King’s Field and Shadow Tower: Some Mini Reviews of Fromsoftware’s PS1 work

So when I hang out with my friends, I usually waste time in between chatter playing old games. Often odd or old things I wouldn’t normally bother which but might be of some interest to me from a more… academic perspective. And this usually ends up with me finding new games to love too.

So when I loaded King’s Field up, I expected to be put off by it’s horrible combat and ugly aesthetics immediately. Instead I found myself immediately compelled. I find myself now, having worked all the way up to King’s Field: The Ancient City on the PS2, with a translated copy of Shadow Tower: Abyss waiting to be played after it. So here are my thoughts on these crazy games that I didn’t expect to enjoy as much as I did. RPGs aren’t really my thing anymore but the first person movement gave me just enough tactile feedback to get really into these games.

As usual with these kinds of reviews I do, I’m not going to summarize stuff like the basic plot or how the game works. You can use wikipedia or youtube for that. I’m mostly just gonna focus on the stuff I have thoughts about.

King’s field 2

I’m going to be using the Japanese numbering for this (basically KF2 is KF1 in US and thus 3 is 2 and so on and so forth), even though I didn’t bother to play King’s Field 1. A cursory reading about King’s Field 1 made it clear to me that King’s Field 2 was the best of the PS1 offerings and that it pretty much did everything the original did better.

King’s Field 2 is an ass ugly game. The biggest visual improvement from KF1 seems to be the use of different floor textures…. most of the time. Still, the game was immediately compelling. You start out shipwrecked on the island of Melanat and despite the game the crude graphics. The sharp outlines of everything tried their damnedest to convey the sense of A PLACE. Right from the start you have watery pits to fall in, a huge boss kraken thing you won’t fight for another boss or two, a waterfall and cave filled with skeletons, a lighthouse powered by fire magic, some creepy looking fisherman NPC, a pirate cove filled with traps and treasures and a more forgiving cave.

The combat is terrible but somehow works. You circle around things to avoid the attack and hit them with your slow moving first person sword swing. Positioning and enemy management matters a lot in this. The attacks FEEL awful but the amount of interaction makes it tolerable. Magic also helps a tad. MP starts out as an incredibly rare, precious resource to the backbone of your offense.

The enemies in this game look unbelievably stupid and crude, but somehow in a way that captures the awkward weird joy of later Souls games. By the end of King’s Field 2, I found my self in love with those stupid looking Watermelon Head Eater Things. It’s infectious. The whole game is infectious. While technically a dungeon crawler, I feel the need to reject the label. Far from the more abstract dungeons of most games like this, Melanat. It has personality. It’s internals wind together and intersect. The more you play the game the more you feel that you understand it. In game maps were useful for exploring new areas, while old areas were almost immediately committed to memory. In many ways, it’s stage design was mimicked by the original Dark Souls, constantly surprising you with how areas intersect and being navigable by memorable rooms. Given the rough nature of the graphics, memorable could be anything from “Cool castle entrance” to “There is a hole”. But it all works.

“It works” Describes a lot of the game and it’s aesthetic. Crude NPCs lend a creepy atmosphere to the game, their textureless heads turning slowly to speak with you. It’s unnerving but the mood of the game is unnerving. The music is… strangely offputting, but in a good way. Like Demon’s Souls, the game’s ugliness becomes part of its charm. This is a game that should be tedious and boring yet it dragged me through it’s entirety with excitement. While not a game I would recommend without warning, it became a game I unabashedly love. Beautifully thought out world design is my jam and this game has tons of it.

The game has some fascinating mechanics, many you see show up in later games. Crystal Flasks might as well be estus. You find them or construct them out of crystals and fill them up with wells. You eventually find wells that heal MP instead and eventually find both (which seems to be something that shows up in DS3 from what I’ve heard?). The warping mechanic is great. Instead of having fixed warp points, you can leave a ‘key’  at a save to use a corresponding ‘gate’ item to teleport to. You find up to 3 sets of these by the end of the game. The flexibility to set your own warp points allowed for just the right amount of backtracking to make me love and understand the world. You could balance convenience against repetition and by the time you have all 3 sets and understand the island, it becomes a non issue. The perfect flow. There are weird things in the game, like an NPC who magically pops up in random places from time to time who identifies your items. You can’t know when she’ll appear. Maybe not the best choice, but an interesting one. Many doors are textured like walls. They have frames to tell you they’re there but it makes it easy to miss stuff. This is something that fortunately goes away in King’s  Field 3. Oh yeah there is also a minecart ride that kills you 90% of the time and rewards you with basically nothing if you survive. Which is… odd.

