Splatterhouse 3

Developer: Now Production   Publisher: Namco   Release: 08/93   Genre: Action

Splatterhouse is a series that I’ve liked the idea of more than the reality. Outside of its blood and gore the original Splatterhouse was an average brawler. The second game was better but the incredibly high and unfair difficulty was off putting. For the third game in the series Namco changes up the formula, introducing a structure unique to the genre. For the most part it works but Splatterhouse 3 is let down by an overbearing difficulty that while not as bad as the previous game prevents it from being as great as it could have been.

Years have passed since the last time Rick donned the terror mask to save Jennifer. The two are married, have a child and also own a mansion in Connecticut. But things soon go awry when the Evil One invades his home and takes his family hostage. Rick must now don the Terror Mask again but little does he know it has an agenda of its own….

Splatterhouse 3 more closely resembles a traditional side scrolling brawler than previous games. The action is not on a single plane and enemies are more resilient. To go along with this Rick has a larger arsenal of moves to pummel them into submission. In addition to the combos and throws the most important move is the spin kick. The motion is hard to master but once you do the damage it inflicts is so high it becomes crucial to get a decent ending. 

Weapons return but are not as common. But Rick has one last trick up his sleeve. Collecting pearls will fill your power bar. At any time you can use it to change into Monster Rick. In this form all of your moves are enhanced and you take reduced damage. These attacks are brutal; Rick chokes out monsters and can deliver a mean gut punch that doubles them over! It only works in the current room but is worth it to save time. Power is so common that using Monster Rick frequently is good strategy rather than saving it for the end level bosses. 

The biggest change comes in terms of the game’s structure. Each level takes place on a different floor of the mansion. Clearing each room of enemies will often present you with a number of choices as you chart your own path to the end level boss. Each floor is huge, often comprised of as many as 20-30 rooms. There are dead ends which usually lead to power-ups as well as yellow warp doors that send you to other parts of the map. Forging your own path is extremely cool, especially when weighing the risk/reward factor. The straight path is usually fraught with stronger enemies. Taking a roundabout route is easier but will cost you time. And time is the most important factor in Splatterhouse 3.

New to the series is a timer on each level. The clock plays an important role for a few reasons. In terms of story you have to reach the end level boss within a certain amount of time to save both Jennifer and David in the first four levels. As you progress the game updates you on their condition and you will know when you fail. This leads to multiple endings. The only “free” stage is the fifth where you can explore at your leisure. Completing each level in a certain time frame will also take you to Stage X where you can earn extra lives. It is worth it but the chances of you seeing it are slim.

Namco would make some changes in localization, some for the better and some that make it worse. The Spin kick was is significantly stronger, to the point it kills most enemies in one or two hits. In addition the animation is longer and you are invincible during its animation. The method to activate it is different but worth mastering as it is the only way to clear the game with little difficulty. Unfortunately there is less time per stage, making it far more frustrating. You have little time to explore and it is near impossible to save your family without the spin kick. It defeats the purpose of giving you a large map to explore if you are penalized for it. Unless you are content with a bad ending you will have to bee line to each boss.

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Prior Splatterhouse games were difficult and Splatterhouse 3 is no exception. To be fair this is better balanced while still being tough. You can find life restoring hearts more often and enemies drop them as well. You can actually earn extra lives this time which helps as well. They are necessary since you will lose them quickly. Even though you have a real life bar it depletes just as fast as the old one. It is disheartening to lose ¾ of your health from three punches which is common. Certain enemies can kill you in one hit which is unfair. But the real frustration comes from the final two bosses, which descends into controller smashing territory. It is hard but at least manageable.

In Closing

Splatterhouse 3 is a great brawler, with high production values and great mechanics. With a few tweaks it could have been special however. Do not let that deter you from buying this great game though.

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