Reviews from

in the past


A ambientação desse jogo é perfeita, trilha sonora mt boa, o carinho q puseram na produção do jogo é bem visível e tb oq faz dele ser a frente do seu tempo. Mas putaqpariukkk esse é o jogo com a gameplay mais lenta q eu já vi, demora uma eternidade pra passar pra cada turno e isso num rpg tão grande faz o jogo ser um tedio do caralho algumas vezes, tirando isso o jogo é mt bom e a plot é interessante

About a year ago I'd never even heard of Koudelka, but that's the thing about being friends with TransWitchSammy, you're gonna find yourself waking up at 3 in the morning with "play Koudelka, it's peak...!" being whispered from your vents.

It's actually surprising that it's taken me this long to discover Koudelka and actually commit to playing it, because it's such a mish-mash of my favorite fifth generation design tropes that it seems made for me. Survival horror exploration, JRPG combat, haunting pre-rendered environments, a story told with maturity and supported by excellent voice acting...? Shit, it's even got music by Hiroki Kikuta of Secret of Mana fame, and he wrote, produced, and directed the game!

It's clear Kikuta had a well-defined vision for what he wanted Koudelka to be, being so involved with the project that he embedded himself in vocal recording sessions, opting to have all releases of the game share the same English dub. Vivianne Batthika (Koudelka), Michael Bradberry (Edward), and Scott Larson's (James) vocal performances are excellent, at times loud and theatrical in a way that suits the sort of "stage play" quality of the game's cutscenes. Character models are scarcely more detailed than those in Metal Gear Solid, rough and limited in all the ways you'd expect from this generation. Metal Gear Solid's workaround was the Codec, which used cut-outs to help connect the player to the characters, but Koudelka rarely zooms in on its characters to show us their emotional state (outside of FMVs, which are used whenever the action becomes more complex) and instead lends weight to the actor's performances with body language. Kikuta's choice to have his cast further embody their characters through mocap gives Koudelka a look that's so rarely seen on the PlayStation.

Softening up the image with a good scanline filter is something I would definitely recommend if you plan to play Koudelka through emulation, which you almost certainly would have to do since Price Charting pegs loose discs at around 142$. Maybe I'm spoiled, but the low-fidelity models can clash against the densely detailed backgrounds when viewed raw, and like most PlayStation games, there's a lot of dithering. Hitting Koudelka with a good shader can help desaturate some of the colors, and I feel a more muted pallet makes the game look even better.

As impressed as I am with the story, performances, and presentation (after shaders), the gameplay itself leaves a lot to be desired. Navigating the mansion is pretty typical survival horror fare, but there is a distinct lack of puzzles that the player needs to directly interface with to solve. For example, you might find a lock that requires an understanding of the Greek alphabet to open, but Koudelka and her companions will simply glean the answer from a note and apply the solution automatically. There's a puzzle involving some very basic math to change the counterbalance on a scale and another that requires you to rearrange the position of some dolls, and that's about the most you get. At least doing laps through the monastery feels good even if there isn't much meat to the progression. The frustrating thing is, you can see the frame of a good survival horror game in here, Koudelka just doesn't embrace it.

Likewise, the JRPG battle system is good but very dry. You navigate a sort of chess board where your position relative to the enemy's becomes a strategic factor... except magic and ranged weaponry is so grossly overpowered that by the middle of the game you'll probably have everyone outfitted with firearms and advanced spells, allowing you to comfortably take pot shots from the back row. Most battles devolve into spamming your more damaging moves, and while you can spec your characters however you wish, the short list of spells the game provides you bottlenecks your ability to craft particularly unique builds.

Koudelka has all these survival-horror and JRPG elements but it doesn't commit hard enough to either for my tastes, and so it rides out a lot of its short runtime on vibes and good storytelling, which is fine, but there's a better game here that just didn't coalesce.

I could go on, but at some point I'd just end up paraphrasing most of TransWitchSammy's video essay, which you should probably watch instead. She gets into a lot more detail about the production of the game, its themes, and stuff like the soundtrack (which is great), and I'd definitely defer to her as the resident Koudelka expert. I may keep going and give Shadow Hearts a shot, because I am interested in experiencing the series' transformation from this gloomy, mature story about religion, loss, and love to whatever goddamn goof-ass antics act as the driving force behind From the New World.

Had the pacing and atmosphere of a survival horror, but with the mechanics of an RPG. Very fun, and the story was entertaining enough. The quality of the voice acted in-engine cutscenes were so great that I wish all of the cinematics were removed to make room for more in-engine cutscenes. They were definitely the highlight of my playthrough.

I love to see survival horror mixed with other genres, especially RPGs. And even more I love to see it done good. Sadly, this is not the case.

This game peaked my interest a long time ago, for me being a fan of survival horror AND TRPGs. But as I played Koudelka I realized that this game has little to offer in both of it's genres.

Koudelka is a weak TRPG: you basically just spam all enemies with four spells, level ups are so frequent that you don't even need to heal between (slow and easy) battles.

Koudelka is a weak survival horror: the puzzles are easy, you don't need to manage any resources.

So the gameplay isn't that good, yeah. But what is? Koudelka is one of the creepiest and unsettling games on the PS1 all thanks to it's great atmosphere and creative monster design. I like that, it's cool.

However... Koudelka made me not want to play Shadow Hearts games. I don't like this "mankind is cruel" point they all try to make.

Another hidden gem that many people probably don't have on their radar. Really good combination of horror and JRPG with a surprisingly good German voice over, which is pretty impressive for a PS1 game! The atmosphere was really dark, the music was sometimes monotonous, sometimes phenomenally good and the story was great... It's the predecessor to Shadow Hearts and I think I actually like Koudelka a bit better.


Jogasso, com não ironicamente os melhores graficos que o psx conseguia dar na época, com voice acting e cutscenes incriveis e bem detalhadas. A unica coisa que deixa a desejar é o balanceamento do jogo onde o boss final tem um pico de dificuldade enorme do que eram normalmente os inimigos e outros bosses do mesmo.
Recomendo muito a experiencia dessa pérola.