There seems to be a decent about of lore, but I couldn’t say much about it. The last boss, Guyra, a one eyed black dragon, is clearly the inspiration for Kalameet. Seath is treated like a holy figure in this.  Granted, it’s not the same Seath, but it’s interesting to see these ideas revisited and adapted.

In the end, it’s hard to even say why King’s Field 2 is great. So much of it is crude as hell and really shows it’s age. But there is just a lot of brilliance in the game too. I’m left with a fondness for Melanat that mirrors my love of Lordran. By the end it kinda… feels like home?

King’s Field 3

King’s Field 3 is like the Dark Souls 2 of King’s Field. It improves the game in so many ways and is far FAR more ambitious. You start out with a giant field, filled with buildings and NPCs. The Headeaters are now venus fly traps. That made me sad! Fortunately the old ugly ones return later on. Anyways the game is now sprawling and its level design more literal and sensible. The game looks infinitely better. Screenshots might not truly capture it but the environments look so much more involved and the enemies look… Still ugly but much much less so. It’s also important to remember for this and KF2 — these are seamless games with no load times. So some ugliness is to still be expected.

The game gives you an automapper somewhat early on. While not necessary for KF2, this is much more necessary for the sprawling maze like levels of KF3. KF3 gets even closer to the dreaded “Dungeon Crawler” level design and dungeons play more like Legend of Zelda-esque areas than actual parts of the world. You go in, you clear the area, you leave. Compared to the interconnected nature of KF2, this was a huge let down to me. Verdite lacked the sense of “place” that Melanat had, despite having much better visuals. The music too is a lot more… on the nose. Not bad, but lacking the same personality.

Combat feels better. You know more clearly if you hit something and enemies at least TRY to counteract you spinning around them. You get magic faster too, which gives you much better options faster. Warping is greatly simplified, with 4 items to find for 4 preset gates before allowing you to warp everywhere by the end. Warping everywhere by the end is good but it was sad to see the system from KF2 leave, even if it would have been terrible in a map this big.

The game has a ton of lore and I couldn’t even begin to explore it. You get an mirror item that tells you about every area, every enemy and every NPC. All lines of dialog are saved for viewing in the menu. So you could comb through this game for tons of info if you wanted.

The game has some cool, crude visuals and works FMV cutscenes in it, sometime on top of gameplay (where you’re few will suddenly have compression artifacts because it switched to a video). You could tell with this game they were trying to go all out.

In the end the game is way way more playable than  KF2 and has many clever ideas, but it just missed the same spark. It felt more… typical. Much like Dark Souls 2, it spreads itself out and tries to be grand but that grandness makes it ultimately more ordinary.

But hey at the end you get to fight Giant Gundam Seath and that’s pretty cool?

Shadow Tower

 OH BOY SHADOW TOWER. This might be the most interesting game of the three. KF2 might still be my favorite Shadow tower is a fucking slog of a game, especially early on. It’s also d
eeply miserable without maps. And there are no in game maps. But with them, the game and it’s horrendous draw distance becomes playable. Because the game is dark. Darker than it even needs to be. But god damn does it look better. There is a color scheme to things. and the textures play nice and the enemies look great. And there are so many of them. This game has 160 monsters and they almost all have absolutely crazy designs. This is the true start of the Demon’s Souls aesthetic. Dark, grimy and depressing with awkward looking monsters that are so goofy they roll around to scary. Demons that hop on their tongues, weird wiggly glow in the dark tree plants, muscular monsters with heads that are like blooming meat flowers. They’re great.

The game has no music. Silence. It’s off putting. The visuals are often bleak. You start on ‘top’ of the shadow tower, a tower that has sunken into the ground. The areas of the game have ominous names. “Human World: The Forgotten Region” or “Death World: The Lingering Curse Layer” or “Beast World: THE SCREECHING AREA” (these are area names you do not want to see). The visuals area bleak. This clean, brind cylinder extending up and down seemingly into infinity. You see stairs and can make your way to a number of doors into areas around the tower that have sunken underground. But you keep coming back to the tower, lower and lower. The map design is at its weakest here overall, but the constant return to the Shadow Tower gives the game the hold it needs to give a sense of progression.

