Tuesday, 3 March 2026

[Demo] Hell Worlds Reinvigorated (PC)

Werdito into demo game? Sure, why not? So, here’s Productions Pluie De Sang’s Hell Worlds Reinvigorated (2025) 

The title screen art reminds me of Raven’s Heretic though the menu looks bland. No spinning skull as cursor. Anyway, let’s hit new adventure!

 

On to difficulty setting. Why the necromancer considered weaker than warlock? I reckon they’re on same level but with different department. Necromancer’s occupation domain is undead. While Warlock’s is demon. Anyway, I choose necromancer. From this difficulty setting you probably notice that it looks like from GZDoom because that’s the case. The game is build using GZDoom. I don’t mind game that’s made using GZDoom as long as it’s good quality like Captain Wayne’s – Vacation Desperation.

 

So, I start at this point at the base of the stairs. I can’t go upstairs even with jumping, because of stupid invisible wall. No turning back then.

 

There’s Gollum come after me and I kill him with my scythe. It takes 2 hit to make him dead. I like the blood pool grows bigger over time. I was about to say there’s no other DOS era FPS does that but then I remember Duke Nukem 3D did that before this game.  

By the way, the control is pretty typical for GZDoom game: “W” button to move forward, “A” button to strafe left, “S” button to move backward, and “D” button to strafe right. Mouse to look around and left mouse button to attack. Space bar to jump.      

 

My jump is not high that I can reach that shinny thing on high ground. How am I supposed to get it. I really want it. Fine. I will just proceed to door on the left and get on with the mandatory progress. “E” button to push switch and open door, by the way.   

 

Suddenly the game informs me that I can switch rune for the switch. Left mouse button to swing it as melee weapon. Right mouse button for alternative use depends on rune that I use. Using blue rune makes the scythe fires green fireball. Using green rune makes the scythe conjures green flame that later explodes into green fireballs fly in random direction.

Knowing that there are blue and green mana, I immediately think of Hexen, another DOS FPS game made by Raven. I’m very sold with the idea of GZDoom game that takes inspiration from Hexen and Heretic. The latter is my most favorite DOS FPS game.

 

I’m stingy bastard that like to conserve ammo to the maximum but using melee costs my health very bad because necromancer is not known to be durable on taking damage. So, I start using the scythe as magic projectile emitter. Don’t expect the green fireball is akin to the glorious one like Baron of Hell (from Doom) has! The projectile is weird. It has short trajectory so I have to aim higher to hit enemy farther than 2 meters or 6.562 feet. Later I find out that the fireball bounces wall and floor! So, I don't need to adjust my aim when hitting ground enemy. Regarding flying enemy though, it's entirely different matter.

 

My health is quite low. I need to heal. I found this Life Vessel that looks like portable healing item. As I press enter button, the item consumed and my health is restored by 25. So, it’s Quartz Flask from Heretic

 

There’s pool that I can swim into and I find some blue mana! The control for swimming also simple: space bar to swim up and “C” button to swim down. But the swimming is pretty intuitive with mouse and WASD buttons alone.

 

Believe it or not but this ugly blue circle is button that I can activate. I don’t know what’s for though.

 

Nice garden but the tree looks withered even though it’s surrounded by ponds. See those floating vials with yellow liquid? They’re heal item that restore 10 health on the spot. So, they’re crystal vial from Heretic except with suspicious liquid that looks belong inside of Jarate. Yuck!

 

Pressing “Tab” button to bring the automap. I feel at home with the control. I’m lost and I don’t where to go. I’m in the center room. On the west is where I came from. The starting point of the map. On the north, is the garden but there are bars on the way to progress. On East, is the room with 2 pool and door locked with crystal key on its north. Everything seems dead end to me.

Do you remember the ugly blue button? Turns out it makes the floor below to descend to reveal new corridor. I’m not so bright. 

