[browse entry tags]

latest entries
>Horror Plans
01.05.09 / Joe
>Things We Learned This Week
01.04.09 / Joe
>The Week in Links
01.03.09 / Joe
>Happy New Year 2009
01.02.09 / Joe
>2008 Nintendo Power Awards... the predictions, part 2!
12.31.08 / Joe
>Clark's Christmas 2008
12.29.08 / Joe
>Things We Learned This Week
12.29.08 / Joe
>Wisp, Jingle, Snowman... and Rhonda is way ahead.
12.28.08 / Joe
>The Week in Links
12.26.08 / Joe
>LittleBigPlanet photo exports are really tiny.
12.25.08 / Joe

Game Review / Trapt (PS2)
Tuesday / 03.28.06 / 10:16PM / Joe


This is a bit of a downer for me, because I was a big fan of the series that spawned Trapt: the Deception franchise on the PS1. Despite the uber leet name change, Trapt is the fourth game in the series. Starting with the unrefined Tecmo's Deception in 1997, the series hit stride with 1998's Kagero: Deception 2, and kind of limped through 2000's Deception 3: Dark Delusion. And in 2005, we have the half-assed next-gen edition, Trapt for PS2.

Why the long break between games? The Deception team was kept very busy on a new and justifiably awesome franchise, the Fatal Frame series. Obviously, poor Trapt did not get the attention it deserved.

Execution aside (pun intended, you'll get it in a minute), it's a fabulous concept... its nearest cousin is probably the Dungeon Keeper series (1997 and 1999) for PC. You have the run of an old castle, and you set booby traps to kill the various invaders. Of course there's always some grand plotline of dubious morality and a fair amount of existential hand-wringing... but at the core, you're setting up traps in order to kill people in the most spectacular way possible.

It's a great amount of fun, particularly for voyeurs like myself who prefer not to get our hands dirty. You can talk all day about the visceral carnage of Any Given FPS 20XX, but I'll always lean towards the cerebral shadowplay of Deception. It's about building a better mousetrap and then revelling in its destructive power.

In Trapt, you are Princess Allura, who finds she has "the power of the demon" or somesuch. This is how the game explains your ability to devise and prepare booby traps. I couldn't care less what Final Fantasy script cutting is used here, because the key is in the doing, not the explaining. The power manifests itself after her father, King Olaf, is murdered. She wisely escapes to an abandoned castle, but the revolutionaries follow... and so the bloodbath begins. You'll weave in and out of several branching storylines throughout Trapt, but they all reduce to one idea: you're in the castle and people are coming after you that you must kill.

The generically medieval world means you'll have to contend with peasants and wizards and archers and soldier after soldier after soldier. This is where Trapt enjoys putting you through little morality plays, because each and every "invader" has a miniature storyline assigned to them. You'll read their motivations for coming after you (there is no voice work) and you'll read a final farewell after you've killed them. When a character's last words are "I just wanted... to hold you again... one last time..." it's meant to make you think on what you just did. It might be more dramatic if it wasn't done for every single nerd that walks in the door, however. The actual effect is that you become numbed to the invaders' individual plights, and any opportunities for introspection are drowned in monotony.

Allura's only defense is the offense of her traps. She has no knife or punch or similar baseline attack. So there is a certain stress associated to keeping the invaders away from her. Ideally, you set your traps along obvious walking paths, then position Allura as visible bait to make sure the enemies walk into the trigger zone. You have to manually trigger the traps, so a large portion of the game is watching invaders slog along and hitting the button at the appropriate time. By the game's end, you encounter smarter enemies who can evade or continually sidestep traps, or even have immunity to specific types.

There are three categories of traps: wall, floor and ceiling. Guillotines, launching floor segments, flaming arrows, you name it. Each trap has its own hotspot zone and, if applicable, a toss radius. Once you figure out how far trap X throws a body, or how close a guy has to be to be swallowed by trap Y, then you can have fun slinging people from one trap into another. Pulling off combos like this is how you score the big points.

Most rooms have built-in traps, like falling chandeliers or electric chairs, that can be set off by shoving or throwing invaders into them. Some rooms have mega major traps, called Dark Illusions, that require obscure sequences to activate... but when they do, you get a satisfyingly hilarious death animation.

Since the plotline branches according to a few very minor choice sections, your first pass through the game may seem short. Plus, you may get a stupid ending (spoiler: there's one final boss guy that you can't beat.) However, the intention is that you'll play through several times. If you start a new game after finishing one, you get to keep all your collected traps, rather than starting with a blank slate. In fact, repeated playthroughs are the only way to build up enough points to buy all the really expensive and powerful traps.

This all sounds great... until you realize that the formula hasn't changed one bit from the PS1 editions.

