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I Have No Words

Hell Gates is an action RPG created by Pad using RPG Maker 2000. Set on an island full of dangers and different climate zones, it follows the nameless silent protagonist on his quest to defeat the silent bad guy who attacked their ship and kidnapped the protagonist's silent girlfriend. For while the premise of the game's story is everything but original, what makes it stand out immediately is the fact that it does not contain a single written word, as demanded by the rules of the contest it was created for. Under these circumstances, reading the provided (relatively short) manual that explains the basic concepts of the game is mandatory, but even then you will have to learn most of its workings on your own. As Hell Gates is surprisingly long for a contest game, things will eventually grow familiar, but the early parts can be a little rough.



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The gameplay in Hell Gates is very impressive and quite unusual for a game made in RPG Maker. Rather than in turn-based combat or the like, fighting in this game happens on-map and in real time. The protagonist is armed with a sword that he can attack enemies in front of him with, but he needs some time before his next attack afterwards. Enemies work similarly: When the player is close to them, they quickly rush a few steps towards you and deal damage upon contact, but they also can only do this again after some time has passed. If this sounds familiar to you, then you're probably correct. Hell Gates draws a lot of inspiration from games such as Secret of Mana, The Legend of Zelda and similar old-school top-down action RPGs. In fact, it's more than just inspiration, as the game very liberally uses rips and music from those games, which sometimes results in very apparent clashes of style.



Have we met before?



In the beginning, winning a fight will be a matter of provoking and evading attacks, then landing a hit yourself while the enemy is unable to act. Later on, when monsters become more challenging and are sometimes not even content with attacking once per interval any more, the focus of combat shifts towards being able to anticipate where an enemy will move next. Unfortunately, there are also a few cases where it comes down more to pure endurance and the repeated use of healing while exchanging blows until one of the combatants dies, rather than actual perceptiveness and skill on the player's part.
The fact that there is a slight delay between starting an attack and its actual moment of impact, and that the protagonist is still able to move while attacking, makes aiming swings at moving enemies a lot more manageable. Yet, there are situations where winning a battle is just a case of repeating the same steps over and over while waiting for your attack bar to refill, or where enemies are so ridiculously dangerous, sneaky and powerful that it becomes borderline unfair, especially later in the game. Sometimes you can run into an instance where it's quite hard to grasp how a certain enemy or boss works mechanically, and you might have to retry some of them a few times before you understand how to beat them other than through sheer luck or brute force. That being said, I found the combat in general to be mostly enjoyable, and there are quite a number of enemies or bosses that are equally fun, challenging and cleverly designed. Still, since you can usually evade enemies' attacks if you're careful, encountering foes that always hit and deal damage from a distance can be pretty frustarting the first few times around. Similarly, in the final phase of the game, some enemies have tricks up their sleeve that make not getting hit simply impossible, and you are forced to rely too much on grinding and packing tons of healing items.



This fight is hard as heck, but really cool!



Personally, I am a huge fan of top-down action based combat in RPGs, and it was one of the main reasons I chose to play this game. And while I find it extremely impressive that the creator of this game managed to implement a working action-based battle system (in RPG Maker 2000, even), I cannot deny that it has some problems. The biggest reason for this, apart from the initial slowness and later excessive difficulty of the battle system, is that a lot of the systems either suffered from the limitations of the engine, or weren't thought out very well. For instance, about halfway through the game the player receives a companion with the ability to use certain supporting skills. Just as the hero's skills and powers, these can be leveled up and changed after a while to fit a certain fighting style (although unfortunately these choices are irreversible, so remember to keep a few seperate save files in case you Change your mind). Dealing blows to enemies now causes a special energy bar to fill up, and the companion's ability becomes available once it's fully charged.
In theory, this supporting ability is always useful. However, the problem is that the companion's skill is mapped to the normal attack button, which means that once the energy bar has filled up, you cannot attack any more and have no choice but to trigger the ability first. This isn't only extremely inconvenient, as you can't freely choose when to use said ability. It can even result in situations where the supposedly helpful companion causes a disadvantage for you. In the newest version of the game, you can fortunately continue to move while the support ability is happening, and enemies cannot attack. But neither can you, which means that you can be forced to forego the chance to hit an enemy at the right moment. After some practise, it's not too hard to get accustomed to the workings of this mechanic, and you learn how to work around its limitations, but it's still a less than optimal design choice.

