Curate of Curiosities

Delusions of Epic Grandeur


Some devs put their best foot forward. Others publish a collection of MS Paint sprites and charge $20 for it.

Before we start, a bit of background information.

This game was initially promoted through a thread on Something Awful. Some of you reading this might not be familiar with this site, but it can be considered the cradle of Internet culture. The site brought us Slenderman, All Your Base, Let's Plays, and more image edits than you could shake a cracked copy of Photoshop at. Without getting too detailed, it's userbase could be rather...abrasive. So when some guy posts a thread advertising his new RPG with graphics made with MS Paint, and having the gall to charge $20 for it, it doesn't take a sociology major to guess that the thread quickly devolved into mockery and saying the main characters' names over and over. Though eventually, The D was persuaded to make the game available for free.

With our expectations established, let's get on with the game.

Here's the main menu, featuring a logo that was made in 1 minute using the straight line, circle, and fill tools. Yes, all the text in the title screen uses Arial.

One more thing before we start: the game's RAM footprint. Open up Task Manager when the game is running, and you'll find that it uses up 350 MB of memory, more than four times the size of the game's files. Some further digging will reveal that the game calls printer functions and the Hebrew character set(!?) which you wouldn't exepect to be necessary for an RPG, but who am I to question The D's choices?

Our story begins on Earth, in the year 1919. No this isn't some sort of alternate history thing. Probably.

Earth is one of three planets in the Mittu star system, that are each ruled over by a Legend Viper. Three years ago, demons started invading Earth, and at the same time blowing up one of the other planets in the star system. This invasion is known as the Demon Rush, hence the title. If you think this sounds a bit too straightforward and sensible, then don't worry, it gets much, much worse!

The next thing we see is what's supposed to be a city, but just looks like an empty green field decorated with the MS Paint spray tool, where a lone demon is being hunted down by our main characters: Cherry Venus, a colonel with a stripper name, Alberto Mundosold, who looks more like someone vacationing in Miami than someone leading a platoon, and Pound, who looks like a 5-year-old's drawing of Charizard.

This game spells out our main characters' issues right off the bat: Cherry is a reckless workaholic because her co-worker, and Alberto's girlfriend, died in a car accident, as further illustrated by these hilariously stiff-looking portraits. If you thought MARDEK's samefacing was bad...

For the starting town in a sci-fi/fantasy RPG, Tiriad looks a lot like a typical American suburb.

It is home to the world's most depressing shopping mall, though.

Our first mission, to get onboard the space shuttle that's bound for Thormia, the one other noticeable location in this entire solar system. How this is going to help stop the demons, I'm not sure.

And it looks like these protesters think the same way, since they're yelling about how the army's using this plan as a front to save themselves at the cost of the average civilian.

Now that I think about it, there was a very similar plot point in the novel The Dark Forest. But something tells me that there's no way that this game could have gained the attention of some Chinese sci-fi author, much less serve as an inspiration.

Ignoring them, it's off to Thormia. Onboard the ship we get to know a bit more about our duo, namely that Alberto is an obnoxious, cynical, self-absorbed jerk who often butts heads with Cherry.

Their bickering is interrupted by the ship being shot down by a shirtless, black-haired Sephiroth. And they used the sound of cymbals for when the missile hits the ship, just in case you were hoping for any decent production values.

Cherry and Alberto do manage to survive the crash, snd are immediately set upon by armored soldiers.

Here's a rundown on the game's combat.

First, there are no random encounters; enemies are visible on the field.

Combat runs on a Final Fantasy-esque ATB system, with a key difference being that your party members, on top of the usual attack/magic/items/defend options, can move to a particular point on the battlefield on their turn.

Since most combat happens in close quarters, and The D made the decision to have the characters' status bars appear above their heads, most combat encounters will involve the already hard to read status bars overlapping each other in such a way that it's impossible to tell at a glance whose turn's coming up next, or how much health anyone has, or anything that would actually be useful to the player. Because all that screen space would be better used for monochromatic spray tool backgrounds, obviously! And in the meantime, you're listening to this!

Right after this, the two of them run into infamous child killer Kent Buckle, which they refer to as such twice in the space of a minute. He helps them for a while, expressing full awareness that since his level is higher than the enemies', he doesn't gain experience from fighting them. At least MARDEK and it's ilk were a bit more tactful with their awareness of game mechanics.

