After a long run of PS2 sequels that improved on their predecessors, I have to say this:
The Rise of the Kasai sucks.
Well, it doesn’t exactly suck, but it is a tremendous letdown, failing to improve or innovate on the excellent gameplay of Mark of Kri while inflicting a half-baked story on the players and forcing a two-player game design to suit a single player experience.
There is one area where Rise of the Kasai surpasses Mark of Kri: art direction, especially the Polynesian-styled charcoal sketches that introduce the cut-scenes in the game. Gorgeous!
Let’s start off by revisiting the original game:
In The Mark of Kri, you control Rau, a young barbarian warrior tasked with protecting the bearers of the Mark of Kri. Each Bearer has a birthmark that represents one fraction of the spell that summons the demonic Kri. Should all the marks be gathered, they could be used to invoke the demon.
Throughout the game, Rau sets off to find the different bearers. Each level, he learns to use a new weapon, and is given a series of challenges by his mentor, Baumusu. When Rau completes the challenges, he unlocks an arena where he can further practise his skills and unlock movies, cheats, and extra costumes.
Combat is handled brilliantly in this game. The player uses the right joystick to sweep the screen with a targeting beam that tags opponents with a Circle, Square or X button. Then, the player just presses the appropriate button to attack the tagged opponent. As players earn better weapons, they can tag 3, 6 or 9 different opponents at a time.
Rau also has a bow and arrow set for ranged attacks, set up in the traditional first-person shooter view, can sneak up on unwary opponents for a brutal stealth kill, and can even disarm opponents and kill them with their own weapons.
However, combat is not its own reward in Kri; stealth and archery are usually the best way to go. Defeated enemies don’t drop power-ups and there is no score or currency to accumulate. Combat is actually a punishment for poor gameplay, but no less exhilarating because of it.
Now, let’s look at the sequel:
In The Rise of the Kasai, Rau is dead. The player travels to the recent and distant past, controlling one half of a pair of characters. For any given level, you can choose between Rau and Tati (Rau’s sister, a Kri-marked warrior); or Baumusu and Griz (another Kri-marked warrior). Basically, Rau and Baumusu are the huge brawlers, which Tati and Griz are the scrawny, stealthy rogues. Each warrior has a ranged weapon, a light weapon, a staff, and a heavy axe/club weapon. Tati’s ranged weapon is a poison mushroom that can be thrown and detonated as a grenade, which is pretty cool.
At the start of each level, you choose which of the two characters you want to control, and you cannot change until the next level. Each character goes off on their own mission, occasionally crossing paths in the middle and at the end. Unfortunately, this means that your carefully laid plans for a stealth attack are ruined by your “partner” charging headlong into a group of sentries, who then summon wave after wave of guards.
That’s annoying, but not as annoying as looking at the level challenges and seeing that fully half of them must be completed by the other character, which means you have to play through each level twice to start the unlocking process. That’s a cheap way of extending the playability of the game.
In addition, at the start of each mission, a message appears listing your goals. The messages are generic, rather than specific to the character you are controller. When the messages are written in a “Rau, do X while Tati does Y” they’re okay, but when they say “Help Rau/Tati” instead of “Help your partner” then it’s a little jarring. Would it have been that hard to edit the messages so that they at least appear to be specific to your character?
Unlike Kri, there are boss fights in this game, which is an improvement. Unfortunately, the boss fights are repetitive: you’ll fight a tentacle beast three times and a flying dragon twice. Sure, the scenarios are well put together and are certainly challenging, but a little more variety is in order.
The final boss fight is the weakest part of the game, not because the fight isn’t a challenge, but because it exposes serious flaws in the storyline in the game. Tati bears a Mark of Kri, and is gradually becomes evil over the course of the game. Rau is trying to protect his sister from the sinister influence of the Mark.
At the last level, Tati and Rau sneak into the walled fortress of Haasu, the stronghold of the evil wizards who want to summon Kri, yadda yadda yadda. There are whole swaths of the stronghold that remain to be explored (I can see switches and power-ups in the distance) when Rau and Tati encounter the Big Bad Wizard.
The Big Bad Wizard offers Tati a choice: turn to evil and betray Rau, or die alongside her brother. A message appears asking the player to choose between betraying Rau or not.
The first time I played this as Tati, I chose not to betray Rau. There was a cinematic as the wizard summoned Kri to attack us, I helped Rau defeat it after three or four attempts, and the game was over.
The second time I as Tati and chose an evil path. There’s a different cinematic, but then the final battle is exactly the same, except that Rau attacks Tati. If I let Rau kill Tati, the final boss fight starts over; if I have Tati kill Rau, the final boss fight starts over.
The third time, I controlled Rau. The exact same message appeared asking Tati if she would betray Rau, but I had no control over the choices. The Yes and No options flickered, and then settled on No. There was a slightly different cinematic with Tati reminding Rau how to defeat the final boss, and then I saw the concluding cinematic.
Much of the narrative tension in the game surrounds the question of how Rau was killed and whether or not Tati would turn to evil. However, these are moot questions, because the only path to victory in the game lies in Tati choosing not to betray Rau. You basically have to keep playing until you figure out that you don’t really have a choice in the game.
I was hoping that turning to evil would grant Tati access to the unused parts of stronghold. Perhaps she’d have to run away from Rau, who would then become the final boss. The interesting story possibilities are squandered by the game.
Why did they bother to add those extra switches and power-ups if they weren’t meant to be used? Did the developers run out of time? Was it a trick to ensure that players would be surprised by the timing of the final boss fight?
The very end of the game is an epilogue that shows how Griz and Baumusu find and rescue the infant Tati and the young Rau. It’s not a particularly difficult level, but I don’t think it’s meant to be.
So, I now have to decide if it’s worth my while of replaying through the game with different characters to start completing the various challenges and unlocking the various arenas and rewards. I’m not convinced.
If you enjoyed The Mark of Kri, then The Rise of the Kasai is certainly worth renting, but nothing more.