Atmosphere and voice work are impressive for the time. Game looks great too. You can tell the recording quality is lacking but the performances themselves bring the game up a notch despite the so-so gameplay.

Fantastic atmosphere, intriguing story and characters, absolutely dreadful battle system.

Definitely not gonna please everyone, but if it gets its hooks in you, like it did for me, Koudelka's actually something pretty special. Too bad for the combat though...

Also, Roger Bacon's the GOAT.

This game has a great atmosphere, interesting story, and surprisingly good voice acting with some good mocap. It's a shame that the battle system is pretty ass.

This was such a unique interesting little game, mixing light survival horror with A JRPG.
Gameplay wasn’t the best, but man the VIBES, the CHARACTERS, the ACTUAL GOOD ENGLISH VOICE ACTING, oh man it was such a fun ride.
Clears every PS1 Resident Evil.

The voice acting and the characters kept me engaged the whole timeee.
I did use a emulator and after awhile it was nice being able to speed up the battles cause they get pretty repetitive but the story is amazing for what it is.
Enemy designs are really interesting in a good creepy way (those baby angel faces are cursed) especially for being on the PS1, I didn't expect to like this game let alone love the characters and setting so much. I Honestly think this game is super underrated and has more of an artistic and emotional even religious take on things. It's a fun Gothic time and I loved almost every minute of it c:

An interesting game with some cool ideas, and well-acted performances from the VAs. The characterization for the three major characters is also very strong.

When the game is just being Resident Evil, I found it pretty enjoyable. Unfortunately, the extremely sluggish and unbalanced RPG combat system undermined my enthusiasm for the rest of the game. It made a relatively breezy RPG that you can beat in 10 hours feel like 30.

os mais nojentos, cruéis atos de violência nascidos das mais tocantes melancolias e solidões.

It's a game that could have been much better if it had had a greater focus on gameplay and not just on the story, which is definitely the highlight of the game along with the theme. But if you are a fan of RPGs or a fan of cult games, this is an essential game.

Played time: 12hrs

This is the beginning in Shadow hearts.

This is certainly the hidden gem that I was most surprised by, learned to love and automatically entered into my favorite games of life.

Obviously, it has some major limitations linked to the gameplay of a JRPG at the time, a rather strange pacing and a greater absence of survival horror parts. However, the setting, the writing of the lines and, above all, the voice acting, which is above average for the console generation, make the game unique and very enjoyable to play.

That said, I recommend that anyone who reads this article or goes to this game's page gives it a go, as it was probably one of the best experiences I've had with a game in years. I felt like I was back when I was just a kid with a PS1 getting started in the world of gaming.

Super underrated rpg with a unique blend of survival horror and turn-based. Voice acting and mocapping are incredible for its time. Its short length, and the many different ways you can build your party, makes it great for multiple playthroughs. A big thing holding the game back though is that its battle system is incredibly slow. This wasn't a big deal for me who emulated it so I was able to speed up the battles. Still I really recommend this game and it wont waste your time as its length is about 10-12 hours.

After playing through the Shadow Hearts series earlier this year, this game was an absolute must-play on my list. Being effectively Shadow Hearts 0, there was just no way I could go through all the effort of playing through the PS2 Shadow Hearts games and just ignore where the whole series started. I’ve had this game for a few weeks now, and this last weekend was the first time since I bought it where I haven’t been otherwise occupied with another longer game, so I felt it was high time I finally got to seeing the last Shadow Hearts game I hadn’t yet seen~. It took me around 14 hours to play through the Japanese version of the game and get the best ending, and I did it all on real hardware.

Koudelka takes place in a tiny Welsh town of Aberystwyth, our titular character breaks into a mysterious old monastery and comes across a near dying thief, Edward. After a rocky meet and greet between the two of them as they fight off the monster that nearly took Edward’s life, they explore further into the monastery and come across the suspiciously nice caretakers of the place and eventually a third companion, a Bishop named James. The three of them must brave the horrors of the monastery and put the things haunting there to rest, or die trying.

It’s honestly a bit hard to give much of a summary, or even an intro, to Koudelka’s story without feeling like I’m either going far too into detail or skipping over far too much. Though an RPG, Koudelka’s story almost feels more like a stage play in how the characters interact with one another, and the VA just adds so much to an already stellar script. As you venture further and further into the mansion, the larger narrative of what took place there slowly unfurls, and what you’re left with is an excellently told story of identity, tragedy, trauma, and discovery. The VA is actually as excellent as it is because, in an extremely strange move for the time, Sacnoth actually got the voice actors together on a stage and had them read their lines to one another almost as if it were an actual play. That’s why Koudelka has such long, meaty, and well-acted cutscenes that feel like they’ve been taken out of a stage play: They almost literally have been xD. It all adds up to something really excellent, and even though I had already had this game introduced to me as one with an excellent narrative, I found it absolutely lived up to the hype. Though it’s a short game as far as PS1 RPGs go (especially for a 4-disc PS1 RPG), it’s easily one of the best written games on the system, as far as I’m concerned.

Mechanically is where Koudelka is a bit more of a mess ^^;. Now I’d heard that Koudelka was something like a mechanical disaster, and I found that to be quite far from the truth. The actual systems at play here really have very little wrong with them, but there’s just so much chaff here that it can be very overwhelming at times. Koudelka is part turn-based RPG and part survival horror. On the latter, we have a game that feels a lot like we’re going through Resident Evil’s Spencer Mansion or some equivalent thereof, with the whole game taking place inside one building and tons of fixed camera angles to navigate it through. It honestly is presented so much like a survival horror game that it threw me off when the game didn’t have tank controls XD. Though even while the game has no actual action combat (not even quick time events) to speak of, the puzzle solving and inventory management you’ll be doing is going to feel very familiar to anyone who’s played any of the PS1 Resident Evil games, though the puzzles themselves are very rarely all that difficult, thankfully.