There's a wall made of lightning that will no doubt be important later, and a corpse nearby that's holding on to something that serves as a lightning rod for the wall. More importantly, there's an imprint that they suspect was made by the spaceship they came here on, even though it was hit by a fireball, and thus is unlikely to have landed in one piece.

There's a town right nearby, which goes to show that The D has some knowledge of RPG tropes, even if everything else about this game is severely lacking.

How did you even recognize them, Cherry? They're just naked, gray-skinned zombies!

The party trudges through the same group of two zombies three times in a row, in the meantime awkwardly tutorializing the game's equivalent to Limit Breaks.

Then the mayor of town drags them into his house for an exposition dump, which he tries to merge with a gameplay tutorial, which goes about as well as you think. The important thing to take from it is that the magic that you'll see some characters flinging around are powered by siphons, which are souls, even if the game tries to tell you otherwise.

If you couldn't already tell, playing The Demon Rush is an utterly miserable experience. For most of it, you're at most moments away from facing either a sluggish, poorly balanced combat encounter or barely coherent exposition vomit. And althrough The D appears to be a native English speaker, most of the dialogue reads like one of those poorly-translated RPGs from the 90s.

In fact, the game as a whole can be described as Phantasy Star, Breath of Fire, and at least two Final Fantasy games stuffed in a blender set to chunky.

From there we go to the Rock Garden, which used to be part of the Devil's Playground, the artificial mountain range covering up most of the planet's surface.

There we immediately get surrounded by eight of the same soldiers that we easily defeated when we landed. Then we're approached by black-haired Sephiroth, who introduces himself as Thormia, the Legend Viper of Fire.

Excellent work, The D. Who needs to see what's going on when you can just occupy a third of the screen with a plain black rectangle with Arial text.

Just then, a figure in armor descends on them from above to aid us. Not that we actually need the help, anyway. He calls himself Knight, yet he actually appears to be a mage, given his magical prowess and suspiciously low defense.

If you want to know how the other two characters are stat wise, Cherry's a jack of all trades, which seems appropriate given that she's the first party member, and Alberto seems to be a martial artist with oddly high defense for someone wearing a tank top.

In the ensuing dialogue, Alberto helpfully explains that under Thormia's rule, travel is restricted between the planet's various settlements, completely ignoring the enormous gray eyesore dominating the landmass. Alberto, you just arrived on this planet 30 minutes ago. Since when did you become an authority on Legend Viper politics?

Anyways, there's a warehouse right there, so we go inside. There we come face to face with one of the game's most irritating mechanics. As I mentioned before, you get into combat when you run into an enemy on the overworld. If you run into them from behind, you get a free turn, and if they do the same to you, they get a free turn.

You'd think that it would be possible to outrun them after they notice you, but The D, in his infinite wisdom, designed the game so that you get into combat when an enemy runs into any member of your party queue in the overworld, even if they're not the lead party member, likely resulting in an ambush. So, the easiest way to avoid wasting resources in combat is, counterintuitively, to run into them before they notice you for a free turn, then immediately run away. Because stealth would make too much sense for this game.

No, this isn't a screenshotting error. Somehow I managed to shift the camera during battle.

Just our luck that Thormia's personal lapdog happens to be here. And he has one of the pieces of our ticket off this planet.

For being a ninja made of metal, he's surprisingly easy.

On to the town of Pyrez, home of a circus act whose owner has no idea what safety precautions are.

News must travel fast on this planet. We've already got someone out for our heads? Either that, or she's just really protective of that pier.

Here comes the so-called child killer, who, as this Redfast guy helpfully tells us, is actually a purebred Legend Viper. As opposed to...what? He's just as eager to tell us that he's Thormia's son, so what does that mean with respect to his, and presumably the other Legend Vipers', genetics?

And then Cherry and Alberto get abducted by pirates out of nowhere while Knight runs off after the executioner. Some ally he turned out to be.

Meanwhile, back on Earth, we meet two more guys. Here's Jimmy, a mercenary in a ski mask and baseball cap, with less respect for property than the criminals he hunts down.

You know, besides Cherry, I didn't make much notice of the character and location names, as I thought they were par for the course for a game that's desperately aping 16- and 32-bit JRPGs, but really. Brooks Cracktackle. Brooks Cracktackle.

There's this terrorist group called DEST causing trouble, and we need to stop them. Seems straightforward enough, I wonder how The D will mess it up later.

For a place that's apparently suffering regular attacks by demons, Pael looks just like Tiriad did, that is to say, a perfectly normal suburb that's not on the frontlines of a war!

