
"D means Dracula." D1896 is an action adventure platformer in the style of the early horror movies, inspired specifically by "Le Manoir Du Diable", the first horror movie ever made (it was released in 1896).
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
[i] This developer makes art more than anything else, that just happens to resemble a video game. When I saw the trailer I knew exactly who the developer was - the art style and atmosphere so unique it is unmistakable. This review is somewhat personal for me because I am partially responsible for the killing of Mirage of Dragon, and to this day I am not sure if that negative review was justified. Once again, I am very conflicted, not sure if this is something that I could recommend. Mirage of Dragon was a very unique game, an exploration-based platformer that allowed you to experience the story in any order. You could beat the last boss before doing anything else, which is pretty unique if you ask me. This platformer is a little different (more linear), although it still has those psychedelic visuals and twisted narrative that is similar to Mirage of Dragon. I guess you could compare it to Castlevania games, primarily the very first game because the movement and attacks are severely hindered. However, make no mistake, the gameplay is extremely frustrating and not in a good way. It gets hard very quickly, there are many annoying platforming sections surrounded by shooting enemies, a complete cluster**** (somewhat comparable to birds and medusa heads in Castlevania, multiplied by 2). There is a checkpoint system of some sort that is explained in chapter 2, but you still need the patience and skill to get there. As far as I can tell there are no RPG elements unless they appear later in the game - based on what I know about previous games, it's just not that kind of thing. [h1] Pros: [/h1] + one of a kind art style + enjoyable weird narrative + immersive world [h1] Cons: [/h1] [u] Clunky Gameplay & Confusing Mechanics [/u] - if you ever played a game from ArkHouse you know exactly what I mean. Aesthetic takes priority over gameplay, intentionally or not. The delayed attack animation and platforming can be a pain in the butt, it's hard for all the wrong reasons. Note that pressing the 'start' button on a controller twice exits to the main menu, make sure you press attack to continue*. (controller support is limited) [b] Overall Thoughts: 6/10 [/b] I can appreciate it when a person makes something unique, something they feel passioned about no matter the criticism. But I do think you have to find the balance between art and gameplay, you can't expect me to use that **** curving attack the entire time (it takes forever to execute). It's one of those games that a few people might enjoy for unique narrative and visuals, you have to be very open-minded though... In retrospect, Mirage of Dragon was probably a better game, so this review should be a negative one, but I am afraid that people would take the 'red' color out of context.
I realise that I'm making this game a disservice with my review, because it will shatter it's already fragile rating. It's a pity that I have to do this but I can't do otherwise. As long as I'm in sane mind - I can't recommend this game for anyone. And for whom I could recommend it? For casual gamers, who prefer form over substance? Probably. The problem is - they won't pass more than few first rooms. For hardcore gamers? It would be even worse. Because such gamers don't care about details and put gameplay value above everything. And they would devastate it for gameplay issues. And unfortunately, gameplay is the weakest aspect here. Probably like most people here, I also grabbed the game for it's visual aspects, style, music and atmosphere. And I'll be honest here - the game absolutely doesn't disappoint within these aspects. It looks great, sounds great... damn, even the story. I didn't finish it yet, only reached the final chapter, but so far looks intriguing and original. But gameplay... Oh boy... It's a torment. I've seen gameplay of D'1896 at Alpha Beta Gamer and even on video it looked clunky and painfull. But in reality - it's even worse. It's irredeemable sin. Description states that this game is hard. And I'm going to debunk this myth. It's not hard - it's barely playable. Your opponents here are not some hard enemies with unpredictable attack patterns or some sort of triky platforming sections. Absolutely not. Your worst enemies here are: broken hit boxes, terrible platforming in general and clunky jumps in particular, weird and frustrating combat mechanics, awkward and unchangeable controls. Everything in one place, to create the worst possible gameplay experience. But let's be sincere: there are no crowds of potential buyers around, waiting to grab the game. Thus, my review will be adressed not as much for potential buyers (only at this moment I hope), but more to the developer. Let's consider it as so called "How to fix the game" petition, which could give the game second breath and attract more gamers. Of course I can't demand anything. It's totally up to the developer to follow these advices or to ignore them at all. But if developer wants better future for his games and doesn't want them to die on the outskirts of Steam, like they are doing right now - I suppose that at least few proposed fixes worth to be implemented. First of all - controls. People need an option to change them how they want. It's not a walking simulator. It's a platformer. Comfortable controls are critically important in games of such genre. And no, nobody will go anywhere to any 3rd party sites for 3rd party software. People on Steam value their comfort, so give it to them. Second - jumps. They are very clunky and absolutely uncontrollable if you perform jump attack. They must be improved. Dying because you can't control your jump, or falling from platform because you can't jump from it's edge is far from fun. Jumping platforms. These... glowing orbs. They worth separate mentioning because dealing with them was probably the most frustrating thing. Very often they just do not register the jump. Guessing the best time for the jump was like playing lottery. The best solution I managed to find to deal with them more or less effectively is just to mash jump buttons like mad, hoping that it will register the jump at least once. Of course this is not ok and must be improved. Hit boxes and combat mechanics. W-well... if it's too hard for you to fix them, maybe you could, at least, use some "crutches" to negate these problems? For example, making attack animation slightly faster and attack range little longer or something like that? This could improve the situation. The last one. You have some great art in your game. Why you are not utilising this advantage? Where are trading cards? The game could have very beautiful backgrounds. And achievements. It's a common thing for indie games on Steam. Overall, I like the game for lots of things, but I'm highly disappointed that broken gameplay severely twisted my experience. Again, sad that I could not recommend the game, but positive feedback is a bad motivator, and harsh critic is eventually better helper than blind supporter. I still hope that in future I'll get a reason to change my review when the game will make a comeback with some big update.