The survival aspect horrors of the game are strong. Weapons degrade, and fast. The items to repair them are rare. Smithys are also rare. The currency they use to repair? Your health. Health Potions? Also a finite resource. Fortunately you can trade broken or obsolete items for them. And thankfully they always grant full health. There is a very clear economic circle here and it is a tense one early in the game. Nothing is renewable until much later in the game so you constantly feel like you’re falling to pieces. There is another currency, cunes. Also a rare item — there are, as I understand, 99 in the whole game? And the shop is the same shop everywhere, so the items you see at the start are the items you see at the end. I saved up for a helmet that restored MP over time early on and it was game changing. “Infinite magic!” I thought, until I realized casting spells degraded my rings. Oh well, can’t have everything.

The NPC interactions feel very Demon’s Soulsy. A demon in a doll body asks you to kill a man who trapped her. a knight being crushed by a boulder begs you to sacrifice a sword to save his life (and remember, SWORDS ARE IMPORTANT AND LIMITED). Some gnome things curses you over and over and begs for his life like a coward when you corner him. Also there is a fat mole who is totally your bro.

As you go from the more human world to elemental planes the game starts feeling real surreal. There is just tons of atmosphere. It just suffers from the fact that the game is so initially impenetrable and the map design that doesn’t work with the super dark game. Getting around without a map is an almost impossible chore. I’m not sure even KF2’s map would have worked under these lighting conditions. The automapper from KF3 would have been a massive improvement, where you could know where you were going while not quite spoiling areas immediately by checking maps.

Funny thing is when you beat an area, it lightens up. So they could have gotten away with it. I assume the darkness was to mask enemies spawning in (which they do, unlike in the KF games). This looks weird in illuminated areas, but not so weird as to be a bad tradeoff. The enemy spawning is interesting though. There are a finite amount of enemies in the game. As you kill enemies in a room, replacement spawn elsewhere, often in the same room, but sometimes not. You’ll return to an area you thought you cleared out, sometimes to find a horrific surprise. Often this can lead to cool items being dropped though, so you have an incentive to clear things out. Killing enemies also I think… basically IV trains you, like pokemon? There is no leveling in the game. Beating stuff up and killing certain enemies raises your stats. It’s interesting and kinda works?

The game is linear in nature but it does some clever things to disguise it. There are sometimes multiple ways to get down the tower and sometimes you can even jump down to a set of stairs you can only barely see.  You often still end up covering the same areas or coming back later, but it makes the tower feel more like a space you’re trying to conquer than a completely abstract area.

The game also has NG+ (I think? Or maybe you’re just back at the top of the tower to clear it out?) and a rather… Soulsy ending. A flawed gem that was only a few changes away from being truly great. and the game with the  strongest aesthetic ties to the Souls series. It makes me more excited for Shadow Tower Abyss than King’s Field 4 and I hear KF4 is AWESOME.

While I can only recommend KF2 with some reservations, I can only recommend Shadow Tower with a LOT of reservations. But it’s interesting and if you want to play a game as a curiosity and see some of the evolution of the Souls series, Shadow Tower is AWESOME.

8 thoughts on “King’s Field and Shadow Tower: Some Mini Reviews of Fromsoftware’s PS1 work

  1. As someone who has really enjoyed the Souls series and played tons of PS1 era games, its really cool to hear about these! Might have to give them a whirl some time

  2. They’re definitely very rough offerings compared to the modern souls games, but yeah, if you can get past that they are reaaaaally interesting, especially from a historic/evolutionary standpoint.

  3. That water looks familiar.

    *rummages through Play Station 2 game stash*

    Aha! Eternal Ring. *looks on back cover* Aha! It says From Software. Well, this explains why Eternal Ring was such a miserable game. Miserable in a Dark Souls sense of often bleak environments and purposely obscured and stressful game mechanics.

    Want to recover your HP? Use a heal spell or a healing item.
    Want to buy something? There’s hardly anyone to buy from, hardly anything to buy, and the currency is elemental gems from killing monsters.
    Want to recover your MP? Kill a monster.
    Spent more MP killing a monster than it gave you for defeating it? Get good or go back to the 2nd dungeon and grind crabs until you’ve recovered.
    Towns? There’re two, and the first one won’t be there long. The one spot in the game that functions like a normal RPG inn is gone along with the town. Better go grind some crabs.
    Spells? Made by combining up to 6 elemental gems with maybe a random factor affecting the outcome.
    Casting spells? That’s affected by your elemental affinity, so optimal play can involve pausing and equipping 10 fire rings before you cast that fireball spell, then pausing and equipping your normal loadout of 10 rings.