If the D was any good at writing, then the terrorist group having a benevolent-sounding name would be a pretty clever social allegory.

Conveniently, the terrorists are situated right down the street from the army base. When we step in, we find out that they are working alongside the demons, because this planet didn't already have enough problems to deal with!

Why does everyone in this game have the exact same hairdo? It's like he got it from a How to Draw Manga book with half the pages missing.

Here's how the boss encounter goes: demons, then the actual boss, then more demons.

Meanwhile, Knight and Argentia, the executioner from earlier fight zombies for a while, we find out that Knight is actually from Earth (though he doesn't explain how he ended up on this planet, since the gates that are the only way to go from planet to planet were closed down a long time ago), and that Kent the child killer is actually some guy named Cook, blah blah blah, then Cook shows up, turns into a Charizard, and uses Hyper Beam on a couple of soldiers before getting stabbed to death by a random soldier.

Oh but no wait, he has an everything-proof shield, I mean Immortality Medallion. You know, I've heard people say that JRPG writing is childish, but this feels like it was actually written by a child. Too bad that The D was in all likelihood a grown adult with the means to pay for a Something Awful account.

Yes, Thalassa, as in the Greek word for sea. I've noticed a pattern with the names of the towns on this planet that we've visited. Viento is Spanish for wind, Pyrez is from a Greek-derived root meaning fire. At this rate, we should see a town named after earth soon.

This is Claire, our escort through the labs and surrounding area. She tasks us with putting down a gang of rebels that don't seem to pose any immediate threat to anyone.

What base? The only facility we've infiltrated since landing here was a warehouse filled with Thormia's goons!

Any way, there's a boss fight. If you thought facing two rebels at once on the way through was annoying enough, try facing eight of them. There's only one remotely reliable strategy to beat them, and that's to have everyone defend until one or more party members (probably Alberto) activates their Extremes, and then go on the offensive.

Back to the lab...

Due to the magic of event flags, we can now access a different part of the lab. There we find a ridiculously poorly-guarded sword, and some research notes about how Thormia connected his lifeforce with that of the planet for power, in such a way that his death would drain the life force of the planet and destroy it, somehow. Alberto thinks that there's no way that he would come up with such an idiotic dead man's switch, and for once, I actually agree with him.

Becoming one with the planet's lifeforce. He really is black-haired Sephiroth.

I'm not sure which is more overused in this game's art: that one anime twin-bang hairdo, or the straight line tool in Paint.

But hey, magical soul-splitting sword. Even though in gameplay, its only effect is having a few more attack than Cherry's current weapon.

Great, the metal ninja's back. He's only slightly harder than he was last time. Figures. The boss fights with one-of-a-kind enemies are jokes, while the boss fights with a bunch of trash mob enemies are pull-your-hair-out unfair.

First off, I don't think arms are supposed to bend that way. Second of all, why is everyone staring directly at the viewer.

At least the requisite exposition is actually useful, The demons are invading Earth because they're after something called the Absolute Siphon, and since their getting their hands on it would be a very bad thing indeed, Cook, Claire, and Knight stowed away onboard the ship because the demons and their leader want him dead specifically or something. Trying to follow this plot is giving me a headache, so I'll just tell you that Cook joins the party, just in time for zombies to invade the town.

Now, Cook's totally busted. Unless you're masochistic enough to actually grind for experience in this game, he joins at a higher level than the rest of the party.

Speaking of experience points, the game handles stat develompent a bit differently from most RPGs. You have traditional character levels, but they only go up to 8, and only give your characters new skills. At certain experience thresholds independent from character levels, your characters will gain points in certain stats. For example, Alberto gains a point in defense every 8 experince points, and in attack every 22 experience points. Meanwhile, Cherry gains a point in attack, defense, and magic every 14 experience points.

However, gaining stat points doesn't immediately raise your stats, you have to apply them in the menu, and there's a machine in every town that you can use to reassign points to different stats.

Wonderful. Even the party is aware of how messed up these graphics are.

One easy boss rush later, we're back at the safe house. We need to head to the pyramid that's on the other side of the Devil's Playground in order to find something that will get us back to Earth. Because for some reason, Thormia doesn't actually have our ship, and whatever's in the pyramid might help us find it? I don't know, there's just no connection between the two that I can see!

So, the whole reason that we're on this planet is to find something that can stop the demons, right? Yet the way things are going, it looks like we'll be going home empty-handed. Sure, we did get a fancy sword out of the deal, but I doubt that it alone can stop an endless horde of demons.

