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La-Mulana

ラ・ムラーナ

Developer: NIGORO Publisher: *Asterizm
21 June 2011
La-Mulana [ラ・ムラーナ] - cover art
Glitchwave rating
3.52 / 5.0
0.5
5.0
 
 
107 Ratings / 3 Reviews
#997 All-time
#31 for 2011
An archaeologist and adventurer named Lemeza, armed with his trusty whip and laptop, plumbs the depths of the riddle-filled ruins of La-Mulana.
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2011 NIGORO *Asterizm  
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2012 NIGORO EnjoyUp  
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Title
Absolute perfection.
Do you remember playing video games as a kid? That feeling of being part of an adventure, of discovering something new, of being the hero?

As we get older, our views on media and the world tends to change. We become more cynical, and begin to look past the magic of games. This is not the case for La-Mulana.

Every single second I spent in this game was one of childlike wonder. Every single location is masterfully designed, extremely clever, and just straight up dope as shit. The map is connected in such a masterful way that it puts Super Metroid and SoTN, the GENRE DEFINING GAMES, to shame. The music... oh, the music. Every song is fantastic. The story is fantastic. The gameplay is fantastic. This game is just perfect in every single way.

The only negative reviews that you will see for this game are from people who dislike the puzzles or the controls. Let me just say, despite the controls of this game being rough, and the puzzles being next to impossible, I still had an extremely fun time, even when I had to use a guide.

10/10 must-play game. Play this game before you die. It will change your life.
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KUMA20 2022-01-02T04:43:05Z
2022-01-02T04:43:05Z
5.0
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This game is absolute genius, but absolutely evil
It is very, very, very rare for me to actively want to congratulate the developers of a game while i'm playing the game. La-Mulana is one of those games. This game is seriously brilliant on so many levels, and it's a damn shame that it's extremely inaccessible to most people. While the movement still feels like it belongs on MSX and the puzzles breach the "1990's point and click" level of developer logic, everything else about it is so masterfully crafted that it's hard not to call it one of the greatest metroidvanias of all time.

Every single room is meaningful in this game. All of them. They all have names, and in 90% of them there is a puzzle that you need to solve. Throughout La-Mulana you will scan tablets and read little stories about the history of the ruins, and through those you will have to piece together hints of how the rooms work and what you need to do. Some of them directly correlate to the room you're currently standing in, but some of them will be more cryptic and can either relate to the larger area of the game you're in or a completely random room across the entire map. This is my biggest complaint about the first La-Mulana, as at least a third of the puzzles in this game seem to have absolutely inexplicable solutions until you realize "that one tablet in that one room about two and a half hours ago had a poem that deciphers into a cryptic hint about this exact puzzle" and want to throw your controller at the screen. A specific example of this that still makes me angry to this day is a tablet in a particularly ornate room that just says "Do the dance of life. Swing your weapon to the left. Swing your weapon to the right. Then jump." If you do this in that room, nothing will happen. In fact, nothing will happen in that entire area. It's not until five to ten hours later in a completely unrelated area near the end of the game that another tablet says "Do the dance of life here". Thanks. I also have no idea how any human being is supposed to solve the entirety of the "Gate of Illusion" without some level of spoiler hint from other people, even with the slight changes in the newest PS4 version to make that area easier.

Because of those problems, I feel like I have to give this game a half point reduction. It pains me to do it, because this is seriously one of my favourite metroidvanias of all time. But it's impossible not to think about these things while playing it. It's also because of these issues that most of my friends who I recommend this game to leave absolutely hating it or not even wanting to bother after the first area or so. But if you choose to persevere beyond these problems you'll find yourself with one of the most creative and engaging action/puzzle games in recent years.
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Kerma 2021-05-09T05:50:48Z
2021-05-09T05:50:48Z
4.5
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Metroidvanias reportedly on suicide watch until they can make every single room matter as much as they do for Nigoro's masterpiece. I am excited at the prospect of anyone attempting to match this phenomenal combination of archaeological puzzle design, simple but deep platforming structure, masterful map design all interconnected between each other in ways that make sense logically and in the sake of the story, music that is absolute fire on every cylinder, and tight boss design.
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QuilDewIvy 2021-05-13T00:26:25Z
2021-05-13T00:26:25Z
5.0
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Maybe a Masterpiece
When it comes down to it, I'm just not a particularly a big a fan of difficult games. When I was a kid, that's just how games were, and because I found the medium to be so incredibly engaging, I put up with it.. You weren't just watching a stage of players, you were the player yourself. Now, though, for better or worse, it's rare that a game challenges me, and on the rare occasion that a game completely leaves me scratching my head for what to do, I usually just call it a day, and move on to something else. La-Mulana would seem to be the perfect example of a game that I would play for a bit, puzzle over, and give up on, yet I've returned to it multiple times and even completed it.

