Sweet Home video game Wikipedia
Table of Content
- Adult Swim’s Surprise Horror Movie “The Fireplace” Burns Bright as a Gonzo Experimental Holiday Classic [Review]
- Obtainable Items
- Sweet Home: The forgotten 1989 game that inspired the survival horror subgenre
- Home ‘Sweet Home’: The Kiyoshi Kurosawa Film that Inspired ‘Resident Evil’
- The 20 Most Graphically Demanding PC Games
- Sweet Home – The Video Game
Joel Keller of Decider said that "despite its flaws and a premise we've seen before, Sweet Home distinguishes itself by its setting and its monsters. We will see if the drama between the survivors will keep us watching." Designers from Legacy Effects, VFX Studio Westworld and Spectral Motion, who worked on films such as the Avengers and Avataras well as the television series Game of Thrones and Stranger Things, were recruited for Sweet Home. Park Gyu-young as Yoon Ji-soo, a bass guitarist who moves into 1510 in Green Home after her boyfriend's suicide. Unlike the webtoon, she is a recurring character rather than a main one. After an unexpected family tragedy, Cha Hyun-soo leaves his home and moves into an apartment. People inside the apartment are trapped inside the building, realizing that monsters are lurking everywhere outside.
Her character is exclusive to the television series, having not appeared in the webtoon comic. Based on the Naver webtoon of the same name by Kim Carnby and Hwang Young-chan, which recorded over 2.1 billion net views, the series was released on Netflix on December 18, 2020. Very few games from the Nintendo era featured different endings based on who survives among your team, as well as the ability to save anywhere, a gracious allowance considering the difficulty. That strange melding holds up even now and feels as natural and comfortable as going home. Just don’t get too comfortable, no matter how sweet a home it seems.
Adult Swim’s Surprise Horror Movie “The Fireplace” Burns Bright as a Gonzo Experimental Holiday Classic [Review]
The two games share a number of marked similarities from multiple playable characters, different decisions dictating various endings, limited inventory management, and the use of haunting notes to drive the narrative forward. Sweet Home (スウィートホーム, Suīto Hōmu) is a horror role-playing video game that was released for the Nintendo Entertainment System (AKA "Famicom") in 1989. Sweet Home was developed and published by Capcom, and was not released outside of Japan. The game is related to the Japanese horror film of the same name.
Pinsof agreed and praised the game's structure for creating a tense atmosphere. He wrote that the mansion feels unpredictable and the game is paced well, providing items at just the right moment to maintain the tension. Silva believed the game had an impressive cinematic quality to it. As a whole, Sweet Home is just an interesting and unique game through and through, and Japan seemed to think so, too. The film Sweet Home hit Japanese theaters in January of 1989 with an ad for the upcoming video game adaptation tacked on to the front of it.
Obtainable Items
The developers worked closely with the filmmakers when crafting Sweet Home. Because the game was in development while the movie was in production, Tokuro Fujiwara had the opportunity to visit the set during the film. Despite this collaboration, the game's narrative differs from the film in some key areas. This is usually a plus, since many of the best gaming adaptations of movies do different things in the name of servicing the medium. The team find a projection room, where they find a projector that displays an image of a couple and their baby burning. They discover that the ghost is that of Lady Mamiya, Ichirō's wife.
Moving left or right will trigger the direction’s corresponding sprites. In Sweet Home, it’s the same sprite, just pointed in a different direction, and this is particularly unnerving when the character is moving up, as it looks like they’re upside down. I don’t know whether this was because of time limitations or an intentional effect, but it adds to the unnerving feeling.
Sweet Home: The forgotten 1989 game that inspired the survival horror subgenre
It follows a television crew, armed with an old key, as they journey into the woods in search of a mansion rumored to harbor the last frescos of a great artist. Once they enter the booby-trapped abode, stock full of marbled statues and suits of armor, they soon find that their all-terrain vehicle has broken down, leaving them stranded inside. Bloody hell ensues as the group soon become terrorized by a malevolent force. While a hermetic old man with a fancy talisman does come to their aid, it does little to prevent a series of grisly demises until a climactic "boss battle" puts the haunted soul to rest.
I’ve included a link to a Youtube video of the OST above, though keep in mind it doesn’t have as much significance without the context of the gameplay like a cutscene where one of the characters has his skin melt. There’s something comedic, almost vaudevillian about seeing a monster kill without sound effects and music. Survival horror can’t work without music and Junko Tamiya composed tracks that were both ominous and catchy. The sense of unease and pressure is palpable in the rapid beats of the battle sequences, especially when you’re calling the second team to help you. One of the subtly unsettling aspects of the Sweet Home is its decision to use the same character sprite regardless of the direction they’re going. In most top-down games, like say The Legend of Zelda, it’ll show the back of the protagonist’s body when they move up.
So it’s no surprise that monsters don’t leave behind money, but they don’t leave behind items either. Everything in the entire game has to be obtained from the mansion’s many rooms, and nothing can be replenished or replaced. The “Pray” command during battles might be a relative equivalent, but there are no actual magic spells to acquire. These will heal everybody in your party, but once there are no more Tonics left in the mansion, there is no way to heal any of your characters.
The game received a lot of praise from critics, and it is considered not only one of the best Japanese RPG games but also one of the best games released on the Famicom/NES. Once the shit does hit the fan, the story falls into your standard haunted house groove. Someone gets possessed by the long-suffering spirit of Mamiya’s wife, mournful of the son who died too young in a tragic accident, and a dark force seeks to claim the lives of those trapped inside. The story is much less important than the stylish, colorful set-pieces and effects that begin to unfurl scene after scene. Despite the goofy tone of the first half, things get decidedly grim as the film charges towards the climax. Sweet Home is remarkably impressive for its era, and among the best RPGs for the Famicom.
This also has the added benefit of sharing experience points, as well as giving a sense of unity expressed through the gameplay. You really felt like you were part of a team helping each other with every step and that extended to the many puzzles that required cooperation, as in a room with one of the most powerful weapons in the game. A player has to drop into deadly quicksand in order to retrieve it, while another member has to stand on the plank above and use a rope to rescue that person when they start to sink in. Deceptively called Sweet Home, it was an RPG that was loosely based on a Japanese horror film of the same name.
The series spent most of its budget, with each episode costing $2.7 million. Choreographer Kim Seol-jin and contortionist Troy James were chosen to record the monsters' movements through motion capture. Once you make your way past the blue spirits that will scatter your team members, you come across five coffins. It’s never explained outright who the dead are, or who placed them in the coffins, but we can make our own conclusions. In that sense, Sweet Home plays out like a documentary, stripping away the layers to uncover the crimes that happened years ago.
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