Showing posts with label Splatterhouse. Show all posts
Showing posts with label Splatterhouse. Show all posts

31/10/2018

SPLATTERHOUSE 3 (MEGADRIVE / GENESIS)

The day is upon us at last. The pumpkins are carved, the horror movie marathon is queued up, the sweets that the trick-or-treaters didn’t claim are rapidly disappearing into my fat face. I'll be more Haribo than man by the end of the night. Happy Halloween, everybody! I hope you’re having a fun time if you’re a fan of the spooky season, and if you’re not then I hope your house remains un-egged. To close out the 2018 VGJunk Halloween Spooktacular, I’ve got one last glob of gruesome videogaming with a tale of unholy forces, exploding corpses and a guy named Rick who really needs to start wearing some goddamn shoes – it’s Now Production and Namco’s 1993 Megadrive terrifying-cleaning-bill-em-up Splatterhouse 3!


I’d imagine most people reading this already know the basics of the Splatterhouse saga, but here’s a quick recap anyway. In the original arcade game, Rick Taylor and his girlfriend Jennifer show some truly abysmal decision-making skills when they take shelter from a storm in a creepy mansion known as the Splatterhouse. “Getting a bit wet” would have been a much better outcome, but in they go, whereupon Rick is attacked by monsters and Jennifer is abducted. Rick is awakened by the Terror Mask, an ancient artefact that attaches to Rick’s face and transforms him into brutal monster-slaying madman with the body of two pro wrestlers sharing one set of skin and a mask which that makes him look like Jason Voorhees. Rick fights through the house, Jennifer becomes a monster and dies and the Terror Mask uses its evil power to summon a big monster because of course it does. It’s called the Terror Mask. It was never going to spearhead a new recycling initiative or open a cat shelter.


In Splatterhouse 2, the mask re-appears and tells Rick that if he goes back to the house, he can save Jennifer. Being the trusting sort that he is, Rick teams up with the mask once again and punches his way through yet another cavalcade of monsters that look like overgrown medical samples from an ear, nose and throat ward. It all works out in the end, though, and Rick and Jennifer are reunited and they go off to live happily until the developers decided there was money in a new Splatterhouse game.


There’s Rick now, peeking out from behind the Splatterhouse 3 logo during the intro. Don’t worry, we’ll be seeing plenty of him soon enough. So, Splatterhouse 3 has a story too, but I’m still a bit fuzzy about how it all fits together. The game itself takes a very cinematic approach to cutscenes, but for whatever reason there’s no in-game explanation for what’s happening. The manual has a bit more info – it tells us that years have passed, during which time Rick married Jennifer, they had a son named David and Rick got a job on Wall Street which makes sense because he’s used to dealing with vicious psychopaths, boom boom. Then there’s something about the Evil One, a malevolent force that rises from the abyss and attacks Rick’s mansion home. This allows the Terror Mask to wheedle its way back into Rick’s mind, and because Rick needs the mask’s power to punch all the monsters into chunky red paste they team up one more time. I think that’s how it goes, anyway. I suppose it’s not really important. I should probably, you know, play the game.


This iteration of the Terror Mask has received another new look, with a skull-like shape that’s definitely not a hockey mask and therefore safe from lawyers acting on behalf of the Friday the 13th franchise. Before the action start, the mask offers Rick a few tips, namely that he shouldn’t dawdle and that he can collect special “power stones” that’ll make Rick’s flesh expand with a surge of power. Based on that description I presume the “power stones” are fake Chinese Viagra.


And now the pummelling begins. Like previous games in the series, Splatterhouse 3 is a side-scrolling beat-em-up at heart, although the prequels were fixed to a single plane of action whereas Splatterhouse 3 allows you to move between the fore- and background in the manner of games like Final Fight. Combat also adopts the “classic” beat-em-up formula, with an attack button that can dish out a combo of punches upon repeated presses, grab attacks initiated by walking into monsters and then either headbutting them or slinging them across the room, plus a jump button for the always-welcome flying kicks. It’s a familiar toolset, so you should have no trouble getting through these early rooms filled with headless zombies. A headless zombie is kind of a genius concept, really – without a head, the zombie doesn’t have a weak point!


While Splatterhouse 3 does have stages – the first stage encompasses the mansion’s ground floor, for example – each stage is split into small rooms rather than being one continuous path from start to finish. Once you’ve cleared a room, you can bring up the map to see the pathways available to you. The X marks the stage’s boss, the white doors are one-way paths and the yellow doors are shortcuts. Rick’s position is, of course, marked by that adorable little Terror Mask icon. The optimal route to the boss might seem obvious, but because each room has its own combination of monstrous inhabitants it’s sometimes faster to take a slightly longer route to avoid especially demon-infested rooms. And you do need to be fast.


We’ve got to hurry and rescue Jennifer, who is currently hiding from the monsters. Splatterhouse 3 tells its story through these cinematic intermission screens that use digitised footage of real live actors. This means that someone had to dress as Rick, complete with a prop Terror Mask and I would love to see some behind-the-scenes footage of that process. Unfortunately none seems to exist, and who knows what happened to the Terror Mask prop? We can only hope that someone had the foresight to brick it up behind the walls of an old house so that future renovators get a real surprise.


Speaking of renovations, I hope that the Evil One’s influence has warped the very nature of the mansion because otherwise Rick and Jennifer are not raising their child in a pleasant environment. Plaster crumbles from the walls, rotten floorboards crack and splinter and rather than having a nice carpet in the lounge they went with “flagstones from a mouldering crypt” as a flooring choice. I understand that any time you buy a big old house it’s going to be something of a fixer-upper, but when your home looks like the set from an Evil Dead movie it’s time to get professional decorators in. And possibly an exorcist.


Like the other games in the series, S3 also has weapons you can pick up and use. They’re few and far between and there are no shotguns in this one, but who can argue with the brutal simplicity of hurling a breezeblock into a monster’s face? These zombies can’t, on account of them not having heads and also having a breezeblock where their heads should be. You can also find more traditional melee weapons like a piece of lumber and a machete, and those are more practical than the brick because you hold on to them rather than throwing them. The concrete bricks are especially difficult to use because if you drop a weapon on the floor, a ghostly head will fly onto the screen and steal it.  At least someone’s cleaning up around here.


