With the impending end of the 3DS eShop, I had a bit of a look for titles I'd missed. I downloaded the latest version of Shovel Knight, which I hadn't updated since Plague Knight's campaign, but didn't find anything else too essential on the eShop. I did come across mention of
ラビリンスの彼方, AKA
Beyond the Labyrinth, a 2012 first person dungeon crawl-em-up that I remembered being interested in back then. So I bought a copy online, finally hacked my 2DS, and loaded it up with the game's translation patch. Bit of an aside - 3DS hacking is really good. Just having the custom firmware on there gets rid of the region lock, which is great, but I was also able to put the patch on my SD card and have the game apply it on the fly to my cartridge copy of the game. Love it.
Sadly, the patch doesn't translate the game's 3DS menu display. It's a game cart - looks more or less like a famicom cart, specifically a Konami cart - the ridges and hole at the sides near the top are Konami additions, I think. This ties in with the game's menu icon, which I've inset in the upper picture here, and with the frame story of the game - you start out playing a simple looking first person dungeon crawler with a few random online companions. The cart label kind of undercuts this, though - looks more like the main part of the game than the introduction.
Here's the title screen, and an explanation for the Konami cart - they published this. Anyway, right off the bat there's a bit of a retro aesthetic - all pixelly. Let's just turn that translation patch on:
That's more like it! I don't know a great deal about this patch.
My own limited experience with ROM hacking tells me that it's hard to do, and I'm impressed off the bat by the change to the text on the upper screen. Presumably that's one bitmap changed for another, I guess. Less impressive is the way the word "Checkpoint" juts out the end of the box it sits on - I've noticed a couple of times in-game where the text is too long for its display space. That said, I do not wish to criticise the technical elements of this hack - it is already clearly more technically impressive than my own work in the field. One thing to mention is that the creator of the patch, in
the thread where I got it, apologises for using of the r-word at one point and says they recently tried but failed to make a new patch without it, not having worked with the game since 2015. I haven't encountered that yet, I hope it's not prominent.
Here's what the game looks like, at least at first. I neglected to take a shot of the very beginning, when there was slightly less on the map, but it's basically the same. The upper screen shows the labyrinth in first person, the lower the map. As you can see, it looks like an old game in the style - Bard's Tale or whatever. I think it's actually rendered in 3D rather than being customised tiles made to look like it. Like, you can see individual pixels, but their size is variable. Iunno. I'm not sure exactly what era of computing this is supposed to be - famicom? 80s PCs? A retro-styled game on a more recent system?
Anyways, at the moment my party is just the player character. You get four letters, I went with Jams. If I'd thought more about posting this it'd be Yim, but oh well. My status box has my stats - I have 1000HP, two attacks, and my time counter is currently at zero. Below that is the map - it draws in what you can see, not just where you've been. My usual practice in this style of game is to step on every map square, but it's tricky to keep track of where I have and haven't been when it draws itself like this. That's a good thing, by the way - hopefully it'll limit my obsessiveness as I play. Below the map are three icons - the crossed swords bring up the battle controls, the speech bubble gets recent dialogue, and the curly arrow shows the map. These can be selected with the touch screen, though it'll go back and forwards between battle and map automatically.
I guess at this point I could mention the controls. The control layout for dungeon navigation in this game is diabolical. I think I know why they did it they way they did, but I still hate it. The d-pad moves the map around on the lower screen. The circle pad handles party movement - up to go forwards, down for back, and left and right to move left or right (without changing facing direction). To turn, you have to use the shoulder buttons. It is awful, though after a couple hours of play I'm somewhat used to it. That said, since I have custom firmware on my console I can remap the buttons and I'm planning to try that out - gonna put forwards, backwards, and turning on the d-pad, sidesteps on the shoulder buttons, and the map movement on the circle pad. The only problem I see with this is that I'll have to use the circle pad in the battle menu - if there's anything worse than being made to use an analogue controller for digital movement inputs it's having to use it for menu inputs. I'll see how it goes. Another advantage of remapping the controls is that it apparently messes up the key combo for taking screenshots with the CFW, so I'll be able to just play the game instead of continuing to take shots for this thread.