On the RPG side of things, we have something that doesn’t have any great analogue, because it’s got mechanical aspects of games from Seiken Densetsu (which the director/composer/writer previously worked on) to even things like the first Persona game and SMT stuff. There’s a lot to cover, but lets start with your characters themselves. All three of your characters are actually functionally identical. They all have access to the same items, equipment, and even spells. The only differences between them come down to how you choose to level up their stats. Koudelka’s stats start her out as a good spell caster and Edward’s make him an obvious melee user, but there’s nothing saying you can’t stick it out and make Koudelka your brawler and Edward your caster. Is it sub-optimal in the early game? Absolutely. But it’s not actually mechanically going to be any better or worse, so you have a lot of wiggle room there.

All of that is down to how leveling up works. In a fashion very much like how Atlus loved designing their progression systems back in the 90’s, you get no base stat upgrades upon leveling up. Instead, you get four points to plop into any of your 8 stats that you want. Strength, vitality, and dexterity are your melee-focused stats (being physical-based power, defense/HP, and accuracy), with intelligence, piety, and mental being their magic and MP-focused counterparts. Agility is how fast you are (and more speed is more turns, very much like something like FFX would later do stuff, just with no visible progress bar), and luck is just sorta “makes you a lil’ better at everything”. It’s certainly intimidating at first, but it’s all explained in a very straightforward fashion, and the level curve is also very quick once you make it off of disc 1, so even changing your mind and grinding out a few levels to take on a boss you’re struggling with isn’t actually that big of an ask either.

But then we get to the clutter, you see. First we have the battle system, which is this weird grid-based thing that plays like an easier/better designed version of Persona 1’s awful grid stuff. Then we have the spells themselves, which you get more of as you beat more bosses. You also start with a buff spell for each of the 8 stats, and MP is going to be something of an issue regardless, at least in the early game. On top of all that, you also have your spells being able to upgrade, and they do so in a very Seiken Densetsu fashion (use them enough and they level up), and you need to use them a LOT of times to level them up.

You also have no money or shops in this game, so all weapons, accessories, and armor need to be found either in the environment or as drops off of enemies, and a very unlucky run can leave you really hurting for that stuff especially in the early game. Did I mention your weapons can break? Sure, your guns will run out of ammo, that makes sense, but all melee weapons will eventually break, so even if you’re building proficiency levels (again, very Seiken Densetsu) in one weapon, if you can’t find any more of them, you’re going to need to swap to something else. At least you’ll always have your fists, if nothing else, but the fickleness of weapons is a very big worry, particularly in the early game, with how difficult they are to acquire.

However, ALL that said, the big thing I realized is that almost none of it actually matters. Koudelka is one of many RPGs I’ve played that have a lot of systems that just ultimately don’t matter nearly as much as you might think they do at first. Heck, it isn’t even the only Shadow Hearts game to struggle with that XD. Spells leveling up? Sure, it takes a while, but all it gets you is better AOE on them, and that AOE is almost never actually useful. The only real change gained from spells leveling up is that they’re going to cost more from there on out, which is a pain, but very manageable. It’s especially manageable with just how quickly you level up most of the time, with everyone getting a level every 3 or 4 battles in most cases, and every level up comes with a free full heal. Even save points give full heals too, meaning that grinding and combat are pretty easy after the first hour or so because magic is your main source of damage, and MP is a resource very easily acquired.

The position system? It’s ultimately pretty inconsequential beyond using one of your melee people to body block the enemy from getting too close to your back line, but even then, magic and guns (things many enemies have too) have no range limit, so it just makes sense to have everyone have good magic and physical defense all the time anyhow. The buffing spells are also very numerous, sure, but the game is ultimately just not balanced in a way that encourages you to use them at all. I finished the entire game never using them once, and I reckon you’d only really have to if you were trying to kill the optional super boss the hard way. Koudelka overall is just a quite easy RPG after the first hour or so (making it a little SMT-like, in that way), and so a lot of the systems that could be game breaking or experience ruining with their reliance on RNG or grinding are just actually not problems, at the end of the day.

Honestly, the biggest criticism I can give of Koudelka’s RPG systems are that they’re quite so easy that they feel a little boring at times, and loading times also take long enough (though far from the longest on the system) that grinding can take a while should you choose to do any. Well, all that as well as the final boss itself being quite a step up in challenge from most other fights in the game (in another very SMT-like move), so it may be worth looking up how to snag secret weapons like the Gargoyle Killer like I did if you wanna make your time with it a bit easier x3

The aesthetics and presentation of the game are absolutely phenomenal, at least for the time. As mentioned earlier, the voice acting is all excellent as well as being all in English even in the Japanese version I played. I got one little bug with audio cutting out during one of them (sadly TwT), but that is thankfully something that does not appear to be present in the international releases at all. The music is very groovy and great too, and it really makes battles and exploration feel just as intense and fun as they should do. The visual design is also very good, with our main characters being very distinct and well designed (if a bit weirdly overly horny in the case of Koudelka herself ^^;), and the monster design is very diverse and delightfully creepy (as Shadow Hearts 1 would continue to be after it). There are many in-game cutscenes but also a handful of pre-rendered CGI cutscenes too, and I imagine those combined are the reason for why such a short game manages to take up four discs of space XD. Regardless of their data size, however, they still look very good, with the monsters that show up in them being particularly good looking and wonderfully uncanny in their designs.

Verdict: Highly Recommended. I do want to open this summary by saying that if you’re someone who really loves mechanically deep RPGs first and foremost and story is very secondary to you, you’ll probably have a rougher time with Koudelka than I did. That said, the mechanics themselves may be messy, but they still made a game that felt just challenging enough as I went through it to still be something I enjoyed doing. The writing is also something I cannot praise enough, which is something you’ve probably got a pretty good idea of if you’ve read this far XD. Koudelka may be an odd ball of a game, but it’s regardless an absolutely exceptional one. If you’re a fan of games with strong themes and good character writing, then Koudelka is absolutely not one to miss out on. It’s got a little bit of retro clunkiness to it here and there, but it is more than worth looking past to reach the rest of just how well put together this adventure is. As far as I’m concerned, Koudelka is easily one of the best RPGs, if not one of the best games full stop, on the PS1.