Largely the work of one man, Takumi Naramura, La-Mulana is a 32-bit style side-scrolling adventure remade from a previous title of the same name that had paid heavy homage to games made by Konami for the MSX platform, particularly The Maze of Galious. The game casts the player as Lemeza Kusogi, a thinly veiled stand-in for Indiana Jones, who sets out to explore the ruins of La-Mulana and find his missing father. The ruins are broken into various 'fields.' full of traps, enemies, and many, many puzzles. In typical Metroidvania fashion, the player is allowed to explore the ruins at their own will in no set order, and a surprising amount of the fields are accessible from the opening of the game. To complete the game, however, the player must travel across the front and back sides of the ruins, defeat the 8 'guardians' and solve the countless mysteries of the ruins, and the focus on solving riddles is the aspect of the game in which La-Mulana greatly departs from most other games of its ilk.

While most games of this genre feature some puzzles, practically every room in the game has some secret or mystery to be uncovered. One cannot simply collect upgrades and cheese the boss as in Castlevania. Collecting new weapons and increasing your health certainly aids in the process, but getting to the guardian is easier said than done. You must first collect a red jewel and then break this jewel on the guardian's ankh to summon them. Both the jewel and the ankh are typically buried several puzzles deep, and it's rarely obvious where the player should go. Once the guardian has been summoned, they will typically dwarf Lemeza and do much more damage than typical enemies, but with careful monitoring of the guardian's pattern, a strategy can usually be devised to even the odds, and if all else fails, returning to the guardian's lair at a later point in the game with the right weapon can greatly improve the odds. Defeating the guardian typically opens up a new area of the game to be explored, and then the process starts over.

While much of the design is decidedly retro in flavor, La-Mulana has many modern touches to make it more palatable. Firstly, the game has a streamlined approach to its controls with shoulder buttons cycling through weapons and items and even the ability to fast travel. Secondly, it has an excellent pixel art visual style that would have felt right at home on the Saturn or PS1. Both the characters and the background are very detailed but not overly realistic, giving it a comic book vibe that represents a big improvement over the original La-Mulana's visuals, which were overly faithful to the limitations of the MSX. Along with the comic book visuals, the game does not take itself especially seriously, and the vast majority of the game's dialogue is tongue-in-cheek, a welcome reprieve from the difficulty of the game.

Not to be outdone by the visuals, La-Mulana's soundtrack is absolutely outstanding, which is made all the more impressive by the fact Naramura composed and arranged most of it, himself. The compositions clearly take close inspiration from Konami classics like Galious and Castlevania, and Naramura not only nailed the sound but composed many excellent melodies here in a variety of styles. What makes it all the more impressive is the interconnected feeling of the songs. For example, the back side themes and boss themes will generally incorporate motifs from their corresponding front side's theme, but it's done in such a clever way that you could completely miss the connection and think it's an entirely new song. The soundtrack is so good that I almost wonder if Naramura missed his calling as a full-time video game composer.

For all of its great qualities though, the puzzle solving aspects of La-Mulana frequently straddle the boundary between clever and dastardly, which is crucial considering that the puzzle solving is such a large component of the game. La-Mulana has a wide variety of types of puzzles, ranging from simple block and switch pushing puzzles to mazes to secret passages to riddles. For much of that, trial-and-error is effective at reaching a solution, but the riddles in this game are profoundly frustrating. There are rarely any clues as to what was accomplished upon defeating the various guardians with the player being left to check every previous dead-in, a truly tedious design decision and decidedly not an improvement over the usual approach of requiring upgrades to reach new areas, which is rarely the means of progression here.

While there are many stone tablets scattered through the ruins that can be scanned for hints, it is typically unclear what the hint is referencing, with many of the hints being in completely different fields from their corresponding puzzles. When items are required for solving a puzzle, they are also frequently found in a different field from the puzzle. Confounding things further, many of the tablets and NPC characters provide useless or obvious information, so it becomes very hard to tell what is a relevant hint and what is just flavor text, and you are left with no choice but to make a note of everything and hope that you remember to consult the appropriate notes when faced with the relevant puzzle. Exacerbating this issue, while the game does allow players to record tablets and conversations in game, there are severe limits on the amount of messages that you can record, which makes the feature almost redundant given that most platforms allow you to take screenshots of game footage. Another issue with the in-game system is that this feature usually won't be unlocked until midway through the game, at which point vital clues have already been passed hours earlier.

Now, I understand that much of this was intentionally designed in such a way to harken back to the way that games used to be and that this is part of what makes La-Mulana unique, but the merits of this approach are sometimes questionable. For example, one puzzle tells you to use an item and that your map will guide you on where to use it, but you must have a fully upgraded map to see the hint that the map provides and you must also be in the specific field that requires the item to see the hint on the map, and by the time all of these conditions are met, odds are that you'll have completely forgotten the hint from the stone tablet and won't recognize what the upgraded map is intended to tell you, if you happen to look at it at all. At another point, the game expects you to know that you can warp down a particular pot just because a statue is pointing at it and an arrow near it points down, even though this is the only pot in the game that has such a feature, the arrow looks like it could just be a broken part of a well, and the hint that mentions the pointing finger is, of course, in a completely different field. While there are enough clues that it's not an impossible puzzle to solve, it certainly seems unlikely. If these were optional puzzles, then all could be forgiven, but these are required to progress through the game, and there are many other puzzles just like this.