Not that I was doing a great job of it anyway - I missed Prof showing up. Prof is the second member of my party. The conceit of the game is that we're playing this online dungeon crawl together - the first player to join the game (me) controls movement, the others become party members. I'm not sure if in the fiction they are controlling their own actions in battle, but in practice I'm doing it. Their main contribution is chatter - they talk about what's going on, tell me what they want me to do, stuff like that. Prof, as the name suggests, is kind of a nerd and often the source of tutorials - here he's telling me how to access the in-game manual.
Also on view here is the combat screen. It's pretty basic - I can choose which enemy to attack and how hard to hit. The harder I hit, the more points are added to my time counter, which must count down to zero before I can attack again.
Here's my full party. Edge is kind of edgy, I guess - more caustic than Prof, less likely to tell me how to do something and more likely to just tell me to do it. LiLy is kind of in between. Their boxes are different colours because they have different elemental affinities. I'll get to that later.
These little text boxes pop up pretty regularly with the party members chatting. After this one I got a couple of dialogue options - "Hello" or "Nice to meet you". Deep role-playing stuff.
This is kind of clever - I didn't get a shot of it but the next line is one of the others saying that I'm not talking much because I'm busy controlling the party's movement. An above-average explanation for a silent protagonist, I think.
Here's the manual, reached by pressing the start button and choosing it from the menu. The elemental system is pretty simple - red beats green beats blue beats red.
And here's a more complicated battle screen. The series of coloured boxes in the middle of the lower screen is the turn order - the boxes with numbers in are my party, and those with letters are the enemies. Here it's Edge's turn. He's currently looking at attacking the enemy on the left with a level 2 attack, which would add 20 points to his time counter and move him to the back of the turn order, and do 57 points of damage. Edge being green, he can only do half damage to this enemy, so he'd probably be better switching to the green one. But! The red enemy will get an attack sooner than the green one, and both of my red characters will get (double strength) attacks before the green one. LiLy, who is strong against red, will go before the red enemy, but will she be able to finish it in one shot? Probably, but to be sure it makes sense for Edge to chip off a few HP while he can. I don't remember how this actually played out. The other new thing on this screen is the red number 53 in the upper image - if you hit an enemy with the element it's weak to, the damage will appear in this box and the next character of that colour to take a turn can absorb it to replenish their HP. Sometimes this means you hit an enemy, their HP goes up there, and they get the next turn and get it all back.
As you wander about the opening maze, you start hearing a voice - like, through the speakers. The rest of the party start commenting on it, and then eventually the screen fills with static.
A figure starts to appear through the fuzz, and the voice is heard again. Fortunately there are subtitles (turned off by default - it's in the menu under options), because the patch doesn't extend to the audio. The map screen has faded out and back in, in more detail. You can now see clearly, and I am in fact only noticing this myself as I write this, that the element icons are hands making the rock-paper-scissor shapes. Maybe I'll have some chance of remembering the direction of the triangle now. There are also some extra icons around the map - these are for going between floors and zooming in and out.
Story-wise, the barely-visible figure in the upper screen seems to be seeing us as a window of some sort. Are we present as a screen? Just what is going on?
The rest of the party have no better idea than I. Again, I'm unsure of the technology level we're supposed to be at here - are my party all sitting in their living rooms with their famicoms? Was there a famicom modem? Famicom keyboard? Are the much fancier visuals we're about to see impossible on their systems?
The image clears, and a woman becomes clear (most sources seem to refer to her as a girl, including the other members of my party - I'm not sure if that's just sexism or if she's supposed to be a child). Welcome to the game proper. There's a fair bit of dialogue here, both from the woman and my party, and I didn't get shots of all of it, but basically she's trapped in this labyrinth and we are now in some way present. We can hear her speaking, but she doesn't seem to have access to our chat. It's not clear what my party look like to her, and the party comment on that in the chat.
