Tuesday, March 25, 2025

2025 Special - Rolan's Curse

If you've read this blog for more than 30 seconds, then you're praying for words like "pace" and "pacing" to get forcibly removed from my lexicon. It's fine, I understand completely. I hate using those words all of the time as well. It's just... pacing is so damn important. The second I stop thinking about it, I end up with Rolan's Curse. Here's an "Action" RPG that's slow. Not the methodical kind of slow where every step is purposeful and planned out either. Here, everything moves at one increment above stop, and frame-skip is the sole reason why I survived. 


Now, I don't want to be entirely unfair here. The early years of the Nintendo Game Boy had some growing pains. A legible screen was a luxury. Even if I managed to find the optimal lighting environment necessary to play the damn thing, that didn't mean much when in-game graphics turned to sludge as soon as anything moved. It took a long time to reach a point where handheld gaming was something we took for granted, and not just a brick that ate batteries like thin mints or looked like slow-motion vomit. Still, I know NMK could've done better. They're a capable developer with a multitude of classic shmups. Before long, they'd prove me right with the far superior Rolan's Curse 2, but that's a tale for another day.

As for this game. Well, it takes place over the course of four levels, all of which composed of forests and dungeons in a fashion most labyrinthian. Unlike similar titles, enemies don't typically run up and try to thwomp you. They have preset movement patterns, and carefully maneuvering around them tends to be a more viable tactic than stabbing away. The hero starts off in a pathetic state. He'll have to hunt down stat-boosting items to have a chance at defeating the boss at the level's end. These items are tucked away in the various corners of the maze, sometimes behind destructible objects. Basically, as soon as you find a mattock, hold onto it as often as possible. It's practically a skeleton key that allows access to every bit of treasure.


There is a surprising amount of charm in the game's structure. It almost reminds me of a classic arcade game, but with some RPG elements sprinkled in. Perhaps the closest comparison would be Tower of Druaga, minus the dozens of obtuse puzzles and any semblance of reasonable pacing. Yep, there's that word again. Really, it's impossible to escape the sloth-swimming-in-molasses rate at which this adventure moves. The hero and the foes that surrounds him walk leisurely without a care in the world. Inevitably, they will clash, attack buttons are pressed, and either party dies. There is little excitement to be found here.

You're probably thinking that perhaps there is more to the game. A deeper strategy that requires the slow yet thoughtful approach. Nah. It's just plain s l o w. Lowercase, spread out, and bold, all to emphasize the unmoving world you're subjecting yourself to. The combat isn't good either. Our hero can stab with his sword, but he'd better be attacking from the sides, because whatever is charging at him will get a hit in before they go down. The fire rod is probably the better choice in some instances, but your main concern is to always get stronger. Every weapon you pick up adds a +1 to your attack power. However, for reasons unknown, you can't carry both the sword and the rod at the same time. It doesn't really matter in the long run, so whatever.


Forgive me, but I'm just going to speedrun the next few complaints. The boss fights aren't good. Level layouts often repeat. The soundtrack is a gargled mess. Oh wait, that's my bad. I spent so much of the game in fast-forward that I can't recall how the music is supposed to sound. Apologies!

If there's anything about Rolan's Curse that sounds intriguing, do you yourself a favor and skip straight to the sequel. NMK rectifies practically every issue with the original and delivers an adventure that won't make you more miserable than you already are. 

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