There are other problems similar to this, such as the fact that enemies continue to charge their attacks while the menu is open - which is realistic, but also becomes a major danger during later fights where using spells and items is extremely important. Being very quick in your menu operations and planning ahead for the moment you close it again thereby becomes an integral part of combat stretegy later in the game. This could be construed as innovative in some ways, but in practice it's not very fun.
Recent updates have also improved a number of enemies who used to be unnecessarily frustrating. Yet, there are still some instances of bosses that are either rather bland in design and uninteresting to fight, or are so powerful they might require grinding before encountering them, neither of which is an enjoyable way to spend time. In short, the game contains a few mechanics that are fantastic on paper, but some of which are implemented in ways that feel inconvenient, unintuitive or not player friendly.

Apart from combat, exploring the setting and clearing out dungeons full of puzzles are the main activities that the player is preoccupied with. There are a lot of places to visit and secrets to find, and the handy provided map and quite a number of fast-traveling options make it a lot easier to keep your bearings. At least, that's the plan. Most of the time, it works, but not unlike many old SNES games, there are situations where you will have absolutely no idea what to do next or how to get somewhere new. And while the map is helpful for seeing where you are and where other things may be, it doesn't tell you how to get there. The brief walkthrough that is provided in the manual helps quite a bit and is probably necessary if you don't want to sink hundreds of hours into this game, but even then there are situations where the road to progression is just so unclear that it becomes frustrating. Similarly, the setup of the game's dungeons, and especially its puzzles, varies in quality and accessability. Some are very creative, intuitive and engaging, others are uninteresting, unnecessarily annoying or have solutions that are much too obscure. I immensely enjoyed certain parts of Hell Gates for their great design reminiscent of some of my favourite SNES classics, while others were plainly irritating and hard to understand.



This boss used to be the bane of my existence. But now that the game has been updated, it's actually a lot of fun!



Speaking of which, in a game designed in part around the deliberate choice to not use any written words, it seems reasonable to expect a lot of effort being put into finding different ways of communicating information to the player. And in a lot of cases, that is actually done very effectively. If you are not meant to enter a certain part of the world yet, the sheer overwhelming power of the enemies found there will usually tell you to go look elsewhere. In addition, upon finding certain key items the game will show you visions of new areas that have become accessible now. But nevertheless, the above measures aren't always equally reliable or easily understandable, and so the sense of direction for the player can be lacking. As a consequence, sometimes the player might simply have to experiment a lot until they discover what they are supposed to do next, or simply consult the manual for help.

Overall, however, despite some of the more questionable design decisions, Hell Gates is one of the most memorable RPG Maker projects I've ever played. And even after replaying it a second time once a major update had introduced massive improvements, I still I thoroughly enjoyed a good amount of it. Of course, as much as the basic premise intrigued me, and as much as the concept of the gameplay caters to my personal preferences, I cannot in good conscience overlook the flaws that make parts of Hell Gates harder to play and enjoy. The balancing issues, the confusing layout of some parts of the game's world and intended progression, and the counterproductive way some of the mechanics were implemented should not be ignored, even after they have been alleviated a lot in the newest version. But in the end, the many impressive mechanics, the strict adherence to the theme of wordless communication and the massive, thorougly enjoyable journey this game allows you to undertake more than make up for its weaknesses. Despite the huge restrictions and limitations placed upon it during development, I found that Hell Gates did so many things right when it comes to good action RPGs, that I will recommend it to anyone who enjoys this type of game and isn't discouraged by unconventional style.