I'm madly in love with this game. The acting bounces from powerful to complete cheese like a radio drama, the aesthetic choices set such a unique and consistent tone, the characters are unlikable blowhards who grow a fair amount, and the CG cutscenes are out of this world.

The missing half a star is almost entirely due to the odd mechanical decisions i.e. slow combat, unspoken secrets being required to beat the game, the difficult to parse save mechanics. These quirks will chase a lot of players away, and I can't even blame them, but if you can look past them, the mystery, literary obsession, and well-written dialog within this RPG are beautifully suffocating for the perfectly short run time.

Completely obtuse, doesn't tell you anything about how type weakness works, and has some honestly weird balancing throughout. and this game is STILL an underrated PS1 classic to me. What infected me to keep coming back was its terribly thick atmosphere and its really interesting character dynamics between the main 3. What really sold these interactions within the dynamics for me is the animation, just when I thought MGS 1 was ahead of its time this game came in with a mix of CGI scenes and in-game interactions commentating on the events in the game pointing you to the next objective. Although it isn't all just story dialogue they get angry at each other, share drinks, and just act like people. I generally loved watching them and I mainly looked forward to seeing more of them. What I said shouldn't diminish the gameplay ik people generally don't fuck with it but once I learned the mechanics it was an interesting blend of chess and tactics-type gameplay I was loving it when it was at the perfect difficulty. This game also has some really dope ass monster designs I had my fist over my mouth when they revealed the final form of the final boss. Strikes a perfect blend of nasty and dope-looking. The pitfalls for me land more with the backtracking when you miss an item and figuring out how the maze-like mansion weaves together. I also found the character arc of Edward kinda weak and Koudelka's arc ending but I still like them nonetheless they just were too funny and charismatic. My other big one is that the puzzles are pretty meh some can be good but most of them are just kinda "you placed this item."
Other than those man damn I loved this shit it makes me excited as hell to check out the rest of Shadow Hearts and the Koudelka manga as well.

Note: I got both endings and it's odd the bad one leads into Shadow Hearts but ig ill learn why.

This game was pretty good! Story was great, fun cast of characters, an incredible atmosphere, and of course the cutscenes are astounding for a PS1 game. Gameplay wise it got a sick blend of PS1 horror and exploration with (strategy?) JRPG. Music was good, but the boss theme just like Suikoden 1 got old halfway through; of course Koudelka had the decency of having a final boss theme lol. That being said while combat was neat, i can't deny it had some rough patches, like by the end i barely paid attention to the formation stuff (felt like it was safer to group the 3 together and go all out) and started to favour magic attacks. When it comes to endings, while i got the "bad" ending i felt as though it was a more satisfying outcome than the actual "good" ending.

Yet another game that does Resident Evil but JRPG well. The voice acting is pretty decent for the time. It's still meme worthy of course.

Imagine running around with static camera angles in a mansion but then random encounter grid based rpg battles. That is essentially what this game is. It's really unique.

Now, here are some of the issues. Firstly, for some reason they have breakable weapons. Idk why they chose this. It serves no purpose but to annoy. Although it mostly is never an issue. Secondly, it's really flashy(not a game for the photosensitive). Thirdly, it's slow. combat is slow. You can't skip magic scenes. At a certain point, you get annoyed while exploring because you keep get stopped by encounters.

It is a great game. Music is really good. There are 2 endings if I remember(It has been about a year(early 2023) since I played it, so forgive me if I'm wrong). Neither are hard to get. You just gotta play the final boss again. Yet again, just a really nice experience. Fun but challenging. Story is cliche but the mystery of it all makes you want to keep going. The atmosphere and exploration is what drives this game. It's fantastic. If it was just an RE clone I don't think it would be as memorable. Although the combat isn't the best, it gives the game a unique flare that sets it apart from other RE clones.

I highly suggest playing this, that I feel like, is a hidden gem. As long as you are not photosensitive. If you like light grid based combat or survival horror, it is def worth you checking out.

Posiblemente la mayor sorpresa que he jugado este año, un juego de cultísimo, donde seguramente su mayor logro no sea ni por él, que es ser la precuela espiritual de Shadow Hearts, pero al margen de este sobrenombre, y por lo que es conocido sobre todo (yo incluido), es un juego que tiene cosas súper interesantes. No voy a engañar a nadie, ha envejecido muy mal en muchos aspectos, algunos ya eran duros hasta en su época, y tiene cierta barrera en lo jugable que a más de uno va a espantar, pero si sabes comerte toda esa mierda sin rechistar mucho, se encuentra una joyaza de juego y, además súper único y original, que he disfrutado como un enano.

