[Subtitles by danielsangeo] Hey! Welcome to the Game Dungeon. Today, we're looking at
"Requital", a third-person RPG. See? "Requital: Revenge of the Hero". Okay, let's get started. And we get a stat screen with
easy-listening music playing. Okay? Y'know, I always get a little antsy having to deal with a stats screen
in an RPG right from the start, because every game has its own funky system. Some do a good job of conveying
the importance of each stat, but a lot--I'd say even most--do not. Wha--whoa. Wait. What-what's this? "Dexterity: Influences the speed of
your attacks, parrying and blocking." "Speed: Influences the speed
of your attack and defence." Well then, wouldn't that make it
the exact same thing as Dexterity? So which one do I pick? See this is what I mean;
so many games do this crap. [exhales] Whatever. Equal points for
everything. "Start game". So we begin and we get fake
widescreen with letterbox bars. Don't be fooled. This is another 4:3 game. I have to say, I always feel defeated when I can't get a game like THIS to
run in widescreen; I was so close! I found the registry settings
to change the field of vision; I got the MENU to run in widescreen. A hex editor didn't turn up anything
obvious. I just couldn't do it. I'm pretty sure changing two or three numbers
would convert this game to widescreen, but games are made up of a
lot of numbers, so 4:3 it is. So we begin and--Nope! I'm stopping again. Notice how the sky is so bright and
vibrant while the terrain is dark as oil? Well, a lot of games in the
mid-2000s had horrendous lighting, not because of technology limitations, but because a lot of art directors
collectively lost their damn minds. See, around this time, graphics technology was able to add a
full-screen bloom effect via hardware. So because it was new, developers
decided it was the answer to EVERYTHING. I honestly can't understand how
anyone thought this was a good idea. I think this is hideous. I mean sure, this might be
good as a special effect, like looking at the sun
or during an explosion, but no--just smear it on absolutely
everything and call that progress. Now you might be thinking, "Oh, well it's
easy to judge looking backwards, Ross." No. I hated it then, I still hate it now. It always just looked wrong to me in
a way games before this time don't? Anyway, most games have
decent lighting nowadays so we can almost pretend this
never happened, but it did. Thankfully, we can mitigate
the damage and turn bloom off, which just leaves us with this depressingly
dark lighting for everything instead. I'll try to make this look better
in editing, but no promises. I'll probably have to make the HUD too
bright to compensate. You just can't win. Okay, so let's begin the game! We start off having a nice nap when some goddess wakes us up
and tells us to do the tutorial. "New quest: Turn the camera."
Yeah, let's skip ahead. Okay, so here we are. A new day. The whole
world ahead of us in this third-person RPG. So take a guess what button I press
to move the character forward. W? The up arrow? Maybe a gamepad axis? Well, if you just sat there and guessed
nothing, you're correct! Good job. You move in this game by clicking on
the landscape where you want to go, like a "Diablo"-clone. That make sense for those types of
games because those are isometric, but this is a ground-level game. They're rendering the entire landscape!
They don't need to hide anything! Moving forward manually feels
natural. Why did they do this? I guess we'll never know, though I will say, this has some of the best
pathfinding I've seen in a game. Watch me cross this river in the
distance with one mouse click. ...bidibidibidibidibidibidibip! Da-dada! So we head forward and
run into an old sorcerer. ["Welcome, kind man."] Okay... Now I'm not saying this voice acting
was recorded over speakerphone 20 minutes before deadline,
but...maybe it was. So he wants us to stop a bandit
from chopping down a giant tree. Sure, I don't know any of you people
but I'll beat the crap out of them. Boom! "You've won in a fair battle.
According the martial code "the winner may take everything
belonging to the defeated enemy." Works for me! Start stripping. Look! I have pants! ["Hey!"] Hey. Yeah, I can kill you too. No problem. All right, so I have not
been playing five minutes and I'm already hacking
up some guy with an ax. So whatever problems this game may
have, it gets some things right. Yeah, you'd better run! Next, we head on down the
road and talk to the boat man. So you know what that means. It's time to talk about
"Sonic the Hedgehog". In 2006, Sega released Sonic the Hedgehog, since that name wasn't taken, and it's become infamous for
being one of the worst games made. Well in that game, some of the vendors talk in this nonstop expressive
loop that is just bizarre. Well, Requital came out in 2007, so either the developers saw this
and took inspiration from it, or else great minds think alike because we're seeing that same pattern
in all the characters in this game. Huh. "Wolfhound". That's a coincidence. Alright, well we head on down the road-- ["Hey!"]
