Diving into Terror: A Comprehensive Review of RetroRealms and Its New Horror Multiverse

Halloween and Ash vs. Evil Dead showcase a powerful introduction for the RetroRealms hub, featuring innovative and engaging gameplay.

By on October 17, 2024 at 11:59AM PDT

Horror games inspired by cherished films are increasingly popular today, especially when compared to the early Nintendo days when movie tie-ins were much more prevalent. However, most of these contemporary adaptations of iconic horror figures have followed a similar path, for better or worse. While many are opting for asymmetrical multiplayer horror experiences, RetroRealms takes a nostalgic approach, delivering a product more reminiscent of the horror-themed tie-ins of the past. With delightful references to horror history and pixel-perfect platforming, it serves as an intriguing tribute to the horror genre.

RetroRealms is uniquely marketed. RetroRealms Arcade acts as a complimentary 3D hub you can explore from a first-person perspective, blending elements of a traditional arcade with a horror-themed museum. Within this environment, you have the option to purchase one or both of the 2D 16-bit platformers available at launch, Halloween and Ash vs. Evil Dead (AVED). For this review, I have played both titles and experimented with all the current characters available.

Similar to Dead By Daylight, RetroRealms incorporates a dark antagonist, The Overlord, to unify its varied worlds within a multiverse. The motivations of this villain remain somewhat ambiguous, and the narrative mainly serves as a backdrop, allowing each character to pursue their unique objectives across the game’s various campaigns. This straightforward premise enables players to navigate intricately designed levels as iconic characters such as Michael Myers, Ash Williams, and, if additional character DLC is purchased, Laurie Strode from Halloween and Kelly Maxwell from AVED.

The collaboration between Boss Team Games, a studio dedicated to horror adaptations, and Wayforward, recognized for its excellent 2D game design, results in RetroRealms showcasing the strengths of both teams. The former’s contribution is evident in the game’s hub area, where players can unlock 3D representations of items from the campaigns, like Michael’s well-known blue jumpsuit or his iconic mask. Additionally, there are numerous developer diaries accessible for viewing, which I found delightful; however, I often wished there were more of them or that they lasted longer. One intriguing diary available from the start delves into the reimagining of Halloween’s theme song, arguably the most recognizable horror soundtrack in cinematic history, for a retro-style gaming experience.

Choices like these that allow developers to share their creative process offer gratifying rewards. Even the props displayed in the museum, which merely serve as visually appealing collectibles, urge players to pursue them diligently. While I have yet to fully complete the museum, as an avid horror fan, it remains an enticing goal. There is potential for the addition of more engaging features, and with Boss Team’s intention to evolve RetroRealms into a comprehensive platform—at least two more horror franchises are expected in the future—there is hope that these aspects will be further enriched.

Though the 3D hub embodies the team’s deep appreciation for the horror genre, the highlight of this new horror multiverse lies in its platforming gameplay. Wayforward’s proficiency is evident in every facet of its levels, boasting vibrant pixel art brimming with detail in both the background and foreground, alongside precise traversal and combat mechanics that consistently provide a satisfying challenge.

Throughout the game, you will encounter foes at every level, each displaying recognizable attack patterns that can be tricky to dodge. For instance, some enemies may hurl a propane tank upwards every few seconds, prompting you to perfect your timing as you move forward. However, just around the corner, there’s a grotesque eyeball spewing sludge in your direction, while a nearby platform necessary for progressing or collecting an optional item rises and falls at a fast pace. Navigating through these hazards and landing accurately on the platform requires patience and precision. Fortunately, responsive controls make this possible, including a jump feature that allows your leap to extend based on how long you hold down the button.

The game’s animations serve an educational purpose as you learn to duck, ground-pound, and, crucially, dodge-roll with invincibility frames that make you feel like a master dancer in a horror setting. You’ll notice that a melee attack executed from above or below is slightly faster than one performed while standing, which is advantageous in defeating groups of enemies efficiently and without taking damage. You’ll also grasp how far your air dash can take you or how long you can cling to a wall before you need to propel yourself off. Every detail in the game is deliberate, and leveraging these subtle nuances often determines your success or failure.

For those seeking arcade-style challenges that are rigorous yet mechanically sound, RetroRealms shines brightly. I faced numerous deaths, especially in the beginning, but I never felt the game was unfair; it can be merciless but is never deceptive. I’m eager to see high-level players tackle these challenges as much as I am to experience it myself.

The intricacies of these mechanics are further enriched by the unique moves and abilities each character possesses. For example, embodying Michael Myers feels entirely different from taking on the role of Ash Williams or Laurie Strode, even when you can bring them into each other’s realms to explore the various campaigns from distinct perspectives. While they can all traverse gaps of equal size, Michael covers it with a single jump, whereas Laurie employs a double-jump ability. Additionally, their respective skill trees allow for the creation of diverse builds, such as one character robust in health for close combat and another equipped with ample ammunition for ranged attacks.

