One of the hackneyed games journalist points these days is to compare things to Dark Souls, which is usually done by people who want to evoke a comparison to a control scheme and fixed animations, and maybe some exploration. Who am I to fight a perfectly good trope, then?
Dark Souls is kind of like La-Mulana.
La-Mulana is a single-screen platformer puzzle adventure game where you explore an enormous ruin with a whip in your hand, using a retro computer and your wits to pick up upgrades, unlock routes, overcome monsters with increasing ease, and die. A lot.
An innovation Dark Souls brought to this formula of exploration and death was relatively convenient reloading, dispensing with a classic limited-slots save-game system. In La-Mulana, as a nod to pre-1990s computer technology, you can only save at specific key points, and this makes the game much less forgiving than the otherwise fluid Dark Souls. There’s also an ‘experience’ mechanic in Dark Souls, where you can spend resources to get better at dealing with the enemies you face, and every time you save the game, it refreshes your resources. Not so for La-Mulana.
For some context, as I go on: I’m not good at La-Mulana. I didn’t finish it. I’ve put a few hours of work – and it was work – into this game, and didn’t feel I was making any headway. Also, the person who gifted me this game is very good at this game.
Up front, though, despite not liking this game, I want to say that La-Mulana is not a ‘bad game.’ It’s vast and there are people for whom its particular movement and mystery are exciting and interesting. There’s a ton, a ton of stuff going on, bosses are varied in a lot of different wild ways, there’s a deep lore, riddles and NPCs and a True Ultimate Boss that – I assume – rewards thorough exploration and mastery.
Really wasn’t for me, though.
So let’s talk about colonialism.