El juego se mueve entre dos calles constantemente, la del rpg clásico por turnos y la del survival horror al más puro estilo Resident Evil, y es cierto que no se combinan demasiado bien, no como en otros juegos como Parasite Eve por ejemplo, pero al fin y al cabo es una decisión valiente y muy primigenia, el survival horror prácticamente acababa de explotar. El problema que encuentra Koudelka al intentar casar estos dos géneros se encuentra en el ritmo. El survival horror juega muchísimo con la tensión, el ir explorando nuevas salas sin saber qué veras, encontrar que tienes que hacer backtracking en algún punto anterior pasando por sitios que no te apetece para nada volver por lo jodidos que son, dar vueltas en una sala para resolver un mapa, y todo esto es llevado por un ritmo que no suele parar más allá del cambio de pantalla, esto en Koudelka no pasa. Koudelka tiene encuentros aleatorios, y no son pocos, y esto bien manejado podría no ser un problema, joder puedo poner de ejemplo a Shin Megami Tensei III y como su absurda cantidad de encuentros aleatorios (y dificultad) te hacen ir siempre con el puto culo apretado, pero en Koudelka no saben manejarlo ni parecido. Cada encuentro aleatorio tiene unas animaciones larguísimas, pasamos de ir investigando una sala a esperar 10-15 segundos de transición para empezar el combate, los cuales son meros trámites desde prácticamente el principio (el combate más complicado puede ser el primero y el último), esto corta el rollo muchísimo, porque el diseño de niveles te invita a la exploración, pero el coñazo que supone tardar más de la cuenta en hacerlo y que te salten dos o tres combates random te invita a justo lo contrario. Aplaudo el intentar hacer funcionar estos dos géneros en una misma propuesta, pero ni de coña lo han conseguido, y es algo con lo que el propio creador, Hiroki Kikuta, no terminó muy convencido, él de hecho en un principio apostaba por un combate diferente, más centrado en la acción y con el que seguramente hubieran tenido más facilidades, así que no terminó tampoco muy contento con el resultado final. Además, el combate tampoco es que sea especialmente bueno, no es malo per se, y tiene alguna idea buena, pero le falta bastante profundidad. Al final, tenemos por ejemplo un sistema de casillas por el que movernos, pero es ultra limitado, simplemente pondremos a los tres personajes en la misma disposición de casillas respecto al monstruo siempre, para hacer el mayor daño posible, y a lanzar los mismos ataques todo el rato, repetiremos continuamente las mismas tácticas para casi todos los tipos de enemigos, incluido la gran mayoría de bosses, por tanto si ya el combate molesta un poco para el ritmo si además tampoco es especialmente divertido, pues solo es una piedra más en el camino.

Y que esto no funcione no es poca cosa, es básicamente la base jugable de Koudelka, pero entonces, ¿si falla en esto cómo puede si quiera ser un buen juego? Bueno, pues lo he dicho bastante pero videojuegos no es 1 + 1 = 2, un videojuego es mucho más que la suma de sus partes, y aunque una de sus patas sea mucha más corta que las otras, puede ser una mesa que se mantenga perfectamente en pie y que incluso aguante más peso que otra que tenga las patas totalmente equilibradas, el videojuego juego es arte y como tal se sale de la lógica y la objetividad, entran otros factores que no son tan controlables en juego, y es algo de lo que Koudelka es un perfecto ejemplo, por eso no me parecería raro que para mucha gente fuera una absoluta mierda y ni si quiera pudieran jugar más de unas pocas horas hasta abandonarlo. En mi caso, sus muchas otras virtudes, su originalidad en un género donde suele costar bastante arriesgar, me han hecho disfrutar de una propuesta cojonuda, y la mayor culpa de esto la tiene, sin ninguna duda, su rollito tan único en el género, ese contexto del Gales de finales del Siglo XIX, con esa abadía de arquitectura gótica donde cada pantalla parece hablarnos y transmitirnos malestar. Es un juego que sus ideas la verdad que las transmite mucho mejor desde la atmósfera que desde la jugabilidad, cargado de tonos oscuros, donde habrá veces que nos cueste hasta ver por dónde continuar o con qué parte del escenario queremos interactuar, y esto puede parecer un fallo pero es que funciona a la perfección con la idea que quiere desarrollar el juego y el sentimiento de mal rollo con el que quiere impregnar todo el desarrollo, cómo amo los putos fondos prerrenderizados.

Por contextualizar un poco, nuestra protagonista que da nombre al juego, Koudelka, llega a la Abadía de Nemeton, basada en la Catedral de San David de Gales también, siguiendo la llamada de socorro de algún fantasma que se encuentra allí encerrado sin poder pasar a la otra vida, allí se encontrará con otros dos personajes: Edward, un cazatesoros que decide ir allí en busca de aventuras y riquezas, y James, un obispo del Vaticano que decide ir a Nemeton para solucionar ciertos problemas personales que son básicamente la raíz de todos los problemas a los que nos enfrentaremos. Pero Nemeton no es un monasterio cualquiera, está infectado de monstruos y otras criaturas simpáticas. Es un lugar que fue usado, durante el siglo XVII y XVIII, como una prisión donde las élites mandaban a toda aquella persona que se quería quitar de en medio, fuera culpable de algo o no, y allí era torturada hasta el fin de sus días, pasaran personas de todo tipo y estrato social, y todas llegaban al punto común de morir entre torturas, las cuales solo llegaron a terminar con la rebelión de estos prisioneros, logrando escapar pero asesinando de la manera más cruel posible a todo trabajador de la prisión que se encontraban a su paso. Pero estos no fueron los únicos sucesos perturbadores que sucedieron en la prisión, más adelante, en una época mucho más cercana a la cual se desarrolla el juego, un tal Patrick llega a la prisión y comienza a realizar ciertos experimentos junto a sus dos mayordomos, para intentar traer de vuelta a la vida a su mujer asesinada, Elaine, estos experimentos o rituales requieren entre otras cosas el asesinato constantes de vidas de prostitutas que son traídas a la abadía por los mismos inquilinos, ya que esta era el sitio ideal por sus vivencias pasadas, pero esto no hace más que incrementar el malestar del lugar, maldito y plagado de monstruos, donde la felicidad nunca ha sido encontrada ni se la espera. Muchas de estas cosas si no estamos lo suficientemente curiosos puede que ni las descubramos, porque encontraremos muchas notas donde se nos relatarán sucesos que nos darán un mayor contexto de lo que ha pasado en el monasterio o con ciertos personajes de especial relevancia para con la historia principal. Esto es algo que mola mucho ya que serán notas muy muy interesantes de leer, y que van desde el diario de un guardia en la época que el monasterio servía de prisión y relata cómo funcionaba y cómo fueron los últimos momentos de su vida por la rebelión de los prisioneros, hasta las notas de la investigación que Patrick realizó en el lugar (estas son especialmente importantes para la historia principal).