So, the corridor ends up in a catacomb with a hole that connect to this underwater corridor. Because there’s (hidden) limited air capacity, I’m panic and rush to that door which on exact the center of my crosshair but it won’t open. Fearing drowned, I hurry back to the hole to breath then I come back swimming here. Turns out there’s hole on slightly right and that’s where I’m supposed to go.

 

There I found another hole that connect to other part of catacomb. On top one of the graves lies crystal key that I need to progress. It seems the necromancer can’t reach the key from here. He can use the scythe to grab it but no. He has to step into the grave like insolent necromancer he is.

 

How can I get back up there? Turns out, I have to shoot the switch over there. I don’t like wasting my ammo to make the lift goes up but I must.

 

I like that I have to interact with the lock to use the key instead of the door like in Doom or Heretic. I also like that the key is actually exist and stays at the lock.

 

This door refuses to open fully so I’m forced to crouch underneath the gap by holding “C” button.

I end up in open area but I have to take shelter here because of gargoyle’s attack! Using the scythe to hit enemy on the ground is already tedious now I must use it to hit flying enemy! You know gargoyles in Heretic? They’re small and make annoying noise as pesky lowest grunt they are. But they don’t take lots of damage. Meanwhile, this gargoyle is stronger and making sound that what I can describe as sexy woman voice. Peculiar.

 

Much later I got killed by Gollum with stick from behind. So those Gollum named Wulkshtat. What kind of name is that? It’s like the name come out from a cat playing around the keyboard. Then I learn that the protagonist’s name is Cyris. It’s like Chris but with Y instead of H. I also learn that there’s fight between the enemies. It’s amusing to see them fighting each other knowing they don’t have anything else to kill now that Cyris is dead. I’m satisfied that the bastard that killed me ends up dead in the fight. Scout_taunts18.wav

After loading save file…

 

Scout_paincrticialdeath03.wav. How am I killed by the same bastard again? I’m pretty sure area behind me clear but suddenly this bastard Tenchu the heck of me with his primitive stick. I learn that this Wulkshtat come out from high ground above. He and his friends walk around the ledge like an idiot but once I enter the cave, he drops down to ambush me. What makes thing worse is, I also have to deal with enemies within the cave which means I get surrounded back and front withing narrow corridor. This certainly doesn’t happen in Heretic. There’s one map where enemies stationed in high ground but they never come down to me suddenly unless they’re flying enemies. Perhaps the fortification prevents them to drop down.

After loading save file (again)…

 

There you go. Somehow, I solve the problem. My prize is: jade key on top of small fountain. Where’s the door that require jade key to unlock? Look at the screenshot with the first encounter. At that moment, the door is behind me back there. 

Behind the jade door is this large corridor with 2 doors on the sides and sealed door at the end. Left door is unopenable. Right door is locked with amber key. The front door is unlocked with the button nearby. Then there’s group of Wulkshtat guardians. Do they hit harder than Wulkshtat master? I don’t want to find that out so I use the scythe as ranged weapon for this occasion.

 

I encounter these two-headed crawling zombie with amputated legs and they make moaning voice! I feel uncomfortable with them. 3:

 

On the bright side, I found new weapon: Book of the dead! Heavy_specialweapon02.wav

 

I also found some combined mana nearby. I notice that Cyris’ has very long fingers compared to mine.

 

After walking through sewer, I end up in this courtyard and I encounter Jaguar Lady. She’s fast and deadly. I can use the book of the dead to summon dark ghost! But he doesn’t last long. Jaguar Lady breaks his teeth very fast.

 

So, I have to rely on the main shot of the book of the dead which is stone shards. I also need to keep my distance with her because her projectile is very fast. Is the stone shard shot supposed to be shotgun of this game? If it is, It’s the most pathetic shotgun that I ever witnessed. I know people badmouth Doom 3’s shotgun but I feel like Book of the dead’s shotgun is even worse. Plus, I don’t remember much about Doom 3. The reasons of that statement are: First, the shot is not hitscan. The projectiles still fly fast but the jaguar lady moves faster so they can miss the target. Second, the pellets do so little damage! Compared to any shotgun in FPS. The bullet spread is not bad. It’s homogenously wide and there’s no special mechanism to make the pellets into more concentrated group thus making them deadlier unlike in Heretic’s ethereal crossbow.