  4. I am still undecided if I want to give Eternal Ring a try. It seems the least interesting and I don’t want to stress myself to be a completionist, but it IS there and available. D:

  5. Shadow Tower: Abyss is easily my favorite From game. You’re in for a treat when you get around to that one. It’s still a bit slow and awkward to control (easier than the KF4, though!), but the combat makes really good use of that awkwardness — it really just wouldn’t work with a fast FPS-like turning speed. Positioning is ultra-important, because if you get flanked, you’re gonna get hurt BAD since you can’t turn quickly, and healing is incredibly limited (there’s literally a fixed number of health potions in the entire game, and you’ve got to make them last the whole way, and your gear breaks faster than Dark Souls 2 ever dreamed of, and you repair your gear by paying for it in health).

    KF4, on the other hand…. errrrgh. I really couldn’t stand that one at all. The turning speed drove me nuts, as did not being able to look with the right analog stick.

  6. Sorry for the double post, and sorry for this being off-topic, but I saw your post on martial arts history on your Tumblr, and since that’s a field I know a reasonable amount about and since I have no other place of replying to you, I’ll do it here.

    A lot of people seem to assume that “one-on-one fist-to-fist fighting for fun or as a spectator sport” is a purely Western thing, but it’s not, and it’s the actual origin of most “traditional” martial arts. And, just as Boxing is based on fist-fighting, but has lots of distortions due to the rules of that sport (no hitting in the clinch, clinch breaks, large gloves making it easier to deflect blows so defense becomes more about blocking than movement), most traditional martial arts are based on real fighting, but become distorted based on the rules of their particular sport. For instance, you mention Tae Kwon Do in the post — that’s actually a relatively young martial art, and we know the history of it. Flashy kicks have long been a part of real hand-to-hand fighting, and they definitely have a place (see any Yair Rodriguez or Anthony Pettis fight for examples), but TKD’s emphasis on them is because of the rules that sport was contested under. It was derived from Shotokan Karate, which itself was a sport-art, but Shotokan only cared about scoring a knockdown an opponent with a legal technique — any knockdown was equally good. Korean people in the days after the Japanese imperialist era didn’t really like having a “Japanese sport” for their fights, and the flashy kicks were always crowd pleasing, so the ruleset was changed to emphasize them, and the art changed to reflect the ruleset. Judo is another fairly young art with a similar history — it was derived from actual military grappling, but was turned into a sport, and in turning into a sport, it emphasized the throws over the joint-locks and chokes, both because the throws were generally safer and because they were spectacular.

    The other thing is, it doesn’t take long for the “traditional” arts to adapt themselves to MMA. In the early days of UFC, Brazilian Ju-Jitsu dominated, but that’s only because Brazilian Ju-Jitsu itself was the result of a Judo master competing in Vale Tudo fights for decades. Nowadays, you can see pretty much anything in the Octagon. We’re less than two years removed from a guy whose main art was Tae Kwon Do being the UFC Lightweight champion, and Conor MacGregor’s primary art is Kung Fu! If you want to see how “traditional” martial arts techniques would have been used in real fights, you can see it in a lot of MMA fights these days. Even the most grounded strikers throw spinning backfists now!

    (The biggest advantage that a modern MMA fighter would have over a fighter a couple hundred years ago isn’t the techniques — those are basically the same — but rather the amount of athletic training knowledge we’ve gained over the years. A modern MMA fighter would have much better conditioning, just from smarter training.)

  7. I seem to be able to look with the right analog? But yeah Abyss sounds like the original Shadow TOwer, though I guess I’ll have to see how stingy it is by comparison.

  8. It’s hard to really say how stingy it really is — it feels very oppressive, like you’re always on the edge of total disaster, but I’m not certain the feel reflects reality. It was definitely easier for me to beat than either of the first two Dark Souls games, but at the same time, I can’t say it definitely was all just “fake pressure”, since I did buy every single health potion available from the vendor, and ended up using every single one of them.

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