The end of the fifth age for the Aztecs is the year 2012.
I've learned this sort of strange archaeological trivia. By the way, is everyone enjoying La Mulana?
This game took a long time to develop. As you might have figured out, it has a lot of influence from the famous MSX game "Maze of Gallious" and up until the middle of its development, we were hoping to make a game that was like Gallious but surpassed it. But midway through the year at a big debugging meeting we realized something.
"This game is reasonably fun, but overall it just doesn't feel right."
Yes, we had designed an even greater variety of maps, items, and monsters that Gallious had, but in the end, what we had was nothing but a cheap Maze of Gallious knockoff. Realizing this would not do, we got together and thought about it.
Naramura wonderd if it might not be possible to incorporate the sense of tension in newer games like Metal Gear into La Mulana. After thinking about it for about an hour (Pretty quick!) we decided to put in the fear of death int La Mulana.
Let's say you were an archaeologist. You're standing in front of a dark hole that you can't see the bottom of. Would you jump in? In real life, your response would probably be, "Heck no!" After all, you don't know what's dow there. Or say you're in a room filled with corpses and a bunch of switches. Would you just press them haphazardly at random? In this case too, you'd probably never do something so reckless. We wanted to try to incorporate this type of tension--a "Proceed with caution" type of feeling into the game.
Recently--or actually a lot earlier than that, a lot of games have been set up so that "if you just check everything, the puzzle is easily solved" and "if you screw up, just reload" and a lot of people have been thinking, "are these sorts of games really all that fun?" So what would happen if we took those two trends away from gamers used to easy games?
With this in mind, we ended up making La Mulana a lot harder than we had been intending when we started the project. We tried to make it so that people wouldn't get hopelessly stuck everywhere, but if you just whack walls at random without thinking you'll die. If you think "Ooh, a treasure!" and run charging toward it without thinking, you'll die. If you just operate a mechanism without thinking about how it works, you may end up not ever being able to get a specific item. If you think "I'm trapped! I'm going to warp out!" and do so, you won't be able to get back into that room from the outside. Once you do finally manage to find your way back in, you may be confronted with an even more obnoxious mechanism to overcome than before. If you make enough big mistakes it will even become quite tough to complete the game.
To be honest, we have our doubts whether or not people will like a game that has elements like "If you make a mistake there's no going back" and "There's always the tension requiring you to think ahead." But at the same time we have confidence that it makes La Mulana a deeper game for it. Some people may think "this game is a pain!" But we hope you can find enjoyment with a "to keep this from being a pain, I'd better think before acting" sort of playstyle. We think if you use your wits to the fullest, the sense of accomplishment you'll get when you finally finish the game will all the more rewarding.
So, it took us 5 years to make La Mulana, how do you feel about it? We'd love to hear your thoughts.
Oh yeah, earlier there were some guys who finished our earlier game, GR3--the result of our blood, sweat and tears--in just 2 days. OK, then here's a challenge! Can you beat this game in only two days? We bet it'll take you at least 3! Don't be a coward! But La Mulana is a pretty open-ended game. There's no set order to clear things so you can try to finish the game with a weak character or save most of the bosses later. There are plenty of secrets for those people that complete the game. We dare you to find all the ROM cartridges! We dare you to find all the cartridge combinations!
We'll be waiting for you beyond La Mulana!
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