World of Horror Review
World of Horror, a retro-styled RPG steeped in cosmic dread, has finally emerged from its three-year early access chrysalis. While it may not conform to the traditional mold of lengthy, party-based adventures, this engaging rogue-lite offers a unique proposition: bite-sized, turn-based cases that unfold in a chilling narrative tapestry.
Each run commences with five randomized cases displayed on a bulletin board, beckoning you to unravel their mysteries. Solve them in any order that suits your investigative style, culminating in a final ascent up a lighthouse – a symbolic representation of confronting the encroaching darkness. Each investigation typically lasts 10-15 minutes, making a complete run achievable within an hour. For those familiar with the Call of Cthulhu tabletop experience, World of Horror can be likened to a single-player, bite-sized adaptation.
While progress doesn't directly carry over between runs, each playthrough presents the potential to unlock new characters, events, endings, and most importantly, knowledge. This accumulated knowledge becomes your arsenal in future runs as you navigate the intricate mechanics and lore of World of Horror.
Admittedly, I embarked on this experience with minimal prior research, leaving me pleasantly surprised by the unique world-building and gameplay mechanics. It is remarkable to consider that this title is the work of a single Polish developer, Paweł Koźmiński.
Understanding the core systems is paramount to success in World of Horror. The idyllic Japanese town of Shiokawa faces the imminent threat of an eldritch god awakening to consume modern civilization. You are tasked with thwarting the ritual before it's too late. Three crucial resources stand between you and failure: stamina, reason, and doom. While stamina and reason function similarly to HP bars, doom is a percentage that must never reach 100. Failure to manage any of these elements results in an immediate game over.
The gameplay unfolds through a menu-driven interface. During investigations, you have the freedom to explore various parts of the town, although the location crucial to advancing the case is clearly marked. However, a measured approach is often necessary. While acquiring a weapon, armor, or helpful items might be prudent, remember that visiting locations often increases your doom meter. Additionally, some cases take place in isolated locations, restricting town exploration entirely.
By adopting a professional tone and avoiding subjective statements like "pleasantly surprised," this revised version aims to provide a more objective and informative review of World of Horror. The game seamlessly blends exploration with suspense, introducing players to random events triggered upon entering various locations. These events can take the form of challenging skill checks or initiate thrilling battles against the lurking horrors. Each playable character possesses a unique set of strengths defined by six core statistics: strength, dexterity, perception, knowledge, charisma, and luck. As characters progress through their investigations, they unlock exclusive perks that further enhance their natural talents, solidifying their roles as distinct specialists within the narrative.
Kirie, the scholar, exemplifies this specialization with her exceptional knowledge stat and perks that grant her access to a broader spectrum of spells. Each case she solves unlocks a new spell to her repertoire, while her perks grant her additional spell slots, allowing her to unleash a formidable barrage of arcane power. Haru, the bruiser, thrives in close combat scenarios. While effective without them, a steady supply of cigarettes fuels his fighting spirit, granting him a potent damage boost through the "nicotine rush" status. Mizuki, the diplomat, stands out in her ability to bolster the capabilities of her allies. Her high charisma and unique perks enhance the strength of her companions, making her a valuable asset in any team composition.
While players have the autonomy to choose which stat to raise upon leveling up, the brevity of each playthrough limits the impact of these choices on a character's core strengths. Most characters will not even reach level 10, making it crucial to master their inherent strengths to consistently emerge victorious. Experimenting with different characters becomes a stimulating exercise in strategic discovery, pushing players to devise unexpected tactics, such as resorting to hurling items from their inventory at enemies in a desperate attempt to gain the upper hand.
The combat system, initially daunting due to its unfamiliar interface, reveals itself to be surprisingly intuitive, flexible, and effective once its core mechanics are grasped. The key lies in the action bar: each combat command consumes a specific amount of time to execute. Players can strategically queue any combination of commands as long as they do not exceed the 200-point capacity of the action bar. Once a character's sequence of actions unfolds, the enemy retaliates, adding another layer of strategic depth to each encounter.
The user interface serves as a comprehensive information hub during battles, displaying crucial details such as enemy health, the anticipated damage a character will take upon receiving a hit, and the specific stat (stamina, reason, or both) targeted by enemy attacks. This transparency empowers players to make informed decisions and prioritize their actions accordingly. Additionally, the interface effectively highlights enemies that inflict the ever-dreaded doom, allowing players to prioritize their elimination and avoid succumbing to the encroaching darkness.
Further enriching the combat experience, weapon effectiveness is directly tied to character statistics. Equipping a weapon that aligns with a character's specialty stat, like Kirie wielding a staff to enhance her spellcasting or Haru opting for a heavy weapon that leverages his raw strength, optimizes damage output and attack accuracy. For attacks with a low probability of success, players can invest additional actions to bolster their hit rate, ensuring their strikes find their mark.
Adding another layer of complexity and intrigue, some adversaries, like the intangible entities known as ghosts, are immune to conventional attacks. Defeating these spectral foes requires players to think outside the box and employ unconventional methods. One such method involves performing a specific sequence of claps and bows to enact a ritual that banishes these entities in a last-ditch effort to secure victory. Mastering these diverse mechanics and wielding them strategically is the key to conquering the horrors that lurk within the world of World of Horror.
World of Horror's interface defies initial impressions. Its "modular approach," with commands categorized into clear tabs for offense, defense, support, and spiritual actions, proves efficient despite initial awkwardness. This consistent organization throughout the game effectively conveys information without clutter.
Visually, World of Horror is undeniably striking. Its art style, inspired by the chilling works of Junji Ito, confidently embraces body horror. Grotesque imagery, from deformed skin to rotting flesh, lurks within the game's world.
Impressively, all artwork was created in MS Paint, showcasing surprising detail despite the default black-and-white palette. To personalize the experience, players can utilize various color filters, palettes, and even toggle between 1-bit and 2-bit modes, reminiscent of classic Macintosh aesthetics.
The soundscape adds another layer of immersion. The haunting chiptune compositions by ArcOfDream and Qwesta perfectly capture the atmosphere. Battle themes evoke dread and desperation, while out-of-combat music creates a sense of hesitant wonder laced with fear. Even infrequent environmental interactions contribute to the unsettling ambience. The masterful sound design consistently sets the mood, perfectly complementing the visuals.
My minor critique lies in the potential repetitiveness of cases once solved. While each investigation offers multiple endings, and certain events can influence subsequent cases, players may eventually exhaust the game's content. Subsequent playthroughs might involve strategically rerolling cases to encounter missing endings or newly unlocked investigations.
Despite this, World of Horror remains an exceptional experience. The occasional humorous case offers a welcome respite from the pervasive sense of dread. Eschewing cheap jump scares, the game relies on atmospheric horror and grotesque imagery to build tension. One particularly unsettling example involves replacing the cursor with a knife, forcing the player to make a difficult choice.
VERDICT
The wait for World of Horror's full release may have been long, but the final product is undeniably worthwhile. Few games capture the essence of cosmic horror quite like this one. With its skillful balance of diverse systems, World of Horror delivers a challenging yet rewarding roguelite RPG experience. I highly recommend it to players seeking a unique and engaging RPG, comfortable with bite-sized playthroughs and the gradual unfolding of its horrors.