As time passes, we’re treated to what is one of my favourite little horror moments in videogaming, as Jennifer begins to smell of rot of the grave. It’s such a strange, sinister phrase that manages to convey a real sense of encroaching dread – imagine how terrifying it’d be if you suddenly realised you were decomposing because you began to smell like a rotting corpse. Yikes.


In an effort to reach Jennifer more quickly, I unleashed Rick’s ultimate technique – by collecting magic orbs you can fill your power bar and then use that power to transform Rick into a form that somehow manages to be even larger and more muscular than regular Rick. The Terror Mask also fuses with Rick’s flesh, which I’m sure would be very painful as well as causing the same problems with neck movement that you see in Tim Burton’s Batman movies.
While you’re monster Rick, your attacks do more damage and you take less damage, which I’m sure is what you’d expect to happen. Your moveset changes slightly, too, but for the most part it’s a straight power upgrade; although piling on an extra three hundred pounds of raw muscle unsurprisingly makes Rick move more slowly. It’s a power than can be useful in a pinch, but you’ve got to be careful where you use it because once you clear a room as Monster Rick you lose all your power and revert to normal. Save it for the boss battles, and speaking of which…


Here’s the first boss of the game, an almost child-like mass of rubbery flesh with a ravenous maw and suppurating wounds where its eyes should be. Yep, sounds like a Splatterhouse boss to me. The boss is angry because I interrupted its dinner; when you arrive in the boss room it’s happily chowing down on a pile of corpses. Whose corpses? I haven’t got a clue, but there are plenty of them. Perhaps Rick employed large staff of maids and butlers, or maybe the monster brought the corpses with it as a packed lunch. There’s a busy day of carnage ahead and all the cafeteria serves is cold goat entrails, so he asked his monster spouse to make up a lunchbox. There’s a little note inside that says “Give them “Hell” honey!! XXX.” That’s the story I’m sticking with.


Phase one of the fight sees the boss doing little besides annoyingly hopping around just out of arm’s reach and occasionally trying to crash into Rick, but after taking enough damage its head falls off. Normally this would be a good thing for Rick, but in this case it just means the monster can now extend a huge bloody arm from its guts and claw at you. I love that you can still see the monster’s tongue flapping around where its jaw used to be.
It’s still a fairly simple boss even once transformed into a reverse sock puppet, and eventually I emerged triumphant. However, you might notice that the timer at the top of the screen has run out.


I was too slow, and now Jennifer is dead. I’m probably projecting, but I think the live-action Terror Mask does a really good job of capturing a look of both cold resignation and quiet anger. The mask encourages Rick to use his rage against the monsters, but what if I did manage to clear the stage before the time ran out?


In that case, Jennifer is still alive when Rick reaches her – however, she’s been infected with a horrible creature called a boreworm that’s eating her from the inside and the only way to stop it is to kill the giant boreworm. That’s… better than being dead? I think?
What this means is that Splatterhouse 3 has multiple different story paths you can take, with each step determined by whether you clear the stage within the time limit or not. There are even four separate endings, depending on who lives and who dies. It’s a fun feature that provides for more potential replayability than a lot of other games of this type and vintage, and I’m excited to see more of these cutscenes but everything being tied to strict time limits does have its downsides.


Stage two encompasses the second floor of the mansion, and as Rick begins his mission to find the giant boreworm I can reveal to you Rick’s true power. You might think being able transform into Goth Incredible Hulk was his ultimate attack, but you’re much better served by using Rick’s spinning kick attack. Activated by hitting away, towards and attack, it causes Rick to spin around multiple times with his foot outstretched, clobbering any monsters that dares to enter even the vague vicinity. It feels like your traditional beat-em-up “desperation” attack, and indeed in the Japanese version of the game it’s activated by pressing jump and attack together, but it doesn’t drain your health and it’s more powerful than even a full combo string. If you want to get anywhere in S3, learning to reliably activate the spin-kick is absolutely mandatory.


Rick Taylor: husband, father, occasional possession victim, collector of antique Swiss clocks. He’s a multifaceted kinda guy, is Rick.  I just wish he’d put on some goddamn shoes. I’ve mentioned this before but for whatever reason I find Rick’s constant barefootedness to be deeply unsettling. If he’s not walking on cold stone floors or through rooms warped into pulsating masses of unidentifiable flesh, he’s ramming his feet down monsters’ throats. For god’s sake, man, invest in some study work boots or something. Hell, wrapping a carrier bag around each foot would be better than nothing.


The boss of the first stage reappears as a regular enemy. Normally I’d be a little annoyed that the recycling has begun already, but it’s such a fun monster design that I don’t really mind. Plus this version of the monster has much less health and now Rick has a giant cleaver, so the playing field is both more even and very messy. Monsters have special animations if you kill them with weapons such as being cleft mostly in twain by the cleaver, and honestly Splatterhouse 3 is packing in so many horrible details that I can’t help but love it.


At the end of the stage, in a room covered in the aforementioned pulsating flesh and decorative wall hearts, the giant boreworm waits. It begins the fight by throwing lots of tiny boreworms at you that I had real trouble avoiding. In the end I stopped trying to avoid them just so I could get closer to the boss. The boreworm likes to jump around a lot, occasionally spitting more worms, and it also has the rather annoying power to block your punches.


Still, it can’t block grabs, and after enough headbutts the top half of the boreworm explodes into a writhing mass of maggots. After this transformation, the boreworm spends most of the battle propelling itself along the floor like some demented living mop. The best part of this fight is that the boreworm is constantly giggling to itself. I’ve always thought that the Splatterhouse games were more style than substance, but as I fight a laughing, maggot-faced worm monster in a room made of meat I must confess that said style is fantastic.