 

I have beaten the jaguar lady. Now I’m proceed to underground and encounter pain elemental, erm I mean hell head that can shoot fireball from his mouth instead of annoying lost souls.

 

As I concentrated with the hell head. Another jaguar lady kills me from behind! Getting Tenchu'ed from behind seems to be the theme here.

After loading save file (several times)…

 

Apparently, there are 3 jaguar ladies in total! A part of courtyard revealed more jaguar lady after I killed previous ones. That doesn’t sound bad compared to my fear that jaguar lady can fake death or resurrected. Once I kill 3 of them, I proceed further underground to encounter more hell head but my blue mana is zero! Luckily, the scythe can still be used as ranged weapon even though I’m out of blue mana. Albeit the fireball becomes white with less power.

 

I take it, over there is amber key. I don’t remember classic Doom ever this sadistic about catwalk. Not only narrow, but also the catwalk is jagged. If I fall, I’m instantly dead because there’s fall damage…IN GZDOOM GAME!!! I never witnessed any Doom mod game with fall damage and it’s super unnecessary. Ok. I get this.  

Demoman_sf13_magic_reac05.wav. As soon as I pick the key, I’m immediately attacked by ghost! This is very mean trap. In classic Doom or Heretic, there’s also trap when I pick key but in slower pace. Whereas this ghostly bastard just flies up to me very fast and hack me. First time, I was panic and fell to my death. This time I can defeat him on time.

 

After quite long walk beyond door unlocked with amber key, I’m stumbled upon this majestic sight. What’s the thing under this majestic light? It’s conjurer shield that increase my A.C to 4. I assume A.C stands for armor class. This armor system also exists in Hexen though I believe it’s adopted from Dungeons & Dragons.

 

These Wulkshtat prance on upstairs so I slay them pretty easily. Though sometime they can go down the stair in random occasion. One of them kindly dropped tears of vitality when killed. Not much but I appreciate it.

 

After I walk long way inside a water cavern, I find myself in center of lots of fountain. I think the developer wants to show off how well they can make fountain in GZDoom game. I need to jump through this series of waterfall so I can activate that button on rightest fountain and the button is important because it lifts portcullis on the water cavern to progress. The platforming is quite arduous but I make it. 


The portcullis is shortcut to that large room where I found life vessel for the first time. This map confuses me a lot. There are lots of shortcut to previously secured place but no apparent destination to progress. In classic Doom etc. etc., I only need to follow unlocking door yellow-blue-green. The last locked door should lead to exit. But not in this game. The last locked door ends up in another shortcut so where I must go to finish the map? On the other hand, somehow this door opens unveiling more gargoyle girls and necromancer helmet that further increase my A.C!  

 

Luckily, I remember that there’s another portcullis beyond jade-key door. My intuition is right. The portcullis open but when I take few step walls besides me open to reveal Wulkshtat ambush and I barely have no time to react!

After loading save file (once again)…

 

I manage to defeat the ambush this time. I’m now at another super spacious open area. This place doesn’t look bad until I get killed by demon heads from above and these bastards are very sneaky. There’s some occasion in Heretic where flying enemies ambush me from above. However, the difference is enemies in this game always fast on their trigger. I mean finger. They don’t use gun. They use projectile magic from hand but you know what I mean. Right?

 

Then I’m forced to do platforming and it’s super tight. I have to jump from one log to another with jump that’s barely high. Turok is fine with platforming because his jump is good. While Cyris, his jump sucks. To make things worse, there’s hell head wait to ambush me while I’m busy platforming. I can use the dark ghost but the result varies in degree of success.