She moves forwards and beckons us to follow, then points out this pillar. Let's take a look:
I guess this is the plot - we're trapped in a labyrinth sealing some source of magic. I think. Both the woman and my party comment on this. It's sometimes hard to keep up with the dialogue in this game.
Just around the corner from the pillar is this
wrestling ring elevator. Also on show here - I've changed my viewing angle. You can look up and down with the X and B buttons.
Up the elevator is a much more open area.
It's quite pretty up here. Kind of wish I was playing on a 3DS instead of my 2DS so I could see it in 3D. Also of note - I'm facing diagonally. In the opening dungeon all turns are 90 degrees. Since we came to this new world, it's been 45 degree increments. You can also move diagonally, but only if there isn't a corner in the way. So here, for example, I can't move forwards. You're still stuck on a grid. Kind of odd that they didn't align the grid in the backround of the lower screen with the dungeon map laid over it.
Moving forwards, we hit a save point. There's a little tutorial about it - the woman (I wish the game would name her) trips and hurts herself, then moves into the save point and the scrape is healed. Basically, these glowing pillars heal you and allow you to save. There's also kind of a funny element to the story here - the woman explains that she's trapped in the labyrinth because she fell into it from above. How did she survive such a fall? Well, she landed on the save point and it healed her. Lucky!
This is just a neat little effect, kind of hard to capture in screenshot - when you occupy the same space as the woman, there's interference on the screen. Looks better in motion. I guess we're here as some kind of etherial presence?
Here's combat in the new world. Enemies are visible on the map (there are a couple more in the distance in this shot), and they and you can move during combat, though it's still turn-based. You can move once per turn, move twice and you lose the turn. You might notice that everything in this shot looks slightly skewed - the key combo to get into the custom firmware menu and take a screenshot is LeftShoulder/Down/Select - I'm turning to the left in this shot because I didn't hit them all simultaneously. One other thing in this shot - underneath the red enemy there's a black circle on the ground with a black drop above it. Enemies leave these behind when they die. I don't know what they do yet.
I mentioned earlier that I think I know why they gave the game such bad controls, and this is it. You can move during battles, so the menu controls and movement controls have to be seperate. They put menu on the d-pad and movement on the circle. Doesn't explain why they put turning on the shoulder buttons and side-stepping on the pad, though.
My party attack with glowing projectiles in their own elemental colours, to the initial surprise ("Magic!") of the woman. She is also a participant in battles - she'll throw a rock for one point of damage, accruing 50 points to her time counter. She can also be attacked - the blue bar at the top left of the upper screen shows her HP. It hasn't happened to me yet, but if she dies it's game over. Party members can die without a game over, but if they all go down that's game over too. I've had one death so far - I came across a silver enemy (not one of the elements I have access to, thought maybe the same element as the woman) with 3000HP. I was able to chip away a couple hundred through several rounds of attack, and then it one-shotted Edge and I ran away.
Something I didn't get a direct screenshot of but which you can see here - I've levelled up my team a bit - they've each got an extra 50HP, 100 for Jams. I had to approach a specific spot on the map for this. I can also upgrade my attack, which I assume increases the counter next to the sword icons but which was too expensive to try yet, and I can change the characters' elements. I'm not sure how I'm supposed to know in advance which elements I need, but I guess if I lost to a scissor element boss I could change my whole team to rocks for the next attempt.
Approaching the next save point I got some more dialogue from the party. This seems as good a place as any to show the dialogue recap tab on the lower screen. I enjoyed the first three lines here. Note that Edge is still dead here from the silver enemy earlier. If there's a way to resurrect besides going to the save point I don't know what it is.
And that's it for screenshots! Thank goodness. I'm gonna keep going with this one, but apparently remapping the buttons like I'm gonna do will cut me off from the screenshot function. That means I can stop taking them and try to just enjoy the game - I've spent much more time on this post than I've spent playing the game so far.