Mission accomplished; Jennifer remains undigested and we leave her here to recuperate while we complete the rest of the game. If you don’t make it in time the boreworm eats Jennifer’s brain and she becomes a “mindless beast,” so we’re definitely on track for the good ending now.
With Jennifer rescued, Rick turns his attention to his son, David, who is also hiding somewhere in the house. David’s survival is tied to, you guessed it, a time limit, so we’d better get a shift on.


Pictured above: Rick getting clonked in the jaw by a haunted lamp. A bit of poltergeist activity makes a nice change of pace, although after all the grotesque beasts we’ve already faced it’s hard to be scared of a book. It must be Michael Owen’s autobiography or something.


Spooky furniture aside, the combat is much the same as before. Rick controls quite well, and while his movements can feel a bit heavy with a fair amount of inertia when you’re trying to change directions, it doesn’t hamper the action much and even gives Rick a satisfying sense of solidity. Hit detection is good and quite generous, especially when trying to gather multiple monsters together so you can hit them all at once, and each attack has it’s uses – flying kick knock enemies down quickly, throws can buy you some breathing space, that sort of thing. However, there is one major issue with the combat: the spinning kick is too good. In almost every situation it is vastly superior to your normal moves, because it hits all around you, does tons of damage and you’re invincible while performing it. This is only true of the American version of the game, by the way, because the spinning kick is far weaker in the Japanese version and is mostly used for crowd control. But this is the US version, so having Rick constantly pirouetting things to death like a ballerina with anger management issues is really the only way to go.


Don’t worry, David, daddy’s coming! He’s very dizzy, but he’s on his way!


This stage’s boss fight is great, and if you ever wanted to see a masked maniac stick the nut on a huge teddy bear then you have serious issues but hey, Splatterhouse 3 has you covered. Perhaps unsurprisingly the teddy bear isn’t much of a threat at first, what with it being a cuddly toy and all. A cuddly toy inhabited by an evil spirit, sure, but it doesn’t attack much and even if it did hit you it seems unlikely to cause much damage.


Eventually the inevitable happens and the bear erupts into a twisted blob of bloody flesh and razor sharp claws. It uses those claws to taunt you with a “bring it on” gesture and boy, the bosses in this game really do have a lot of character. The boss’ bravado is misplaced, however, because all it really does is charge at Rick so you can stand there and let it run right into your spinning kicks. It might block the first one or two but Rick will keep on spinnin’ and land a hit eventually. Then the teddy bear monster explodes, because that’s what monsters do.


But alas, even though I beat the time limit David is nowhere to be seen, and the monster in his bedroom was merely a distraction. The good news is that David is still alive. The bad news is that the monsters have taken him because the Evil One needs a psychic child to serve as a sacrifice that will release the Demon Stone and whaddya know, David is psychic, apparently. I guess some of the Terror Mask’s power found its way into Rick’s, erm, gametes. There’s a difficult conversation with Jennifer waiting for Rick once all this is over.


The game says stage four takes place in the mansion’s basement, but that is quite obviously an open sewer. That can’t up to building codes, can it? Did Rick build this mansion himself, using the Terror Mask’s fearsome power to dig an uncovered drainage channel? Frankly I’m impressed that a game set entirely within a house still managed to contain a sewer level.


Rick also has a very well-appointed wine cellar, which does mean he’ll be able to drink to forget afterwards. No wonder he can afford all this wine, what with not paying building inspectors or buying shoes.


The excellent monster designs continue with these sack-wearing ghouls that hover ominously until they decide to attack with the big monster arm they’re hiding under their cloaks. You can’t go wrong with the “one eyehole in a sack” monster design, and between that and their lumpy red flesh I can’t help but wonder whether they’re related to the original Splatterhouse’s chainsaw-handed Biggy Man boss. Once you’ve hit them enough their cloaks fall off to reveal the very Deadite-like heads beneath, although getting to that point can be a struggle because these monsters can become immune to your attacks on a whim, an especially annoying trait when you’re trying to kill them as quickly as possible. I think it’s fair to say I have mixed feelings about these cool-looking bastards.


The stage’s boss starts out as an embryo that knows how to punch. Thinking to myself “I’m not going to lose a fist-fight to a foetus,” I sent Rick wading in there. Then the boss electrocuted me. Okay, fine, you win this round.


Of course, it didn’t take long for the boss to transform – or hatch, in this case – so now there’s another malformed hellspawn for you to repeatedly spin-kick back to the underworld. Definitely less endearing than the other bosses, this one, perhaps a touch nondescript, and like the teddy bear boss it’s more than willing to run right into your foot repeatedly, so keep spinning like you’re trying to drill your way to China using nothing but your disturbingly bare feet.


Phew, David’s okay, and remarkably unfazed by seeing his father transformed into a hulking brute wearing a skull mask. I suppose he already knew what was going on. Because he’s psychic, you see.
With David and Jennifer both saved, the family-rescuing aspect of the game comes to a close and we’re assured of the good ending… assuming we can vanquish the horrors that still remain.


Even though David was rescued, the ritual got far enough along to free the.. Demon Stone? Evil One? I’m having a hard time keeping track of what’s going on at this point. We don’t appear to be in Rick’s house any more, either. H.R. Giger’s house, maybe, but not Rick’s. Oh well, so long as there are monsters to punch the path to victory will be fairly straightforward, and despite being late in the game this stage is something of a relief because there are no time limits to worry about.


Considering how viciously difficult the earlier games in the series were, Splatterhouse 3 is surprisingly fair on the straightforward “kill the monsters and don’t die” side of things. You’ve got a decently-sized health bar, the spinning kick is very powerful and having an extra plane of movement means that attacks are a lot easier to avoid that they were in the single-plane prequels. Most of the game’s challenge does come from beating the time limits, and it can be really tough to save everyone, requiring multiple playthroughs to learn the fastest, safest routes. It’s an unusual balancing act and I’m not normally a fan of games with meaningful time limits, but in S3’s case it adds enough to the game that I’m glad of its inclusion.


