Word je een slachtoffer van de dodelijke vallen of ontrafel je de geheimen van LA-MULANA? LA-MULANA is een “archeologisch ruïne-verkennend actiespel” waarin je in eeuwenoude ruïnes zoekt naar de “Geheime Schat van het Leven” – die binnen in de ruïnes van “LA-MULANA” is verborgen en wordt vermoed de oorsprong van alle beschavingen te zijn.
Gebruikersrecensies: Erg positief (1,167 recensies)
Releasedatum: 15 apr 2013

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"Challenging and mysterious, an updated remake of a classic freeware game that will keep you entralled. Bring a notepad or a FAQ."

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12 juni

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Recensies

"Voorbij de schijnbaar onoverkombare uitdaging is La-Mulana een briljante titel die in zowat elke categorie succesvol is. Graphics, muziek, de hoeveelheid inhoud, de lengte van het spel -- La-Mulana ontvangt de hoogste punten. Maar het is niet te ontkennen dat de moeilijkheid, ook al noemt Nigoro het eerlijk, een grote afknapper is. Als je bereid bent om te lijden, zul je versteld staan. Ik beloof het."
8/10 – Destructoid

"Nigoro’s La-Mulana lijkt op een kruising tussen Castlevania: Symphony of The Night en Dark Souls. Het is lang, het is moeilijk, het is diepgaand, en het heeft puzzels die je hersenen zullen doen bloeden."
93/100 – Indie Game Mag

"Ik kijk terug naar mijn tijd met La-Mulana met veel frustratie vanwege de uitdagende platformsecties, vijanden, bazen en puzzels. Maar ik sta tegelijkertijd ook versteld door de tijd, gedachten en het talent die in het maken van deze ervaring gestoken zijn. Er zal misschien nooit meer een spel als La-Mulana komen."
8.5/10 – Game Informer

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Over dit spel

Word je een slachtoffer van de dodelijke vallen of ontrafel je de geheimen van LA-MULANA?


LA-MULANA is een “archeologisch ruïne-verkennend actiespel” waarin je in eeuwenoude ruïnes zoekt naar de “Geheime Schat van het Leven” – die binnen in de ruïnes van “LA-MULANA” is verborgen en wordt vermoed de oorsprong van alle beschavingen te zijn. Buiten een weelde aan vallen die op binnendringers wachten, lopen er ook monsters rond, die de ruïnes beschermen. Ga richting de binnenste dieptes van de ruïnes terwijl je mysteries oplost, monsters verslaat en vallen onschadelijk maakt. Verder komen zal geen makkelijke taak zijn – hoe dieper je de ruïnes ingaat, hoe moeilijker de mysteries zullen worden.


De eerste creatie van NIGORO. Gemaakt in de “amateur”-dagen van de ontwikkelaar en wereldwijd befaamd, ontving het spel een remake voor WiiWare. Dit is de PC-overzetting. Dit spel, dat voortkwam uit het verlangen van de makers om het soort spellen dat ze vroeger leuk vonden weer te kunnen spelen – alleen met meer inhoud – werd gemaakt gebaseerd op “dat ouderwetse gevoel”. De besturing en het moeilijkheidsniveau zijn zeker niet “modern”. Maar dit spel wordt sterk aanbevolen aan gamers die op zoek zijn naar dat gevoel van totale diepgang waardoor het echt voelt alsof je het tegen het spel opneemt, een gevoel dat niet voorkomt in makkelijkere spellen.


Beschouw dit spel als onze uitdaging aan jou.


Speel door het hele spel heen totdat je vingers bloeden, geef op en gooi je computer het raam uit, of lees een gids voor hulp. De keuze is aan jou.

Systeemeisen

    Minimum:
    • OS:Windows XP
    • Processor:Intel® Pentium 4 / 2.0GHz
    • Memory:1 GB RAM
    • Graphics:DirectX 9.0c compatible card, 128MB of VRAM
    • DirectX®:9.0c
    • Hard Drive:500 MB HD space
    • Sound:DirectX 9.0c compatible card
Nuttige klantrecensies
44 van de 45 mensen (98%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
124.3 uur in totaal
Geplaatst: 26 januari
Lamulana is a game where half-Japanese Indiana Jones goes into a temple for worshipping a lovecraftian elder god. He stays in there for months upon end and teleporting is the LEAST weirdest thing he has to do every few minutes.

Lamulana is a game where you MUST, and I mean MUUUUUUUST, write down EVERY glyph you find and EVERY conversation you have with a dead skeleton lying on the ground on a sheet of paper and tape it all onto the walls. Yes, your real, physical walls. Arrange them into a map based on WHERE in the La-Mulana ruins you found each note. Ready some strings and pins because you're going to need to make arbitrary connections with two notes in entirely different locations with possible relations.

Oh, the La-Mulana ruins? It's non-euclidean. That means it's full of distorted/repeating space connected by portals all over the place that doesn't make any sense at all. It drives a lesser man insane. BUT NOT YOU. NO. You note that all down, too! Oh, and you want to be able to fold each area so it'll become a 5x4 square, btw. Don't think about it too hard. Just keep that in the back of you're head because you're going to need it at the end game. Just saying, every area in the game might be shaped like a 4D donut with varying directions of gravity.