YAAH! Okay, okay. I'll kill you. Hold your horses. ["What do you want?"] Wow. That one might've been
recorded with an actual microphone. Okay, time to die. Let's talk about the combat a minute. Like the movement controls, the way combat
works in this game is very "Dungeon Siege". You see an enemy, you click on them, and that's it. You run towards
them and fight him until he dies. There's a delay between attacks, sometimes
you miss, sometimes you deflect attacks... I have no control over that. Well that works for Dungeon Siege because I'm managing a whole
crew of people in that game. Here, it's kind of bad, but it's automated. It feels weird to play because I keep feeling like the
fighting in this is going to be a chore, but it's a chore the computer does for me, so we'll call it a draw. What IS a chore, however, is healing. If you want to heal after a fight,
you have to press your 'heal' button. Then you sit down and do yoga or something,
and slowly regenerate your health. Except you can only heal
so many points at a time, so if you want to heal more, you have to
babysit it and press the button again. You DO get unlimited heals but this is
not fun. We'll talk about this more later. Anyway, I talk to the bee master-- ["Welcome, traveler."]
Hi... I help him with his bear
problems-- Heal some more. ["Thanks for your help."]
Right... I fight more bandits-- Heal some more. I rescue some damsels
in distress from a wolf. ["Get out of my way!"] AWWW! YOU'RE TALKING TO ME LIKE THAT?! THAT'S TOUGH TALK COMING FROM
SOMEBODY WITH GREEN HAIR! Well, at least he had some treasure on him. What's this do? "Forest Spirit Ring -- Ring wood
goblin." Sounds good. I'll take it. From here, I come to a village
and talk to the locals. ["Welcome, stranger."] ["You are welcome, o son of a good mother."] ["Welcome again, o son of a good mother."] Yeah, I think we're done here. I do help them out with
THEIR bandit problems, and I have to say, this is a very
MMO placement of the bandits. They're not hidden away in
their camp, cooking a meal, they're just standing out on mounds of dirt
out in the swamp staring out into oblivion. They look like storks. I guess I'd
better put them out of their misery. Moving on, I fight people,
heal, fight people, heal... This healing... Ugh... Ohh! And this guy looks
like mini-boss material. [inaudible] What? "Wolfhound." [inaudible] What? Uh, yeah, okay...? Hey, wait a minute! This is "Wolfhound"! Yeah! Wolfhound. Now, if you're from Russia, there's a
good chance you've heard of Wolfhound, or Volkodav, or however you pronounce it. For everybody else,
Wolfhound was, at the time, the biggest budget Russian
fantasy movie ever made. It's about a fantasy badass on a quest and
wrecking everyone who tries to stop him. I've heard it described as a cross between "Conan the Barbarian"
and "Lord of the Rings". I'd say that's fair. Not as much substance
as Lord of the Rings, but more than Conan. Conan is honestly kind of a barren movie. I mean once you've seen the cultists,
and the snake, and the camel, that's kind of it. ["...can you believe...?"] [laughing] So, how was Wolfhound? Well, I think the benchmark for
whether you should watch this movie is do you own a sword? As you watch this video right now, is there
some sort of sword hanging on your wall, or sitting next to your bed or something? If you answered "yes", then
you HAVE to see Wolfhound. You have no choice. It's your destiny. For everybody else, it's optional.