A game of vintage horror, with a heavy dose of unforgiving platforming, unusual story, and a style you won't soon forget. PRESENTATION In this regard, the game has a sort of vintage look and menus that are quite minimalistic. In general, the presentation is good, however, if you are using a controller, you need to press start to move past the main menu: the "press any button" prompt on screen lies! Also, there are several typos throughout the dialogues, you will still be able to understand what the characters are saying, but the errors take away from the immersion; maybe it's because the designer's mother language is not english? From a thematic perspective, the presentation is perfect, as you move in a world of desolation and undeath, such a setting is strengthened by the use of black and white dialogue windows, and everything else is in gray scale. An annoying thing is that, everytime you die, a demonic sigil, of the ones used in real life occult practices, flashes on the screen; it's interesting the first time you see it, but it gets repetitive, it's not exactly easy on the eyes due to its size and kitsch detail. Another thing that I consider poor in design, is that the pause button (start or Esc, depending), can exit the game if you press it again! You need to pause with start/Esc, and unpause with the jump button, which is very unintuitive; you can easily ruin your progress if you forget about this, because there is no save feature, there is just a level selection area that takes you to the beginning of each level. If the levels were short, this wouldn't be so bothersome when it occurs as an accident, but a few of them take a while to complete. GRAPHICS A beautiful but hindering celluloid filter is placed on top of everything, it looks like a very old type of film. Everything is in black and white with appropriate use of grey scale, there are several gothic variations when it comes to shapes and aesthetics in general; sometimes everything looks minimalistic, other times baroque, other times grossly organic, and yet there are also elements of classical art. All in general seems to be in a perpetual state of decay, which harmonizes perfectly with the story; interestingly enough, the undead look both alive and alien, corpses and undead look covered in filaments of dessicated flesh. SOUND Beautiful piano music, appropriate sound effects, everything is great, with no voices though; the music goes perfect with the battles, hazards, NPC interactions, all of it. This may well be the strongest aspect of the game, when it comes to setting up the mood in a unique way. There's a certain melancholy through the melodies of the game, that makes a sharp contrast with the more comical elements. STORY Very artsy story; many things are left unanswered, most are left open to interpretation. The entire piece is effectibly a horror comedy, added to that there is an underlying philosophical theme, and existential questions are frequently raised by the NPCs, but the definitive answer is never given. To keep the game from feeling too heavy, unapologetically ridiculous and funny exchanges are in almost all of the dialogues, and I laughed a little with each of these exchanges; the game sometimes pays tribute to modern geek culture through a few references, and is brilliantly tongue in cheek at times. The inhabitants of the world, remind you of the visions of many horror authors, from Lovecraft, to Clive Barker to M.R. James, and probably more that I have yet to identify. GAMEPLAY It feels like old school, NES Castlevania, and quite difficult! The main differences being that your character jumps surprisingly high, but the jump does not cover much distance, horizontally speaking; and while you can alter your trayectory while jumping, if you attack during the jump, your character will be locked in place for a second and a fraction, sometimes plunging you into an enemy or a precipice. Your sword attack is pathetically slow, but powerful, moving through enemies and obstacles, while skewering them, but only if you hold the down or up button while you jump and attack. Your standing neutral attack is abysmal in speed and range, with its only saving grace being a slightly faster rate of attack; it improves slightly in range when you hold down or up, but its rate decreases. In order for you to finish this game, you need to master the jumping attack, and you need to get used to your character and her attacks having the hit boxes of a needle, because this way you will be able to find gaps through enemy attacks that are impossible to nail in other platformers, while dodging and attacking. Be careful though, in many cases, the enemies and their proyectiles have hurt boxes that are just as small or even smaller than your character's sword, so intercepting them in time is often difficult. There are some hard battles throughout the game, but there is also exploration (dealing with hazards, puzzles and obstacles), there are even a few levels where there is very little in terms of combat. There are some vertigo inducing areas, where you must be pixel perfect in your movements, otherwise, you will fall to your death; those that fear platform games where you need to jump and climb through great heights should abstain. Of