I went and took a sheet of paper and listed every lamulanese characters and its english equivalent. It took forever and I have no idea why I have no life and am such a loser. I was actually having fun. What is wrong with me. I learned to write an entirely fictional language.

http://i.imgur.com/WNFxC2s.jpg
(Me decyphering ancient tablets by hand.)

I disabled the glyph reader. It's a waste of virtual MSX laptop's memory. I can just read it right off the tablet. Both normal and inverted.

tl;dr La-Mulana is a pretty hard game, but you'll have so much fun pushing yourself to survive it all.
Was deze recensie nuttig? Ja Nee Grappig
17 van de 17 mensen (100%) vonden deze recensie nuttig
55.8 uur in totaal
Geplaatst: 16 februari
La-Mulana is two things: a profound work of art, and a monumental "screw you" to every modern game design philosophy.

The game does not ease you into experience; it demands your full attention and investment from the moment you turn it on. It then throws you, a small and powerless character, into a huge, dangerous world without any sort of guidance or sense of direction, forcing you to spend dozens of hours reading text, deciphering cryptic riddles, memorizing the map layouts, and learning the world's lore if you wish to progress.

To call the difficulty "retro" would be a disservice; the gameplay consists of all the worst parts of Castlevania backtracking, Myst puzzles, trial-and-error gameplay, and punishing NES-style platforming. Every room is filled with the most irritating enemies imaginable. The main character's controls are stiff and terrible, resembling Donkey Kong or Speulunker. You lose complete control of your movement when falling or taking damage, so one wrong jump or a hit from an enemy could knock you down several screens and force you to do everything all over again. Sometimes the game will drop you through an invisible trapdoor to the same effect, and expect you to remember where it was, or an enemy will hit you immediately after a screen transition, and you will just have to learn to enter the room from a different way next time. The gameplay can only be described as emotionally draining, and it only ever gets harder and never apologizes for itself.

The rules and physics are not even consistent, as puzzles will often involve illusionary walls, invisible platforms, unclear objectives, mysterious event flags that trigger under arbitrary conditions and don't tell you what they changed, specific items or weapons you aren't guaranteed to have discovered yet, the understanding and abuse of the minute physics of said items and weapons, rooms which wrap around to other parts of the map in non-Euclidian ways, familiar objects that don't work the way they always have, inconspicuous background decorations that are actually important, and the ever-classic instant-death traps. Your only hope to solve the puzzles, aside from just "try everything", is to look for hints that could literally be anywhere else in the entire game with no rhyme or reason to their placement. The key hint could be on a tablet you might have read hours ago in another area. Sometimes a puzzle will require a dozen hints that are literally strewn all over the entire game. Your time means absolutely nothing to the game; the game assumes you have all the time in the world to study it like a college course, practice until you can defeat erratic and unfair enemies, perform long sections of brutally frustrating platforming, and bang your head against the wall as you wander around for hours because you have no earthy idea where to go next.

And yet...

If you stick with the game through all of the hardships, you will be rewarded with one of the most intricate, creepy, and powerful stories ever to be portrayed in a video game. The story starts out with perhaps hundreds of cryptic hints that will make absolutely no sense, until halfway through the game when some key revelations come to light. Suddenly, everything just clicks into place as the backstory becomes a stunning mosaic. Your mind might be blown as you realize that everything, from the position of every area, to the contents of nearly every room, to the words of every strange character and cryptic tablet, to the placement of every decoration, is there for a reason relevant to the narrative. Even the main character, as he stumbles clumsily through the cluttered and deathly labyrinths of the ruins, becomes relatable as he bears witness to the remnants of something ancient and tragic. There really is nothing else like La-Mulana's story in the way it is conveyed, and it must be experienced firsthand to be believed. It might even leave you hungering for a second playthrough just so you can breeze through the challenges with a sense of foresight and appreciate all the details you might have missed the first time.

Just be warned, it is not a game that expects you to beat it, to enjoy it, or even to play it in the first place. The motivation to push forward must come entirely from the player, as the game certainly has no regard for valuing your time or stringing you along with promises of fun and reward. But it demands to be witnessed, appreciated, and analyzed, much like a thick Shakespearean play or a picture in an art museum. If anything, it is deeply fascinating both as a work of art and as a bold statement about gameplay design, and it is highly satisfying to unravel and conquer its mysteries. But above all, it is definitely not for everybody.
Was deze recensie nuttig? Ja Nee Grappig
76 van de 124 mensen (61%) vonden deze recensie nuttig
7.6 uur in totaal
Geplaatst: 5 februari
La-Mulana is an exploration based sidescroller platforming Metroidvania that was the inspiration for one of my favorite games, Spelunky, so I knew I had to give it a play.

After a fairly slow start I found the game to be pretty engaging. The controls are very strange, with movement being very jerky and not my usual thing, but I got used to it and was enjoying it despite. I was happily wandering the ruins, solving puzzles, and slaying monsters.