I thought it was a pretty good time. My personal favorite scene is
this big fight on a natural arch where it's too crowded, so
people go spilling over the side. Now that's a battle. Now I do have to give a disclaimer here: If you hate your job and
you watch this movie, you may find the scene where he
escapes the slave mines so inspiring that you decide, that's it, you're going
to quit your job right then and there. That could be a bad idea so you may want to have a plan for
that first before you watch the movie. I thought I should warn people about that. So this is a movie-based
game. Wow! Could've fooled me. In fact, it DID fool me. I had no
idea it was when I started playing. I just thought it was an action
RPG that had decent screenshots; sure, I'll give it a shot. I certainly
didn't guess it from the cover. Oh sure, the Russian copy there's no
mistaking it, but I never saw that. Look at the English one. There's some guy who looks like he
wants to sell me a counterfeit watch, and generic fantasy guy. "Repay by Good or Evil". What? To be fair, the back of the box mentions
him, but I just didn't connect the dots. The name Wolfhound is kind of generic. Look, there was even another movie
with that title before the good one! But most of all, I assumed if you
were making a game about the movie, you would name the game after the movie? Why is this called Requital? I guess it's so that people like
me would buy it. They tricked me. Well, I think there's still hope here because the movie doesn't
start off like this. I don't think there even was
a beekeeper in the movie. So this is a side-story with Wolfhound? I guess that works. I'm not ready to
abandon ship yet. So let's keep going. We defeat quiet guy,
fight and heal some more, and then we get to travel to our next zone. The game throws some
story at us--I don't care. It's not that I don't care about
a good story, on the contrary, but fantasy games especially
I feel like have to earn it with the atmosphere and the characters,
and this game's just not doing that for me. The reason I pick on fantasy games is, for every story about a special sword and some evil force that
wants to take over the land, there are at least a hundred others
just like that waiting to be heard. So I need more to go on. The movie gave me Wolfhound
beating the crap out of everyone. The game's giving me a lot of healing. So, sorry, game, I don't think
you deserve a story at this point. And speaking of healing,
we have MORE of that, after fighting some henchmen on the road. By the time I get to a pack of wolves,
I realize something needs to change. I'm still actually okay with this
combat, but these heals are misery. The best way to approach any situation is
to get the attention of one or two enemies, run away to separate them from the
pack, take them out, then heal. If you just rush in, you
might not make it out alive. Yeah, see? Now you may have noticed I DO have
healing potions, but guess what? They don't actually heal you. Yeah, you heard me right. The
healing potions do not heal you! That's impressive, game. You got me there. I don't think I've seen
something like that before, so way to distinguish
yourself from the pack. What they do instead is give
you temporary hit points. So if you pop one in battle, it means you
can take some more damage for a few seconds. Once the battle is done,
they fade right away. So they ARE useful, but
that still doesn't HEAL me. All I have is this stupid meditation move. And remember, I have to keep pressing
the button to make that work. Now you might be saying, "Well Ross,
if you used the HEALING potions, "you wouldn't need to
ACTUALLY heal so much." That IS true, but then I would go
through these faster than I need them. Plus, is this the sort of game where
I should be saving all of these for a boss fight or a tough battle?
I played games like that before; I don't know what's coming. And just to add to this
what-the-hell-was-the-plan-here vibe, you actually DO regenerate
health slowly WITHOUT meditating. Okay, here I am after a
battle that almost killed me. I'm at 7 out of 92 hit points. I'm just going to walk
away from the computer; let's see how long it takes me
to heal that back on my own. ...vrrrrrRRRIIIIIP! THAT'S ALMOST 15 MINUTES! JEEZ!
YOU THINK THAT'S SLOW ENOUGH?! And I'm only going to get more hit points
as I level up! Why even have this at all?! Well thankfully, I CAN change
the difficulty to the game. Now I don't back down from
a challenge if I like it, but I'm seeing right through the mechanics
here. This is not an impossible game. The thing is this isn't
really a difficulty selection. It's a question of how much do you
want to stare at this animation. This is what it all comes
down to, right here. If you would like to stare at this
a whole hell of a lot, like a ton, pick normal or hard difficulty. I'm changing it to easy;
we'll see if that's enough. Although, you know what's
weird? I missed this earlier. If I were to START the game from easy,
it actually advances you several levels. I guess that works, but man that is odd.
I don't think I've seen that before. I see this as a confession that the developers didn't
know how to balance this game, so this was the band-aid solution. "Look, we're giving you infinite
heals, you have a difficulty slider, "figure it out yourself. We've
got other things to work on, "like these animations." Anyway, moving onward, on easy,
we run across some zombies. Ooooh! I can't hurt them. I guess I'm leaving. Next, we sneak into the castle to
kill some guy who's your enemy, but not the MAIN enemy. I don't know. Whatever, let's kill
everyone just to be safe. Y'know, it would be nice if those damned [crows cawing]
crows would shut up during the battle. [crows cawing] [crows cawing]
This isn't going to stop. So we make it to the boss and
it's just some guy in a robe. Huh, this is sort of like the movie, except in the movie,
he had to scale a cliff, and go through this latticework of
bridges. It wasn't really like this. ["Who are you? A slave?"] Yeah, not quite the climactic
confrontation I was hoping for. Now, EXITING the castle, this is where I
start becoming glad I switched to easy. I have to face a small army here.
This would take FOREVER on normal. Also, since we're copying
Dungeon Siege so much, I really wish I could tell Wolfhound to
automatically attack the nearest enemy. He never fights back on
his own, even if he's hit. That's kind of a problem because
sometimes I tell him to attack a guy, but his path is sort of blocked, so rather than wait 10 seconds for
him figure out how to get to him while he's under attack from somebody else, I click on somebody else. But maybe I miss
because everything is moving and I tell him to go somewhere
else instead and stop his attack. I really don't like this. Just kill them, Wolfhound! You're
making this too complicated! Well, we do kill them and I save some
sort of maiden and an old blind man. Oh no. This was DEFINITELY
part of the movie. See? That means we're following the movie.