This is the Devil's Playground, a maze of featureless gray corridors. Thormia's supposed to be the one who created this place, right? If so, he has a depressingly drab taste in landscape decor.

In his credit, though, his trash mob soldiers have leveled up, and are now capable of giving the party a hard time. There's even a really annoying miniboss with an AoE poison attack.

In the pyramid, we get more exposition about siphons, because, whoop-de-doo, the machine that was supposed to be our ticket back to Earth doesn't work.

Here's a fight with the main characters' trauma or something. I guess we need to get this out of the way now, since The D did such an excellent job fleshing out their personalities and motivations.

Oh yes, and we kill Tara's daughter who's been turned into an indistinguishable trash mob. How tragic.

While this is going on, Knight's been brainwashed by the Eye of Sauron and attacks us. He's pretty easy, so that was pointless.

From there, we go back to the Jimmy and Brooks Variety Hour. Tonight's episode: the mystery of the necromancers led by Jimmy's father. Hey wait, usually you wait until near the climax to drop a bombshell like that!

Off to the mountains made of cardboard.

The demons fly now. You might think that this is a heretofore unseen species of demon, right?

But that's normal logic. You need to be employing the logic of someone who thought that selling this game for $20 was a good idea. No, these demons are the product of experimentation by the Necromancers, because they're evidently crazy enough to tie these creatures to an operating table and cut open their souls.

Welcome to Charizard Village! And by village, I actually mean five Charizards sitting in a circle in an empty field. One of them has his head bandaged, no doubt from the lobotomy that he and every other character in this game seems to have undergone.

Not satisfied with simply using the straignt line tool when drawing this game's sprites, The D has branched out to using the circle tool to draw monsters.

Right ahead is the city(?) of Crescence, which is just one building filled with necromancers and circle ghosts.

And DEST is here too, because of course it is!

This is the second time so far that The D has taken a regular encounter from a certain area, increased the number of enemies, and called it a boss encounter.

Special notice to the four necromancers, that each have a chance of casting a spell that two-shots Jimmy when he's not defending, and one-shots Brooks when he's not defending. And they tend to act before Brooks' turn comes, leaving him defenseless.

I spend about 20 minutes grinding just so they don't snipe me on the first turn, and my reward for it is more of The Demon Rush. Curse me and my dogged persistence!

The head necromancer is Jimmy's father, as has already been established, and the entire group is responsible for starting the Demon Rush, so that they could call forth something called the Destructor to wipe out the demons, so that they, along with DEST, could take credit for ending the war that they caused.

There's just one little problem: so far, this has been going on for three years and counting, and there's no sign that they're getting anywhere with putting a stop to it. But don't worry, all those civilians who were ripped apart at the hands of demons can rest easy knowing that their deaths were for the noble cause of boosting some cultists' and terrorists' egos.

This is why Brooks is the best. He doesn't talk too much, and he has no tolerance for bullshit plot twists or half-baked Darth Vader moments.

Too bad necromancer seems to be synonymous with "nigh-immortal lich," so he gets right back up to continue his monologue like nothing happened.

RIP Brooks Cracktackle. He shot things really good, only to die from getting stabbed right in the ass.

Back to Colonel Strippername and her merry band.

Knight suddenly decides to tell us that he's actually some guy from Earth who stole a magic sword and injured Cherry. Nobody cares, we have literally accomplished nothing of any real value this whole time we've been on this planet, so the sooner we leave, the better.

It's Thormia again, here to actually kill us rather than throwing zombies and ineffectual underlings at us.

He's the closest thing to a main villain we've encountered so far, and yet even he can't avoid falling victim to the game's incredibly simplistic enemy AI. For some reason, Thormia really hates women with axes, even while they're defending, so the rest of the party can bash him with impunity.

And he's dead! For real, and we've only fought him once! Alberto is for the second time the voice of reason, and reminds them that the planet's spiritual energy is far greater than Thormia's, so there's no way that severing his end of the connection will do much damage.

Wait a minute, how is it that we actually managed to kill him? We ran into his ninja underling twice, and he didn't have any fancy Life Connect powers, yet he was still standing last we met him. I don't know, I just thought that the all-powerful god-ruler of the planet would be a bit hardier than this!

You know what, I'm going to quit playing for now. Practically nothing about this game makes any sense, the writing is utterly inept, gameplay's a slog, and the whole thing is putting some major drag on my laptop. No wonder this game became one of Something Awful's many punchlines.