Posts

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Hello NeverSilent,

to start it off, let me thank you for all the time and effort you put into this elaborate review. Feedback like this is always helpful and is very rare. The lack of different perspectives apart from my own is what made Hell Gates as it is, for good or for worse.

- "the supposedly helpful companion gets you killed, because you weren't able to hit an enemy at the right moment and get trapped" almost all enemies run as fast as you so when you hold down the direction button after the special attack you can always move away. That being said, the special attack gets a lot of criticism. I can remove the wait time from it so you can freely move around while the partner is attacking. Don´t know if this is technically possible but at least I will try.
- "a number of instances where I just had no idea how a certain enemy or boss worked mechanically": All fights except for a very few can be won without getting hit. Which enemies caused you trouble? From the screenshots i suppose the boss from the ice mountain is one of them.
- "problematic or even potentially game-breaking bugs": did you really encounter any of them? I thought that they were eliminated but it is possible that after the International Release new ones popped up since it added lots of stuff.
- "there are situations where the road to progression is just so unclear that it becomes frustrating": do you remember when this happened? Probably after the fire island as this makes the biggest leap in logic when you let it rain and a raft appears in the river that brings you to the water temple.

PS: Did you also try out the sequel? Since it is entirely in German, I did not upload it on rpgmaker.net. You can find it on the Hell Gates Wiki http://de.hell-gates-2.wikia.com/wiki/Hell_Gates_2_Wiki
NeverSilent
Got any Dexreth amulets?
6299
Hey Pad! I'm glad you found my review somewhat helpful. I realise that this game was made a very long time ago, and as such it's problematic to apply certain standards of today to it the way I did. But nevertheless, let me thank you again for creating this very impressive work that will stay on my mind for a long time despite some of its shortcomings.

- The main problem I had with the companion isn't that his actions take time, but that activating them isn't done by pressing its own designated button. Removing the wait time would only partially solve the problem, but at least it would probably help. And yes, most enemies don't move faster than the hero - except when they attack and rush at you, which is where the problem arises. That would at least be alleviated if you can get rid of the wait.

- Interestingly, the first time a boss confused and frustrated me was the very first boss of the game. I learned to accept that some attacks cannot be evaded, but what annoyed me was that I never figured out how his attack works. From my perspective, he just kept on disappearing and reappearing randomly while dealing damage to me. The boss wasn't even that hard in the end, just the obscurity of his abilities was what made me upset.
Other examples also include the aforementioned ice dungeon bosses that gave me a ton of gameovers. I just couldn't figure out a consistent way to hit them despite their invisibility while also keeping enough distance to avoid getting cornered or bludgeoned to death by a barrage of attacks I could never see coming. It's a cool idea for a boss fight, but much too devious to still be enjoyable.
The most unfair fight was most definitely the final boss. I must have died at least 20 to 30 times on that one, and even had to go back and start grinding for a while in order to even stand a chance. (It was especially frustrating since initially, I didn't notice the hardly visible save point in that area, so that I had to go through the second-to-last boss again over and over until I accidentally stepped on the save point.) The big problem of that fight was that, in addition to the high damage output of the enemies, moving around in this area turned out to be counterproductive. The walkable space is much too small, and the more you move, the more likely it becomes that all three enemies get a chance to target you. Ultimately, I had to resort to a really stupid approach and simply brute force the boss: I cast defense buffs and spells that increased the speed of the sword meter filling up, lured one enemy into a corner, and just kept exchanging blows and healing up again until the enemy was destroyed. This solution obviously took all the fun out of the battle.

- There was one game-breaking error on this screen right here:

Trying to walk down these stairs teleports you back to the same map, meaning you are trapped there if you come to this place a second time after breaking in through the window the first time. I can't recall exactly where there were other such bugs right now, but I don't think any of them were as major as this one.

- The fire island part was one of those situations, although it wasn't that confusing. More notable examples are: the puzzle in the ruins dungeon where you need to summon a rock to solve it (this wouldn't have been such a problem if that mechanic had been hinted at more clearly, or used more often throughout the game); the function of the headless statue, which seems way too insignificant to house such an important passage; the benefits or uses of certain key items that are never really made clear; and, most of all, having to drop down the waterfall by swimming in the river in the early jungle area. That was such an obscure trick (and again, never used in any other area).