This isn't a side-story. Rrrrrghh... Let's talk about movie-based games a minute. I'm really the wrong person for these. Any gamer who's been around a while
knows they're usually not the best because they need to be rushed
to market in time for the movie, and are kind of soulless. In fact, I don't know how
creative-types work on them without blowing their brains
out, but hey, they exist. But let's pretend we live in a
world where they're all great. I still wouldn't want to play most of them. The problem is I've already seen
the movie! I know how the game ends! That sucks the life out it for me.
I'd rather play something original. But even if the game based on
the movie has an original plot, they're usually still not going
to break the mold too much, because they can't contradict
the movie's sequel later. So you're probably not going to
see Earth taken over by lava men, travel to another dimension,
see the hero go back in time... I want something that's not
afraid to veer off-course. To be fair, I DID enjoy "Indiana
Jones and the Fate of Atlantis". That somehow managed to
check all the boxes for me, and it might have the best Indiana Jones
storyline even compared to the movies. Although I haven't seen the "Crystal Skull"
one since everyone said that was terrible, but yeah, the Fate of
Atlantis really holds up. But even then, I haven't played
"Indiana Jones and the Last Crusade", made by the same developer with
the same gameplay as Atlantis. Why should I? I saw the movie! For me to be interested
in a movie-based game, it would have to be an original
side-adventure that DOESN'T follow the movie, AND I would have to love that movie so much, I'd rather play it
over a more original game, AND the movie would have to
translate well to being a game, AND the game would have to be great also. OR, they could just change the title so I
don't know what I'm getting myself into. There's always that. I guess I'm in
too deep to quit now, so on we go. So now I have new people to come with me on
my journey. Yeah, this is going to be fun. Aren't escort missions the best? If I try to run ahead, th-- Oops, they
die. I guess we're doing this the slow way. Thankfully, I get to drop off
my sidekicks at a village, which is good because Wolfhound doesn't
need more complications in his life. Jeez, somebody needs to let that horse out. From here, we can do some side-questing,
but first, I almost forgot. This game borrows some
elements from Dungeon Siege; can we do the tree trick, too? There's a tree. Let's walk towards it. Yep. We sure can. On to side-questing, I defend some
shepherds being attacked by wolves. They thank me for the help, but tell me there's no reward for helping
them because they're poor as dirt. There are a few quests
like this in the game. I find this refreshing in an RPG where
normally everyone and their mother has either gold or a valuable artifact
to give you for rescuing their cow. I'm not sure if this is a good or bad thing, but it gets points for immersion for sure. And of course we visit the
witch out in the woods. ["I feel the human smell. Can't
be that a real human came here, ["not just a forest spirit
turned into a handsome man?"] Hmm... Eventually we do enough questing
to progress to the caravan. And buckle up, because
we're going for a ride now! Before we start, we get sort of a recreation
of one of the scenes from the movie. Yeah, it's just like the real thing. Uh! Uh! Yeah! Dig it! Uh! Uh! Yeah! After that, the caravan ride! Okay, first I'd like to point
out I am pressing no buttons. The game just drops me right
in front of the caravan which starts challenging the game's physics. I could move but I'm curious
how long this goes on. This happens every time too -- I
didn't just get lucky in the recording. Yep. Yeah, there he goes. And now, the caravan ride! Our mission is to escort the
caravan to its destination. I can't speed this up. I just have to
keep walking alongside the caravan. Well, you don't have to suffer
through it; I'll timelapse ahead. I'll just say this isn't fun. In fact, this is where I
originally gave up on this game. But I'm back again to push through it. It just goes to show wisdom
doesn't necessarily come with age. Oh, thank goodness. Something's happening. ["We're under attack."] OH MY GOD! TRY NOT TO PANIC! So, we ARE under attack
and this is such a mess. I can't tell who's on my
side when I'm clicking. It's almost luck if I
manage to attack the enemy. Oh! OH! There's my nemesis,
and he's calling me out! "Oh, I'm coming for you! But, first...!" Yeah, this is a good time to
meditate and reflect on life. All right, let's do this. [inaudible] What?! [inaudible] Well, Wolfhound has the perfect
comeback to this: Remain silent. Yes. Remain silent. That is perfection. This gets an award! All right, Shao Kahn. Let's go. "We'll meet again." Yeah! Of course
we will! This is a movie-based game! Dammit... So we check back in, we
get some more story... ["Wolfhound. You are alive. Thank
gods. We were worried about you."] Yeah, let's just get out of here. And moving onward-- What, you thought
we done with that long-ass caravan? Oh no no no. This is just round two.