Now that I’ve said the game wasn’t as difficult as I expected, it’s time for some hubristic punishment in the form of this stage’s boss. It’s the Evil One, and you might recognise him from Splatterhouse 2, where a giant version chased Rick during the latter potion of the game. The Evil One is smaller here but no less deadly, and the real challenge is getting close enough to it to land any hits. Not only will the boss fly away as soon as you get near, but it can also fire exploding orbs at you that knock off a big chunk of your health. I’m sure there’s a specific pattern to its movements and grabs seemed to be the most effective attacks, so manipulating it into grabbing range is probably the way to go, but I found this fight extremely hard. It’s not even very interesting visually. I didn’t like fighting buff, naked bald guys when they were the villain of Street Fighter IV and I don’t like it now


After many, many deaths and the application of a cheat code for infinite lives (hey, I want this article out on Halloween) Rick finally emerges victorious. Things are looking up for our hero – the Evil One is defeated, his wife and son are safe and the Terror Mask didn’t try to betray him this time!


Oh. I ask you, if you can’t trust ancient evil artefacts called the Terror Mask, who can you trust? Defeating the Evil One has left a power vacuum that the Terror Mask is more than happy to slide into, but Rick’s not about to let that happen. Not while I’ve still got that infinite lives cheat active.


And thus you find yourself fighting the Terror Mask’s physical form, or at least the top half. After the nightmare I had with the previous boss I’m pleased to say that the Terror Mask’s first form isn’t too hard to deal with. The trick is to try to stay close, because otherwise it’ll keep shooting pillars of fire at you. Get in close, try to land a hit just as it starts attacking and don’t get too greedy and the first stage shouldn’t be too much of a problem.


The second phase kicks things up a notch. The mask consolidates itself into a mask and one very large meatball. A deadly meatball that once again tries to beat Rick through manoeuvrability rather than sheer power, teleporting away when you get close and launching a barrage of bone skewers at you. When you do land an attack, the mask responds by summoning another, ghostly mask that chases you around the screen for a while. When I say “a while” I actually mean “bloody ages,” to the point that you really shouldn’t damage the boss when it’s in the centre of the screen because then you won’t have enough space to run away from the ghost-mask.


Fighting the Terror Mask raises some questions: namely, how is Rick still wearing the mask? And why does the mask still resurrect Rick when he dies? There are no fewer than four Terror Masks in the screenshot above. That’s too many Terror Masks. Perhaps it’s intended to highlight the arrogance of the Terror Mask, destroyed by a weapon that it created. Or maybe the developers thought “who cares, it’s a game about not-Jason Voorhees beating monsters to death.” Either way, with enough perseverance the Terror Mask will, in essence, punch itself to death.


Hoisted by your own veiny, bulging petard, huh? That’s the end of the Terror Mask, his plan to take over the world by manipulating someone who’s good at killing evil demigods having backfired spectacularly.


Rick returns to his family, or at least he does in the good ending. The others are variations depending on who survives. If no-one survives, you get a scene with Rick reflecting on the loss of his family and his crushing loneliness… immediately followed by a message reading “Congratulations!” I’ve got to say, that feels like a bit of a kick in the teeth.


You know, I think Splatterhouse 3 might be my favourite Splatterhouse game – my favourite to actually play, anyway. The graphics, music and overall atmosphere of Splatterhouse 2 are very difficult to top, but the difficulty does kinda wear me down whenever I play it. I’m bad at games and I’m really bad at difficult games, so Splatterhouse 3’s less brutal gameplay definitely holds my attention better. And it’s not like Splatterhouse 3 is without atmosphere, because it looks great. Perhaps style over substance, as I said earlier, but god damn what a great style. Excellent enemy designs, copious amounts of cartoonish gore, unpleasantly slimy environments where no barefoot man should dare to tread – it is absolutely a VGJunk kinda game.
A couple of boss battles aside it plays nicely too, especially if you don’t care what ending you get so you can take your time. There’s little truly special about the core gameplay, but it handles well even if the spinning kick does become a bit of a crutch, and Rick’s monster form is a nice touch. The monster form’s version of the spinning kick makes Rick shoot disgusting tendrils of flesh out of his torso, so yes, I can definitely recommend Splatterhouse 3.


For the final Halloween-O-Meter score of the season, there’s no way I could give Splatterhouse 3 anything but top marks. It’s basically a slasher film that you’re in control of, everything explodes in gouts of blood like a terrible accident at the black pudding factory and there’s a demoniacally-possessed teddy bear. The Halloween-O-Meter might be a fickle thing, but Splatterhouse 3 offers a good calibration point for a ten out of ten even if it doesn’t have any pumpkins in it.

Well, that’s the end of this year’s Halloween Spooktacular. I hope you’ve all enjoyed reading it as much as I enjoyed putting it together – well, apart from when I was playing Vampire Killer, that was not fun. Seeing people say that they were excited to see the Spooktacular return definitely gave me the strength to keep ploughing on through, so thanks for that. VGJunk will return soon enough, but I  might take a short break. Thanks for reading, and until then remember this – it’s always Halloween if you’re willing gorge on fun-sized Mars bars and listen to Dokken’s Dream Warriors on a loop.

31/10/2013

SPLATTERHOUSE 2 (MEGADRIVE)

Happy Halloween! The day itself has arrived cloaked in appropriately dark and stormy weather, there are various motorized pumpkin toys all over my desk and I've watched enough horror films to fill my quota of fake blood and exploding mannequin heads for the next ten years. It's fair to say I'm feeling pretty cheerful, and in my desire to share this seasonal cheer with you I thought to myself "what's the most gruesome, slime-drenched, disgustingly ghoulish retro videogame that I can write about to cap off the 2013 Halloween Spooktacular?" It wasn't a question that took much answering. I present to you Namco's 1992 Genesis / Megadrive monster-smashin', zombie-bashin', gore-soaked classic Splatterhouse 2.


