GHOULS'N'GHOSTS
aka Daimakaimura (Jpn)

By Capcom Arcade 1988
Review By Dain Q Gore

 




Aesthetics

In honesty, I did not like Ghosts'n Goblins whenever I saw it. It seemed too cutesy and simple, too much like a Mario-made-Knight. But the Sir Arthur of Ghosts is simply different than that of Ghouls. The knobbly-kneed, marshmallow-proportioned Arthur of Ghosts grew a bit taller and more upright in Ghouls. This is paralleled in the art style of Ghouls: a maturity and increased attention to details that included background layers and environmental animations that create an ambiance.

The art style of Tokuro Fujiwara’s GnG is almost unmatched to this day (with the exception of ex-Irem alumi Nazca Team’s peerless Metal Slug games). It represents a great deal of what I find fascinating about early European/Gothic art: attention to detail. Even more so it brings to mind the rampant invention of demonologies by artists like Bosch, the exaggerated facial expressions resembling the works of Durer, and much later, the etchings of M.L. Breton in Le Dictionnaire Infernal. At the same time, it captures a cartoonish look, a quality that juxtaposes itself with these same aforementioned grotesques and creates what Mike Bevan once called a "comic gothic" quality. It has been repeated in very few games to this day. This explains why I persist in liking this style so much. Its uniqueness in the media of games as well as its fusion of two art styles that have always captivated my attention and inspiration. The game displays at once the trappings of an apocalyptic altarpiece and the whimsy of a puppet stage.

In addition to this are the references, conscious or not, to archetypes of mythological foes and the legendary hero that must conquer them. This is obviously a recurring theme in video games, but the setting is rarely maedival and if so, rarely a quality approach. Fantasy in most forms is usually heavy-handed and derivative, and realism is much less exciting.


GnG's hero is Sir Arthur, a generic every-hero, a knight who, to this day, has not had a string of incessant sequels to develop (and thereby demystify) his character. Therefore he remains an archetype. Yet he is an awkward hero. This is a conundrum, obtuse to the classical style of "Hero." Very much a Don Quixote he is, in his entire bumbling demeanor. A comical hero? This is the same type of odd pairing as the two art styles that clash within the "dreamily nightmarish" setting.

    Dain Quentin Gore straps on his chain-mail to look back on Capcom's classic gothic platformer, and all those wonderfully ghoulish boss battles..

Being a young boy enamored by the idea of elaborately armored knights fighting dragons and demons, what first enthralled me about Ghouls’n Ghosts (hereafter GnG) was actually the gold armor and what it represented–a grand achievement for expert-level gameplay. The idea of such a reward--a whole new, powered-up arsenal of magic attacks--was what immediately drew me so close to the game. And of course, it just screamed major style points!

I then took notice of Knight Arthur's new repetoire of physical feats, his ability to fire above him or jump and fire below him. I later learned of how these new moves could be honed such that you can anticipate an enemy's attack or even wait until the very last moment and skewer them, emerging victorious from their disintegrating bodies. Again with the style points!

Perhaps one of the most defining characteristics of Ghouls'n'Ghosts is the manic approach to enemy generation.Enemies appear from multiple points on the screen, and at fast intervals. And they just keep coming! This created a chaotic and random feeling to the game: this uncertainty creates a frantic pacing that more closely resembles a shmup. Combine all this with the fact that death is inevitable in GnG. Knight Arthur is never powerful enough to avoid even a glancing clash with a creature. The fact that Arthur has to destroy (or avoid) as many obstacles without sustaining more than one near-mortal hit, all at manic pace, is truly the most scary thing about the game.


The hidden buried treasure chests expounded on the randomized pots from Ghosts, an innovation that allowed those with secret knowledge of their locations to be redeemed... or cursed!

Bestiary

The most important element of all are the Bosses. This is the first game that I played that truly expressed the idea of a Guardian that refuses to let the hero pass and gain ground in the battle (having not yet played any shmups, famous for their "set-piece" bosses). The sheer size of the Guardians gave them a reputation. In addition are the melding of monster types to create a composite feel, not a mere derivation of typical themes.