Hope you like walking next to wagons. This one IS broken up a little better. We have some fighting, some
more hot escort action, more fighting, and more escorting. ["I do not recognize you."]
It's cool. It's me. RRRRAGH! RRAGH! And as a nice change of pace,
we have some caravan escorting. But we finally make it and... The caravan seems to have glitched out. I'm serious. You're supposed to
meet the owner at the tavern, but I can't talk to him because
he's still frozen with the caravan. If I push him, it doesn't help. Okay,
I'm honestly stumped here, guys. I thought maybe I'd have to
leave the level and reload it, but now the game won't let me. We'll
talk about this map in a minute. This is part of the main quest. I
can't progress until this resolves. Maybe there's a hidden
trigger I don't know about. So, uh, guess what? I can't figure
out how to fix this. We're stuck. Well... Even without this glitch, I was still going to give
this the Worst Caravan award. It may not look like it
to your timelapsed eyes, but this is easily the worst
caravan sequence I've played. But, the good news, I guess, is I somehow
got past this part when I wasn't recording, so I still have my saved game. So we're going to skip ahead;
you're not missing much. It was just this scene from the
movie, except not done as well. Just watch the movie. And from here the game opens up even more, and I should comment that,
despite being a budget title, this map design is pretty solid. While you still have your
overly rounded hills, parts of this game are giving
me an actual forest vibe, and make me want to explore more. I like it. Now of course, it is worth pointing out that this did come out
the same year as "Crysis", so the graphics aren't
quite as developed as that, but I'm guess their budget is a
little bit bigger than Requital's. This game shouldn't have had a bigger
budget. Whatever it was, they did enough. And speaking of graphics, you may have
noticed this wobble effect on the terrain. I THINK this has to do with the game taking shortcuts on how it calculates
the perspective on the textures. I'm not sure. PlayStation 1 games had a
bunch of this sort of thing in order to squeeze more
speed out of the hardware. I'm surprised the developers were pulling
these kinds of tricks as late as 2007 but then I'm not sure what
to expect from this game. But back to exploring, I find wolves
and bears living together in harmony. Not on my watch! This isn't natural!
This must be the work of my nemesis! And if I turn the corner, I run into at
least TWENTY BANDITS ALL COMING FOR ME! This is it! This is exactly
what I was afraid of! This is why I saved the healing potions! Oh good! Poison arrows! That should
keep the challenge reasonable. Jesus! They're still chasing me! I actually DO like this kind of
challenge, but at the same time, it's admitting there's no way you're going
to beat this without exploiting the AI. And I get DOUBLE lucky on that front. Once they give up chasing me,
they REALLY give up. I'll take it! If you can't see me, I must not exist. Anyway, long story short, everybody dies.
A lot of these stories end this way. Alright, NOW let's talk about
the map. I hate this map. It just randomly lights up when I can
backtrack or travel to a new zone. You might think maybe I have to
be adjacent to the next area. No. Where I am doesn't matter. The
roads in-between them don't matter. Nothing matters; the game
just decides what I can do. So while we can, I revisit the
castle I just fought at, and... it's overrun by zombies. Although NOW I can kill them
since I have the Sun Flame Sword. Yeah, I'm slowly learning.
Let's have a quick lesson. Ax doesn't kill zombies. Pointy wooden stick does. Heavy wooden spiked club? No. The Sun Flame Sword? Yes. Got it? Good. I also have some assistants now, but
just for this level. I don't know why. I don't think they were part of the
movie. The movie didn't even have zombies. But when I finally work my way
back up and kill everything, nothing seems to matter? There's no special item
I need or a cutscene. So I never needed to come here at all?
Okay, I guess we're moving on, then. The map lets me move south,
so that's where we're going. But see that big arrow pointing in the
corner? I can't go there. Fuck you, map. Well this area's nice. Y'know, it's easy to criticize the zombie
castle for MAYBE being completely pointless, but honestly, I kind of appreciate
things thrown in there like that. They leave me wondering. In fact, that'd be fine in a lot of
games where you beat a level and move on, if you decided to revisit the levels later, they're all overrun with
zombies with no explanation. Some of the appeal of budget titles
is, everything's a little more wild, so you never really know what's coming. As long as the game isn't forcing you to do
something terrible, like a caravan escort, sure, throw in some zombies.