When a game's logo looks like it's formed from horribly diseased intestinal loops, you know you're onto a winner.
Splatterhouse 2 is obviously a sequel, and while the plot is hardly the most vital element of the Splatterhouse franchise - "bulgy masked freak punches monsters" is the main thrust of things - it's still interesting enough to deserve a quick recap, so here we go.


The original arcade game (pictured above) was released in 1988, and it tells the tale of two university students, Rick Taylor and his girlfriend Jennifer. The young lovers prove that they've obviously spent too much time studying and not enough time heeding the lessons that horror movies can teach us by taking shelter from a storm inside a creepy abandoned mansion. The mansion is known amongst the locals as "Splatterhouse" thanks to rumours of terrifying experiments being conducted within, which you'd think would be enough to deter visitors but I guess Rick and Jen really hate getting wet. I'd say that maybe they'd both just had their hair done, but the intro clearly shows that Rick was already wearing a sleeveless jumpsuit and no shoes before the horror of Splatterhouse unfolds, so I don't think he's a man who cares too much about his personal appearance.


The rumours surrounding the Splatterhouse turn out to be true, and upon entering the mansion Jennifer is dragged away by monsters while Rick is thrown into a dungeon. In a twist that you'd struggle to describe as "lucky" but which saves Rick's life, also waiting in the dungeon is the Terror Mask - a floating, sentient Mayan artefact that promptly fastens itself to Rick's face, reviving him, giving him bigger muscles for more efficient monster slaying and definitely not making him look like Jason Voorhees from Friday the 13th. That last line was added at the request of Namco's lawyers.


The game itself sees Rick walking from left to right, punching and chopping his way through the mutant hordes. He eventually reaches Jennifer, but she's already been turned into a monster and Rick is forced to kill her. He goes on to destroy the evil force at the heart of the mansion, the mansion burns to the ground, the Terror Mask explodes (possibly due to internal conflicts over supposedly being an ancient Mayan artefact despite clearly being a hockey mask) and Rick walks away into the night.


This brings us back to Splatterhouse 2. It's been three months, and Rick is haunted by nightmares of Jennifer falling into the fleshy pits of hell, as is understandable. Then his good friend the Terror Mask reappears and tells Rick that it doesn't have to end this way and that Jennifer doesn't have to die.


Yeah, kinda like that.
According to the always-reliable Terror Mask, there's a hidden mansion near the original Splatterhouse and if Rick takes him there he can open a portal and save Jennifer. Rick has no hesitation in pulling on his sleeveless overalls once again, strapping the Terror Mask to his face and setting out to splatter some things in a house. Or in the gardens, or on a lake. Wherever there are things to be splattered, really.


And we're off! Splatterhouse 2 is a beat-em-up of the single-plane variety - no Z-axis movement here, just left, right and up when you jump. Rick can punch, or perform crouching and jumping kicks, and if you're feeling especially adventurous you can perform a sliding kick by jumping forwards, holding diagonally down and pressing attack when you land. Aside from picking up weapons, that's all the combat prowess Rick possesses. Hey, the Terror Mask just bulks a guy up, it doesn't download Bruce Lee's brain or anything.


Speaking of weaponry, here Rick has picked up a steel pipe and has used it to clobber that monster so hard that it flew into the background and exploded against a wall. Mike Haggar would be proud. It's this early moment in Splatterhouse 2 that always makes me glad inside whenever I play the game. A possible sign of deep misanthropy that could become worrying if left unchecked? Yeah, probably, but it's also such a wonderful statement of intent from the developers: a huge neon sign that says "this is an homage to the horror movies of the eighties. There will be gore, and freaks, and brutal pipe-bashings, and more unidentifiable bodily fluids than an Ear, Nose and Throat ward during a norovirus outbreak. We hope you enjoy your stay."
I will enjoy my stay, and it'll be more down to the horror atmosphere than the gameplay, but we'll get to that.


After a short first stage spent killing shambling piles of miscellaneous organs and jumping over holes filled with carnivorous worms, Rick reaches a small shack where the following scene plays out. There are three monsters in the shack. Two of them make a dash for the door on the right, only to be immediately killed by whatever horror is lurking just across the threshold, their lifeless bodies hurled back into the room. The third monster hesitates until Rick enters the room, but upon seeing our muscular hero the monster decides it'd rather takes its chances behind the door of death. It runs for the exit, only to be killed in the same manner as the first two.
It's fun to have a feeling of power, especially in a game like Splatterhouse 2 that's usually dedicated to kicking the player's arse, and while it doesn't last long you can always look back fondly on the time you played as a character so terrifying that even foul corpse-monsters didn't want to have anything to do with you.


The thing behind the door is also the boss of stage one, and it is most definitely not scared of Rick. It's always nice to see a boss that's so grotesque you're not even sure what it is, and you have to resort to vague descriptions like "mostly a mouth, also a large gut, it's clearly some kind of autonomous stomach with teeth."
Whatever this thing is, it doesn't make for a particularly difficult fight: it vomits acid at you, which you can let arc over your head if you stand in the right place. Get in close and punch it five or six times and it'll die. Oh, and make sure you step back because in a final fit of pique the boss' stomach rips open and spews a puddle of deadly acid onto the floor when it dies. It sure would be embarrassing if that killed you, right? Ha ha ha, no, of course it's never happened to me, he lied.
It's purely a matter of personal taste, but for me Splatterhouse 2 has one of the very best opening stages in videogaming, especially if you include the intro. The title screen music, the blood-red text of the Terror Mask's whispered promises, the atmosphere of the first area and its monster-thwacking action, the charming skit the monsters put on for you before the boss fight - it all adds up to one of those gaming experiences that feels like it was designed specifically with me in mind.



Also, I can't leave the first stage behind without mentioning the boss theme, one of my all-time favourite Megadrive tracks. Those drum fills are a thing of beauty.


Between stages, we get our first clear look at the Terror Mask while Rick muses on the secret entrance he's found. Now that the Terror Mask is a skull and not a hockey mask, it's difficult not to imagine Rick saying all his lines through clenched teeth. At least he looks cheerful.