Todo esto ayuda mucho a amplificar ese mal rollo que busca el juego con la localización elegida, ya no solo en lo visual, si no todo el lore que rodea al monasterio trabajan para ello. Hace además una cosa muy interesante con muchas de las historias y, sobre todo, personajes implicados en la historia, y es que muchos de ellos hacen referencia a personalidades que existieron en la realidad, tenemos por ejemplo un personaje que también veremos en la saga Shadow Hearts, Roger Bacon, tenemos referencias al hundimiento del SS Princes Alice, del cual uno de los famosos mayordomos que veremos por Nemeton era su capitán, también tendremos referencias a la repudiada reina de Hanover, Sophia Dorothea, y a su hija bastarda, Charlotte, la cual llega a ser incluso un pseudo boss del juego. Hay muchísimas referencias de este tipo, y se nota que Kikuta se empapó bastante de libros occidentales de Siglos XVII-XIX para informarse todo lo posible de estas épocas, esto potencia bastante las sensaciones que produce Nemeton, pues lo acerca lo máximo posible a la realidad, donde vidas de personas históricas, que mínimo alguna nos sonará, hacen eco entre los muros de la abadía.

Centrándome más en los personajes, me encanta la dinámica de grupo que se genera entre los tres protagonistas, no estamos ante el típico grupo de jrpg donde todos terminan colaborando por un objetivo común (salvar el mundo) y prevalece el poder de la amistad y demás mierdas, no, aquí cada uno tiene sus propios intereses, no se caen ni bien si quiera y tienen mil diferencias entre ellos, pero colaboran porque es objetivamente la forma con más probabilidades de sobrevivir a un lugar tan hostil. Chocan constantemente en temas tanto éticos como religiosos, James es un obispo y casi cualquier acción o pensamiento de los otros dos le parece blasfemia, los repulsa a ambos, especialmente a Edward; James decidió convertirse en sacerdote por olvidar al amor de su infancia, que no es otro que Elaine, de la cual estaban enamorados él y su amigo Patrick, sin embargo James decide dar un paso al lado ya que el estamento social de Patrick se ajustaba mejor al de Elaine y estamos en el siglo que estamos. Koudelka es una joven de etnia gitana, o romaní, que ha sido repudiada constantemente, incluso por su comunidad, ya sea por sus poderes o por su raza siempre ha sido marginada, y esto hace que no pueda confiar en nadie más que en sí misma, pero también le ha despertado un fuerte carácter para reponerse a cualquier adversidad. Edward es justo lo contrario, es una persona que nació en una familia de alta cuna en Londres, sin embargo, no era nada feliz con su vida y siempre fue un niño imaginativo, esto lo llevó a dejar todo de lado y buscar la felicidad en las aventuras, vagando sin rumbo fijo hasta que llega a Nemeton. Como podemos ver son perfiles totalmente distintos, que es complicado que logren congeniar entre ellos, y prácticamente no lo llegan a hacer, en especial en la relación con James, sí que entran en una mayor confianza Edward y Koudelka, sobre todo en esa magnífica escena en la hoguera donde ambos se cuentan su pasado, comenzando por un Edward que habla de cómo rechazó su vida de privilegios y que siente cierta envidia por Koudelka y sus poderes, pero ay amigo... Koudelka entonces se enfada de cojones y empieza a relatar el pasado de mierda que vivió, sin prácticamente un respiro de felicidad. Y es trascendental que Koudelka lo cuente en este momento, justo antes del final, no tendría sentido que lo hiciera, un personaje como ella, en otro momento, justo en la calma antes de la tormenta, se abre un poco y por callarle la boca a su compañero.

Koudelka como ya he dicho es de etnia gitana, nació en una comunidad gitana y despertó sus poderes de médium a muy temprana edad, la gente de la comunidad le tenía miedo, incluso sus propios padres, pero pasó a mayores cuando la cría predijo la muerte exacta de su padre, algo que ocurrió en sus narices, suponiendo obviamente un shock para ella, pero además también para la comunidad, su propia madre intentó asesinarla tras este suceso por el terror que le profesaba, al final, la comunidad decidió exiliarla y, siendo tan solo una cría, se vio obligada a vagar por ahí, al menos hasta que conoció a Helena Blavatsky, que fue una mística que existió en la realidad (de nuevo tirando de personajes históricos), y le enseñó a la pequeña Koudelka, con tan solo 9 años, a controlar sus poderes. Ella crió a Koudelka como si fuera su propia hija pero esta hija no puede ser más desgraciada y Helena murió a los pocos años, volviendo a dejar a Koudelka sola en el mundo, teniendo que ganarse la vida como buenamente pudiera, llegando a recurrir incluso a la prostitución, teniendo tan solo 12 años o algún par más. Una vida cargada de dolor, que encaja con el entorno donde se desarrolla el juego y que nos hace empatizar aún más con su personaje. Me encanta que es un juego que no usa el flashback para nada y a través del relato de texto o los diálogos va cuadrando todos los eventos que nos han llevado al punto en el que estamos, y sobre todo esa escena, con ese rollo que tiene, la hoguera, ambos personajes borrachos, el doblaje de voz que es bastante bueno para la época y cómo desarrollan la conversación es algo magnífico de ver y que prácticamente me justifica el juego entero, sin duda, mi escena favorita de la obra.

Poco después de esta escena llegamos al final del juego, que también tiene una cosa muy interesante: Hay, entre comillas, tres finales posibles, aunque uno de ellos sirve más a modo de Game Over, y es que justo cuando encontramos a Elaine, o al monstruo que es ahora, nos lanza un "rayo destructor" y para sobrevivir a él necesitamos cierto objeto que Koudelka perdió en la primera escena del juego, si no lo hemos conseguido o lo hemos tirado, pues morimos; el objeto se puede conseguir en la pantalla final justo antes del enfrentamiento final, pero ya te lo tienen que dar los enemigos que aparecen por ahí, no lo coges tú en un lugar del mapa. Pero bueno, esto no es lo importante, son los otros dos finales restantes, conocidos como el final bueno y el malo, el malo consiste en caer derrotado ante el boss final, mientras que el bueno consiste en derrotarlo. Lo curioso aquí, es que el final malo, donde Elaine nos derrota en el combate, es mucho más satisfactorio que el supuestamente bueno. En el final malo James decide sacrificarse para purgar a Elaine, lo consigue y ambos trascienden a la otra vida, el monasterio es destruido y Edward y Koudelka se despiden tras, lo que parece, una apasionada noche de folleteo, parece un final de guinda de pastel para cerrar el juego. El final, supuestamente, bueno termina que parece una comedia, derrotamos a Elaine, pero tras esto, los tres protagonistas siguen en la cima de la torre donde esto ocurre pero como que les sabe a poco, deja un sensación rara y termina de manera abrupta, sin dar un cierre claro. Además, por lo que tengo entendido el canónico para los sucesos posteriores en Shadow Hearts sería el malo, o sea, estamos ante un juego donde para ver el final más satisfactorio y que será usado en juegos posteriores, hay que morir frente al boss final, curioso de cojones.