This will particularly attract the speedrunning community of gamers who are sure to engage once it launches. Players will undoubtedly experiment with various combinations of levels, characters, and abilities as they strive to discover the most efficient setups to ascend the leaderboards—echoing the nostalgic essence of arcade gaming, much like the game itself.

That said, I feel that character progression could have been approached with more leniency. Upgrades are linked to specific campaign save slots rather than individual characters. For instance, in one campaign, I significantly improved Michael Myers with extra health pips, increased ammo for throwable items, and several skill moves that simplified combat. However, when I transported Michael into Ash’s realm, none of those enhancements were available, as it was treated as a new campaign with a fresh character. This design choice reflects a more stringent style reminiscent of the ’90s, which seems unnecessary for the overall experience. Some might argue this preserves the integrity of the leaderboards—I can’t speedrun using an overpowered character from the outset; I have to develop a new powerful character for each fresh campaign—but I believe an alternative method, where you could fully develop a character for a challenging experience elsewhere, would be more satisfying while still maintaining a fair competition framework for all players.

Similar to how characters offer more than just cosmetic choices, levels introduce an additional layer that enhances the gameplay. At any moment, players can toggle between the ordinary version of a level and the Dark Realm. This transition is immediate and effectively transforms each level into two distinct experiences. Staying in the Dark Realm cannot be indefinite—an upgradeable timer counts down, leading to a brief cooldown before returning you to the natural world—but you’d likely not want to linger in that realm for too long anyway. As challenging as the base levels can be, the Dark Realm often presents an even greater difficulty, featuring tougher and more resilient enemies that require more than a standard hit to defeat.

At times, venturing into the Dark Realm becomes essential, such as when an obstruction in the regular world clears the way for a grotesque passage in the Dark Realm. Other instances may prompt you to explore it simply for collectibles, like tickets used to purchase items in the hub’s 3D museum. Transitioning between worlds adds an extra layer of skill to a game already rich in skill checks. These features exemplify the remarkable talent of Wayforward; the levels are impressive on their own, but the development team goes above and beyond to infuse depth, granting some mechanics an effortless elegance that showcases their expertise.

While the character development in the game is engaging, the levels introduce a particularly harsh aspect. Despite the numerous checkpoints available when you fall off the screen, losing all your lives sends you back to the very beginning of the level. Unlike many modern games that implement more forgiving checkpoint systems, RetroRealms opts for the traditional approach, which at times leads me to step away from the game rather than feeling the itch to give it that classic “one more try.”

The levels are relatively brief, but if you’re intent on being thorough and collecting all items, they can extend to 10 or 15 minutes each. Consequently, having to restart completely in a game that’s already quite challenging can often feel like a heavy burden. While this design choice might aim for the integrity of leaderboards, I believe a middle ground could be established where players who use checkpoints can continue through the campaign without affecting leaderboard scores.

Fortunately, there are checkpoints before each boss fight, which can be quite tough. However, should you struggle and decide to take a break from the game, you’ll lose all progress upon closing it. This issue isn’t significant on Xbox, thanks to its Quick Resume functionality, but on other platforms, you’ll often find yourself choosing between preserving the checkpoint or diving into a different game when the mood strikes.

Beyond a few retro-inspired design elements, the game stands out as an impressive overall experience, with its stunning audiovisual presentation being the cherry on top. Even though the campaigns don’t retell tales from their original sources in a direct manner, the characters are visually striking and well-developed—Ash, in particular, even showcases Bruce Campbell’s iconic likeness. Each character features an array of distinct and sometimes humorous idle animations. The environments they traverse are intricately detailed, compelling even the best speedrunners to slow down and appreciate the artistry. There’s always a sense of movement, even during brief moments of calm amidst the threats that lurk around. The soundtrack evokes a nostalgic atmosphere reminiscent of 1994. While my fondness for the ’90s doesn’t typically extend to video games, RetroRealms masterfully merges an authentic retro vibe with a contemporary flair.

RetroRealms makes a striking entrance with its initial two “cabinets,” offering superb platforming mechanics and a genuine ’90s atmosphere. The game introduces an intriguing first-person 3D hub world, emphasizing that it’s not only focused on tight gameplay but is also deeply influenced by horror themes. The collaboration between Boss Team and Wayforward proves to be a captivating partnership, and with the team’s plans to expand its arcade featuring more iconic (and often disguised) characters, I remain optimistic that RetroRealms can emulate the success of slasher franchises and pave the way for multiple sequels.

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