 

Then I come across huge field with abundant provisions which means boss fight is near. The boss is over there on a small island. The biggest Wulkshtat with magic staff and he keeps summoning Wulkshtat minions. However, this boss fight is very easy. What I do is keep chucking these crimson bombs at them and let them engulfed in explosion, fire, and intense agony. I forget to tell you that I got crimson bomb which works like Fighter’s flechette in Hexen. Basically, it’s hand grenade. I expect the bomb to be like time bomb of ancient from Heretic but this does nicely.

That must be damned portal to hell. But before I go there, I have to deal with these gargoyles. The stone shard does work better than the scythe’s fireball for aerial enemies but I’m still baffled with how little damage that the pebbles do.

 

Once I enter the hell portal, I encounter some more Wulkshtat and the game abruptly ends. I say this is decent way to stop the demo. However, this is not the end of the review yet.

 

2 days ago, I notice that Steam automatically updates the game. So, what’s new in this updated version? I don’t think there’s much of it. For starter, there’s full screen mode with minimum HUD or even no HUD at all. Personally, I like the screen with border as I always prefer in any DOS FPS. So, the update isn’t impactful to me but I appreciate it. Second, I notice that dead lowest Wulkshtat drops more tears of vitality. Back then the heal item drop is about 1 or 2 throughout my playthrough. But this time, I got 2 or 3 from 7 first dead Wulkshtat. Then dead gargoyle can drop green mana and that’s about it. The game become slightly more bearable although the main problem is within the map that lacks of provision and overly big. Anyway, we can wrap things up now.  

 

Productions Pluie De Sang’s Hell Worlds Reinvigorated (2025) is deemed as spiritual successor of Heretic or Hexen and I really appreciate the developer for making the game as it is. The combat is more variative than Heretic/Hexen due to alternative use of each weapon. However, the game is very tedious. All of the enemies are too fast and too strong. Even the weakest Wulkshtat is too strong in dealing damage but just enough speed and durability. Compared to fragile gargoyle in Heretic or slow-moving Ettin in Hexen. As I have mentioned before that enemies also fast to shoot projectile at me and the projectile itself is too fast. Maybe it’s meant like that because I have smooth control with keyboard + mouse compared to classic DOS FPS that have relatively stiff control but my point stands still.

Also, I have mentioned before that the main problem is the map itself. It’s too big for first map also lacks of provision. I feel like there are lots of part of the map that feel empty or unnecessary long or spacious. I can see that the developer wants to show off how capable they’re on making huge map but at least put more ammo and health item there. Do note: because the game adopts Heretic/Hexen health item, that means the on-the-spot healing item: tears of vitality only heal for 10 health which is very lacking. I do believe Heretic or Hexen put more crystal vials in more significant number yet necessary. I hate new enemies spawn at the area that I secured first when the number of ammos is already lacking. I know Hexen did that but it only spawn Ettin who’s the weakest and slowest enemy in the game, one creature in a while to keep you stay on your guard. But this game spawns more ghosts and gargoyle on area where I came from, which feels like the game trolls me in rather cruel way. I have said that I like the weaponry but there’s one fatal flaw: the stone shards are too weak! In Heretic, I can kill lowly gargoyle with one shot of ethereal crossbow. But in this game, I need 3 shoot of stone shards to kill lowly Wulkshtat when the cost of each shot is 3 mana! The developer needs to fix this at high priority. The thing with universal ammo of mana as in this game and Hexen is it can be depleted without you realize. Sure, with the universal ammo system, I can check my ammo rather fast and simple unlike in Doom or Heretic where I need to check various kind of ammo such as shotgun shell, plasma cell, phoenix orb, or claw orb. But that means each ammo spent must worth for every shot! Or they can add more mana refill for each mana picked up. Necromancer in Hexen 2 can have health and ammo refill by picking up soul of dead enemy. That could be alternative way to solve the lack of provision. Making lowly Wulkshtat drop tears of vitality on slightly more occasion, doesn’t solve the problem by much.