That wasn't a problem. We soon come to another village
with some more side-questing and more of the main quest. ["Health and prosperity to you, traveler,
on Toinzs's land. Where are you from?"] Yep. And except when it's shut out on the map, the game is about as open
as can be at this point. Which means I'm not sure which way
I should be going, but that's okay. I'll say that the map design in this game
is actually one of my favorite styles. It's a linear game, but it lets
you wander around a bunch, too. It also has a lot of meandering paths
that you can explore and check out, but it's not completely open-world. I actually prefer this to pure open-world
since that can often feel a little aimless. Plus, the fact that they're willing
to say there are places you CAN'T go, means they have more focus to deliver
a better experience for where you can. Or, at least try to. While the story and characters
still aren't winning me over, I'm actually liking the
flow of this game a lot. Well, my wandering takes me to the
river village--this WAS in the movie. ["Just wondering, what is
her sister-in-law's illness (I THINK that's what they're saying. --DSG)
["and how long we'll have to wait for Fond?"] And from there, I end up in the mountains. And around here is where I discover
that an upgraded pointy wooden stick is the answer to all my problems. See, I was trying to maintain a balance
between damage and speed with my weapons. No. I should've just gone
with damage all the way. If I land a hit, pretty much
every enemy is a one-hit kill now. This really is a breath of fresh air
and makes me want to keep playing. I've heard when Henry Ford
was running his factories, the turnover rate on workers was very
high since assembly-line work sucks, so he doubled their wages
to try and retain them. And guess what? It worked. I feel like that's what's
happening for me here. Pointy Stick of Destiny. Without the Pointy Stick of Destiny, the
enemies in the mountains feel a lot tougher, which makes me think maybe
I shouldn't be here yet. But whatever. The game didn't stop me. And hey, look! It works on the undead, too. Anyway, I kill some natives
defending their home, then try to steal a
sacred artifact from them. Their priests show up to tell me I'm
committing sacrilege and try to stop me. Damn, that one guy is messing me up. But it's not enough to stop
the Pointy Stick of Destiny. ["You shed the blood of my children on holy
ground. You deserve immediate punishment."] Uh-oh! Looks like I angered their god.
I need to kill her ancient protectors. I'm the good guy! Well I kill them, and the goddess decides, since I'm so good at killing
everyone, I must be in the right. Plus, she's a rock. What's she going to do? Well, she asks me to
help her mountain tribes, and of course, they want me
to prove my bravery and worth. You know how these mountain tribes are. They also give me the quest
ToChallengeItigulesMountaineers.Name. Piece of cake. If I climb the highest mountain, I find a sorcerer who properly
wrecks me if I take him head on. But no problem. AI
exploitation is my middle name. He's not so tough without his entourage, but WHOA! I take that back! He takes TWO
hits from the Pointy Stick of Destiny! Never mind! This guy must be a big deal! Yeah, looks like... What's happening here? Whoa, I'm in a cave? ["It's him. Kill him."] What? Okay, I'm very confused, but the nice
thing about people trying to kill you, is you don't need to understand
their motivations or context; they're their own motivation. So here we are in the caves.
They're your typical game caves, although here, the Pointy Stick of
Destiny finally meets its match: the cave spider. This is the worst enemy in the game. They're simply a pain to attack, but if you charge in, you may
as well just load your game, because they'll cheese you to
death with this poison spit move that momentarily incapacitates you. Look at this. I cannot even move.