Stage two starts with Rick in an elevator. Do monsters continually drop in as Rick makes his descent? Of course they do, Splatterhouse 2 is a beat-em-up after all, and not a very original one at that. For one thing, the gameplay is almost exactly the same as the first Splatterhouse, and Splatterhouse 2 does very little to innovate in the genre, sticking rigidly to a "walk right and hit things" formula that was old even in 1992. Where Splatterhouse 2 differs from most beat-em-ups is in the pacing. It's a methodical game played at a slower pace than you might expect, where rushing ahead almost always gets you killed and the emphasis is on memorizing enemy placements and attack patterns.


At the bottom of a lift is a dark corridor filled with spike traps, gelatinous monsters and tougher versions of the hopping weirdoes from the elevator scene. Also down there is a huge femur that Rick can use as a weapon, as demonstrated in the screenshot above where he's proving that the leg bone is in fact connected to the head bone. That's what we in the reviewing-gory-Megadrive-games business call the "money shot".


The underground tunnel is also filled with the wandering spirits of the restless dead, or there's a monster somewhere who's really good at making shadow puppets. Well, having a mass of writhing tentacles instead of fingers is bound to have some uses.


You probably don't need me to tell you that the ten-foot tall spectral head with the Mr. Burns nose is a boss. Just look at those eyeballs: so round, so bulbous, so inviting that you can't help but want to jump-kick right into them. Those are good thoughts, you should go with them, because that's how you beat this thing. I mean, what's he going to do, shoot smaller heads at you? Well, yes, he is. The little ones you can punch aside, but the larger ones that he spits at you will need to be leapt over.


I think it's fair to say that Rick has won this battle. Even in the notoriously no-holds-barred "twisted mockeries of God's design" school of combat, having your eyeballs explode is going to keep you out of the fight.


It's back out into the fresh air for stage three, as Rick takes a short but eventful riverside stroll. Try not to fall into these puddles as I have done, because Rick doesn't like getting wet; you remember the original Splatterhouse intro. As if Rick didn't have enough problems to deal with, now it's becoming clear that he also suffers from hydrophobia.
Oh, okay, so maybe it's the devil-fish that lurk in these pools that Rick's not fond of. On the plus side, if you time it right you can punch the monsters into the pools, where they will die and you will feel a little smug.


Stage three is fun and all, but it's really only a prelude for the frankly amazing boss battle. It starts off innocently enough, with a possessed chainsaw and pair of shears flying around the place, trying to lodge themselves in Rick's head. Once you've punched them a few times they fall to the ground, allowing you to pick 'em up and use them as weapons... but you can only have one, so I would recommend taking the chainsaw in preparation for phase two of the fight.


Deformed, fleshy foetuses suspended from nooses drop down from the ceiling, kicking at you with their pudgy little legs and puking in your general direction. Rick has a chainsaw. The babies keep falling. There is only one thing to do.


Splatterhouse 2 is a videogame that lets you use a chainsaw on a baby. It's a hideous baby demon thing, but it's still clearly a child of some description and as I slashed at it with the chainsaw I was (as I always am at this part of the game) amazed that such a thing was allowed to exist in a videogame from the early nineties. It must have been a fun pitch at the Namco offices, too. "What shall we have as the stage three boss? No, we had a guy with chainsaws for arms in Splatterhouse 1, but I like the chainsaw angle. Maybe Rick could have a chainsaw? And he could use it... on a mutant baby! Good god, I can taste the promotions already!"
All in all, I feel a tiny bit guilty for enjoying this boss fight so goddamn much.


There's even more, though, and once all the babies are disposed of this pitiable-looking monster sticks his lumpen head out of the back wall like some nightmarish turtle. Actually, he does make me think of what the Teenage Mutant Ninja Turtles could have ended up looking like, what with them being a twisted amalgam of man and tortoise and all. This guy can't do much to hurt you, so it's in everyone's best interest to finish it off quickly.


Ladies and gentlemen, I give you Splatterhouse 2.
In a way it's a shame the game doesn't stop there, because there is no way Namco could top that and the rest of any game is bound to feel disappointing after a bout of chainsaw-baby pinata, but Rick's in it to save his lady love, not to have a good time, so I suppose I'll struggle onwards.


Well, it's a house. It could be a perfectly normal house. It's not as if there's a Lovecraftian lake-beast swimming around out there defending it or anything.


Okay, so you probably saw that coming. This is an auto-scrolling section, where you have to keep Rick moving to the right and reach the end of the pier before the lake monster catches you. There are zombies standing between you and dry land, so I'd recommend spending as much of this scene as possible performing Rick's sliding kick. That way you can attack and move forward at the same time.


Once you escape the jetty and reach dry land, you're pretty much standing on the hidden mansion's driveway. All you have to do now is get to the front door, but your progress is hampered by three things. Two of them are pictured above - there are ghosts who latch onto Rick, dealing no damage but reversing your controls for a while, and the goofy zombies that the ghosts can reanimated and drag up from the ground.


Those zombies have always reminded me of the "Henrietta" Deadite from Evil Dead 2, and although now that I seem them side-by-side the resemblance isn't as strong as I thought it was I still wouldn't be surprised if some inspiration for the monsters' designs was taken from the Evil Dead franchise. Both series feature mounted deer heads that come to life, which sort of makes them horror blood brothers anyway.


Stage four's other complication is the holes in the ground. If you fall into one, Rick lands in an underground dungeon that he has to fight his way through before he can return to the surface. There are plenty of zombies down here and also plenty of moving spike traps, all of which are apparently being operated by this one zombie with his rotting hand on the lever. Look at the smile on his face, he really takes pride in his work. Sadly, his joy is short-lived as Rick jumps over the spikes and punches the zombie so hard that it explodes, leaving only its hand behind, still clutching the lever.