Shielder


The first Guardian is still one of the most impressive bosses in a classic video game, becoming synonymous with the series as the box-art friendly fiend. It is also one of the best examples of the aforementioned fusion of archetypes. Not only is it a cyclopean giant, it echos, through its severed head as well as skin, the mythic trial of Sir Gawain and the Green Knight. By extension is the theme of the headless horseman, Dullahan, of Irish lore.* In addition, it is a Frankensteinian monstrosity, mechanically contorting like a zombie, yet a knightly beast encased in heavy armour..

*Oddly enough, the Dullahan fears gold!

Cerberus

The second Boss is a giant dog-like thing along the lines of Cerebrus and Garm, both intercessors to doomed places. It is also a flame elemental, inconstant and using its own essence in its attacks, its very presence the reason behind the burning village. In this sense, he is what has been deemed an "event" or "set-piece" boss, one whose effect can be seen in the scenery itself, or is, in fact, an integral part of the scene. He guards the entrance not to the Underworld itself, but to a weird tower.

Gassuto

We then have the Tower''s storm elemental creature. Some call it the Mistral Winds. A single bloodshot eye surrounds it, again an ever-present nod to the cyclops. But, this creature is like an ethereal cloud with sentience. Nature itself, perhaps, or a dijin under Luciferian influence? It is calm at times, flowing like water through the air, and at others, furious, invincible. It doesn't die: it dissipates. Maybe it will return?


Ohme

The rotting, unidentifiable beast in the swamp is the embodiment of pestilence and the Great Plague feared by medieval European peoples. Yet this aberration writhes with life, its multiple hearts still beating and exposed. Perhaps it is kept animate by the weird and fickle magics of the Ghoul Realm. Another wrinkle to the mystery are the worms and maggots as they attack Arthur whilst feeding on the huge undead carcass. This is another sort of "event boss," and is the GnG parallel to the Mothership in
R-Type.




The Ohme boss is a distinctive nod to the giant Ohmu from
Miyazaki/Studio Ghibli's 'Nausicaa' anime & manga (above)

Beezelbub

The fifth Guardian, being composed of flies itself, is a sickly yellow wasp-like insect. Called Beezelbub by most accounts, this Lord of the Flies is the faux final guardian, having the dubious notoriety of representing the Lord of Deception. Yet he is a dupe, as Loki is the true Trickster of the game, Arthur the classic Fool for being tricked. Like many of the beasties in the series, it seems to lack a presence, due to the cold lifeless eyes. Or maybe because of the fickle properties of its physical forms. This boss demon is the most directly related to the drawings of Breton’s visual demonolgy, and even shares the same name.





Comparison of Capcom's boss character and Breton's Dictionnaire Infernal illustration.

Lucifer

The final Guardian, keeper of the entire cadre of the realm’s souls as ransom, is Lucifer/Loki. He is the flayed man, the punished one of the Tarot deck. A son of giants, a Fury, a veritable Titan and not a stereotypical demon-king in finery or a crown. His head, instead, is topped with flames: Lucifer, the light-bringer but the fallen one, a deceiver: Loki, the giant-born god of lies and tricks as well as god of fire. He is the Trickster: his face is hideous not due to inhuman abnormality but rather to his exaggerated, defiant childlike grin, from ear to ear. Truly a classical grotesque. The confidence on this Trickster's face is augmented by the graceful motion of his fingers as they guide their precise laser-like darts at Sir Arthur. They crumble the blue marbled floor beneath his feet if they miss. The designs on Loki's throne are spectacular and esoteric, decorated with H.R. Giger-esque melting skulls pierced by spikes. This scene is embellished by a background of strange organic structures, skeletal but spongy, that recede into the background.




I continue to admire Ghouls n Ghosts most of all for its visual aesthetics, and its nearly perfect balance between gameplay reward and punishment. However there is also the underlying sense of the question: What lies behind the fantastic composited beings of this game? They are the type of created or invented things that are ambiguous, being forged by a truly feral imagination, the bringer of dreams as well as nightmares. But they offer a sublime visual experiment in classical myth composites, all created as a markedly necessary irruption in an otherwise idyllic fantasy game world. The happy ending makes one want more madness and mayhem in its stead!

Dain Q Gore - Ghasts'n'Ghouls
Ghasts 'n' Ghouls!!

 
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