bomba's House Of Flancakes

Posted on Nov 8th 2014 at 05:00:00 AM by (bombatomba)
Posted under Texas, mashup, Zelda III, Link, Ultima, British

[img width=700 height=439]http://i31.photobucket.com/albums/c394/bombatomba77/TRT_title_small_zps56534fbe.jpg[/img]

What if I told you there was a game, released for Windows, Mac, and Linux, that mixed the rich story and character interaction found in an Ultima game with some of the action featured in Zelda: A Link to the Past?  Would you bite at such an opportunity or would you balk?  Should your curiosity pique at such a combination, let me introduce you to The Real Texas.



Given the above paragraph, I imagine you have some questions. The comparison drawn between The Real Texas with Zelda and Ultima originally come from the games creator, Calvin French. After spending some time with The Real Texas (and in turn, Ultima VII and Zelda: LTTP), I think I can agree with French's exciting, if somewhat vague, statement. Let's break this down a bit so that we can make the comparison a bit easier. Ultima VII represents, some will say, the penultimate representation of the delicate blend of story telling and meaningful interaction with NPCs in an expansive and living world. While the game can be a bit quest-fetchy, it really draws the player in, and forces them to challenge their own morals as they uncover the story.  Now, Zelda: LTTP represents, some will say, the most perfect blend of action and adventure and challenging puzzles ever achieved in a video game. Looking at both games, one could say they don't appear to have much in common, outside of being considered high watermarks of their respective genres. With that information in mind, what would a "mash-up" of Zelda: LTTP and Ultima VII look like?  Let's go ahead and double-click The Real Texas executable file, and find out what all the ruckus is about.

[img width=700 height=218]http://i31.photobucket.com/albums/c394/bombatomba77/TRT_1_small_zps4688a9a4.jpg[/img]
Left:Her penmanship is questionable, but the intensity seems genuine  Right: Two lizards laid low under Sam's quick draw

One fateful day Sam, an overworked rancher from Texas, decides to up and visit jolly old England, specifically Rockingham Castle (just west of scenic LeisterShire). Shortly thereafter, he finds himself in the odd town of Strange, Texas, a place that exists in a different reality and is accessed through a shimmering, blue portal (similar to Ultima).  Strange is home to a number of residents, each with their own personalities, quirks, jobs, and habits that correspond to the games day and night cycle, a characteristic that you find in certain open world sandbox games and Ultima. Also, as in Ultima, there is a lot going on around you: relationships gone astray, strange ghouls haunting children, items to retrieve, and many strange and amusing conversations to be had.  There is also a German wizard, named Xartan, who tries to murder you on sight. Yep.

Initially, the only story element in The Real Texas is in the intro sequence, where it briefly explains Sam's life and situation. Even when the game opens up a bit, you really don't get any more of Sam's story.  Instead, the story is told in chunks (not in a long string of quests) through the game's other characters. The tapestry that is the story of The Real Texas is weaved by the player who fills in the patches of story for the game's residents. This game is something to be experienced, and considering just how rich it is, the story may be the main draw of the game for some people.

The visual aesthetics of The Real Texas are very cubic and basic, yet cute and charming.  All of the characters appear to be rectangular blocks with varying bits of clothing.  Items carried appear to float in the air next to or in front of the character, and when they walk, they kind of waddle without touching the ground.  The effect is amusing to watch, especially when one of the characters is running. Guns are drawn with a "whooshing" sound, but suddenly appear next to the character (whom have no visible appendages). Save an eye blink, there is little in the way of character animation, which increases the charm. I think if there had been a bit of animation the effect would have been lost. 

However, the enemies in The Real Texas are animated and with good reason, most of them have visual cues as to when they will pounce on you. This is especially true with the various types of slimes that have a nasty pouncing attack. Signs and notes in the game (of which there are many), appear to be written in crayon and with a Texas-style inflection.  If you read these (and all the dialogue spoken by the characters) with a thick Texas accent, it just feels right.

The music in The Real Texas is also very pleasing.  Songs range in genre from the country-western theme featured in the official trailer (and the menu screen) to classical and even synth-jazz. There are also tunes more typically heard in a console RPG.  The music is credited to "yesso," which, as far as I can tell, is the only work done by this artist.  The OST is http://therealtexasgame.com/music.php">free on Kitty Lambda's website and also comes with the GoG release.   The sounds in the game are minimal, but done well; the approximation of a British automobile is my favorite and the squidgy sound of you walking across Wyburn's garage floor is a close second.