This is impossible to break out of. The only way to approach them is on
the periphery with a faster weapon and just take your punishment. They barely even damage
you; it's just a chore. I will say though, it looks like
I'm getting my wish to some extent, since the caves, the sorcerer, the rock
goddess... None of this is in the movie. Now the movie itself was based on a book, so maybe they're pulling
some more material from that, but I'm not sure I'd give
them that much credit. Anyway, we finally exit the caves and make
it to the swamps. This looks pretty cool. Oh boy! A showdown! ["He is here. Kill him."] Actually, this fight is pretty hard since I can't use my usual approach
of siphoning off the enemies. Again, the sorcerer will wreck
you if you get too close, but his entourage won't leave him this time. Damn. This is the first time I'm
regretting not having a bow and arrow, because, y'know, shooting an
enemy that can't fight back must be how they intended
you to play the game. Well, it ends up not mattering because he
glitches out attack a tree. Works for me. But his bodyguards don't give up easily and even knock the Pointy Stick
of Destiny out of my hand! YIKES! Thankfully, I have a backup sword
or ten, and finish them all off. And now... ["What do you want from us?" ["I. Want. Thiest. Where. Is. He?"] OH! WOLFHOUND SPEAKS! Wow. That makes this all worth it! That was his first spoken line in the game! I am hours and hours into this; I
didn't even think he had a voice actor! And what a delivery! Shivers down the spine. I'm really happy when games
have a payoff like this. And you may notice the
grass is a little lagged every time the camera
switches in the cutscene. I hate bugs like this, making me think
I'm crazy, but this time I'm not! And we can't explore the swamp, so that
means it's back through the spider cave. [sighs] Well, we make it to the exit. I guess we'll never know how we got
in this cave in the first place. And on the other side is a desert. It's a very small desert. Good. Oh, and I forgot. Look at the map. Now I can travel again, but the place to
the south has been cut off. No explanation. This map does whatever it wants. I guess while we're wandering, we
can talk about the music quick. It's all over the place. Most of it is pretty
forgettable, and is a little off. Like any time I go to the menu, it just sounds like it's in the
middle of some generic action track. [loud rock-like music] A few tracks are nice and fitting. [string orchestral music] And then some leave me wondering. [droning discordant organ music] Okay, let's bring in the church organs. [droning discordant organ music] [smooth jazz saxophone music] [seagulls calling]
[smooth jazz saxophone music] Oh yeah! When I think of medieval fantasy,
the first thing I think of is a saxophone. This game has too much easy-listening music. I mean, just, period, but
especially for a fantasy game. Okay, so after much wandering,
we get a big cutscene. ["It is good you come with us, Wolfhound."] Mm-hmm. And we are downright spoiled
with all this voice acting. ["Rolann is dead. ["That's why I decided to bury the
hatchet with his son, Leader Zuka, ["the guard of the Northern Gates.
He will defend us from enemies ["and my daughter will become
his wife for this service."] I think that guy must
have at least five lines! I think that's more than
any other character so far. They must have had more time for him since
they didn't animate his mouth movements. Anyway, we're providing security
for a political marriage. There's the beautiful bride. And wouldn't you know it?
We get a caravan escort. [sighs] But wait, what's this? Oh, so NOW we get a cutscene and
just skip all the pointless crap. ["God bless you on the
Eden Lands, noble child--"] I don't want to hear it! So we move forward, but first, they need me to go back to the
river village and clean house, because you knew that was
never going to end peacefully. I'm seeing this weird flashing
whenever Wolfhound takes damage here. I'm not sure if this is the
game or NVIDIA's drivers. Further investigation required. ["That's enough, stranger. Stop it."] Okay. So we return to the caravan and
get a serious ambush this time. They just keep coming. Then we progress to a
cutscene off in the swamps, fight some more enemies, the usual drill. ["Are you hurt, Wolfhound?"] Yeah, that line was
perfect. Let's keep going. Okay, so the game is trying to
recreate scenes from the movie, but I was particularly
impressed with this part. Just watch. I am not editing a thing. "Here, drink this." Okay? And again! ["(incoherent), we'll
meet at the agreed place. ["Greel, don't let me down."] Well, that was dramatic. Let's see what
the old blind man has to say about this because we haven't heard him speak yet. ["He has taken poison,
but it is not too late."] Yep. But wait! We also get a second
line from Wolfhound himself! ["Where is our lady?"] Wow. Sometimes you just have to sit
back and admire an artist's work. And all this takes us back to the mountains, except this time, we have to
check in with the caravan. This is actually getting pretty
close to the end of the movie so maybe now's the time
to finish my side-quests. So if I go to the exit, whoops! I
can only go to the swamp this time. Okay fine, let's backtrack to the swamp, then maybe that will act
as a hub to other areas. Remember, I still don't
know how the map works. Except, whoops! All that does is
re-trigger the entire swamp sequence! You have to do
the swamp fight all over, too! I'm sure this is a bug, but
this feels pretty fatalistic. You're trapped in this area,
and if you try to escape, all that happens is you
go back in time 20 minutes on an inescapable sequence to
bring you right back here! Man... Well, goodbye side-quests. I'm not
going to lose sleep for missing those. Let's finish this. I catch up with the main group, and
I guess this is the final battle. I've already been here before! This
isn't the natural arch! Oh well. After taking care of that,
it's onward to my nemesis! ["Lupun. Is it you?"] "Yes. It's me." Whatever. Let me run away from
your guards so I can kill them. And here we are at the final showdown! Now there's a trick to this. If you try to attack him,
he'll cheese you to death. I can't do anything here.