Pero es un juego que no solo es original, también trajo avances a la industria japonesa, especialmente en su factura más técnica. Es uno de los pioneros nipones en cuanto al uso de la sincronización labial en escenas CGI y en la captura de movimiento, la cual fue usada para el modelado ingame de los tres protagonistas, viendo que sus movimientos son bastante más realistas que la mayoría de juegos de la época. Para desarrollar con estas tecnologías tuvieron colaboración con empresas occidentales, pues eran técnicas que aun no se habían implementado nada, o casi nada, en la industria del videojuego japonés. Esta apuesta tan fuerte por el CGI y las escenas ingame para llevar Koudelka a una narrativa más cinematográfica hace que el juego, pese a lo que dura, pues necesite cuatro discos de capacidad. Un juego original y pionero en varios aspectos.

Pasando ahora a la banda sonora, y un poco más en profundidad a la figura del propio Kikuta. Kikuta era un trabajador de Squaresoft, que trabajó como compositor en juegos como Secret of Mana y Trials of Mana para poco después dejar la empresa junto a otra gente para formar su propio estudio: Sacnoth. Kikuta tenía una idea de trabajo muy definida que no encajaba con las formas de Squaresoft, él pensaba que los diferentes equipos desarrollo debían tener una comunicación constante entre ellos para empaparse del trabajo de todos y generar ciertas dinámicas que favorezcan a la evolución del producto final, interactuando entre los diferentes equipos y generando ideas de unos a otros, Squaresoft por el contrario eran equipos muchos más aislados. Con esta forma de trabajar y la idea del proyecto de Koudelka lo dio todo, no solo es compositor de la obra, también diseñó el concepto inicial, es guonista, por supuesto director y también productor, no tocó más campos porque no pudo, porque también tiene una breve experiencia con el manga pero al menos el arte se lo dejó a otros. Aún así, y con todo el control que tenía, como ya comenté en la jugabilidad, no terminó del todo contento con el producto final y por esto y seguramente también por lo quemado que terminó de un desarrollo donde estuvo tan involucrado y trabajó tanto, terminó abandonando la empresa y pasó a ser un compositor freelance, trabajo que mantiene en la actualidad y más recientemente ha trabajdo en videojuegos como Indivisible o Trinity Trigger. Por tanto, ¿qué tengo que decir de la banda sonora de Koudelka? Lo primero es que no es muy extensa, pero es con sentido, en el escenario prácticamente no tendremos música, más allá del sonido ambiente y el ruido que hagamos moviéndonos con Koudelka (que por cierto las pisadas varía según el terreno por el que andemos, muy bien para la época), esto encaja bastante bien con una obra cercana al survival horror. El propio Kikuta dudó incluso en poner música a los combates, pero al final decidió hacerlo y sinceramente deja un tema de combate que es una maravilla, que tiene un contraste brutal con el silencio del juego, y que viaja por varios estados en la propia composición. El apartado sonoro está claro que no es el más destacable de Koudelka, al final tira mucho del silencio y lo hace divinamente, pero los destellos de calidad que deja Kikuta en la composición molan mucho.

Por desgracia, Koudelka no tuvo, ni tendrá, una continuación como tal. Kikuta tenía pensado hasta tres secuelas de Koudelka, una un par de años después del primer juego, de nuevo con Koudelka de protagonista, pero esta vez en París, y otras dos, en Chicago y Japón, que se situarían bastantes años después y tendrían como protagonista al nieto de Koudelka, hubiera molado muchísimo ver estos posibles juegos. Con lo que al menos nos podemos contentar es con un manga secuela del Koudelka original, que ocurre unos meses después y vuelve a traer muchos de los temas que trató el primer Koudelka, como el documento Emigre, así como profundizar en ciertos temas de Koudelka, por ejemplo su pasado, la muerte de su padre, ya que podemos ver un flashback de cómo ocurrió incluso. Es un manga de solo 3 tomitos que para quien le haya gustado el juego está muy entretenido de ver. Es además escrito y dibujado por Yūji Iwahara que fue el diseñador de personajes del juego original, y que recientemente hizo mangas como Dimension W.

Por ir terminado, como ya comenté al principio no es un juego para todo el mundo, no está exento de fallos, pero tiene un rollo tan único, unas ideas tan interesantes, toma tanto riesgo, que no puedo hacer otra cosa que aplaudir a Kikuta y todo su equipo por hacer Koudelka, podrían haberlo hecho mejor sin duda, pero no sé si les hubiera salido una obra con tanto alma, muchos de sus posibles fallos incluso potencian las virtudes de la obra, que son esa atmósfera tan conseguida que tienen. Un juego que sin duda recomendaría al menos probar para todo amante del género, porque incluso al que no le guste, debe admitir que Koudelka es un jrpg súper único que merece cierto respeto por mucha de las cosas que consigue o, al menos, intenta, que ya es más que la gran mayoría.

