Der Geisterturm (Review)

Source: Review Copy
Price: £11.39 (£16.58 for game+soundtrack, £4.67 soundtrack)
Where To Get It: Steam

Der Geisterturm (The Ghost Tower) is a sequel, or maybe parallel game, to Das Geisterschiff, which I’d reviewed previously. As a member of Eberbach Corporation’s combat corps, you… Are told that you’re dead. And if you want a second chance at life, congrats, you have to get up a tower full of droids ordered to murder you a second time.

Cacklingly evil corporations. Go figure. Now, Das Geisterschiff was tough. Der Geisterturm? Is murderously tough. As in: I have yet to get to the second level tough. And there comes a time when you have to resolve to see if you can beat a thing later, and say that you currently cannot.

“By the way, we’ve put you in a death tower for unspecified reasons. It was in the small print of your contract.”

Now, it should be noted that individual enemies are generally not that tough. And that you have a shield, albeit one with limited energy (and another option we’ll get to later, for its extremely situational usefulness.) And indeed, you have a lot of options, that you need to switch between if you want to do the best job you can. And even combat stances and ram responses, that can set how you react to ramming (a valid tactic, when something or someone is lighter than you.) Changing your stance and ram responses, turning, and turning your shield on or off appear to be instantaneous. Switching weapons, moving, and waiting, however, is not. And we’ll get into why that makes the difficulty curve sharp in a moment.

But first, improvements! They are, for the most part, small, but they exist! Everything is blue now, rather than a somewhat disconcerting red. Items have visible representation (although sometimes tiny visible representation, like keycards), cutting down on “Where the hell is the thing?” … Somewhat! It’s still got that low poly aesthetic, with unidentified bots as wireframe cubes, but… We’ll also get into that.

This time, I have the upper hand. This time.

So… Der Geisterturm inherits some of the problems of its predecessor, and manages to make some new ones, alas, making the buy-in that much more difficult. For example, once an enemy has been identified, it should stay identified… But it does not. And, considering there are two basic enemies in both the tutorial and the first level, with only the latter allowing visual confirmation without analysis, this is kind of important. And now… Hiding and switching weapons. Yes, we definitely need to talk about those.

Hiding is, for the most part, useless. Enemies have an audio range, but generally speaking, this is big enough that your one for one movement doesn’t actually allow for getting far enough out of audio range (or sight range) to wait out their searching. As to switching weapons, well… Some enemies have vulnerability to bullets, others to lasers, others to explosives… You have limited ammo for each… And the first level’s encounters? Appear to almost exclusively consist of one drone that is weak to lasers. And another that’s weak to bullets and ramming. They appear in pairs, one of each type. And, as mentioned, switching weapons takes a turn, and they always appear in patterns that, if you concentrate on one, or run to lure the bigger one into range, you will likely take at least some damage from the other.

Every time you analyze an enemy to remind yourself of its weaknesses, three or four pages of this will turn up. Not the biggest fan of this.

Still no larger map, so get out those mapping tools, folks, no in-game options and key rebinding, which is doubly annoying because the game forgets it’s meant to be in windowed mode the moment you start a game…

Basically, I’d like to recommend Der Geisterturm, because it has an interesting aesthetic, a dark world, and a fair bit of atmosphere, but… While I could recommend Das Geisterschiff with the qualification that it’s hard, Der Geisterturm feels… Well, it feels much less fair. And maybe that’s intended. But it’s a turn off for me. I don’t particularly miss the days of the hard as balls wireframe first person RPGs like Wizardry 2, you see.

The Mad Welshman is an Old, it’s true. But he does not look kindly upon the past of computer games overall, except what we can learn from it.

Become a Patron!