Whew, that was a lot of text. Hopefully this is useful to you at all.

I haven't tried out the sequel yet, unfortunately, as I wasn't even aware it was already completed. Have you ever considered trying to translate it into English? I wish I had enough time available at the moment that I could offer to work on that for you. But if you happen to want some help with this at some point, feel free to let me know.
Just to avoid any confusion, when you talk about the final boss you mean the Secret Final Boss, do you? The battle area for the Standard Final Boss was rather huge.
NeverSilent
Got any Dexreth amulets?
6299
Yes, exactly, it's the True Final Boss that I meant. This one:


So I did a few changes according on your feedback. Changing the special attack was certainly the most experimental as it changes gameplay a lot. I am still doing a bit of testing before releasing it but here is the link: Test Version V1.13

Changelog:

Gameplay
- The special attack was redesigned. You can now move freely during the execution but you as well as the enemies can´t start attacks in that time. Receiving fatal damage in that time span will leave you at 1 health point.
- The first boss encounter was redesigned. It should be a bit easier now as the unavoidable damage part was removed.
- The ice boss no longer moves while invisible, making it easier to hit and avoid.
- The minions of the true final boss attack less frequently and you can walk through a few of them in their recovery phase.
- You can now attack slightly faster as the readiness bar fills at 0,4 sec intervals instead of 0,5 sec.

Quality of Life
- When obtaining the helmet key item, a vision will show you where to go next. It will also be marked on your map.
- The save book before the final boss was repositioned slightly.
- The monster book in the first shop disappeared and is automatically added to your collection. This was done to avoid confusing new players with seemingly useless items. Note: if you use a save game from the previos version you still need to buy that book.
- A few icons were added to the spell learn menu in the futile hope to make it clearer to new players.

Bugfixes
- A bug was corrected in the Wind Palace when entering and leaving the upper level.
- A few walls were not solid in the area where you learn magic spells, this was corrected.
- It is no longer possible to open the save menu during the true final boss fight.
NeverSilent
Got any Dexreth amulets?
6299
Wow. I'm very impressed that you were willing to put so much work into improving such an old project of yours. Thank you very much!
I currently do not have enough spare time to play the game again. But if you decide to update the main download, I will keep it in mind and try to update this review accordingly as soon as I can.
After so many years, it was still no problem to remember how to operate the RPG Maker software. I guess it is permanently burned into memory.

Sadly, after so many weeks I was not able to find any person willing to test my game which made me feel disappointed. And suddenly I remembered why I stopped with Hell Gates in the first place: the lack of any kind of response (not even negative).

Anyways, enough of these dark thoughts. I officially released Hell Gates Version 1.14 :) The new special attack is probably the biggest change to the combat in a decade, so my judgement may be clouded whether it is actually a good one. Let´s see how it works out.
NeverSilent
Got any Dexreth amulets?
6299
I'm sorry to hear that your new version of Hell Gates garnered so little interest, especially since it's such an unusual and impressive game. You might find some people who are interested here by announcing that you're looking for testers in a blog post, though. If I weren't so busy with university work at the moment, I would definitely have offered to test it myself, too.

But either way, I should be able to go back to this game relatively soon, and then I'll update this review accordingly. If the improvements you implemented are as good as they sound, I likely will increase the score I gave as well.

See you then!
NeverSilent
Got any Dexreth amulets?
6299
Here we are! I've updated the review to reflect the changes introduced in the newest version, and took the liberty to increase the score I gave the game accordingly. Considering the original version of this project had been finished many years ago, I found it extremely commendable and inspiring that the creator was ready to go back and work on it again after I posted the original version of this review. Needless to say, quite a few issues have been resolved or at least made less severe, and now I can finally give Hell Gates the score I wanted to give it in the first place.

Thanks again for all the work you put into this gem of a game, Pad!
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