I appreciate that La-Mulana does not hold the player's hand, but it frequently goes too far with its obfuscation, demanding more attention than any game has, before or since. While all of the puzzles retroactively make sense, only the most attentive and patient of players will stand any chance of completing the game without some help. La-Mulana all too often crosses a line from being rewarding to feeling like punishment. The game goes so far in this direction that it cannot even be defended as a facet of its faithfulness to its genre. The Maze of Galious may have been unintuitive at times, but each of its worlds was self-contained, and its most well hidden secrets were usually optional. In this regard, La-Mulana found a way to stand out on its own with the puzzles being so much more complicated than any other game has attempted, but I can't help but feel that this complexity was to its detriment.

Ultimately, despite the extremity of its challenges, I can't help but marvel at La-Mulana for all the things that it does right and for its audacity to fly in the face of conventional game design and strike out on its own. I may strongly dislike some of the design decisions, but I can't deny that La-Mulana is so completely different from any other game that I've played, and maybe the enigmatic nature of the game is just part of the experience and the game wouldn't be the same without it. It's enough to make me question whether the design was wrong or if I was just playing the game incorrectly. Not many games would have me asking such a question, and that, in itself, says more than enough about La-Mulana.
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MoeHartman 2020-04-16T04:04:22Z
2020-04-16T04:04:22Z
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Written for Glitchwave on 4/16/2020
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When I was a kid, I wanted to be Indiana Jones.

I got to be.
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eluis 2018-11-24T14:41:32Z
2018-11-24T14:41:32Z
5.0
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Catalog

SMZXW ラ・ムラーナ 2022-09-25T23:35:58Z
2022-09-25T23:35:58Z
In collection Want to buy Used to own  
allenco La-Mulana 2022-09-20T17:05:51Z
Windows / Mac / Linux/Unix
2022-09-20T17:05:51Z
In collection Want to buy Used to own  
Agustinb3ab2 ラ・ムラーナ 2022-09-17T16:11:52Z
2022-09-17T16:11:52Z
In collection Want to buy Used to own  
Steam
Jeronim ラ・ムラーナ 2022-09-02T09:25:59Z
2022-09-02T09:25:59Z
A-
1
In collection Want to buy Used to own  
Faves
EJ_082887 ラ・ムラーナ 2022-08-31T02:31:56Z
2022-08-31T02:31:56Z
In collection Want to buy Used to own  
SomeNobody ラ・ムラーナ 2022-08-30T14:37:07Z
2022-08-30T14:37:07Z
3.5
In collection Want to buy Used to own  
goddamruskies ラ・ムラーナ 2022-08-18T07:25:46Z
2022-08-18T07:25:46Z
3.5
In collection Want to buy Used to own  
drome ラ・ムラーナ 2022-08-16T23:40:05Z
2022-08-16T23:40:05Z
3.0
1
In collection Want to buy Used to own  
kyletenni ラ・ムラーナ 2022-08-14T03:39:46Z
2022-08-14T03:39:46Z
In collection Want to buy Used to own  
trolling_donut ラ・ムラーナ 2022-08-09T04:08:46Z
2022-08-09T04:08:46Z
In collection Want to buy Used to own  
chromewave ラ・ムラーナ 2022-08-02T20:44:17Z
2022-08-02T20:44:17Z
4.0
In collection Want to buy Used to own  
watercolour La-Mulana 2022-08-02T02:24:46Z
Windows / Mac / Linux/Unix
2022-08-02T02:24:46Z
In collection Want to buy Used to own  
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  • Previous comments (1) Loading...
  • Xionus 2020-11-07 03:32:12.117879+00
    This game made me feel very, very, stupid.
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  • fakeredshoes 2021-07-26 07:55:35.720333+00
    dislike the design philosophy of this game a lot but I just love how it looks and the soundtracks kicks ass too
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  • TheRingshifter 2021-09-19 01:42:49.783371+00
    May seem like a regular old metroidvania but the system of the tablets is what really makes this special. It's also sort of what makes it fall apart a little bit toward the end where it can feel like you can't solve a puzzle simply because you can't find where the exact tablet you need to read is. Hell Temple is a fucking pain in the ass and I give up half way through... this game as simply a hardcore platformer is very irritatinng.
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  • MouthfulofPaste 2021-12-18 17:22:09.306542+00
    Love everything about this game EXCEPT the actual gameplay. I respect what they were going for but it’s not for me at all. The classicvania controls just come off as anti-fun to me
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  • King_Death 2022-04-06 08:25:51.901779+00
    Archimedes probably made this game
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  • penguin055 2022-07-06 11:03:39.484216+00
    This game got me taking notes with pen and paper. I've probably put more mental effort into this game than all my 18 years of school combined
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  • chromewave 2022-08-02 20:44:36.8533+00
    I fucking despise this game and every miserable second I spent playing it. Still an easy four stars
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  • SMZXW 2022-09-25 23:36:26.216977+00
    which version should i play
    reply
    • SMZXW 2022-09-25 23:37:09.159082+00
      got access to every non-playstation ver
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