For other things. The music kind of interesting with woman sing serene song. The sound effect is good but I appreciate if the zombie monster doesn’t make sexual moaning. I also don’t like that there are decoration with naked woman brutalized. I mean, yes classic Doom has gory violence decorations but they don’t show “vital” nudity. Whereas in this game, there’s totally naked woman impaled and another one is cut in half and hanged like beef on meat stall. Those are too much for me. I get the message of these monsters are totally evil but at least give those victims underwear or breast wrap.   

Summary: Not on my wishlist   

Game too tedious even though I like the homage of Heretic and Hexen games. Those games deserve better fate *sniff*

 

Link:  https://store.steampowered.com/app/3512550/Hell_Worlds_Reinvigorated_Demo/

Thursday, 19 February 2026

Mr. Pibb – The 3D Interactive Game (DOS)

Get ready to put it in your head! Because I’m playing FPS burp ‘em up: BrandGames’ Mr. Pibb – The 3D Interactive Game (1998).

This is what you get for the title screen in this game. More like opening screen, to me. In the picture, it’s obvious that there’s group of zombies chasing our protagonist. But the protagonist looks even weirder than the zombies. Where’s the rest of his body? Is he just living head? That’s as horrendous as zombie! For disclosure. I play this game and make review of it, not to promote Mr. Pibb. I don’t even know what Mr. Pibb taste like because it doesn’t exist here, in Indonesia. Some say it’s Dr. Pepper but made by The Coca-Cola company. Anyway, let’s get into it!

 

So, here I am at the school’s entrance area. Funny looking fountain there but again classic Doom can’t made fountain yet. The closest to it is on Doom 2 there’s map called Bloodfalls and there’s staged column with blood texture. Looks fountain enough to me. Anyway, I see zombie there. Let’s meet him…

 

The control is your typical DOS FPS game: Arrow keys to move forward/backward or turn left/right. Left control to shoot in the center of your view. Shooting zombie with gun is too violent for this game and also doesn’t promote Mr. Pibb well. Instead, your character burps a shockwave-like projectile at the zombie.        

 

With enough burp projectiles, the zombie will be dezombified. You can’t do that with real hard bullets, right? Anyway, there’s a cup of Mr. Pibb tm. It will replenish my health by 15. I know it’s common in old non-RPG video game, referring health with strength instead of HP or life. But it’s still odd to me. 

 

To open door, you only have to move forward to it and it open by itself. It sounds convenient but when there’s enemy camping at the door you will have hard time to deal with the enemy. This happens in my playthrough like thrice! So, I’m forced to take some damage to open the door and deal with the enemy at point blank range. These zombies need to learn technical etiquette of “Keep the doorway clear!”.

 

What makes you think we need gold key to open this door, Mr. Pibb boy? There’s no color indicator for this door like classic Doom. Fine! Let’s search for the gold key somewhere in this damn school.

 

I found this floating straw in the middle of stairway. The message claims that I need it in order to use antidote which is vial filled with purple liquid that I found in another part of school.

 

I can’t step on the last top stair that result me drown in this top floor. But I can fix this problem by walking back to downstair.

 

I hate enemy that spawn on the door and the corner. They hit me many times without me knowing their location. The protagonist’s turning speed is so damn slow that it helps enemy hitting me more easily.   

 

I accidentally pressing “Tab” button to discover automap in this game! Meanwhile when I look at these so-called “friends” of mine that previously zombie, I realize that they have cloth’s size issue. The girl’s shirt is too small. While the nerd’s trouser is too short.

 

I though the antidote is healing item like in Corpse Killer. Turns out, it’s another weapon besides my burp. The antidote bubble is pretty strong weapon. It takes only 1 hit to turn zombie into their normal human self.

As I walk on the bridge from previous moment, I’m clipped off and fall to swimming pool area. Then I’m attacked ferociously by 2 zombies down here. Scout_jeers11.wav

 

Inside the swimming pool, I found pliers! Who the heck put pliers inside school’s swimming pool? >:I

It can become rusty, you know?

