Mad Father

Mad Father

released on Nov 05, 2020
by PLAYISM

,

Sen

Mad Father

released on Nov 05, 2020
by PLAYISM

,

Sen

A remake of Mad Father

Witness the tale of a most foolish family. A remake of the classic horror exploration game makes its way to Steam. This version includes revamped in-game graphics, new scenes, and a 'Blood Mode' that changes events for a second playthrough.


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Mad father, a classic now avaliable on steam with more stuff, story bits and improvment in the graphics department, an excelent remake.

This review contains spoilers

Mad Father is a surprising, decent written RPG-Maker-Horror game. It tells the story of Aya, an 11 year old girl, and her plight to save her father from her mother's vengeful spirit.

To make a long story short, her father's actually a badly written weirdo who likes to manipulate, murder, and then splice people into dolls. Fortunately, Aya's a well written character whom we see develop over the course of the game from an implied, future murderer like her father to an empathetic hero. At least if you get the TRUE "True End".

Let's talk about the endings. There's like 4 vanilla endings to the game; 2 "Bad Ends" and 2 "True Ends". The bad endings frankly aren't worth talking about and the two true endings are what you want to aim for. Unfortunately, the better of the two true endings is not articulated as different from the other, which is an interesting choice- being that its slight difference of a sentence and a half re-contextualizes everything to an almost alarming extreme. The "True End" that you get without collecting all 20 gems will imply that Aya has taken up the mantle and resumed the doll murder thing, the "True End" you get when actually collecting all 20 properly finishes Aya's arc and shows her respecting the wishes of her father's victims. It would not be so bad if the mechanic worked... correctly? Not to say the game is buggy or anything (It's not). But it seems the intention was for the gems to act as a representation for Aya's empathy, which would be great if that was what it did, but in execution over half of the gems are, like, a reward for resisting a jumpscare, breaking a barrel or just exploring. If the 8 or so instances where you are helping spirits, people, etc. were what actually determined the good "True End", it would be a lot more rewarding and make a lot more sense. Instead, in order to get a complete story, you have to tediously press the action button on every corner of the game to make sure you found the inconsequential gem that was inside a mandrake you have to cut open. It seems like a silly oversight.

Otherwise this game is very, very charming. I love its characters and artstyle, and I think its story is actually pretty good for what it is. If sen is implying a second mad father with the after after credits scene, I'll certainly be there to play it.

100% cleared, took about 6 hours for everything

LOVE THIS GAME! one of my favorite rpg maker horror games

Clássico dos clássicos de RPGMAKER. História muito boa, terror bom, exploração ótima.