Seriously. Aside from the cast of characters, Trapt is exactly the same as a PS1 game. You're still limited to three traps at a time. You're still limited to carrying nine traps into each level as your working trapset. You're still limited to only two attacking invaders at a time. Folks, this is the swansong era of the PS2. It can handle a more complicated booby trap game than this.

And the graphics. Lousy. Barely up to PS2 standards, with the same kind of dull, dark, drab textures that signaled the death of the PS1. I realize we're in a castle, but come on... where's the detailing?

Character animations are preposterously lame. Slice somebody with a buzzsaw or pierce them with an arrow, they're going to "die" in the exact same way. There is precious little genuine interaction between character and trap, not even in a stylized GTA kind of way. It is laughable that this is a PS2 game from the year 2005. This is, in almost every way, a launch title.

But thanks to the undeniably fun gameplay, it would have been a great launch title. It's an over-the-top 3D goreless gorefest with the heart of a puzzle game and the skin of a first year title. It just shipped far too late to have any impact... unless you were a Deception fan and couldn't wait to fire dudes off of spring-loaded platforms and into spinning sawblades again.





Express Yourself

Once you've collected a variety of different traps - you buy new ones as the game progresses - the fun is in finding ways to combo them. I think the goal of every Trapt artist is to create unbreakable sequences where the victim stays caught inside a series of traps until his health is beat down.

Most of my eternal tormenting centered around the Spring Floor, the Iron Maiden and the Triple Guillotine. I'd position them all in a row, with the Spring Floor several blocks apart from the other two. When an invader charges me and gets to the Spring Floor right at my feet, I hit it... which sends them back into the wall, where I trigger the Iron Maiden. Once the Iron Maiden does her spiky thang and the invader falls faceforward to the ground, then I hit the Triple Guillotine on them. By the time they're standing again and super-pissed, my Spring Floor has recharged... and we repeat the cycle. Never fails to amuse.


 

comments

fourhman.com allows registered commenting from TypeKey, VOX, OpenID, LiveJournal and AIM.

    previous entry   next entry      
prev   Imagine with me.
03.24.06
  The High Stakes World of Competitive Tetris
03.28.06
  next

This entry is tagged: Deception Game Review PS2 PS2 Review Trapt [browse all tags on fourhman.com]

weblog features
>AC Wild World Diary / 28 entries
>Animal Crossing in Pictures / 4 entries
>Animal Crossing Log / 31 entries
>Cheapo Game Shootout 07-08 / 9 entries
>Farewell to the GameCube / 18 entries
>Farewell to the PS2 / 23 entries
>Gumby Book of Letters / 7 entries
>Our Trip to Korea / 7 entries
>Pokemon LeafNotes / 17 entries
>Pokemon Pearl Journal / 20 entries
>Pokemon Sapphire Diary / 23 entries
>Sam and Max Hit the Road / 30 entries
>Slashdot Comment History / 7 entries
>Smash Brawl Photos / 16 entries

weblog archive
>January 2009
>December 2008
>November 2008
>October 2008
>September 2008
>August 2008
>July 2008
>June 2008
>May 2008
>April 2008
>March 2008
>February 2008
>January 2008
>December 2007
>November 2007
>October 2007
>September 2007
>August 2007
>July 2007
>June 2007
>May 2007
>April 2007
>March 2007
>February 2007
>January 2007
>December 2006
>November 2006
>October 2006
>September 2006
>August 2006
>July 2006
>June 2006
>May 2006
>April 2006
>March 2006
>February 2006
>January 2006
>December 2005
>November 2005
>October 2005
>September 2005
>August 2005
>July 2005
>June 2005
>May 2005
>April 2005
>March 2005
>February 2005
>January 2005
>December 2004
>November 2004
>October 2004
>September 2004
>August 2004
>July 2004
>June 2004
>May 2004
>April 2004
>March 2004
>February 2004
>January 2004
>December 2003
>November 2003
>October 2003
>September 2003
>August 2003
>July 2003
>June 2003
>May 2003
>April 2003
>March 2003
>February 2003
>January 2003
>December 2002
>November 2002
>October 2002
>September 2002
>August 2002
>July 2002
>June 2002
>May 2002
>April 2002
>March 2002
>February 2002
>January 2002
>September 2001
>August 2001
>July 2001
>June 2001
>May 2001
>April 2001
>March 2001
>February 2001
>January 2001
>December 2000
>November 2000
>October 2000
>September 2000
>August 2000
>May 2000
>April 2000
>February 2000
>November 1999
>June 1999
>February 1999
>December 1998
>November 1998
>March 1998
>February 1998
 
Play-Asia.com - Buy Video Games for Consoles and PC - From Japan, Korea and other Regions!

[fourhman.com home] jump to top