Por cierto, ya sí como último párrafo, me gustaría recomendar el maravilloso vídeo documental de thegamingmuse, del cual he sacado muchísima información para entender mejor cómo fue la producción de Koudelka, un must para los fans de este juego: https://youtu.be/ovjPEFMG0ic?si=f8s1gd8eCISy8qCj

Koudelka is an obscure title, but one that I’ve been looking to get my hands on as it’s one of the only horror-JRPGs out there and a pretty solid one at that. Taking heavy inspiration from the first Resident Evil that released three years prior, Koudelka has you scouring an abandoned monastery in the year 1898 and you’ll come across key items needed for puzzles while battling monsters, beast, and the macabre via random encounters.

The gameplay is turn-based and not too complicated. You’ll have a max of three party members that you meet very early on (Koudelka the Psychic, Edward the Adventurer, and James the Bishop) and they are suited for either magic or melee actions. The arena is grid-based, but doesn’t require much tactical thinking as the only thing you need to worry about is monsters passing your downed characters because if they do, they’re unavailable to be revived. There are some unspoken elemental strengths and weaknesses which can only be discovered through trial and error. Overall, the combat really isn’t anything special, but it gets the job done.

Game-play outside of combat consists of wandering around the old monastery searching for clues as to why there are beasts and ghosts roaming the premises. You’ll come across lost letters, forgotten bodies, and other people with their own stories to tell. I did find the map to not provide enough information when backtracking was necessary (and it is often) so I found myself visiting GameFAQs for the classic text-based walkthrough of old. I found myself enjoying reading the community-posted walkthrough of this game, missing the times were it was necessary for kid me to print out the entire walkthrough whenever I found myself lost to progression. However, whenever I entered a room with a cutscene, I dropped everything to pay attention. I found the voice acting to be way more entertaining than I thought, as dialogue is given as if it were a radio drama which gives completely different vibes than modern-day performances. I think the voice acting style suits the game, but there are some moments where the VA is generally poor, but you can’t help but laugh in those moments.

Graphically, I was impressed. With the pre-rendered backgrounds and the fixed camera angles, it seems like the developers behind Koudelka saw what made Resident Evil special to the eyes and improved on those elements. Just about every new scene is a treat and I was finding myself wanting to take screenshots of certain areas, but unable to do so since I played this on original hardware.
I really enjoyed my time with this game and I’m glad the spiritual successor series, Shadow Hearts, exists as well. I believe this game is somewhat forgotten which is a shame since I found it to have tremendous charm to it. The characters are likeable and their bickering between each other is a joy to watch, the environments are beautiful, and the story is pretty decent. I just yearn for more horror-RPGs and this one is probably one of the grandparents of the oft-forgotten genre blend. Here’s hoping that Penny Blood, the spiritual successor to the spiritual successor to this game turns out to be a solid companion to this game and Shadow Hearts.

I have enjoyed it a lot! It has some pacing issues, and the story is a bit simple, but the atmosphere and mechanics make up for all that.


EL JRPG GÓTICO

¿Mezclar el Survival Horror y el JRPG? Sí, Parasite Eve demostró que se podía, pero este juego lo intenta de un modo diferente.

La base es totalmente propia de un Survival Horror, exploramos un escenario interconectado con una historia misteriosa y oscura, encontrando y registrando objetos para llegar a nuevas zonas y continuar, y resolver puzzles.

Pero luego está la parte de juego de rol, aquí tenemos 3 personajes jugables que tendremos que personalizar a nuestro gusto para que cada uno tome el rol que decidimos asignarle. Centrarnos en aumentar su poder físico, mágico a la par que aumentamos su habilidad en cierto tipo de armas para causar más daño a nuestros enemigos.

Además, tenemos un combate mezcla de turnos clásicos con táctico por casilla en el cual tendremos que fijarnos donde colocar a nuestros personajes para causar daño mientras nos ponemos en zonas donde los enemigos no nos puedan atacar a nosotros.

A esto se añade una ambientación y diseño de monstruos muy único puramente gótico y tienes ante ti un juego que, sin llegar a los más grandes del catálogo, es un juego excelente y notorio dentro de la librería de PlayStation.

Lo único negativo que le pongo sería que a día de hoy es bastante lento, y que tiene unos picos de dificultad bastante inconsistentes. Habrá ocasiones donde, si no sabes qué hacer contra ciertos enemigos, no avanzas.

Nice game, nothing amazing but almost was interesting

quando eu fiquei sabendo que Hiroki Kikuta era viciado em ler tudo fez todo sentido

há uma inerente distorção na percepção de outras culturas vindo de qualquer lado do universo. se a gente adora atribuir "tradição e modernidade" pro japão, não é surpreendente que eles atribuam "samba, futebol e alegria" para nós. e sinceramente, não sendo simplista e nem racista acho que ta tudo bem, viver nesse mundão gigantesco é muitas vezes não entender os outros.

mas Koudelka quase que imediatamente começa citando Lord Byron, e ai começa a citar eventos reais da Inglaterra, lugares reais, escrituras e mitos ocultos, tribos ciganas, e eu não fico pensando que esse homem tinha algum tipo de reverência ao ocidente nem nada, não em um nível como o Kojima tem (affectionate), mas sim que esse homem é viciado em saber, em entender, em estudar e pesquisar. Koudelka lida com personagens e eventos reais junto de personagens e eventos que não são reais. é difícil terminar o jogo e não sair procurando se o monasterio Nemeton existiu mesmo em Wales, ou se existiu mesmo os documentos Emigre. é mais difícil ainda quando você descobre que um dos membros de sua party é alguém que existiu de verdade.

Hiroki Kikuta bebeu Wales e a Inglaterra inteira, integrou no seu jogo e criou uma das obras de realismo mágico que se passa no ocidente mais curiosas e únicas de todos os tempos. sei que Shadow Hearts segue o mesmo estilo, mas há uma finesse aqui que é difícil de ser replicada.

uma direção de cutscene que sinceramente deixa MGS com inveja, é uma pena que Koudelka esteja renegado a ser apenas "o precursor de Shadow Hearts" (a descrição do próprio IGDB e daqui é extremamente nojenta) porque há poucos jogos especiais dessa maneira que avançaram e influenciaram um meio artístico inteiro sem quase ninguém saber