 

I defeat 2 zombies within locker room and they later turn into the same girl and a female teacher. As I turn around to move on to next place, I’m surprised with these 2 zombies appear on entrance way of the locker room. Where the heck did you come from?

 

I can’t use the vending machine for refreshing Mr. Pibb soda. The irony! Even the janky FPS Day of The Zombie allows me to get drink from vending machine even though the can of soda does nothing.

 

There’s ventilation shaft but covered with ventilation grill. But the pliers can cut it open. As I crawl through this ventilation shaft, I should say that line in Die Hard. What was it again? “Come out to the coast, we’ll get together, have a few laughs.”

I ain’t going into that fire. Why there’s fire exhaustion in school’s ventilation system? Is it from the kitchen?

 

There’s another ventilation shaft with fire exhaustion but this one doesn’t spray fire endlessly. I have to time it right to get through it safely though. I don’t why there’s zombie teacher in this ventilation shaft along with bunch of items. Best not ask her why.

 

Another ventilation shaft leads to this generator room and it’s one-way trip because the ventilation hole is unreachable because it’s too high. There are 3 zombies waiting inside of this room. I defeated 2 of them but I can’t hit the last one through that center gap because the burp projectile is too big. I need to take detour to the left, so I can hit that last bastard. The exit door from this room is locked with bronze key. I got hard locked! Luckily, I made game save from the beginning of ventilation shaft. Quite long way back but better than stuck in this soggin’ room.

 

I’m stumbled upon a cafeteria. No food around here but sure lots of dining table and chair around. Anyway, here’s my other weapon: Mega Burp. It’s burp amplified with megaphone, you see. The projectile is bigger and stronger. With regular burp, I need 5 or 6 hits to defeat a zombie. Whereas with mega burp, I need 3 hits defeat a zombie. While with the antidote, I need only 1 bubble to defeat a zombie. Because the antidote bubble is small projectile and yet very powerful. Maybe it’s meant to be “sniper” weapon. Theoretically, both burp and mega burp can hit multiple enemies due to its large projectile size. However, in practice the projectile’s size is more detrimental than beneficial because it often hit decorations instead of multiple enemies.

 

I can’t go to kitchen because it’s locked with golden key but I press the button to unlock the lunch tray door so I can go to kitchen through it.

 

I didn’t find any kitchen equipment like stove, oven, or even shelves! But I found golden key in this corner though. Demoman_mvm_loot_godlike01.wav

 

With golden key at my inventory, I can unlock more classroom. This is what I mean with the burp projectile doesn’t work well. I try to aim at the zombie, but the projectile hit the desk. Meanwhile, the zombie has hitscan hadou ken, Kamehameha, or whatever. I thought zombie only known for biting or clawing. This is rather unfair.

 

I look at the bulletin board. Is that manual cover for Alien’s game. On its right, there’s periodic table of chemistry. I really hate chemistry, not even with passion. Let’s move on!

I unlocked the library with golden key. After defeating more zombies, I found bronze key on quiet corner of the library. Isn’t bronze key supposed to be brown instead of yellow though?

 

I like that there’s Mr. Pibb’s motto on this chalkboard. I wonder how much The Coca-Cola company bribe the teacher so they teach the motto of Mr. Pibb at early age.

 

Besides the chalkboard, there’s floating silver key. Grab it! Heavy_mvm_loot_rare01.wav

 

Eh, Houston! We got problem. Remember that moment where I submerged into stair’s level? This time it gets worse. I can’t even go downstair to normalize my footing. I’m stuck on this level that I can clip off on ceiling. Apparently, I mustn’t run on stairway lest this bug happens again. Holding left shift button to run, by the way.  

 

Now that I have the bronze key, I can enter the generator room properly through the door. Don’t know where the door that leads to generator room is? It’s at the end of the bridge where I test the antidote bubble for the first time. The bridge is above the swimming pool.   