note, your character only has two health points, when you get hit twice, you die; it's a good thing that you regenerate your lost health point after a few seconds, and that you have infinite lives, so perseverance will get you through. FINAL THOUGHTS This game oftentimes feels intentionally flawed: the unintuitive pause menu that can accidentally end your current progress in a level, the celluloid filter that does not give a complete view of the screen, the main character's awful way of attacking and jumping, the mistakes you can make in and out of combat due to the placement of enemies, doorways and specific stage elements that facilitate or hinder navigation; it's as if the designer is fully aware of all of this, and leaves it so, in order to cause pain and misery for the player. That's part of the flawed beauty of D1896, the struggle with the flaws is as much part of the experience as it is taking on the many horrors of your quest. So I found it quite fun, and because the different levels are divided by segments, and you have infinte lives, dying could be considered souls-like in execution, with you trying again and again, yet different because there is no penalty in dying, it is more a process of learning from your mistakes, to immediately correct your errors just after dying, without having to traverse several areas just to try again and potentially die once more. In that aspect, the game is merciful. If you want a game that is cruel in difficulty, but ultimately fair, which combines a cryptic story with hilarious flare, as seen through a lens of vintage horror, I recommend you get this one right away! Although, I wouldn't recommend it for someone who wants to control a super competent type of main character, as seen in some modern action platformers; this game is as gritty as it gets, from a control perspective.
《D1896》是立陶宛独立工作室Arkhouse Telegraph制作的横版恐怖游戏,该工作室在此之前曾经出过一款恶魔城2代的同人作,不过似乎没有从前面的作品吸取问题点,反而比同人作表现得更差 优点: -美工十分到位,场景细节无一巨细装饰得很好 -类似上世纪初的黑白默片风格很带感 缺点: -操作体验极其糟糕,没有近身防护飞道具的攻击手段,攻击后主人公自身延迟太大 -不考虑主人公机体性能的海量堆怪令人厌烦 -没有办法保存游戏进度 -UI不亲切 虽然美工实在是下足了功夫,但是实际上手以后美工所带来的好印象会被恶劣的操作感和令人生厌的海量堆怪不留余地地摧毁,奉劝各位同好剁手之前三思 推荐给:有大把时间用不完,想浪费人生去受苦的玩家/iWANNA玩家/主播 不推荐给:冲动想要剁手的同好
It's like the phrase "all style, no substance" on steroids. Outstanding, 1000/10 visuals but gameplay that's as fun as getting a lobotomy.
This is a pretty tough, albeit short game driven by strict platforming, difficult combat that requires precise timing and positioning, a challenging puzzle segment, and a story delivered via dialogue between NPCs. This game is apparently the 2nd in a trilogy, but my playing it 1st by mistake didn't detract from my experience. The art and presentation of the game are both really, really cool and I'm glad I was able to stick with it through to the end. It had this almost body horror, mystical fever dream kind of feeling to it. I highly recommend giving it a go if that sounds interesting to you. It doesn't seem to have a save feature though, so I left the game open between play sessions. It probably took me around 5-6 hours to complete it.
Full review: https://youtu.be/fow4uhmrESw A Brutal Hardcore platform game. It has its downsides with the combat, but I think it goes with the game. The soundtrack is a wonderful one though. Would recommend to people who like a challenge, and to people how like a unique game.
As beautiful as this games' aesthetic is, I cannot for the life of me recommend this to anyone. The person behind the name Arkhouse is a wonderful artist, and it's cool to know about someone with their own home-grown auteurship, but I can't say that they have the chops to back it up. This game is not good. Control-wise, it's a needlessly stiff and plodding mess, the music is -okay-, design is linear enough to make the Netherlands look positively mountainous by comparison, and it's so disappointing for such a gorgeous game to be so unplayable.
I initially thought that the game needed to be played from start to finish in one sitting since it has no save functions, but seems like there is a way to circumvent that. I gave it a thumbs down since I was fed up with the game after clearing it, but I changed my mind to give it a plus since I feel that the efforts put in to this game needs to be evaluated more than my feelings. But I still wouldn't recommend this game to others. It's way too difficult and unfriendly for what it could have been, to be an awesome game loved by many. ---- I love the game, I really do. Intriguing, explorative, stylish. It's just that there are SO many frustrating points (mostly combat and maneuvering) while playing the game, which makes it a non-recommend to others. If you love to torture yourself, go for it. Most of the game's time is consumed by you falling off a cliff or getting hit by enemy projectiles from the clunky controls or solving enigmatic puzzles that have barely no clues. But I like solving these types of puzzles, so it comes down to preference. Love the artstyle, music and atmosphere but the game play and the suffering I had to go through outweighs those positive sides.
Brutal game with great narrative that makes me want to come back for more.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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