Talking about today's game without a mention of Zelda II is out of the question. No disrespect intended towards Infinity Co., Ltd. After all, this was one of their earliest games. We all had to start somewhere. Besides, I wouldn't be surprised if Yukio Horimoto or his wife Reiko were interviewed and a Zelda II-like steeped in Greek mythology was their intention all along. The so-called black sheep of Nintendo's action-adventure series sold over 4 million copies, but I don't think the developers wanted to cash-in with a mere clone. Anyone who has spent any amount of time with both games will see a pile of similarities tall enough to reach Mytikas. However, I'm not going to waste my time pointing out the obvious. My argument is that The Battle of Olympus deeply admires its inspiration. It upends traditional values with purposeful design choices, creating an experience that's equal parts familiar and twisted.
Let's get started by talking about the very first enemy that Orpheus encounters: worms. Small, blue, and a bit gooey; these creatures set the stage for atypical combat. Worms can't be struck while inching across the ground. Instead, players must hit them while they're falling from the tree; or they must wait for the moment when the worm leaps off the ground. This game employs a philosophy I just made up called limited opportunities. Oftentimes, a battle is over the instant a player recognizes the threat in front of them. There's an orc standing in the way. Walk up. Stab. The threat is gone. There's a slime sitting in the way. Walk up. Crouch. Stab. The threat is gone. One could reasonably argue that the threat disappeared the instant they were seen by the player. When a monster has no agency, there's only one way a battle can go. Zelda II recognized this problem by giving spears to its moblins (orcs) and allowing bots (slimes) to behave erratically. The Battle of Olympus takes a lateral step by having its bestiary punish "walk-up-and-stab" strategies.
The Satyr in Attica could easily be mistaken for Wosu. Both fiends run towards the hero with plenty of spring in their step. What sets Satyr apart is their ability to occasionally leap over Orpheus's club or sword, dealing more damage than a Wosu could ever hope to. Bats in Argolis and Peloponnesus can swoop down at one of two different speeds. Trying to predict which is a fruitless exercise. Players must wait for their opportunity to attack or run. A substantial amount of thought was put into seemingly generic encounters, which can trip up someone - like me - who was expecting something more straightforward. Oh, but there is one expectation that hasn't been subverted. Monsters love to push would-be heroes into bottomless pits. Next to Ryu Hayabusa and the Belmonts, Orpheus has the worst luck with chasm-crossing.
What are we supposed to be doing besides squishing worms and falling in holes? Well, it's another girlfriend rescue mission. Saving Helene from the clutches of Hades will require players to seek favors from the remaining Gods. As is the case in Greek myths, the Gods are all a bunch of dicks. You're expected to keep a large offering of olives on hand for whomever asks. There are two problems with this setup. Olives only ever drop one at a time, so grinding monsters is required to get anywhere near enough. Also, dying erases half of the hero's olive stock. The Battle of Olympus, even with its unlimited continues & passwords, is still pretty damn tough. Redoing the grind because of a slight mistake stings way too much. You can bet your last toga that I used a romhack to alleviate this mess. Explorer Edition ups the olive drops by 16 times their usual amount. It's not as if currency is used for anything else. The closest thing to a healing potion is a flask that only appears after striking a certain pillar in Laconia. How did I find out about that? Obviously not through the game itself.
Far be it from me to suggest that The Tower of Druaga's influence on game-design is a bad thing, but I sincerely wonder why so many games had to hide stuff. The Battle of Olympus handles its secrets a bit more intelligently than most titles. Unlike Simon's Quest, every NPC has valuable information. The only catch is that sometimes it can be a little vague. An old lady in Peloponnesus heard from the crows that there's something special hidden in a tree. The only issue here is that... we're in a forest. Even a small forest has a lot of trees. I shouldn't complain so much, especially about a secret item whose location I've been aware of since the advent of Nintendo Power. It's just that like other NES games; nothing ever looks out-of-place. The tree that hides life-extending ambrosia doesn't have a distinctive mark. The Eye of Graeae opens hidden doors. Their locations are hinted at. That's it. I feel bad using guides for all of these classic games, but it's not as if there's a reliable alternative. The days of sharing notes at the playground are long over.
Anyway, let's get back to part of the game that actually inspired this blog post. Like I said earlier, combat revolves around limited opportunities. What I didn't add though is that it's not always purposeful. Zelda II's undying legacy is that its movement is amazingly tight for a melee-based sidescroller. Managing space and closing distance is effortless thanks to great controls. This game though. It's a bit clumsy and doesn't seem fully aware of its limits. It's fair to point out that my muscle memory is currently engaged in a tug-of-war between two games: one of which I've played off & on for over thirty years, and the other I've played off & on for the past few days. However, I figure the instant anyone spends some time with The Battle of Olympus, the "Oh. Ohh. I see..." is going to hit hard. Performing a common leaping attack is made tricky due to Orpheus having an odd jump-arc. Jumping forward and striking an enemy doesn't work as well as it could. Most of the damage I take is just from landing on enemies while trying to strike them. It's pretty rough.
Link also has a fantastic shield that deserves a youtube essay or twelve. What Orpheus is lugging around barely fits the description. I wouldn't call his shield useless, but the instances where it benefitted me can be counted on one hand. Enemy projectiles usually end up striking the hero's enormous head. It took me three tries to get past Lamia without a face full of arrows. The fire-breathing serpents of Phrygia are a good candidate for that fire-deflecting shield I spent a few minutes harvesting skins for, but I still have to stand in the perfect spot and time my jumps perfectly to survive.
Since so much of this write-up has been spent drawing comparisons, I might as well mention that a sizable chunk of The Battle of Olympus reminds me of Castlevania. Phthia is home to rock-dropping birds, fleamen-like monkeys, and stairs! Trying to climb a flight or two while getting harassed by wildlife is a nightmare. Orpheus is very slow on the steps, and he doesn't have subweapons to defend himself. This region also a ton of bottom-less pits. I respect what the developer was going for, and I hate it. What is it with birds, anyway? Contact with this feathered fiend or its rock does a whopping four points of damage. Video games just love their overpowered birds for some reason.
I'd say that the Zelda II and Castlevania parallels reach their respective peaks in Crete and Hades' Temple. Crete is a maze of doors where the hero is hounded by Iron Knuckles. The most consistent strategy I have for dealing with them is to shoot lightning with the divine sword, then immediately crouching and slashing so the enemy moves their shield away from the bolt. The final area is snakes, pits, and gargoyles. Gargoyles are special because they fly like medusa heads and chase Orpheus around. Yikes! At least the checkpoints remain frequent well into the finale. My attitude had shifted to "This fuckin' game." after getting shoved into an obscure hole for the 117th time.
Overall, The Battle of Olympus is exactly what I expected from a cult classic. A world of Greek myths and legends is always interesting to explore. I'm also impressed by how each region links to one another. The game is derivative, but in ways that are endearing. It has some ideas that it likes to play around with. Still, I can't stop the feeling that I just bumbled through everything. Maybe that's how first playthroughs are supposed to go, but getting hit 10 times in order to hit a boss 7 times never feels good.