 

The closet door in the generator room also locked with bronze key and I found bolt cutter inside of it. Do you think bolt cutter is useful to cut the ventilation grill because it has same-y function with pliers? No. You thought wrong. The bolt cutter is for something else entirely. But I don’t remember what for. I don’t play this game entirely blind. I watch some VOD but I can’t remember everything.

 

What I remember is: there’s secret on the fountain at the entrance. Follow this canal and…

 

...and I end up at the magnetic-locked door. Never mind. I miss something. Hold on…

Back to the school and getting lost for 20 minutes or so…  

 

See that hatch? You can find this before the bridge that leads to generator room. This hatch can only be opened with the bolt cutter.

 

Following shaft beyond that hatch is way to utility room with 2 levers and 2 zombies. The utility room can’t be opened from outside for no goddamn reason. There’s no message when I bump my head into the door of utility room. There should be message like “There must be another way to this utility room” or something. One lever to turn off the magnetic power that lock that giant door that I found on secret passage. While the another one to unlock the goddamn utility room itself! I also baffled with these classmate and teacher. They’re in the way of the lever that unlock the door of this room. You don’t have to deal with this stupid problem in classic Doom because defeated enemies become intangible corpse instead of innocent doofus that get in your way like in this stupid promotional video game. Luckily, you can jump over them by pressing “Home” button which also function as swim up. While pressing “End” button to crouch and swim down.

So, I backtrack to that giant door…

I end up in this area near toxic sludge pool. I feel like at home. By home I mean my childhood memory of playing classic Doom. The game calls it lava but I’m not buying it. Lava is not supposed to be green like toxic waste. Lava on lava lamp, doesn’t count! To get pass this toxic pool and move up to that higher ground, I need to activate lever that makes that platform over there moves. Jump on it at perfect timing and then jump to that higher ground. Thankfully, my jump is high enough to reach there. There’s door in right in front of me that’s locked with silver key thankfully, I did find it on that classroom. If you happen to not have the silver key, you have to go back to fork road behind. Walk into left path instead of right path like I do here. The path there will end in that same toxic pool area. But since you show up on the left path, you probably have hard time hitting the platform or at least not as easy as in here where you are on the center area as opposite to the left corner.

 

Another toxic pool area but with 3 platforms (or lava raft as the game calls them) to activate first before I can reach to my destination on far center. I like to show you that the burp projectile has some trajectory on it that I can hit that zombie on lower ground. It’s over, zombie! I have the high ground!

 

As I approach the lever on right wing, the Mr. Pibb boy comments how these walls look weird even though they’re the same with other wall in this area.

 

There’s a zombie on toxic pool and I humanize him. The boy looks fine in the middle of toxic pool but when I walk on it, my health drained very fast. That’s unfair!  

 

I successfully walk into first platform and I accidentally activate the third platform because I happen to be near pillar with lever on it. Maybe the idea is I have to get to the second platform (right in front of me there) first then I can activate the lever which located on the same plane with it. But strangely I can activate it when I was still in first platform.

So, I have to get to that main alcove on the most left in this screenshot to progress however the door there is locked. The key to unlock it, is in the rightest alcove. Naturally, I try to get there with the third platform but the gap between alcove and the platform is too far for my jump to cover it. Several times I died on the toxic pool because I try to get the key. One time I manage to get it with 1 health however I discover that the alcove over there is connected to secret corridor. Remember that comment about the wall looks weird? Turns out, I can push through it and get inside the secret corridor so I can get the key without that stupid harmful platforming section.

 

As I open the final locked door, I encounter this arena that could be for final battle. But I can snipe them from here. I don’t want to get ambushed from sides before clearing enemies in front of me.

 

Sniper_sf13_magic_reac07.wav. As I take few steps in to the wide room, the floor is lowered and some other don’t, making a surprise maze like in The House of The Dead 2.

