too strong a term, but it’s here that you get a sense of how unconventional Simon’s Quest will turn out to be. With no preamble or foreword (aside from an attract mode enticing you to “step into the shadows of the hell house” — no thanks?), Simon finds himself simply plopped down in a village where old people wander aimlessly and a weird, low-tempo, almost harmonica-like variation on “Vampire Killer” plays. You can easily fall into the water and die. Most of the people you talk to make no sense or outright lie to you. There are no immediate threats. No score or stage info appears, only a discreet health meter. You can’t whip the candelabras! What kind of mad world is this?

At the same time, you have just enough time to thoroughly explore Jova and get a sense of how things work before the game’s first nightfall, so despite the initially discombobulating sense you take away from the beginning of the game it does its job quite nicely without ever leading you by the hand. “Discovery” is the keyword here. You begin near the west/left edge of town, but should you head out that direction you will quickly discover what a bad idea that is: A pair of powerful, two-headed, fire-breathing monsters will smash into you and throw you back into town with damage recoil before your feeble starting whip can hope to take them down. It’s not fatal, and the church “upstairs” will allow you to recover, but the message is clear: Don’t go left yet.

Inside of Jova, you find yourself forced to make your first interesting decision. You can buy three items in Jova in total — the Holy Water, the White Crystal, and the Thorn Whip — but the sum cost is 200 hearts. You begin with 50: Enough to buy either the crystal or Holy Water, but not both. The first time you play, you won’t know what either item does, so it’s all more or less the same and you’ll mostly likely stand around to the east of town farming cash. In subsequent playthroughs, however, you’ll know both the purpose of each tool and about the overall game time limit as well, so you’ll have to decide which to take right away and when it’s best to return. The Holy Water is probably the most useful tool in the game and has value almost immediately, but unless you’re very lucky or very good at memorization, you need the White Crystal to complete the first mansion. These tradeoffs in the name of efficient play help make Simon’s Quest interesting to revisit.

By and large, every town more or less takes the form of Jova. Some are bigger than others, some smaller. Some have hidden merchants. Some have more helpful citizens than other. The most interesting town, I think, is Ghulash…

…an almost completely abandoned village immediately outside Dracula’s castle. It’s desolate and grey (surely inspired by Dragon Quest‘s town of Haukness), with the cemetery immediately outside its western walls considerably larger than the town itself. The one resident of Ghulash is a crazy man who invites you to live there with him. Uh… thanks for the offer, dude.

Of course, this badly contradicts Rondo of Blood. No wonder Konami treated that game as apocrypha!

Anatomy of a Simon’s Quest: II

Simon’s Quest works, by and large, like Castlevania. You control Simon Belmont. He walks (hobbles) along, whips stuff, uses subweapons, jumps, gets knocked back into pits when he collides with enemies, and seeks to destroy Dracula. The general details are almost indistinguishable at a glance, except now Simon wears dark armor instead of leather.

Take a closer look, however, and you’ll find quite a few differences. For starters, the original whip upgrade system has gone right out the window. Powering up the Vampire Killer took all of about 10 seconds in most cases in Castlevania, and the second- and third-stage upgrades would be revoked upon death. Not here: Simon begins with the weak leather whip, but once he acquires an upgrade it’s permanent. The trade-off is that upgrades no longer simply drop from candles or enemies. No, now you have to buy them. With cash money. And by “cash money” I mean “hearts.”

This makes an insane amount of sense, actually. Hearts served as currency in the first game, too, but the “economy” there revolved entirely around spending hearts for subweapons. Simon’s Quest expands the number of things you need to “buy” and therefore adjusts the way hearts work, slightly. The game no longer provides candles for farming random drops; now, you can only gather hearts from enemies. (This also earns you experience points, unless you’ve exceeded the current area’s level threshold.) On the plus side, enemies don’t just drop single hearts. Multiple-heart drops appear pretty often, usually from tougher foes. So, you kill bad guys, collect hearts, and buy stuff that you keep forever (except stakes, which have to be purchased anew in each Mansion). Upgrade the Vampire Killer to a thorn whip, it’s a thorn whip forever. Get the flame whip and you will always be able to burn away bad guys with fire. Forever!

As I mentioned before, an invisible time limit counterbalances the temptation to grind for cash. It’s awfully tempting, in that very first town, to duck outside and whip dudes until you can afford a crystal and a whip upgrade (play efficiently enough and you can scrape up just enough to buy them before business closes for the night), but if you spend too much time doing that the in-game clock will turn over and you’ll get a worse ending. Or “worse” ending; more on that sometime later. I don’t think there’s any in-game indication that you’re on a schedule, but the day/night cycle does hint at it.

Yes, a diurnal cycle. I can’t imagine Simon’s Quest is the first game to include day and night, though the only prior instances that come to mind are adventure games and RPGs. Ultima III had its moongate system, for instance. But action games? I think Castlevania may well have been an innovator on that front. Day turns to night and vice-versa, each time with a memorable snippet of text, at 6:00 on the dot. Monsters become twice as powerful at night — “powerful” in this case meaning they become twice as hard to destroy — and villagers close their doors. Aside from the handful of free-roaming NPCs in the wilderness and folks in Mansions, you’re basically locked away from character interaction between the hours of 6 p.m. and 6 a.m. This, more than the amped-up hostility of the bad guys, makes nighttime in Simon’s Quest feel lonely and intimidating.

The overall time limitation combined with the go-anywhere feel of the world and the steady march of day/night transitions creates what is, by far, Simon’s Quest‘s most compelling feature. The overall difficult level may skew low thanks to the too-forgiving continue system and laughable bosses, but the game nevertheless creates a sense of tension. Do you press on toward the next goal despite not having the calibre of equipment you’d prefer? Do you lurk near the entrance to town as sunset nears or sunrise approaches, or do you go about your business? Again, the way time stops ticking once you enter a Mansion does undermine this risk/reward mechanic somewhat, but the sense of safety and empowerment that cities offer makes delving into the far reaches of the Transylvanian wilderness an occasionally daunting task — not unlike venturing far from town in a game like Etrian Odyssey or Wizardry. It’s interesting that when people talk about how Simon’s Quest resembles an RPG they’re usually speaking of the light leveling mechanics or cursory inventory system, when in fact the game draws upon RPG influences in much deeper and more subtle ways.