Your reward for not falling into the holes is that the level is much shorter and less difficult, but at first getting through this stage without slipping into the dungeon seems like a tall order, what with the ghosts that screw with your controls and the endless zombie hordes and such. There's a simple secret to success, though, and it's a rather Halloween-appropriate one, too: let the ghosts grab you. They don't do any damage and only reverse your controls, which in Splatterhouse 2 just means that left is right and vice-versa. You can figure out how to hold left to walk to the right, right? Well then, cloak yourself in as many ectoplasmic friends as you can. The biggest danger is that the ghosts' control-reversal spell will run out while you're midway through jumping over a hole, but if you collect enough ghosts then you can keep the effect going for the entire stage, making your life much easier. You're already wearing a sentient sacrificial mask shaped like a skull, touching a few ghosts isn't going to damn your soul much further.


Just when I feel like I'm getting the hang of Splatterhouse 2 and that maybe's it's not as hard - or I'm not as bad at videogames - as I remember, up pops this boss. He looks the part, with a head that could be all brain aside from the disturbing tongue that slurps out from between its bloody lobes, but it's the way it fights that I struggle with. The boss seems tentative, nervous even, hopping around until you get close enough for it to leap backwards and then slide towards you. It's not a difficult pattern to unravel, but the only way I can ever seem to land a hit on the boss is to jump-kick it as it slides past and jumping isn't exactly Rick's forte so more often than not I just end up landing on the boss and taking damage as he merrily glides past, the whole world made into his own macabre slip-n-slide.


If you do manage to hit the boss enough times, it falls into gooey lump only to be reborn as this rather The Thing-inspired spider-brain. I can't really give you any advice for this one beyond "don't get hit." I used the slide kick a lot. After the boss' first form, it seemed only fair.


At last, Rick makes it to the house. There's a shotgun on the wall, and when you pick up up and use it to make a jumping demon's torso explode in a shower of chunks you'll wonder where it's been all your life. If it was down to me I'd forget about Jennifer and start a loving relationship with the boomstick. Alas, the warm feeling of pleasure that comes from using a large-bore shotgun is short-lived: the bloody thing only comes with eight rounds, and even if it's not empty Rick ditches it anyway when he reaches the end of this section of the stage. I'm beginning to develop a theory that the reason the Terror Mask likes Rick so much is that he doesn't have much of a mind to manipulate.


Also part of stage five is this lab full of monsters suspended in those cylindrical glass tanks that mad videogame scientists always seem to have hundreds of, a laboratory that is home to a wonderful dick move on the developers' part. You know and I know that monsters are going to burst out of some of these tubes. Not every tube: there are too many of them for that, and even Splatterhouse 2 wouldn't be cruel enough to send twelve monsters at you at once, but some of them are definitely going to burst open. But which ones? They're all identical, until I noticed that one of the tube-monsters had air bubbles coming from its mouth, so I prepared myself for that tube to smash open... but it didn't. The next tube along did. It even made me jump. Well played, Namco, well played.


This stage's main event sees Rick chasing an undead scientist through his lab, or at least the part of the building next to the lab where he stores all his potions. Potions are his thing. I doubt that this is the same scientist who set up all the monster tubes, because that looks like it would have taken far too much time away from managing his enormous collection of potions. That's how the scientist attacks, funnily enough: he throws Erlenmeyer flasks at you that either spawn a dribbling goo-beast or smash open in a wave of fire. You dodge the fire and the monsters while advancing, the scientist throws more potions and then backs away, repeat this until the Professor Potions here runs out of place to escape to. Then you can punch him.


You can punch him so hard that his head explodes after just one blow, which is deeply satisfying. I'm sure there are some "hardcore" gamers out there who will scoff at this statement, but Splatterhouse 2 is a hard game. Really hard, if you're like me and not that great at videogames. If I'd owned Splatterhouse 2 as a kid I would have unquestionably spent hours after hour learning every facet of the game, every enemy's placement and method of attack, memorising it all just for the promise of seeing what the next stage would hold. I didn't own Splatterhouse 2, though, and so I'm stuck with my feeble reflexes and with no time to learn all the intricacies of the game, which makes it all the sweeter when I catch up with the evil scientist and spread his brains all over the floor with a single punch. It's good to not feel utterly helpless, even if it's just for a moment.


As promised, there's a portal to hell underneath the house. Apparently it's the mask that can open the portal, although you don't actually see the mask do anything: the portal just pops open when Rick gets near, so I'm going to pretend that the Terror Mask is a primitive remote control and leave it at that. Jennifer makes a brief appearance before being dragged back down by a host of extra-long arms. Rick views the whole scene with restraint and patience, because he knows it won't be long before he gets to punch something.


Something like a swarm of severed heads with expressions of real disgust on their faces. To be fair, if you'd just escape for the bowels of the underworld your face would probably be locked in a revolted rictus too.
Hands and heads spew forth from the pit, all with the sole of aim of bumping into Rick, either to keep him out of the void or just because they're bored. They don't seem actively malicious, just really excited (and, you know, horribly disgusted) to be free of the stygian depths. This battle is a good example of Splatterhouse 2's approach to difficulty, because the first time you try it, you'll lose. And the time after that, and the time after that, until you've learned the movements of each and every severed body part that floats your way. Rick is a chunky chap, built for power and not for speed, so if you mess up there's little chance you'll be able to recover without taking a hit or two. It's rare to play a videogame, even a retro videogame, where your chances of success depend so thoroughly on memorisation, but at least Namco took some mercy on the player by including a password system, glory be.
One you've slapped enough pit-buddies back into the hole they game from, one final head rises. As is becoming a Splatterhouse 2 tradition, it only takes one hit to finish off, and no sooner is that done than Rick leaps into the portal without hesitation.


After falling for a while - falling, or being hypnotised by the pulsating background, it's difficult to tell which - and punching yet more ghostly heads, Rick faces another boss fight against a big crystal with Jennifer trapped inside. I was expecting a rougher time than I got, but the crystal is surprisingly easy to take down because, unlike every other boss in the game, it telegraphs its big attack. Glowing balls land on the floor and then erupt into vertical lighting, which you can avoid by not standing in the lightning. Like I say, surprisingly easy.


