The 10 Most Slaughter-Worthy Sacred Cows of Gaming

By Rob Bricken in Daily Lists, Video Games
Monday, Jul. 7 2008 @ 5:00AM

GhostsnGoblins_flyer.jpgBy Todd Ciolek

There’s one reliable law of video games: no matter how popular, influential or enduring one of them is, there’s someone out there who can’t stand it. Devoted game geeks are a preposterously high-minded bunch, perpetually finding joy in pointing out how Halo, Super Mario Bros. 3, Vagrant Story, or any other game with more than three fans is terrible and overrated and probably carcinogenic.

Yet there are rare cases of games rising in fan esteem without drawing their due backlashes. You might mistake them for truly excellent titles, but the truth is that, most of the time, these purported classics are mediocrities that just haven’t been run through the proper gauntlet of hateful criticism. Good thing we specialize in that.

10. Splatterhouse (Arcade, TurboGrafx-16)
splatter.png
Namco’s Splatterhouse was so superficially fine-tuned to the tastes of 10-year-old American kids that it’s a wonder it didn’t land a movie, a syndicated cartoon, and a Hi-C flavor, all prominently featuring a hulked-out killing machine in a Jason Voorhees mask. And, just to keep things safe for parents, he’s the good guy.

The problem lies in Splatterhouse’s design, which pares down the furious pace of arcade action games to focus on dealing out gruesome death with slower, more dramatic flair. The game shows some variety in its challenges, even whipping out a Poltergeist tribute for a boss battle, but it’s really just short, simple and not worth revisiting since that fifth-grade sleepover.

Namco gave Splatterhouse two sequels and a cutesy, only-in-Japan 8-bit spin-off, but their enthusiasm fell with each release. By the third time Non-Jason was rescuing his girlfriend/wife and fighting numerous shambling tributes to horror movies, kids had moved on to Mortal Kombat and never looked back. Splatterhouse was recently revived for a modern remake, completely with a roided-out hero and rampant gore. It might well improve on the original, but that wouldn’t be too hard.

9. Q*Bert (Arcade, etc.)
qbert.png
Arcade hits of the Atari era are often protected from criticism by a thick, blubbery coat of fond memories. Just about every game idea was an innovation until 1984 or so, and there’s no shortage of older fans who’ll confuse historic relevance with quality. Still, sensible history may judge Q*bert as an also-ran, one of the first by-products of Pac-Man’s cuddly success. It was also the first time arcade goers had to guide an armless, huge-nosed orange Muppet around a pyramid of cubes.

It was easy for arcade goers to accept Q*bert’s awkward controls, which used diagonal directions and didn’t let Q*bert himself jump horizontally. And they even liked the overall uniformity of the game’s levels, in which only the enemies really change. Beneath it all, though, there’s a clumsy pace that can’t be fixed by the merchandisable characters or the way the arcade cabinet lets out an endearing thump whenever Q*bert falls to his death.

Q*bert was a hit more on the strength of its cast than anything. They showed up on Saturday morning TV, in toy stores, and across T-shirt fronts. The public liked Q*bert and his needless asterisk, and the giant walking nasal cavity is appealing even today. It’s the game that doesn’t hold up.

8. Castlevania (NES)
castlevania.png
Konami’s Castlevania wasn’t the first side-scrolling action game on the NES. It was, however, the first one that dug into the vast Americanized history of monster lore and put Dracula, the Grim Reaper, Frankenstein’s folly, Medusa and a giant bat in the same game. Castlevania even helped established many new trends for its genre: life meters, special weapons, and, uh, breakable walks. But Castlevania isn’t a particularly good game, and perhaps it never was. Simon Belmont, the whip-cracking hero in furred shorts, walks slowly. He jumps slowly. And he dies over and over in situations that a reasonably nimble game character would easily survive. That’s perhaps why Castlevania’s levels are so frustrating and sluggishly paced, notable only for their sense of 8-bit gothic atmosphere.

This stiff, unintuitive approach dogged the series for years, afflicting GameBoy games, two NES sequels, and a Super NES remake of the original. It wasn’t until 1993 and the TurboDuo’s Dracula X: The Rondo of Blood that the series bothered improving itself. Granted, the Castlevania formula was patched up way back in 1989, when the Ninja Gaiden series stole it and made it faster, tighter and much more fun. Castlevania was just throwing that formula away, anyway.

The long-term Castlevania faithful try to excuse the dreadful structure and muddled controls by claiming that it’s supposed to be slow-paced, as though a boring game is excusable so long as it’s intentional. They also complain about the modern Metroid-like maze runs that make up much of Castlevania nowadays, as though things were better when the games were grueling, one-track pabulum.

7. Pac-Man (Arcade, everything else)
pacman.png
It’s impossible to hate Pac-Man as the smiling anthropomorphic sphere with old-fashioned Disney eyes, or as the armless blob who had to be renamed from “Puck-Man” for reasons obvious to anyone who’s ever vandalized an arcade, or even as the breakthrough icon that saved arcade games from an flood of dull monochrome shooters.

When it comes to Pac-Man the game, it’s a little harder to find that shared cultural joy. True, the combination of a maze, a pack of ghosts, and an endearing pellet-gobbling sound enraptured many arcade goers in the early ‘80s, but there’s no question that Pac-Man’s a little outdated, even by its own standards. It’s aged better than some other maze-driven games of its day, but there’s one problem: the maze never really changes. The ghosts get faster, the bonus-point fruit gets more elaborate, but the level’s really the same thing over and over.

In fact, Pac-Man was outdone by Ms. Pac-Man and its varying level designs, and further so by its 1994 sequel, the completely different and completely underrated Pac-Man 2: The New Adventures. Not that it matters, as Pac-Man remains a piece of modern culture, guaranteed a spot in game history and whatever arcades haven’t yet closed down. Go ahead and play. If you’re lucky, you’ll die before the game gets boring.

6. Gradius (Arcade, NES, etc.)
gradius.png
Since its 1986 arrival, Gradius has been the space-shooter cousin of Castlevania, revered more for being first than being enjoyable or impressively programmed. It deserves credit for setting some standards; without it, we wouldn’t have a world of interchangeable side-view shooters where a humble, triangular starfighter nabs power-ups and blasts some intergalactic alien force.

And, like Castlevania, Gradius is a crawling bore, primarily because of a lousy power-up system. The Vic Viper ship is a slow, under-armed death trap, reliant entirely on power-ups to speed it up or grant better weapons. The problem? Not only are power-ups infrequently doled out, but the Viper loses almost all of them when it’s destroyed, thus sending the player back to an earlier point in the level. With its inflexible design and refusal to improve, Gradius spawned a subculture of shooters where you’re completely screwed if you die once. This, in turn, spawned a subculture of shooter fans who actually force themselves to enjoy memorizing every inch of a dull game.

Gradius also shares Castlevania’s long-overdue upswing. Konami’s Lifeforce spin-off marginally improved on Gradius in the ’80s, but it wasn’t until 2004’s that an excellent game arrived in the form of Gradius V.