Eventually, I overcome the labyrinth. Now, I encounter the mad scientist that responsible for the zombie accident! Why there’s secret laboratory hidden within school? I don’t know for sure. I think the evil scientist here is drop-out from the school. He can’t accept that, later make the secret laboratory to turn everyone in school to become zombie so the school’s graduation rate drops down very significantly. Come to think of it, I didn’t see the headmaster of the school. Maybe the mad scientist is the headmaster! Boredom or frustration get the best of him and he decides making a secret laboratory and turn everyone into zombie is lots more fun. I like the second theory, so I go with that. Though I can’t explain why he carries HP and MP potion on each hand.

 

I waste almost all of my antidote spray on him and he refuse to lose. Then I notice there’s a pillar with lever on it. Upon activation, it opens the cell behind him. Oh, I see. Once he takes enough damage (5 antidote bubble sprays should be enough), he stops firing green orb projectile and start moonwalking. That’s the cue for me to open the cell. Once he’s inside, I must close the cell with the same lever. That quite makes sense. Because the mad scientist is not zombie from the beginning, I can’t turn him into human with either my burp or antidote spray. All I need to do is, give him some projectile until he got shell shock and starts walking backward. Although I don’t think imprisoning him within his workshop count as good solution to solve the problem. But it doesn’t matter. I win. Huzzah!

 

After all that, I still have to attend the class? Should I get 1 or 2 days official leave as reward? Now I know this school sucks.

 

BrandGames’ Mr. Pibb – The 3D Interactive Game (1998) is curious case of janky fps game. The arsenal is pretty interesting. Though my problem is the unnecessarily large size of the burp projectile. It’s stuck on innocent people or decoration than hitting multiple enemies. I also don’t like the default burp is located in zero key. I mean I know it means zero for weakest weapon but it’s located far away from hotkey of other weapon: 1 for mega burp and 2 for antidote bubble. I like to point out there’s speech for every weapon selected. If you select the default burp, the protagonist says “Watch out!”. Watch out for what? Because I pick the weakest weapon, is that it? No one can warn me about my stingy behavior! If you select the mega burp, he says “Aw, yeah!”. Lastly if you select the antidote, he says “Heads up!”. Since there’s no weapon shown on the game screen, there’s weapon indicator on top-right corner of the HUD. It cycles between mouth, mouth with mega phone, and straw (to indicate you choose the antidote because you need straw to use the antidote). I also like to point out that the mouth will burp as you shoot the projectile. Strange but I quite like this feature. I wish that I can use the antidote as portable healing item besides as the sniper weapon. That would be awesome. The move and the turning are sluggish. The strafing works in unintuitive way. Strafing is done with holding left alt button like usual DOS fps game. The protagonist refuses to strafe if I hold left alt button while still moving. So, I have to stand still first than I can do proper strafe. When I press up or down while strafing, I look up or down so I can’t walk forward or backward while strafing which is very bad. The map is interesting but I don’t like the bug where I submerged into the floor because the game refuses to acknowledge my step into the top floor. And I don’t like the toxic/lava pit section because it requires good jumping physic/capability that the protagonist barely has any. I also don’t like his face. I know the face is official mascot of Mr. Pibb but still I don’t like that stupid face with pogger expression. He looks so annoying and dumb. Lastly, I don’t like zombies seem appear out of thin air. I’m confident that I have secured this corridor only surprised with more zombies when I backtrack. The music is quite earful in bad way. The sound effect is not great.    

 

Mr. Pibb – The 3D Interactive Game (1998) is not good game. But again, if you want good promotional FPS game on DOS, you should play Chex Quest instead. But there’s neat idea with the puzzle boss fight, the key items that are not just key, and the end-game score that probably for contest that’s outdated long time ago. Though I don’t like the term “Friends slimed” for friendly fire. It sounds lewd. I also like the setting of zombie disaster but in heartwarming tone. It’s so 90s. Now if you’ll excuse me. I need to search and stock up Mr. Pibb in case of zombie apocalypse happens in future.