[img width=500 height=313]http://i31.photobucket.com/albums/c394/bombatomba77/TRT_Xartan_small_zps0be001a6.jpg[/img]
At least he warns you before trying to kill you

The game's mechanics are where the true comparisons to the classics mentioned in the first paragraph can be made.  For starters, let's mention the overworld and combat, as these are the most Zelda-like parts.  The overworld is comparable to the first Legend of Zelda game, but instead of being a single screen that scrolls when you touch the edge, each section is one large screen that will scroll continuously until you reach the border of the section. There, the screen "wipes" and "redraws" the next section.  This isn't so bad, but it tends to get annoying when you walk directly into a baddie, who maybe gets enough of a jump on you for the encounter to be fatal.  Each section seems to float in limbo with the background corresponding to the time of day and in a way, reminds me of Bastion. I'm pretty sure that there is a JRPG game that features the same kind of thing, but the name escapes me (a Persona game, maybe?). Anyway, a more continuous world, something like in Secret of Mana (or Zelda: LTTP) would have been better.

The combat in The Real Texas is a bit strange, but still manages to have a Zelda-y feel to it.  All of weapons I found in the game are ranged and you first ready (or draw) them with the space bar. You then aim and fire with the mouse.  All weapons have a limited range and cannot be fired while moving. This can make the combat get hairy pretty fast if you barge into a group of enemies without planning.  However, once you get the timing down, the combat can be quite fun, especially once you pick up more powerful weapons that disburse ammo wider than your trusty Colt .45.

While the story and combat are very nice in The Real Texas, the real shining jewel is the character interaction, and this is where allusions to Ultima can clearly be seen.  Conversation is initiated with a simple left-click, which opens a small window with the name of the NPC, a set of keywords, and a text box. You are free to type words instead of clicking and there are instances where you will want to type a word in order to get a reaction that is not supplied in the available keywords (such as "search" at all available opportunities). As you speak, more keywords will be added, giving you more to talk to the character about should you want to.  In this way, you not only get to know the character, but you also get important plot points. This technique seems to have evolved, been simplified, and used quite a bit over the years, and can be found in popular, modern RPG games. To make a comparison, you could say that the system as it is used in The Real Texas is a combination of Ultima VI and VII, and takes the best parts of each and eschews the problems.


Video by kittylambdagames

The Real Texas is an action-adventure game that was developed and published by Kitty Lambda Games, an independent game studio, in 2012.  As of right now, it has been released on the Kitty Lambda Games website, as well as GoG, for the major operating systems.  The game was Greenlit on Steam back in April and should hit this platform at any time.  Do yourself a favor and check it out.  Especially, if you are a fan of CRPGs (maybe the Ultima or Exile series) or just like a good tale. If anything, The Real Texas is a great ride. 



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Comments
 
"Your name ist MUD!" A little nod to Primus maybe? Wink

The whole time I was reading this I kept thinking "hmmm" because of the connections you made to two well established games. I wanted to know how those comparisons held up which you explained all that quite well. This game sounds interesting and I like the point-and-click meets text parser meets RPG meets Zelda thing going on here.

I'm a sucker for those "finding my place in this world" kind of story so this is something I'm going to keep on my radar.
 
After watching the trailer, a few times, I kept asking myself, "What is this game about?" But, as you allude to in your review, it seems to be more about the smaller stories, than the overall narrative arch. I like this idea and this type of game, and I think it would make for a fun play. I think the minimalistic art style takes a bit from the ever popular Minecraft and this was somewhat off-putting to me at first. However, this title seems to be for an older generation of gamer and with comparisons to Ultima and LoZ: LTTP, you certainly got my attention. Great review!
 
Thanks for the words, guys.  Really wasn't expecting any comments at all when I was writing this.  Although I was hoping to get some more people to play this game.

I should have put this translation in the original post, but a rough translation (courtesy of Google Trans) of what Xantar is saying is, "I travel power, and know virtue, and your name is mud!"  Not sure the about the research, but I think what Xantar is really trying to say is a something like, "I talk the talk and walk the walk and you are dead!"  Not sure, though.  German is a very precise language, and since I no longer know any German speakers I couldn't say for sure.

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So I'm an odd ball. So I am usually the last to post on a blog/forum. So I only post about weird games on weird platforms. So I have a strange relationship with commas and parenthesis. So what? Hey, at least you don't have to car pool with me to work, right? So have a heart, eat a blueberry, and don't forget to drop the empties in the box on the way out. I get deposit on those.
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