Then Dr. Manhattan appears and he is pissed, chasing Rick across the screen, launching more lightning orbs and mumbling something about how Before Watchmen should never have been created. This is another boss that doesn't exactly exude hostility: he's just going about his unholy business, out for his morning walk to get the papers, and there just happens to be a masked nutcase in his way. I think it's his expression. That's a look of weary resignation, not demonic rage.
Also, the background here is excellent, with tons of parallax scrolling to make you feel as though you really are trapped in a vast void filled with the wailing spirits of the dead.


Nice of Jennifer to hold the door for Rick. While you or I would probably have run straight out the door without a second thought for our muscle-bound, mask-possessed loved one, don't forget Jennifer has been down in the pit for three months. That experience changes a girl. It changes her legs into matchsticks, for starters.


Jumping in and out of evil portals does nothing for the structural integrity of a house's foundations, so it's no surprise that the mansion is starting to collapse. This means that Rick and Jennifer enjoy an elevator ride to the surface, which is just like the first elevator ride except chunks of masonry keep falling on Rick's head without warning. This is what I mean about Splatterhouse 2 losing some of its punch towards the end - after chainsawing babies or even running away from giant transparent blokes, taking a ride in a lift is something of an anticlimax even if bits of the ceiling do keep threatening to give you concussion.


The ride back across the lake is a darn sight more eventful, because the lake monster has been waiting all this time for another go at Rick. This time it's evolved the ability to shoot spikes at you, so while Jennifer drives the boat (or rather sits at the front in a pose that's impressively casual, given the circumstances) Rick has to punch the spikes out of the air - which somehow doesn't hurt him even though touching them any other way most certainly does - and then throw them back into the lake monster's bulging eyeball.
This fight feels like it should have been easier than it was, and further reinforced the notion that I'm just not very good at videogames. All that really happens is that spikes fly at you at three heights, so just crouch-kick the low ones, punch the high ones and jump over the rest, but for some reason I just couldn't get the concept down for a long, long time. Then there's the fact that the lake monster's eye is at that awkward height where you have to jump to hit it, but not too high.


I managed to figure it out eventually, and let's just get on with it, shall we? We all know that there's another boss waiting to accost Rick and Jennifer, because I'm sure even the lake monster realises that he doesn't have the pizazz of a final boss. He's a sidekick at best, so let's get the real deal out here and break up this happy scene.


That's more like it. All that stands between Rick and freedom is a floating mound of spaghetti and meatballs that fires - you guessed it - heads as projectiles. What is it with all the heads-as-bullets in this game? There are other body part, guys. It's not a major thing but it might mix these fights up a little if I had to dodge, I dunno, a ribcage or something, maybe a flying foot. No? Okay, just heads, then. Some are humanoid, some are dog heads, but they all keep you busy while the main bulk of the boss flits around the screen. It's a matter of concentration more than anything else, and as you clear away the flying heads you'll eventually get close enough to land a punch on the boss itself. If you can hit the boss enough times, it's pasta-rific outer shell will fall away, revealing the true core of this evil from the deepest depths of Hades.


That's... kinda goofy-looking. For the dark heart of pure evil, I mean. All the bathead does is use his ears, or wings, whichever those are supposed to be, to flap around the screen at high speed. If you let it flutter about for too long, it'll regain the delicious spaghetti-and-damned-souls coating of its previous form and you don't want to be fighting that again, so make sure you punch it. This confrontation serves as a distillation of the way Splatterhouse 2 as a whole must be played in order for you to succeed - your instincts may be to chase the head around the screen, trying to jump-kick it, but that will not work. It's faster and more agile than Rick, and it'll just avoid your blows until it can reform. What you have to do instead is stand still in the centre of the screen and wait for the head to flap into punching range. If you can stay focussed, Rick will have no trouble swatting the Angry Bumblebat of Primal Terror and once he does the terrifying tale of Splatterhouse 2 will be over.


Rick causes yet another mansion to collapse - he's got a great career in demolition work ahead of him, assuming this experience hasn't left him too mentally scarred to function in normal society - and I'm left to ponder the fact that Splatterhouse 2 makes me a hypocrite. I should really be judging this game, or any game for that matter, on the gameplay but I love Splatterhouse 2 and the gameplay is barely one step above average. It's completely lacking in innovation, it's extremely difficult unless you're willing to learn every second of gameplay by rote and there's no real depth to any of it - just walk and punch. And yet it's still one of my favourite Megadrive games, having muscled it's way onto that particular list through sheer force of personality.


The presentation is so perfectly in line with the splatter movie aesthetic that I love so much that I'm almost surprised I didn't see my own name in the credits. I'm not saying Namco made this game especially for me, but it sure as hell feels that way: the music, the graphics, the character designs, the ability to smash a monsters skull in with an enormous leg bone, all of it comes together wonderfully to create something I love... but if you removed the horror trappings, kept the gameplay the same and changed it so Rick was a martial arts student out to rescued his kidnapped girlfriend from a criminal gang, I probably wouldn't give that game a second look.


So I'm a hypocrite but not too much of one, because Splatterhouse 2 certainly isn't a bad game: Rick controls crisply, your attacks have a nice feeling of weight to them and everything works as it should. It's the atmosphere that keeps me coming back, though, and as the staff roll fades away to reveal a final image of a ghostly visage escaping from the lake - hey, we gotta keep those sequel options open - I can give you my firm recommendation that if you're looking for a grisly, macabre and truly horrifying game to play this Halloween evening then Splatterhouse 2 will take good care of you.


It should come as no surprise that Splatterhouse 2 scores full marks on the Halloween-O-Meter. You didn't think I was going to let the big day arrive without playing at least one ten-out-of-ten-for-spookosity title, did you? And boy does Splatterhouse 2 earn its score - but you know that by now. So all that's left for me to say is Happy Halloween, thanks for reading the 2013 VGJunk Halloween Spooktacular and normal service will resume some time next week. I've got some time to kill for the rest of this Halloween evening and you know what? I think I might play Splatterhouse 2 again.

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