I'm as good as dead. The trick is to get close
enough for him to come to you. BOOM! Three hits! Me hitting you
twice and you hitting the ground! ["Stop, Wolfhound. Take Chard first. You
should close the gates and destroy it. ["Throw it into the (incoherent).
Hurry! Before it's too late!"] Another perfect take. ["Wolfhound, don't do it.
Look at your sword. ["You should kill Lucianne with it. It's
a rare chance. You should not waste it. ["But you can kill Lucianne between
the worlds. Hurry, warrior."] Oh, so we have a choice here?
This has multiple endings? Didn't expect that in a movie-based game. Okay so let's play it safe
first and close the gate. So here is the ending to Wolfhound! Yaaah! Uh... "Game completed. Press OK to exit." I don't even get a music
theme. Damn, that is lame! Okay, let's not panic. We have multiple
endings, maybe this was the rushed one. Let's do this again. Let's stop Lucianne. I don't think this was in the movie. We have a portal or something? Okay, this DEFINITELY wasn't in
the movie. I guess that's Lucianne. And the Pointy Stick of
Destiny does not work on her! Never fear. I have a special
weapon just for this. Let's go. All right, so the pattern is, you hit her
a few times, then she disappears, repeat. Nothing too crazy. But once we get her down to half health... ["Take my power and use it.
Nothing will be impossible for you. ["Take my power and you'll
never be sorry. Believe me."] Believe you, huh? Sure. So what should we pick here? I'll give
you one guess! What should we do here? That's right! Remain silent. Hell yes. [Lucianne hisses] [hisses] So we continue the same
pattern, finish her off, and... Uh... "Game completed. "You may continue the game after the plot
is finished. Do you wish to continue?" Uh, no? Oh my God! This is so lame! All right, I guess we have one more. Let's
pick the bad ending and side with evil. I'm sure that's going to go well. This is really odd
having a choice like this. In the movie, you get the impression Wolfhound doesn't have
a bad bone in his body. I'm not against multiple endings but
his character would never do this. Okay, here we go, side with evil. [ear-piercing blood-curdling scream] JESUS CHRIST!
[ear-piercing blood-curdling scream] WELL THAT'S WHAT YOU GET FOR
SIDING WITH EVIL! AAAHHH...! ["Wolfhound! How are you?"] Not good. ["It's not the Wolfhound.
Lucianne has eaten his soul."] "Game completed." Wait, I can keep playing?
Yeah, okay. What's that going to look like? Wow, so now I can fight all my old allies. I've seen endings where
the good guy turns bad, but not ones where you can go back
and kill everyone who helped you. Oh, and look, I can leave the map now. What if I go to the swamp? Okay, I get the cutscene... Yeah, and now they're trying to
kill me retroactively back in time. This is crazy. So, that's Requital. It had a lot of things I've never
seen before, probably for good reason. It's not complete garbage, but it didn't
change my mind on movie-based games any. Okay, if somebody makes a game based on the
"Aeon Flux" series, I'll be all over THAT. But that's probably too
obscure now for that to happen. Though, who knows? Somebody made a
game on "MANOS: The Hands of Fate". That wasn't exactly a blockbuster. They made a game based on the movie
based on the series of Aeon Flux, but I don't know, that's not
giving me a good vibe. ["You know how sometimes, ["you make a copy of a copy, it's not
quite as sharp as, well, the original?"] Yeah, I think I'm done with
movie-based games. Bye! [music] Okay, I can't help myself.
Let's hear that line again. ["Where is our lady?"] Yeah! Move over, Conan.
I started watching this channel when someone posted one of his new videos a couple of months ago. I binged every Game Dungeon episode and have been eagerly waiting for more. This guy is amazing, he posts some really obscure/interesting stuff and he's hilarious.
Oh man. That ending. I've never seen a game that does that. I won't spoil it but I was watching and - just but out laughing.
It makes me so happy to see a new Ross's Game Dungeon. I wasn't big into the last video he did about The Crew, simply because it was too standard of a game for what his videos usually are, but just looking at this one for two seconds I can tell it's gonna be fun to watch.
I just love listening to people talk about games nobody knows about from more than 10 years ago. Especially goofy or stupid games, or just games that tried and didn't quite make it.
I'm 30 minutes into the video, and its killing me that he refuses to acknowledge that creature on his shoulder. What is it?! What does it?!
The voice acting is just amazing. It is so absolutely horrible that it is just entertaining.
I always wonder who decides that vaice acting like that is ok to release. If I was in charge at that point I would just say "yep, no voice acting it is then. Just text.".
Oh my god! He's back to making videos again! How did I miss that?