I fought a boss while riding through caves on a cart, Ellmac, which was pretty difficult and frustrating but I figure that was my fault for doing it (probably) so early with such poor gear, so it gets a pass. I die after him though in the new area so I figure I'll come back later.

So far the game was shaping up to be better than I expected! I was wondering where I should go next, so I figured I'd head to the Temple of Moonlight. I'd found it before but always died early inside it, so I was putting it off.

In I go and I get to dungeoneering. Can't attack while inside? Got it. New items, puzzles, and all that jazz... great! But where's the save point? I was very close to death when I finally found it. Phew!

Now how do I get out of this place? I spend maybe an hour or so wandering the areas I'd already been, finding a secret weapon, but can't for the life of me figure out how to escape. I love playing games blind, so I leave the game for a bit to ruminate on the area and see if I can think of something I missed.

When I come back, I explore everything one last time, smacking all the walls and trying my best to find anything I missed. Eventually I break, and I have to look up what the deal is. It shouldn't be so hard to leave the area - after all, I have the map, so I know where all the rooms are...

I'm permanently stuck in the Temple of Moonlight because I didn't pick up the Holy Grail earlier. Apparently there are several locations in the game where this can happen. In a game about exploration, you can get permanently stuck for apparently exploring in the wrong order. The game doesn't indicate that one area should be explored before another, or that you have to have this item before you should continue on. The item is hidden too, a puzzle that I had seen but was unable to solve and put off until later.

How is this acceptable design? I was enjoying the game despite the other flaws, but that crosses a line. Maybe it's a fundamental difference in the way Japanese and Westerners design and enjoy their games, but I don't have the time or want to be forced to restart a long-winded game due to game breaking scenarios that are beyond my control.

If you are new to La-Mulana, get the Holy Grail before you explore anywhere, or your game might just end early... and you'll be left very wanting.
Was deze recensie nuttig? Ja Nee Grappig
37 van de 59 mensen (63%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
25.4 uur in totaal
Geplaatst: 4 januari
I want to like this game and I actually did for the first 25% of it, but it eventually becomes clear the idea of "difficult" in this game is "needing a walkthrough". From using items on random objects to pushing certain walls at certain times holding certain items, this game has a plethora of "well... what now?" style puzzles.

It seems aggravating that you will have to traverse and back track every room you have ever visited because you may have collected an item which will now allow you to push a generic background brick. The game has its entire lore which never really comes into much of the logic needed when handling these nonsense puzzles.

The most steadfast fans of this game laud these puzzles as only for the most hardcore, but I'm not particularly sure that is so much a positive attribute of this game as it is being an apoligist. You do not succeed in this game by being intelligent so much as just having a lot of time on your hands. The puzzles simply do not make sense and the game does not include enough information to go on. I would suspect this game was sponsored by GameFAQS if I didn't know better.

On the plus side, it has great music and really does play well. The graphics are decent and the entire game story is a clever one. Everythnig about this game is great but is spoiled by the horrible puzzle design.

I really don't know what to say. I cannot recommend it because while the first quarter of the game was actually fun and I really enjoyed the experience, it is quickly spoiled by the unfair and questionable "puzzles" that dominate the latter portion of the game. If anything get this on sale, as most people will probably get frustrated and give up and I don't think that is worth full price.
Was deze recensie nuttig? Ja Nee Grappig
6 van de 6 mensen (100%) vonden deze recensie nuttig
1 persoon vond deze recensie grappig
41.1 uur in totaal
Geplaatst: 1 januari
This is. By far. The single hardest game I have ever played.

Not because of the platforming.
Not because of the bosses.
But because of the ♥♥♥♥♥♥♥ puzzles.

Ever watch Indiana Jones? Everyone remembers three things: The fedora, the whip, and the ridiculous archeological puzzles.

You see, Indie is an archeologist. Lemuza is an archeologist. YOU are (probably) NOT an archeologist.

And even if you were, the (extremely well written) mythology is entirely made up.

You will NEED a notepad. You see, there is a reason why the best guide for this game is a wiki. I cannot imagine a single person ever figuring this game out by themselves.

This is the kind of game that will tell you some obscure mythological hint about, for example, where to find a key. The key is "where the woman points to the star." You will find ANOTHER tablet in ANOTHER zone that will say "the goddess of the sun shows herself as a snake." And yet it an ENTIRELY DIFFERENT ZONE you will find ANOTHER mural of a snake pointing towards the sun, which is a star. BOOM. That's all the help you'll get, then of course you need to navigate to where the hell you're going to get that item. You might need three items to break the block to reveal the murals that need to be read in a specific order in an entirely different made up language.

You see, I clocked in 14:44:26 hours... in game.

My ACTUAL time was 40 hours. 14 hours is a testament to how many times I died/had to reset.

However. This is one of the top five games I have ever played. There are many routes to the same ending, it is the ultimate example of a metroidvania. METROID isn't even nearly as good level design as this game. It is, by all means, flawless.

I highly, highly, recommend this game. It is long, it is hard, but it is one of the most rewarding and fun experiences I have ever had.
Was deze recensie nuttig? Ja Nee Grappig